Sheka, Torturer of the Mist
As a preface I highly recommend reading Hecarim and Kalista’s lore first. The numbers on the abilities I can't really test so I'm not sure how balanced it would be :P
Lore: As a child, Sheka was just like any other. He enjoyed the difficult farming lifestyle that was given to him and, when not working, enjoyed roughhousing with the other children of the village. One day while gamboling about he was pushed down, falling and shattering his wrist, landing hard on the stone path. He felt the searing pain brought on from splintered bone and rather than crying to his mother, he relished it. He went to his mother who was surprised if not impressed to see her child calming approaching her with a crippled wrist. She took him in to see one of the healers who had passed by the village searching for goods that a trading hub would likely have. The man looked at Sheka’s injury and asked the mother to see him alone for a moment. The man led him to a private room where he grabbed Sheka’s wrist and watched him writhe in pain before a contorted grin crept across Sheka’s face. The healer perversely smirked beneath his cloak and saw that the child embraced the same pain he loved to see. The man asked Sheka’s mother if he may come with him, declaring to her that Sheka had displayed certain qualities fitting of a guardian, the ones who held responsibilty for the safeguard of the Blessed Isles. His mother gratefully accepted the man’s proposal, few being chosen for such a great honor, handpicked for the task. The healer took Sheka to a great white city where he would stay for the rest of his life.
When Sheka was brought into the city he was promptly placed into a training regime strictly overseen by a group of guardians, and would live with his sponsor, the healer. Although the first days were tough, Sheka’s laborious life of farming had built him to be rugged compared to most boys his age. Over time training with the guardians became easier and less rewarding, but the healer’s company was worth all the effort. After being with the guardians, Sheka would return to the healer’s house and would indulge in the luscious joy they both shared, pain. Sheka would break his fingers and crush his wrists just for the rush it would bring, and the healer would observe and delight in the display. When it was time to return to the guardians the following day, the healer would manipulate and shift Sheka’s bones into place and send him off.
Over a vast amount of time, Sheka would climb the ranks of the guardians, motivated by the healer to do so. Eventually he would become the leader of the guardians, to them appearing stern and tenacious, doing his work as a guardian without much joy besides that of the healer’s companionship. On the day of the ceremony of Sheka’s promotion to the Master of the Guardians, the healer disappeared, not to be seen again, his task accomplished. Sheka was left to search for another source of masochistic joy, quickly contemplating the world outside of the Blessed Isles, one full of malice, agony, and anguish.
While searching the world Sheka heard news of a queen’s unfortunate, and poisonous, mishap and that of a general searching for a cure. The Blessed Isles held the cure, but that is not what struck his interest, the idea of a slow and unavoidable torment was enough for Sheka. He planted rumours about the land, echoing the tale of nobility trying to save their queen. The tale worked across the Isles and up the ranks of the guardians, just as Sheka had, and consistently wrenched its way into conversations. When his peers addressed him directly concerning the general, Sheka happily obliged, telling the people to bring her to him. Sheka went forward to speak with the general a short time after her arrival, telling her to bring the queen to the Isles if she was to be cured. With that he spoke to her the words that would break the shroud protecting the Blessed Isles, and sent her away.
After a time, Sheka’s hope faded of ever seeing the dying queen’s strife and he continued to look on, into more affairs of the outside world. Until one day he was informed that a small armada of ships had arrived at the isles, Sheka walked down to the entrance of the grand white city to await his guests. He could see the man approaching from a great distance away, followed by lancers and warriors. As he approached, Sheka could see the grief on his face and couldn’t help but grin slyly, his scheme coming to fruition. The man demanded that Sheka bring his wife back from the dead, and Sheka retorted that it could not be done and that it would upset the natural balance. He spoke it not only because it was true, but because Sheka wanted to see the affliction it would cause him. The king then flew into a fit of rage, bringing a sneer to Sheka’s face. The king demanded his death, but his general protested. However, nothing would pacify his rage. The general called on the leader of the lancers to help her, but he struck her down for being insubordinate. The other lancers followed his lead in betrayal and their eyes turned on Sheka, who began to laugh uncontrollably as the lance entered his chest. This is what he desired more than anything, the pain was beautiful, he laughed as blood filled his maw and darkness filled his eyes.
When Sheka awoke, he was a contorted image of a man filled with a dark mist. Any attempt to move was impeded by his body’s reluctance to move. Sheka had to piece himself together, in this twisted malformed shell. Although he could think, he did not know what had become of him. Sheka did know one thing though, the pain was delicious.
Guided by the mist, Sheka was a slave to his appetite for torture bringing it to all he met.
Health: 550-2000 Health Regen: 7-18 Mana: N/A Mana Regen: N/A Melee: 125 Attack Damage: 50-100 Attack Speed: 0.65 (+ 0-38%) Armor: 25-90 Magic Resist: 30-52.5 Move Speed: 335
Passive: The mist allows Sheka’s auto attacks and spell casts to grant magic resist from enemy champions up to five stacks. Each stack grants 2/4/6/8 magic resist based on level (levels 1/6/11/16). However his abilities do not reduce cooldown for each point put into them
Q: Laugh of Insanity: Sheka gives an unsettling cry of laughter slowing enemy champions by 35%, lowering attack speed by 5/10/15/20/25%, and marking all who hear it (monsters/champions) If auto attacked by Sheka, the mark procs doing 1/1.5/2/2.5/3% max health magic damage Has an 8 second cooldown. No cost. W: Set the Bones: After channeling 1/.9/.8/.7/.6 seconds, Sheka returns his bones to their place costing 16/17/18/19/20% current health and restores 8/10/12/14/16% max health over 7.5 seconds. Has a 20 second cooldown
E: Fresh Meat: Passively Sheka gains 6/7/8/9/10% movement speed while going towards enemy champions. Upon activation, Sheka gains a large burst of 10/15/20/25/30% movement speed while moving towards enemy champions. Has a 12 second cooldown.
R. Siphon the Agony: Sheka’s passive now steals magic resistance from enemies, shredding the enemies and bolstering his own. Upon activation, Sheka creates a mist that surrounds all of the champions around him for 5/7.5/10 seconds and every 500 damage done to the misted champions turns into a stack of agony up to 5/10/15 max stacks. Upon reactivation Sheka attempts to rip the souls from their bodies dealing 50 (+ 25% AP)% magic damage per stack over three seconds.