A support-marksman concept: Fenix, The Hero
So some notes beforehand; Fenix' gameplay design was for a support marksman who was a support first and a marksman second, the main way I tried to do this was by giving him a high synergy with crit marksmen so that he would generally work better in the support role.
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P: Lucky Shot Fenix's basic attacks generate stacks of Luck which last for 3 seconds, if Fenix attacks with (3/2/1 at levels 1/9/17) stacks of Luck then the stacks are consumed and the attack is a Lucky Shot. Lucky shots are guaranteed to critically strike but deal only 150% damage (this clause is removed when Fenix has 100% critical strike chance) and deal an additional 30-120 based on level bonus magic damage.
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Q: Pulsar Fenix fires a long-distance (1100 units) but slow-moving (450 units per second) wave of energy in the target direction, enemies hit by the wave take 50/90/130/170/210+(50% bonus AD)+(50% AP) physical damage and have their attack speed reduced by 6/12/18/24/30+(5% bonus attack speed), allies hit are healed for the same amount and have their attack speed increased by the same amount. Attack speed modifications are only applied to champions. Pulsar has a 15/14.5/14/13.5/13 second cooldown. Pulsar costs 50/55/60/65/70 mana.
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W: Synchronization Shields Fenix and a designated allied champion within 650 units each gain a 30/60/90/120/150+(60% bonus AD)+(100% AP) shield. While both shields hold Fenix and his ally's critical strikes deal 30% more damage. Synchronization Shields has a 16/14/12/10/8 second cooldown. Synchronization Shields costs 60 mana.
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E: Disintegrate Fenix empowers his next basic attack, causing it to gain 100 bonus range (worth noting here that Fenix's base range is 500) and apply Dissipation to the enemy attacked for 5 seconds. Dissipation causes the enemy to take 10/15/20/25/30+(32% bonus AD) true damage per second, this damage is increased to 15/25/35/45/55+(40% bonus AD) true damage per second if the triggering attack critically struck the enemy it hit (can be further increased by
). If an enemy dies while affected by Dissipation they drop a Healing Relic which lasts 3 seconds and heals the first ally that touches it for 1/5/9/13/17% of the slain enemy's health.
Disintegrate resets Fenix' auto attack timer. Disintegrate has a 10 second cooldown. Disintegrate costs 30/40/50/60/70 mana. -
R: Relic Barrier Fenix channels for up to 3 seconds, during which time he creates a large ring of energy around himself (radius of 350 units). Enemy projectiles that pass through the barrier are destroyed. Relic Barrier's channel fully disables Fenix, preventing him from moving, attacking, using abilities, using items, and using summoner spells. Relic Barrier has a 150/110/70 second cooldown. Relic Barrier costs 100 mana.
Starting Items:

Recommended Items:

Off-Meta items:

On Fenix' item recommendations, his kit was custom tailored to synergize well with critical strike, additionally, with the amount of healing and shielding in his kit he can make good use of items that grant healing and shielding power, as well as Ardent Censer's passive. Lastly is spellblade, as a passive it works well with Fenix' kit since his W and E both practically guarantee that he'll attack a priority target immediately after casting them.