Blaze, the Runic Blade
An ancient sword, age is forgotten, but he estimates tens of thousands of years old risen from the sands of Shurima and travelling among these desert sands ever since. Imbued with great magic, is able to continually levitate even when he sleeps, but never needs to eat or drink. He can bring forth any element to strengthen his blows or use an element to create usefulness for any given situation - electricity to supply power, fire to supply heat and light, or ice to cool himself or others.
As far as he knows, he is the only of his kind, searching day in and day out for years of trying to find some kind of true purpose for his life. Blaze is a wanderer, one for many years, and during his wandering has met many people and saw the deaths of them too - whether comrades or mortal enemies, old age, disease, or death by his own sharp edge - he cherishes every single encounter, good or bad, as they are all a sign that he is indeed alive.
Will there ever be a greater purpose for the ancient sword, Blaze, or will he forever be tasked with wandering his homelands to aid those he comes across and end the lives of the few he deems as truly wicked? He still believes there is something greater he was created to do, even after all these years, and the signs are starting to point to a great evil about to rise up in the future...
Blaze is a modifying and enhancing support, could also be classified as an unique type of enchanter, but he can also play solo middle lane as a melee mage, but still has a reliance on his team.
Blaze's unique aspect is his ability to attach himself to an allied champion's sword hand, getting launched a set distance when the target simply basic attacks, able to make a mid-tier or short range champion have longer range or a melee champion have a long range attack. This grants opportunities for a champion to do something they normally would not be able to do and offer Blaze a way to get into the thick of the fight, win-win scenario, and upon being launched grants Blaze a short duration shield to help him not instantly die.
Note that this process replaces their normal basic attack!
Attack Range: 250 units Movement: 350 units per second Attack Speed: 0.545 +10.5% per level Attack Damage: High to Low based on level
Sword In Hand (Passive):
Blaze can right-click an allied champion to place himself into their sword hand when right next to them, placing himself into stasis. Issuing a movement command will cause Blaze to be unequipped from the target, unable to equip back in their hand for 6 seconds.
While an allied champion currently has Blaze equipped, their next basic attack is completely replaced, being locked to 650 range, dealing magic damage and bonus magic damage equal to (+80%AD)(+45%AP), and launching Blaze at their attack target. Blaze gains 60 - 120 (+100%AP) shield for 3 seconds upon being launched.
Additionally, Blaze's attacks gain an additional effect based on his current elemental charge. An elemental charge lasts for up to 3 seconds based on the corresponding ability that was last cast, only one elemental charge can be active at a time.
Fire: Burns his target for 9 - 90 (+45%AP) bonus magic damage over 3 seconds, deals 100% more damage if freeze was consumed.
Electricity: Paralyzes his target, all damage from Blaze's attacks deal 30%(+6% per 100AP) of its normal value to silence and disarm for 0.75 second, stuns for 1.5 seconds if burning was consumed.
Ice: Freezes his target, slowing the target down by 20%(+6% per 100%AP) for 3 seconds, roots in place for 3 seconds if paralyze was consumed.
Ignition (Q):
Cooldown: 8 seconds; Cost: 55/60/65/70/75 mana; Range: 550 units
Blaze burns the ground around him for 3 seconds, dealing 30/50/70/90/110(+20%AP) magic damage per second and applying grievous wounds. Both the damage and grievous wounds persist for 2 seconds upon leaving the area.
Lightning Bolt (W):
Cooldown: 6 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 / 400 units
Blaze summons down a lightning bolt at either himself or an allied champion, dealing 60/90/120/150/180(+50%AP) magic damage around the target and healing the target for 30/55/80/105/130(+75%AP) health.
Blizzard (E):
Cooldown: 15 seconds; Cost: 70 mana; Movement Speed: 150 units per second
Blaze creates a harsh storm of wind and snow as a horizontal wall for the next 5 seconds, slowly moving in the target direction over the duration, dealing 30/40/50/60/70(+25%AP) magic damage per second to enemies remaining in the storm, while slowing by 85% and stopping enemy dashes on contact.
Freezing enemies struck by this blizzard are dealt double damage by it (60/80/100/120/140(+50%AP) magic damage per second).
The blizzard wall is 400/500/600/700/800 units wide.
Trislash (R):
Cooldown: 120/90/60 seconds; Cost: 100 mana; Range: 800 units / 80 degrees
Blaze gains Fire, Electric, and Ice all at the same time to unleash a powerful slash in a cone, dealing 150/225/300(+75%AP) true damage to struck enemies and refunding the cooldowns on all of his basic abilities.
Additionally, struck allies will also have their basic ability cooldowns refunded.
NOTE: Consuming Burn, Paralyze, or Freeze will REMOVE that effect. Just for clarity of balance.