[Champion Concept] Modimus, the Blessed Pacifist
Support Tank with a focus on rendering enemies unable to deal damage while buffing himself and allies.
Passive: Harmonious Resolve Whenever Modimus deals damage to an enemy champion with a basic attack or spell, the target loses 10/13/16/20% (1/6/11/16) Attack Speed for 3 seconds. This does not stack, but further damage does refresh the debuff.
Q: Spiritual Cleansing Cost: 60/75/90/105/120 Range: 600 CD: 14/13/12/11/10 On Ally or himself: Creates shield around target that absorbs damage for 4 seconds and removes any slows on the target when casted. While the shield persists, the target is immune to slows.
On Enemy: Target takes magical damage over 4 seconds, and their damage output is reduced for the duration.
Shield Strength: 80/110/140/170/200(+100% Modimus’ Bonus Armor) Damage: 110/150/190/230/270(+10% Modimus’ Bonus health) Damage Reduction: 15/17.5/20/22.5/25%
W: Serenity Cost: 80/80/80/80/80 Range: 925 CD: 20/19/18/17/16 Creates a 300 unit wide Area of Peace on target location that lasts for 3 seconds. While in the area, enemy champions are slowed and take physical damage equal to a percentage of their max health whenever they auto attack. If an allied champion or Modimus enters the AoE, they are healed based on their missing health and gain 15% bonus movement speed.
Slow: 20/25/30/35/40% Slow lasts 0.5 seconds after leaving AoE Damage: 2/3/4/5/6% Max Health per Auto Attack Ally Heal: 75/105/135/165/195 (+30% AP)(+5/7.5/10/12.5/15% Missing Health)
E: Holy Bindings Creates a 150 unit wide AoE on target location. After a 0.75 second delay, glowing chains erupt from the ground, damaging and stunning all enemy champions within the AoE.
Damage: 80/110/140/170/200(+ 50% AP) Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds
R: Beacon of Hope Summons a pillar of divine power that lasts for 10 seconds that blocks all movement. Pillar generates a 700 unit aura around it that lowers enemy champion AD and AP by a percentage as well as increasing all allied champions’ Armor and MR by the same percentage.
AD/AP reduction: 10/15/20(+1 per 200 Health)% (cannot exceed 30/40/50%)
Armor/MR Buff: 10/15/20(+1 per 200 Health)% (Cannot exceed 30/40/50%)
would be a sad tree if this came true.
Both the W and the R feel like somewhat better versions of maok's ulti.
's also.