Support Champion concept
What if there was a champion that scaled from health regen and applied a debuff to enemies that caused their health to degenerate. Also they have a tether that links their health to an allies.
What if there was a champion that scaled from health regen and applied a debuff to enemies that caused their health to degenerate. Also they have a tether that links their health to an allies.
would be interesting to see with new liandrys.
Im thinking someone with a connection to some kind of life fountain or perhaps a life spirit or spirit of life fountain or something.
For passive im thinking a buff to passive regen for the supp and less so for allies within a range and perhaps more in combat health regen.
q:The tether skill could be used on an ally for like 1100 range but also be connected to an enemy within 550 range. ally tether could passively provide the regen from the higher health end to the lower health end. Enemy tether would drain health by doing magic damage per second and could charge up a medium heal for an allied target if the supp was already at full hp and was either not connected to an ally or the connected ally was also at full hp. While connected to both an ally and enemy and the allies health isnt 100% it could increase the regeneration rate to the ally. While connected to an enemy it could also heal the support somewhat too.
w:a second ability could be a circular walled area like 400 units wide that deals 10-20% max health damage to any enemies as they pass through a wall (50% reduced effectiveness if they pass through any walls again) slowing them a moderate amount (40-60%). any allies within 300 units of the center of the area (up to 1 teemos width outside of it) are healed by half of the damage done.
e:living fountain can be cast on monsters and minions. regenerates targets health (lower for larger targets higher for minions) upon being killed, the killer is award the hp regenerated as a heal (epic monsters is all killers allies that contributed, large monsters is an aoe for the killers team). If the target dies from nonchampion damage then the targets allied champions receive half of the healing as an aoe (based on size). lasts until target leaves combat once (can be cast before target enters combat but upon leaving one instance of combat the buff is removed). Untriggered fountains last up to 2 minutes.
r: life bond: the support designates a target to bind to (can be rebound when not on cooldown but binding has a 30 second unreducable cooldown) if either the target or the ally were to die while the bond is active then they are both placed in stasis for 2 seconds during which their percent hp is averaged and distributed between them. The target who would not have died is then teleported within 1100 units of their ally (they can select the location during the 2 second window and if they choose not to they are placed immediately beside their ally). cooldown will be high (like 200/180/160)