Why Riot should hire me. Tidal, Master of the Elements.
A champion design destined for ultimate balance.
Tidal
Master of the Elements
Has 575 auto attack range
Passive: Every 5th auto attack taken is reverted into a heal for 100% / 75 / 50 decreasing with level. DOES NOT TAKE DAMAGE FROM 5TH AUTO EVER. Works like a buff that can fall off after not receiving damage from autos or abilities within 8 seconds. Applied before resistances. Is shown by shards of rock floating around Tidal, which can be used to amplify her e.
Q: Unleash a maelstrom on your targeted enemy which can charge for 3 seconds to gain range, damage, slow increase, and stun duration. Area of maelstrom increases per level. Has 700 cast range. Can be activated early. On release, the maelstrom chains to a limitless number for targets as well as stunning all targets in the small area the maelstrom was originally applied to for 1/2/3 seconds. Slows for 15/25/35%.(chains off of targets 475 yards apart, even if they are not in the maelstrom. no range cap on chain affect) scales with AP
W: Passive: Large minion and monster kills leave lingering essences of resources (water, earth, or fire) which Tidal can pick up to increase the heal from her passive by a flat amount 20/30/40/50/60 plus AP scaling. Active: Freezes Tidals skin making her gain a physical damage shield that slows enemies upon attacking her. Also makes her next 5 autos deal increasing true damage, depending on how much shield she has left (removed when shield is broken). True damage scales with AP
E: Teleports Tidal and deals splash damage to nearby targets. Consumes all Shards currently surrounding Tidal. Gains increased range, cast time, and area of damage depending on how many shards were consumed. Auto attacking Tidal during maximum cast will not interrupt the cast, but will be deflected by her passive as normal. Maximum cast time per level is 2 seconds minimum is .5 a second. Splash damage scales with AP. Can be released early to consume less shards and travel shorter distances. Has 2000 range max and 500 range minimum.
R: Tidal has constant orbs of fire, ice, and water orbiting her. She can shoot the orbs as a skill shot. Each orb has a different effect: Fire - deals splash damage and ignites surrounding enemies struck, revealing them for 4 seconds and dealing damage over time for 8 seconds. The dot can stack up to 3 times, and after 3rd stack the damage is changed into true damage. Ice - deals a cone of damage and applies an increasing slow of 5 /15% on the enemies hit per cast that last for 8 seconds. After striking an enemy 3 times, Tidal releases an ice nova instead which will root and damage all enemies in a small area around the target. (the 3rd strike can apply to anyone with the 15% slow applied from the cone, but will only be applied to the single target hit by the orb of ice) Water - applies a debuff to the enemy target struck for 8 seconds which makes Tidal's autos have increased range and deal a small amount of magic damage to every enemy in between (extra damage applies to target) Tidal and her target. Gives Tidal increased auto attack range after being hit 3 times. Gives 100 range first 2 strikes and 275 upon 3rd cast These orbs recharge in their cycle at the rate of 1 per 4 seconds (shortened by cdr). Holds 3 charges of each orb. The ability has a cooldown of 2 seconds.
The goal of Tidal is to be viable in top/jg/mid. I want her to have good AP scaling, while countering AD assassins. She isn't completely useless against champions like LeBlanc, due to her dueling power, ability to escape, and safe wave clear. Tidal's purpose is to disrupt the enemy while sniping squishy targets and providing wave clear while being tanky through mitigation. Building defensive items will mean her abilities don't do nearly as much damage aside from W, but will still be viable for her. I feel the kit I made for her is unique, and she would have many viable builds and positions for the rift.