[Kit Concept] Energy-Based Ninja Support
So, I read Meddler's post about %current HP damage over in this thread and this line in particular got me thinking:
Additonally something we haven't used % current health for in a big way, but might at some point, is as a kill set up mechanic. Imagine a support for example with a powerful % current health nuke, possibly even as an ult. Intent would be that they'd soften a target up for a team mate (assassin would be a good fit) to then follow up on.
I think that's an interesting idea, and I've has this idea for an energy-based 'fat ninja' support champion bouncing around in my head for a while, so I gave combining them a whirl. This is a very quick writeup, and very open to change, but let me know what you think.
Basic Attack: Melee, short range. Movement Speed: Average.
Passive- Hitting enemy units with basic attacks or abilities causes you to take reduced damage from them for a few seconds, this effect cannot trigger on the same enemy more than once in a small time period.
Q [medium-short ammo generation cooldown/no cooldown (can rapid fire via swing reset)/low energy cost]- Causes his next basic attack to become ranged, deal additional damage and apply a slow. If used on a target already affected by this ability, it refreshes the slows duration and also refunds its energy cost. Max ammo is 1/1/2/2/3, Ammo generation is time based (affected by CDR), blocking an ability with W generates one ammo (cannot exceed your ammo maximum)
W [medium cooldown/high energy cost]- Transforms into a log (or other inanimate object) for one second. The log is considered a champion for the purposes of abilities, but is immobile and immune to damage (no visible health bar). Blocking an ability with the W refunds half of its energy cost, with every ability after the first restoring an additional quarter.
E [medium cooldown/medium energy cost]- Teleports to target location, causing damage and a small knockback to enemy units standing where he appears.
R [long-medium cooldown/medium-no energy cost]- Grabs onto target champion in melee range, rooting them for 0.5 seconds before causing a large explosion dealing medium damage and stunning units within the AoE, with the target additionally taking a large amount of %CurrentHP damage.