Rough Champion Idea. Jacht the Depth Dweller.
Jacht is an AP tank support/top laner (original idea right..) that primarily has a lot of CC and decent damage, but as a drawback he has large cooldowns and a unique replacer for mana. I currently have no lore in mind for him, and I hope that the community can help me to shape this character into something meaningful. Here is his kit.
Passive - Hydration
Jacht has no mana bar, instead it was replaced with Hydration. Jacht loses 1 Hydration every second, and starts out with 200, gaining an extra 20 for each kill and assist Jacht gets. For every 50 Hydration he has, he will regenerate .25% of his missing health per second and all of his abilities deal addition damage equal to half of his current Hydration, which scales to full by level 18. Jacht gains 5 Hydration every second while standing in the river.
Q - Ink Shot. 1000 Range. 8/7.5/7/6.5/6 cooldown. No cost.
Jacht shoots out a stream of ink dealing 75/100/125/150/175 + 55% of Jacht's AP. The enemy hit is slowed by 20% for 1 second. Hitting an enemy will give Jacht 30/40/50/60/70 Hydration back.
W - Suction Cups. 600 Range. 22/20/18/16/14 cooldown. 60 Hydration.
Passive - Upon entering combat, once every 6 seconds, Jacht will be immune to any form of knockups and displacements. Jacht also has permanent 12% tenacity and slow resist.
Active - Jacht latches onto an ally, granting them 12%/14%/16%/18%/20% of his maximum armor and magic resist for 2/3/4/5/6 seconds. During this time, Jacht cannot use any of his other abilities, and all of his abilities have a 1 seconds cooldown upon deactivating this ability. Activating this ability deactivates the passive portion. Jacht can cancel this ability by pressing W again. Upon canceling, the ability assumes the normal cooldown.
E - Ink Pool. Spawns under Jacht. 20/19/18/17/16 cooldown. Costs 80 Hydration.
Jacht instantly leaks a 3 Teemo wide pool of Ink that increases Jacht's speed by 20%/25%/30%/35%/40% and slows enemies by 15%/25%/35%/45%/55%. Jacht's pool will stay where it was released at for 3/3.5/4/4.5/5 seconds. Enemies inside the pool will take 20/35/50/65/80 + 30% of Jacht's AP as damage each second. For each enemy inside, Jacht will passively gain 5 Hydration every second.
R - Tentacle Grab. 700 range. 120/110/100 cooldown. Costs 110 Hydration.
Jacht quickly stretches out all 8 of his tentacles and grabs all nearby enemies. Each enemy is pulled inward directly to Jacht and stunned for .5/1.0/1.5 seconds, and are dealt 90/180/270 + 55% of Jacht's AP as damage.
I greatly appreciate any Constructive feedback, and I hope some people can contribute to this idea of mine, whether it be an idea for the character himself, or balancing his kit.
Thank you for reading.
for his Q)) with a short, but not spammable, CD. Seeing as this is his bread and butter, the slightly shorter CD makes sense. No cost, reasonable because it restores. Damage seems ok, though since this is a 'use whenever you can' ability, I would reduce stats slightly. Maybe 50/85/110/145/180 + 55% AP? Just an idea, take it as you will. Slow seems fine, though again, for an oft-used move, you may want to nerf - maybe 23%? Finally, buff the Hydration back. 10 Hydration back at rank 1, assuming 5% CDR runes, means 7.6 s CD. That means that you really only get 2.4 Hydration back per Q - Not nearly enough, considering that by the time the laning phase starts, you have 80 Hydration left. I would say at least 50/60/70/80/90. Score: 7/10.
W has 700 range, but that is a dash, not a suction.)). CD: Again, seems good, forces both moments of ADC all in combined with vulnerability when it is down. Cost: No problem here, though may want to start at 55 and bump to 60 at rank 3. Don't worry about that too much, that is something that would just have to be tested. No idea about % armor/mr, maybe someone more experience with that kind of effect can help you there. CD after using: I would put at 1. Sona's is 0.5, and Udyr's is 2. However,
is also about spamming moves, and
is about changing stances after getting an use out of each one. I'm not entirely sure why you have it in though in the first place, though if you want it I would lower. What happens when he cancels, stat-wise and CD-wise? Score: 6/10.
PASSIVE:
...ok? Really don't get this. I mean, it makes sense thematically, but really? Why? I would more likely put it as an engage tool--add in at the start, 'while in combat'. Really changes application--it becomes a way of saying 'you can't move me, Trist' instead of 'oh crud I can't chase them'. 5% seems fine. What do you mean by '(except for terrain)'? How long does the slow/grounded last? Finally, why does his Q disable? I think you forgot to remove that when you reworked his Q. Score: 5/10 in current form.
's W is just a slow, but it starts at 35% and gets up to 75% at max rank. I'd say 30/35/40/45/50%. Damage is too high at max rank, for a damage per second on a relatively minor ability. AP ratio is fine, but lower the amount per rank. For the Hydration/s, I would clarify that. Does he have to be in the pool? I would think so, but maybe not. Finally, does this work like a
W (follow him in an AoE), and does it leave a trail like a
Q? Score: 6/10. Simple, but useful.
gets 75/rank, with a higher ratio. If he's a support champ, he should have lower base damage at ALL ranks, not just first rank. I would say 80/rank, leaving him at 280 base, + maybe 55 to 60% AP. How far are enemies pulled in? And how fast? The Devil is in the Details :P. Score: 8/10, for an ult well done--just needs more

