Ghetima, the Lesser Spirit
Lore: Ghetima is a weak spirit from another plane of existence, incarnated here to protect mortals. Although not very strong, he is reliable and dependable in tough situations, and can keep others alive by inflicting pain to himself. Using its guarding spirit, it protects those it can and pursues those who seek to do harm.
Appearance: Ghetima is a small little spirit, floating. It has a chest plate for armor and golden-red body.
Abilities:
Passive:Weakling:Ghetima earns 5% less experience from all sources, but loses this debuff when around a higher level ally champion. In addition, Ghetima gains +10 armor and +10 magic resist for each higher level champion around him, ally or not, capping at 30.Upon a spellcast, you gain 5% reduced damage from all sources, capping at 15%.
Q: Energy Arc: Charges for up to 2 seconds, then shoots a projectile that deals 15/25/35/45/55 +5% bonus hp to 70/85/100/115/130 +10% bonus hp magic damage to the first target hit. The more you charge, the speed and range of this ability increase. (Imagine a normal Jayce Q compared to a Jayce Q through and acceleration gate). Each second you charge adds 1 second to the ability's cooldown. Cooldown: 12/11/10/9/8 seconds. Mana cost: 45/55/65/75/85 mana.
W: Guardian Flow: Creates a shield equal to 10/15/20/25/30% of your maximum health onto yourself for 2 seconds. If the shield doesn't break, it will explode and grant a shield equal to half that amount to all ally champions hit for 2 seconds. This effect doesn't apply to additional shields. Cooldown: 23/22/21/20/19 seconds. Mana cost: 80/90/100/110/120 mana.
E: Through Worlds: Disappears from our world for up to 2 seconds,becoming invulnerable and untargetable, and upon the end of the duration or by recasting, teleports to a target nearby location, dealing 70/80/90/100/110 + 60% AP magic damage to all enemies hit. The damage is doubled against champions. Cooldown: 17/16/15/14/13 seconds. Mana cost: 65/70/75/80/85 mana.
R: Bond: Creates a tether with a target ally champion, causing all damage dealt to them to be dealt to you instead for up to 10 seconds. (It doesn't work the other way around) During the time, you gain +30/40/50 armor and +30/40/50 magic resist. You may reactivate to cancel early. If the ally goes out of this ability's range the tether is broken. Cooldown:146/132/120 seconds. Mana cost: None (but probs some health)