Aala, the Tale of the Wild
Aala ever since the day she was born was gifted with powerful healing magic, and over the years she will learn to better control and know how to use this gift of her's.
Multiple years later, when Aala was a little older, but still a young child she started to be taught the ways of the bow and arrow in order for her to defend herself in times of trouble by her father for her parents knew the happiness with their daughter will not last soon. You see word was starting to get out about Aala's powerful gift and it was only a matter of time before the Demacian government would find her, then use her for their own selfish gains.
Demacian soldiers have discovered the where-about of where Aala resides. So her parents packed her things and went to send her off to live in the Great Wilderness of Runeterra, a forest so large that it would be impossible for anyone to find her there, to keep her out of sight and safe from Demacian soldiers. There were many tears after the loving kisses and hugs and as Aala's parents went away in that carriage, and all before Aala's eighth birthday too, but in the end she remained safe and uncaptured from the hands of Demacian soldiers and researchers.
So from that day forth Aala raised and trained herself, learning how to hunt, gather food, make a fire, cook, get better with the bow, make new bows and arrows, and develop in her white magic even further. She became the most elegant wild child to ever exist. In the present day, at twelve years old, she is not only the greatest white magic user to ever exist, but she is pretty damn good with the bow as well! She likes helping those that wandered into the forest and unable to find their way out, she uses her bow to slay the creatures that try to attack them and heal any wounds of the travelers, but her healing is so potent that they end up in better health than before they even entered the Great Wilderness.
This is all you need to know of Aala, for now, her story is for you, the Summoner and player, to decide...
Aala is a support-marksman and dedicated healer. Her arrows fend of the enemy and her white magic keeps her allies alive!
Basic Attack Range: 500 units Attack Speed: 0.667 +3.33% per level Movement: 340 units per second
Wild Healer (Passive): Range: 350 units Aala's basic attacks against enemy champions and epic monsters heals herself and allies around her for 12+1 per level health.
Astra (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 40 mana Passive: Aala gains 20/40/60/80/100 bonus range to Wild Healer and her basic attacks.
Active: Aala gains 20/30/40/50/60%(+100% per 100AP) bonus attack speed and uncapped attack speed for 3 seconds.
Beyond The Limit (W): Cooldown: 10 seconds; Cost: 70/80/90/100/110 mana; Range: 800 units Passive: Aala's ability power is increased by 100/125/150/175/200% of her Shield and Heal Power's % value.
Active: Aala heals the target ally for 30/45/60/75/90(+75%AP) health, if the target was damaged by a champion or epic monster in the last 1.5 seconds then this healing is doubled.
Targets above 90% health and are healed by this gain 10/15/20/25/30(+20%AP) bonus attack damage and 20/30/40/50/60%(+10% per 100AP) bonus attack speed for 3 seconds.
Stunning Strike (E): Cooldown: 14 seconds; Cost: 80/85/90/95/100 mana; Range: 1050 units Passive: Aala's basic attacks on-hit apply Dizziness to her target for 4 seconds. If a target receives 5 stacks of Dizziness then they are stunned for 0.8/0.9/1/1.1/1.2 seconds. This passive is disabled while Stunning Strike is on cooldown.
Active: Aala fires a twirling arrow in the target direction, dealing 100/150/200/250/300(+30%AP) magic damage and stunning the first enemy struck for 1.75/2/2.25/2.5/2.75 seconds.
Enemies stunned by Stunning Strike's passive or active cannot be stunned again by Stunning Strike for 3 seconds.
Super Shot (R): Cooldown: 20/12/4 seconds; Cost: 60/75/90 mana Aala channels in place for 1.5 seconds and then causes her next basic attack within 3 seconds to gain 1000 units bonus range, increases Wild Healer's healing power by 200/300/400%, applies 3 stacks of Dizziness, and deals 10/12/14%(+1% per 100AP) target missing health as bonus magic damage.