Slee, the Unholy Angel
We all have our secrets, including the angelic realm. Slee is an angelic monster, locked away until he barely escaped down to Runeterra. Though he may be a monster, he still has the bloodline of an angel, meaning he is still a powerful force and natural protector and guardian, his means however are done differently which is why he was hidden away this entire time.
Though he escaped, he is still somewhat restricted. No point in trying to hide something that everyone already knows about at this point. So he is allowed to stay on Runeterra and run around, but under close watch to ensure he is not doing things too crazy on another world. Kayle is one of these who is watching after him.
(Slee is highly intelligent, but cannot speak any sensible language.)
Slee is a highly aggressive support, leaping at his target to pull them back in for the kill.
Though he is a melee champion, he kind of has a ranged feel to him, thanks to his single rank ultimate that is automatically active at the start of the game where he leaps at his target, but leaves behind a chain latched to the ground and attached to himself at his previous location. The further he moves away, the slower he moves, being pulled back to his original location after a short duration or upon reactivation of the ability. He has three rank 6 abilities.
Leaping and being pulled back in are not instant, they are both considered dashes. Ultimate scales with every level, making him not level reliant which is important as a support, scaling non-linearly, but still scales all the way to 18 (best scaling between levels 6 to 11).
Attack Range: 125 units Movement: 350 units per second Attack Speed: 0.645 +4% per level
Holy Protection (Passive):
Slee gains 40 - 160 (+100%AP) shield while Holy Chain is active.
Additionally, allies struck by the Holy Chain are shielded for 50 - 150 (+75%AP) for 2 seconds, once per chain.
Shimmering Claws (Q):
Cooldown: 0.25 second; Range: 250 units / 180 degrees
Passive: Slee alternates between his Right Claw and his Left Claw with each cast of Shimmering Claws. Each claw has their own separate cooldown, being ready after 6 seconds [lowers with CDR].
Active: Slee slashes with either his Right Claw or Left Claw in the target direction in a semi-circle, dealing 25/40/55/70/85/100(+40%AP) magic damage and making struck enemies Shimmer for 2 seconds. His other claw will consume the Shimmering effect and cause something special to happen...
Right Claw: Causes the Shimmered targets to receive 20/22/24/26/28/30% reduced armour and magic resistance for 2 seconds. Left Claw: Causes the Shimmered targets to be slowed by 35/40/45/50/55/60% for 2 seconds.
Unholy Blood (W):
Cooldown: 8 seconds; Range: 500 units
Passive: While Holy Chain is active, dealing damage to enemy champions or epic monsters will spill forth a Blood Offering for Slee, up to a maximum of 5. When he returns, he heals himself and nearby allies for 10/15/20/25/30/35(+20%AP) health for every Blood Offering that was gathered.
Active: Slee becomes heated, granting himself 30/50/70/90/110/130% bonus attack speed for 3 seconds and healing nearby allies for 30/50/70/90/110/130(+30%AP) health, excluding himself.
Monstrous Grasp (E):
Cooldown: 22/19/16/13/10/7 seconds
Passive: Slee's attacks on hit deal 4/4.5/5/5.5/6%(+1% per 100AP) of his target's current health as bonus magic damage.
Active: Slee's next basic attack within 1.5 seconds will grasp on to his target, suppressing it for 1.25 seconds, but unable to freely move or attack upon doing so.
Holy Chain (R):
Cooldown: 6 seconds; Range: 400 - 600 units
Slee leaps to the target location with a chain attached to him that is anchored to his original location for the next 1.5 - 3 seconds, the further he moves away from his initial leap, the slower he moves.
After 1.5 - 3 seconds or upon reactivation of Holy Chain, Slee is pulled back to his original location and with any enemy he is currently grasping on to. If Slee was grasping on to an enemy, he will let go of it upon his return.
UPDATE NOTES:
Monstrous Grasp: Now passively deals 4/4.5/5/5.5/6% +1% per 100AP target current health as bonus magic damage
(Damage was on the low side, even for a support, and this helps bring better synergy with jumping in and slashing up enemies with your attacks.)
(Percentage health also says you are meant to hit the closest thing to you with your back line since you are meant to be with them. Current health damage says that you are kind of an initiator where you jump in, slash them up, and then reel back in so your team can finish your target off.)