Why are all the dragons fire :-( we already have a fire dragon
and a sun fire dragon
... we need more elemental dragons to match up with the dragon pit! :-p I agree with Ninja Baby One, needs more focus on the 'friend zones', and I feel like the E should be worked into it's passive.
The passive is a very cool idea, but I think it needs more interaction with the rest of the kit. the Grasp of Flame pull gave me an idea im going to run with for this idea... Also if it has to be a fire dragon, i would make the friends Salamanders, because of the myth that says they are born from flames.
I would build a kit like:
*SPECIAL INFO
- 'Salamanders' in range of Runi will attack enemies at the same time that Runi attacks. Salamanders that are not attacking will move towards embers, or hostile units who are 'ON FIRE!' (prioritizing Champions, Minions, and then embers). 'Black Salamanders' will spawn in and patrol the jungle. They cannot be killed, and will not despawn. 'Red Salamanders' will spawn when a Cannon/Large/Epic/Champion is killed while standing on Embers. They will despawn after 3 seconds if no Embers are in range.*
- 'Embers' will be left on the ground after some of Runi's abilities, and will last for 10 seconds. Hostile units who stand still on these 'Embers' will take damage. Embers can be 'Ignited' for 3 seconds, refreshing their duration. 'Ignited Embers' will deal damage even if hostile units are moving. 'Embers' can be ignited by some of Runi's abilities, or when hostile units who are 'ON FIRE!' walk over them.
- Hostile units who are 'ON FIRE' are revealed for 10 seconds, but this duration is reduced by the hostile units moving a distance.
Passive - Gathering Friends - Runi gains a stack of 'FRIENDS!' for every Salamander within a very short range. Each stack of 'Friends!' grants increased mana regen, and % ability damage.
Q - Flame Puddle - Runi spits out a circle of flames at it's feet, dealing damage, setting hostile units 'ON FIRE!', and ignite 'Embers'. Afterwords a ring of 'Ignited Embers' is left.
EMPOWERED EFFECT - increased AoE size, and number of 'Embers' left after
W - Flame Breath - Runi breaths a cone of fire igniting 'Embers', dealing damage to hostile units and setting them 'ON FIRE!'. This ability will push 'Ignited Embers' and create new 'Embers' in the wake.
EMPOWERED EFFECT - Increased range/width of cone
E - Inhale - Runi channels an inhale, causing 'Embers' and hostile units to slide towards it. Hostile units moving away from Runi are slowed instead of sliding towards it. 'Embers' slide 3 times faster and are consumed when they reach Runi. Each 'Ember' inhaled will boost the next Q or W's damage and effect (stacking). Each 'Ignited Embers' inhaled will reduce the cooldown of Q and E.
I figure a kit like this would be fun... balancing mana, and ember burn time to keep salamanders around to boost mana regen and ability damage, while trying to kill champions and cannon minions... I have no idea for an ult, but I see the issue of going into team fights and not having salamanders and embers around... so maybe an ult to help fix that without being to close to Illaoi's...