Averdian reintroduction
A reintroduction of Averdian abilities scale on absorbed damage with low ap ratios, to ensure he gets in the fury and is rewarded for it. high base ratios to compensate for lack of early game.
passive. (energy conservation) all damage blocked by armour and magic resist gets stored. plus he enjoys bonus ( )% armour and ()% magic resist the fuller his sheild. includes damage form minions and monsters. could be infinite stacks or be a secondary storage like mana. can store to infinity. (small%) stored as true damage. upon death explodes depending on his q .
q- battle stance (no cooldown) (ranged magic damage)
when active changes his non ultimate abilities
depletes his stored damage stored to deal bonus damage with his auto attacks which weaken the targets armour and magic resist increasing armour and magic penetration to these targets.
if active - death causes the sheild to explode damaging near by enemies
if inactive- gives a buff for magic damage to nearby allies
w- sheild absorb passive sheild gains power with his ap ()% bonus armour and magic resist, and can gain extra (heal of self / damage buffer) q inactive- damages a opponent for ()% of their maximum health storing that health as damage in his sheild. q active,heals the the damage taken and gains ()% movement speed slowing the opponent by ()% movement speed...
e- rolls on his sheild gains ()% movement speed. (escape / engage) (a slight flash type) if q - inactive ignores unit collision/ terain collision
- active knocks back first enemy hit stunning them if they are against terain.
r hardens his sheild making him immune to damage and conducts all enemy attacks to him self. that automatically detonates after () seconds. releasing all his stored power. all attacks that were aimed at him will have been transfered 100% efficient to him.
Strengths : Rewarded for being a tank and absorbing damage. very good counter to high damage assasins. can protect squishies more efficiently can choose between being a tanky tank to being more of a caster. sustained magic damage.
weaknesses : very low base damage needs to absorb alot of damage to become a high damager lacks good poke doesnt have alot of cc quiet single champion based attacking doest have area of effect. has spikes of lesser power, when farming damage would be required
I would really like some feed back for imrovements