Shinu, the Forbidden
NOTE: I made this kit on a different post which I deleted a little bit ago, which I removed because apparently the name I originally used (Anduin) was the name of a World of Warcraft character and I didn't notice, so I changed his name to Shinu for the time being. Sorry if I offended anyone with it, it was merely an accident. Please don't kill me. V__V
Shinu is the product of a combination of Light and Dark energies, creating an offspring that embodies both. Unfortunately, both of them want ultimate control of his body, constantly causing him to change in form, appearance, and personality over the course of his day to day life. Essentially, he is the definition of a bipolar champion, having two forms that he cannot freely control, each with their own ability set. I designed him after the concept of Nephilim, a half angel, half demon being. (I'm not sure if that's the legitimate term for that species or not, but I'm going with it.) Considering an angel should never have reproduced with a demon or vise versa (according to speculation) he is supposed to never exist, hence the name of Forbidden. he also uses a weapon similar to the one in the photo, and that also changes from a white/blue to a black/red color with his Light and Dark forms, respectively. This also means that he has a melee ranged basic attack. Anduin best thrives on the Rift as a jungler, in my opinion.
APPEARANCE
Shinu looks like a young adult male, but has a different appearance depending on the form he is currently in.
LIGHT: Blonde hair, blue eyes, Caucasian, white armor and a blue cape.
DARK: Black hair, much paler skin tone (almost albino) red eyes, black armor and a red cape.
His height and weight stay the same (as it is the same body) at roughly six feet tall with a slender build for his body type.
ABILITY SET
Shinu's Passive: Moral Compass -- Light and Dark energies that consume him are fighting for control, giving different sets of abilities and stats while in a specific form. Light form gives him more Health regeneration and movement speed, while his Dark form gives him more Ability Power and magic penetration. Each of these stats scale with Anduin's level. Effects in his Light form that cause him to heal (Other than his passive / default health regen - we're looking at spells or things such as Lifesteal or Spellvamp) make his other side thirsty for blood, generating Dark Energy. Effects that do damage to enemies while he's in his Dark form cause his Light form to wish for repentance, generating Light energy. At 100 of each of the respective energies, Shinu changes form after a brief delay. He cannot change forms more than once every 20 seconds.
Light form regen and movement speed: 1% bonus health regen scaling up to 10% at level 18
Dark form ability power and magic penetration: 1% bonus scaling to 10% at level 18.
Energy charge rate is equal to 10% of the healing done / damage dealt by Shinu. This decays when out of combat or not being healed for a 10 second period.
Shinu's Q: Reap / Sow -- Shinu swings his weapon in a circle around him twice, which has different effects depending on his form.
LIGHT (Reap): Shinu deals 20/40/60/80/100 + (25% of AP) as physical damage and heals for 2/4/6/8/10% of the damage dealt to targets. This bonus is halved against minions and monsters.
DARK (Sow): Shinu deals 50/70/90/110/130 + (50% of AP) as magic damage. This form applies on-hit effects.
Note: This does the indicated damage as the TOTAL of the two swings. It deals half damage when it only hits with one.
Range: 250 Unit Circle Around Shinu Cooldown: 10/9/8/7/6 seconds. No Cost
Shinu's W: Enchantment: Grace / Enchantment: Grief -- Shinu's weapon becomes scripted with Light and Dark energies, gaining bonus effects on his auto attacks depending on his form. This is a passive ability with no activation.
LIGHT (Enchantment: Grace): Auto attacks against an enemy Champion reveal that target for up to 1/2/3/4/5 seconds. At maximum rank of Shinu's ultimate ability, this bypasses stealth.
DARK (Enchantment: Grief): Auto attacks now do 2/4/6/8/10% of his Ability power and his full Attack Damage as magic damage. At maximum rank of Shinu's ultimate ability, his auto attacks ignore 20% of the opponents Magic Resist. Shinu can't target structures with this damage (he will do normal attack damage). Note: Auto attacks will NO LONGER DEAL PHYSICAL DAMAGE TO NON-STRUCTURE TARGETS WHILE THIS IS ACTIVE.
Shinu's E: Hallow / Pursue: Shinu leaps to his target Champion (Can target allies) having different effects depending on form:
LIGHT (Hallow): Allied targets gain a shield able to absorb 20/50/80/110 + (20% of AP) damage for up to 4 seconds. Shinu is healed at the end of the shield's duration for the amount of the shield that was removed by damage. Enemy targets are stunned for 1/1.1/1.2/1.3/1.5 seconds.
DARK (Pursue): Allied targets gain 2%/4%/6%/8%/10% + (1% for 100 AP) bonus lifesteal for up to 4 seconds. Enemy targets take 100 +(70% of AP) as magic damage.
No Cost Cooldown: 15 Seconds Range: 600 Units
Shinu's Ultimate: Aspect of Light / Aspect of Death -- Shinu thrusts his weapon into the ground beneath him, letting out a massive amount of light or dark energy after a brief delay. This energy has different effects depending on what energy was released. (Whatever energy is in his pool will augment his ultimate form, in other words, if he has Dark energy he will use Aspect of Death)
LIGHT (Aspect of Light): Enemies stuck in the energy blast are blinded for 2 seconds and become marked with a Light debuff. Shinu is healed for 5%/10%/15% of the damage afflicted to them by him or his allies. This debuff lasts for 10 seconds. THIS HEALING RESETS SHINU'S ENERGY METER IF IT HITS A CHAMPION.
DARK (Aspect of Death): Enemies stuck within the blast radius take 100/200/300 + (60% of AP) as magic damage and are given a Dark debuff. Allies ignore 5%/10%/15% of afflicted target's Armor and Magic resist while the debuff is on them. This debuff lasts for 7 seconds. THIS DAMAGE RESETS SHINU'S ENERGY METER IF IT HITS A CHAMPION.
No Cost Cooldown: 150/125/100 Seconds Radius: 800 (Orianna Shockwave) As a side note, Shinu can activate his Q while he's in midair for his E ability, along with starting his ultimate.
BUILD IDEAS
Since Shinu scales mostly off of AP and jumps into the middle of the enemy team to have the most damage, I find him to be best built around an AP-bruiser, getting a mix of Health and defensive statistics along with the damage he desperately wants (well, half of him). A Rylai's Crystal Scepter would be a good item to start with, giving him a large amount of health and AP, along with more crowd control to stick to his targets better. Another good item for a more damage oriented build would be a Haunting Guise or Liandry's Torment, giving him more magic penetration, Ability Power, and AP. Also teams up with Rylai's for a nasty combo. But be careful, the damage from Liandry's (as long as it is doing more than 0) will count towards Light Energy generation.
Another sort of niche item in my opinion would be a Hextech Gunblade, for a few reasons. One, Shinu does auto attack a lot for his kit, and his Q in Dark form applies on hit effects like lifesteal. On top of that it gives him just a bit more crowd control with its active, and the AD doesn't go to waste either.
For a more offensive style build, obviously you'll want a Deathcap or Zhonyas. Stupid damage (AND A STASIS) makes a really powerful engage for the team when you blow your full combo on the backline. Void Staff is good if opponents are stacking M.R., and maybe even a Luden's Echo for the movement speed and the passive 'shiv' proc, for even MORE burst potential or waveclear. A Lich Bane may also be another option, if you're into it, but that's more situational than anything.
Now we get into the jungle item debate, since that is what he's designed to do. Obviously he's going to want a Magus enchantment - cooldown is good and there's not a lot of places he'll get it without wasting statistics with Mana Regen unless you want something like a Nashor's Tooth which may work out. Either way, Magus is good. Get it. Now, what smite is he going to want? Rangers would give him a safe clear, but his kit already has good clear with AOE damage, sustain, etc. so I wouldn't recommend this one. Also, Poacher's is bad. It's just bad. Don't bother. So now we're down to either Stalker's or Skirmishers. I feel like Stalkers has it's offers, giving him another slow to apply more damage to someone when ganking early. Skirmisher's is good for late game duels, with the damage reduction among the other stats it gives. So either one would be beneficial-- Heck, even change them out in game if you got the gold for it.
Now we get to boots. Sorcerer's shoes would be good for more penetration, Mobility boots would be great for ganks early game, or you can go with Mercury Treads for the tenacity. Options, people. Options.