[CHAMPION CONCEPT] Alayah, the Astral Messenger
Hello, Summoners! I've come up with a concept for a support character, one that relies on playing well, situational/map awareness, and plenty of game sense to do well. Feel free to give her a read, and let me know your thoughts!
Alayah, The Astral Messenger (Alternate [Joke] Subtitle: The Space Mailman)
Passive - Speedy Delivery - Alayah may purchase a Tier 3 boot upgrade called the Astral Cleats (or something to that effect), which grant her an additional +10 movement speed and an active effect. Active: Upon activation, Alayah channels for 0.5 seconds. Afterwards, she gains a burst of speed, starting at 25% and increasing to 50% over the 10 second duration. She also ignores terrain while the effect is active. However, she gains tunnel vision, restricting her vision to the area in front of her, something like 90 degrees of vision.. This can be stopped early by reactivating the boots. Cooldown: 60 Seconds.
Q - Shipping and Handling: Alayah whips out a letter made of stardust, dealing 80/120/180/220/280 (+70% AP) magic damage and slowing for 20/25/30/35/40. If the letter hits a champion or kills a minion, a parcel flies out (in the same manner as a Poppy shield, though never bouncing in the direction opposite of Alayah’s position) and lands nearby. Alayah may walk over the parcel to store health equal to 64-100% (from levels 1-18) of the damage dealt. This storage has no limit, but lasts for 10 seconds, refreshing upon the collection of another parcel. She may re-activate this ability while targeting a friendly champion to spend all of the stored health, granting the champion a shield equal to the amount of health stored that lasts for 1/1.1/1.2/1.3/1.4/1.5 seconds. Enemy champions may walk over parcels to disperse them, rendering them unusable. (Probably relatively short ranged, a la Rakan Q, maybe shorter.) Cooldown: 12/11/10/9/8 seconds. Mana Cost: 60/65/70/75/80
W - Return to Sender: Alayah becomes immune for 1 second. After this time, any single target spells or abilities that she was hit with are returned to the champions that cast them, however, they do no damage on returning to the caster. Any CC that was applied stacks. Cooldown: 20/18/16/14/12 Seconds. Mana Cost: 50/55/60/65/70
E - Rough Handling. Passive: Gain 6/7/8/9/10% Movement Speed for every nearby enemy champion (As in within Vayne auto distance, so pretty damn close). Active: Alayah channels for up to 3 seconds, a rectangular distance indicator popping up in front of her (Short range and thin initially, longer and wider as you charge). Upon reactivation, she blitzes forward in a burst of ludicrous speed. If her boots are active, she ignores terrain. Any enemy champions that she passes through while sprinting get stunned and take damage based on the time charged, stunning for 0.6/0.8/1/1.2/1.4 to 1.4/1.6/1.8/2.2/2.5 seconds and dealing 60/100/120/160/180 (+30% AP) to 140/180/220/260/300 (+120% AP) magic damage. Cooldown: 22/20/18/16/14 Mana Cost: 80/90/100/110/120
R - Part and Parcel: Alayah suppresses a target for 1/1.5/2 seconds, and deals 5% (+1 per 100 AP) of their health as TRUE damage every 0.5 seconds of the suppression. If the suppression finishes fully, Alayah stores the health in her mail bag. She may re-activate this ability to heal all nearby allied champions for the amount stored, distributed among them evenly. If the suppression is disrupted, including through death, Alayah releases the current amount of damage dealt as a small healing burst. (About the same range as a Malz ult, maybe? It’s a similar effect…) Cooldown: 180/140/100 Mana cost: 100/150/200 Mana
Base Stats Health: 580 (+82) Health Regen: 5.5 (+0.5) Mana: 370 (+61) Mana Regen: 11.5 (+0.4) Damage: 47 (+3) Armor: 16 (+4.8) Magic Resist: 27 (+1.25) Attack Speed: 0.625 (+2.8) Movement Speed: 355 (+55) Attack Range: 175 (Melee)
Alayah works best as a sort of hit-and-run character, weaving in and out of combat while doing damage, being able to set up situations that let her teammates capitalize. Her ult and Q provide plentiful healing, but require setup and effective usage. She can be built as an enchanter or a mage, both opening up different playstyles. However, unlike most enchanters, she needs to actually do some damage to be an effective healer and shielder, meaning she A. Needs some AP in order to most effectively gain healing/shielding power, and B. Needs to pick her targets to maximize gain over expenditure. Hopefully, this results in a support with a lot of skill expression and fun, fast-paced gameplay. Her lack of direct mobility despite being a melee character and meant to be squishy is made up for by a lot of situational tools that make her crazy fast.