[Char Concept] Kismet, The Avatar of Destiny
Kismet, The Avatar of Destiny Secondary Resource: Mana Primary Role: Tank Secondary Role: Support High Health (610 lvl 1/ 2250 lvl 18) High Movement Speed (350) Med-High Damage (60@1/120@18) Standard MR (32@1/53@18) High Armor (28@1/95@18) Melee (125)
I do not have good cooldown values or ability mana costs at the moment. This is the general concept with numbers like that to be tuned later!
Kismet is the embodiment of destiny on Runeterra. She walks through the world checking on the threads woven by fate and making sure people's intended destinies are being followed. Most people are not even aware of destiny as a physical manifestation, but almost everyone has been visited by her at one time or another.
Passive: Passing Strangers Kismet is not immediately noticed when out-of-combat. It takes 0.5s of constant vision for Kismet to be seen by enemy minions, champions, towers, and wards. This effect is disabled while Kismet is in combat and for 10s afterwards.
Kismet does not have any mobility-enhancing abilities or attributes, although she does possess a high base movement speed. Instead, she relies on the subtlety of one's own destiny to creep up on people. Basically, she's like a stalker -- if you look long enough, she's standing there in the crowd. Otherwise, you might not recognize her. This ability can be very powerful when running between bushes, etc. However, it can be completely negated with intelligent warding and vision control. Kismet does not receive any warning if an enemy can see her or not -- she'll find out her destiny when the time is right!
Q: Fate Chance Active: There is a brief 0.25s delay in which the threads of fate wrap around Kismet. Then, whichever happens first in the next 2s will apply: Either Kismet's next attack deals double damage, or the next source of damage towards Kismet is reduced to 0 (so a damage-over-time ability will tick for 0 damage for the duration). Non-damaging effects, even when attached to damage-prevented abilities, are not affected, nor is any damage dealt to other units by a multi-target/area source. Whether this affects an attack or spell, all on-hit and on-spell modifiers attached to that source will be affected simultaneously, if applicable. This ability takes effect when damage is next applied either by or to Kismet, not when a debuff is applied.
This ability will almost certainly always be useful. However, the opponent has some control over it. Since the threads of fate are visible briefly before it takes effect, opponents can choose to try to use a basic attack or something to negate the ability before it affects a more serious source of damage such as a long-cooldown ability. Even though Kismet is a tank, this ability can still deal some serious damage when used in conjunction with items such as Titanic Hydra. If an AOE ability hits Kismet, only the damage to her is reduced, so this won't nullify an entire AOE. Theoretically, this could make an critical strike with infinity edge deal 5x damage, but her kit is not well-suited to such builds.
W: Unrealized Potential Passive: Sources of damage with a cooldown used against Kismet get a cooldown penalty of 10/12.5/15/17.5/20% (+2%/50 AP). This can extend a cooldown to over the 100% base cooldown time. Unrealized Potential only affects sources that have damaged Kismet within 0.5s of going on cooldown. This ability has an exception coded for use with Fate Chance as well as damage shields - it will still apply its effect even of all damage is prevented. The only criteria is that an ability tries to damage Kismet.
This ability is basically a source of indirect damage mitigation in laning, and a powerful team damage reducer in team fights. Anything that damages Kismet will have a longer cooldown before its next use. This includes everything from abilities to items to summoner spells. This won't affect things like traps that have an arming time, or delayed abilities such as Zed's ult. Some abilities, such as Morgana's Tormented Soil, may or may not be affected depending on how quickly Kismet takes damage. As long as more than half-a-second pass before she takes damage from it, then it will not have its cooldown affected. It does not affect auto-attack speed, only actual cooldowns.
E: Not Today Active: Kismet guards the destiny of an allied unit for the next 4 seconds by linking it to her own. 10/20/30/40/50% of the damage dealt before mitigation to that unit is redirected to Kismet as though she were hit directly by the source. If both Kismet and the target would already be affected by a single source of damage, then this ability will increase Kismet's share of the damage accordingly.
This ability actually redirects damage to Kismet, so it has great synergy with Unrealized Potential. If Kismet is operating in a solo lane, it can be a great tool for annoying her laning opponent by making last-hitting more difficult. As a support, it can be a terrific tool for saving her carry. This is also very useful when under tower, as it can make it difficult for opponents to kill your minions without getting turret aggro.
R: Shared Destiny Active: Kismet takes 0.25s to illuminate a large area on the ground. After the brief delay, Kismet joins the destiny of all units within the area and turns it to her allies' favor. 15/20/25% (+1%/50 AP) of all post-mitigation damage dealt to any allied units in the area is dealt to all enemy units in the area as magic damage, while 10/12.5/15% (+1%/100 AP) of all healing applied to any enemy units in the area is also applied to all allied units.
This ability lays out a large area on the ground that persists for a number of seconds (the exact number I don't know yet). The counter-play is for enemies to leave the area before doing any major damage or healing, but they are still free to damage and heal in the area if they so choose. Note that all damage and healing is affected, so that maxed-out adc with 30% lifesteal will be healing all of Kismet's allies within the area. AOE heals, such as Soraka's or Janna's ultimates, are particularly vulnerable if used carelessly vs this spell. Likewise, AOE damage beware. Note that the damage reflected is post-mitigation and is reflected as magic damage.
I thought this champion would be a kind of unique approach to tanking. It would be very interactive with no actual CC in the kit, but lots of choice-based CC (i.e. do you want to fight, or move away for a couple seconds then fight?).