Whistle - The undead haze

Jrud·6/16/2015, 12:43:34 AM·1 votes·1,119 views

General Concept: Whistle is a sneaky, utility support with large CC potential, designed specifically to keep any ally safe from assassin and other bursty champs that like to 1-shot his more squishy teammates. Very ghost-like in both appearance and ability, he can shift into many useful forms to aid his allies, and hinder his enemies. All of his abilities are subtle in appearance, making them difficult to dodge and anticipate to those without a very keen eye.


Basics: Appearance: He is a moderately sized humanoid gas cloud, with a blue soul sprite in his chest cavity.
Auto Attack Distance: Ranged


Passive: Tricky Breeze If whistle stands still for 4 seconds, he begins to lose his cohesion and spill out onto the surrounding floor in an ever increasing circle, up to a considerable range (enough to cover half a lane from tower to tower). The speed scales with his move speed. At any point, the player may re-form to any point within the circle after a 0.5 second delay in which he is targetable while forming. Enemies in this area are effected by a very subtle, unnoticeable 5% slow. If the player chooses, he can click an area immediately around the point at which Whistle disappeared, causing him to re-form instantly and begin to walk normally again. When in this form, his soul stays visible to allies, but not enemies. He is essentially invisible (like teemo is in his passive). However, a cloud of gray shaded dust forms in a perfect circle around him, easily giving away his general location, though it is perhaps not the easiest to see unless you're looking for it.


Q: Menacing fog Whistle summons a thick, dense fog in a small circle on the field that starts as a barely noticeable light fog, making enemies standing in its radius miss % increase for 2 seconds up to 100% for a blind if they are still standing in it. In this stage, enemies in the circle will receive 5/7/9/11/13 + (AP x 0.05) magic damage per second.

Enemies in the circle for the following 2 seconds have their screen darkened and the fog of war condenses to just the circle until they leave. In this stage, enemies in the circle will receive 8/12/16/20/24 + (AP * 0.1) magic damage per second.

Finally, anyone silly enough to be in the circle after those 2 seconds receive a 2 second fear from ghosts that pop out at them and deal 100/150/200/250/300 + (0.3 x AP) magic damage.

Passive: Whistle gains 5%, 10%, 15%, 20%, 25% tenacity, and 1%, 2%, 3%, 4%, 5% permanent evade.


W: Howling Gale Whistle creates a sudden gust pushing units that stand in it back, units traveling with it faster, and units traveling against it slower for 6 seconds. Inside the wind, many blue souls screech quickly through the area. Enemies using this path will receive 5/10/15/20/30 + (AP x 0.1) for each soul that hits them. (so using it against the wind they will receive a lot more, and dashing through it will make a large chunk of them hit at once). Allied champions that are hit by souls gain 5/5.5/6/6.5/7 bonus magic damage on each auto attack, and ability power for each soul they collect for 6 seconds (stacking up to 8 times).

When targeting the gust, the player clicks on the ground where he wants it to start, and then clicks on the ground where he wants it to end. The shorter the area he selects, the wider it is. He may choose to make it extremely short, spanning almost the whole lane, but only as wide as a minion, or he could make it very long, spanning from a tower to approximately the middle of the lane, but extremely narrow and difficult to walk in. The beginning of the cast must start within his cast radius, the end can be anywhere he chooses.


E: BOO! Whistle suddenly enlarges himself and takes a large melee-swipe at an opponent.

If his opponent is facing him, they receive a 1.5 second stun, and Whistle deals ((Bonus AD) + AutoAttack) physical damage, and ((AP x 0.2) + 100/125/150/175/200) Magic damage.

If his opponent is facing away from him, they receive a 1.5 second fear causing them to keep running the other direction at 50% the speed, and whistle deals ((Bonus AD x 2) + AutoAttack) physical damage, and ((AP x 0.4) + 100/125/150/175/200) magic damage.


R: Spirit Bind Whistle quickly teleports himself to a selected allied character, and for the next 20 seconds, is converted into a thick swirling shield. Whistle now will move around with the allied champion. Upon receiving damage, all damage is first reduced by 10%/15%/20%, then apply Whistle's MR and armor ratios to the damage, then distributes the damage 50/50 between the two of them. The allied champion's armor and MR is applied to his damage after Whistle's, but whistle's doesn't effect his own damage a second time. Whistle can still cast all of his other abilities while in this form with normal cast radius around his selected ally, providing for them CC, move speed, and peel when necessary.

Whistle will also auto-attack enemies within his normal attack radius when in this form, but the player does not have direct control over his auto attacks at this point. He will steal farm if simply left in this mode, so it's best to leave your ally if they are going to go start farming.

As soon as whistle enters this form, his passive begins to spread around the allied champion and follows them. Note that the 5% slow from his passive will effect enemies within the radius providing essentially a large "slow aura" around his ally that should effectively help them kite and chase. Upon pressing R again, he can re-form himself anywhere in his passive radius after the 0.5 second delay. If the timer is allowed to run out, or the ally dies, or teleports back to your team's fountain, Whistle simply spawns next to the allied champion's death or teleport point. He can however tag along for the ride with champions with repositioning ults such as TF, Pantheon, Shen, or thresh's lantern (if you really need two supports I guess).

Stuns and fears cast on your ally effect Whistle instead while in this form.

Slows, roots, and pulls all effect your ally normally while in this form, you are just along for the ride.

Targeted shields (like karma's) go on your ally and not yourself, but AOE shields such as lux's go on both of you.


Counter Pick Theory: Whistle counters opponents with high mobility and burst like assassins and mages after level 6, because he can help his ally survive the burst, and then has a lot of CC and assist potential after the burst is done in order to hopefully turn the assault around for a kill. In lane, having a champion like thresh or blitz pull him shouldn't do a whole ton of good, as his CC and tenacity/evade kit will likely get him out of a lot of trouble. He will also force the enemy ADC to move a lot and provide a lot of interruption to farming efforts.


Even picks: Basically any champ that isn't an assassin or bursty mage will not be largely hindered by Whistle.


Counter Picks: Counter picks for Whistle are going to be tanks and heavy bruisers. Though whistle has CC, he lacks in damage, and without an ally nearby, he can be quite easily taken out by someone with a decent HP pool. Also, Whistle lacks a heal, and his abilities CC more than actually do damage, so extremely pokey support champs with heals like sona or soraka would counter him in lane.


How to build: Your best bet for Whistle's build is going to be AP/Tank/Movespeed.

AP is of course going to give you damage, Tank stats are going to make your ultimate shield MUCH more useful, and movement speed is going to make your passive spread much faster, as well as help you to get to allies that need your ultimate a lot faster.

3 Comments

HolyPaladin176/16/2015, 3:04:48 AM2 votes

Wow really good probably the best champion idea I've read on here I hope someone from riot sees this, though I do think his passive is a bit underpowered without ult.