Kit concept for a hag debuff enchanter
Class: primary Enchanter, secondary fighter Range: Melee Resources: Mana, Herbs, Souls/Bones
Thematic suggestions: A shriveled elderly troll, who is surprisingly strong and spry for her old age and small/hunched stature. Wields a gnarled cudgel-like staff in one hand, and keeps the other hand hidden in a shawl. With her hidden hand, she draws out items from her shawl for her abilities, such as a dagger for her Q, a long ladle for her W, and an incense censer for her E. When collecting herbs, she can be seen picking them and putting them in her shawl. Her jokes could involve how she has unexpected trinkets hidden in her shawl. Lore-wise, she could be connected with Trundle, possibly even his grandmother. As the wise-woman of her tribe, she could have initially rejected Trundle's aim at becoming king, and publicly told him a discouraging (but ambiguously worded) prophecy that caused him to leave the tribe and despondently roam the wilderness. Her actual motives in telling the misleading prophecy was to push Trundle into finding his True-Ice club and to shape Trundle into a better ruler, knowing that others would challenge his authority if they thought it came through nepotism. When Trundle returns, she explains the true meaning of the prophecy and recognizes his right to the kingship. She could be very conscious of the precarious position the trolls exist in between human factions and Lissandra/Watchers, and she works to guide the trolls along a path where they can thrive. She is probably very wary of Lissandra but see her as an opportunity for the trolls to break human domination. She may also be aligned with Sejuani because she thinks supporting the WInter's Claw will encourage continued fighting among human Freljordians while the trolls work towards becoming a unified threat.
P - Can collect herbs that spawn around in bushes around the map. Each bush has a unique cooldown after harvesting herbs from them. [Encourages roaming] When a unit dies nearby, they drop collectible souls/bones (extra souls from big monsters/minions, champions and epic monsters) [This is similar to Thresh, but he/she uses the souls as ability resources instead of collecting them for stats.]
Q -
Strike with a sacrificial dagger, dealing damage and marking the enemy unit hit. If an enemy dies while marked, their soul is consumed immediately, creating a ritual area of effect where they died. The strength and size of the ritual depends on how many souls the marked unit would have dropped. Allies entering the ritual area gain a shield (scaling with your health and AP). Enemies in the ritual area have reduced AD & AP and take a small amount of damage over time. [The cooldown would be similar to
to allow synergy with the item while supporting. This would be an autoattack reset. Your lane ally should learn to trade damage with opponents during rituals.]
W - Place a cauldron at a location, lasting up to 120 seconds at max rank. You can interact with the cauldron to select a brewing option and channel (stir) the cauldron, consuming mana and herbs to greatly increase the rate at which the cauldron produces charges. [Charges appear as flasks that 'pop' out of the cauldron and drop to the ground around it. Allies clicking on the cauldron or clicking/walking on the flasks will consume them. You can visit a lane, drop a cauldron and channel it for a while to leave a teammate tasty buffs, similar to a Bard leaving satchels. Dropping a cauldron and not stirring it won't produce a very significant amount of charges, with the exception of the black cauldron if enemy units die near it (so it can successfully split-push a lane if a wave crashes near the cauldron).]
- Brewing Options:
(red) Rejuvenating Potion: allies may consume charges from the cauldron to restore health and mana over time.
(purple) Paralyzing Potion: allies may consume charges from the cauldron to poison their next attack to deal damage over time and reduce the opponent's Attack Damage and Attack Speed.
(black): produces ghouls/wraiths; channeling consumes collected souls rather than herbs to increase spawn rate; if units die nearby, their souls are automatically collected by the black cauldron to spawn ghouls/wraiths. [Unlike the other brewing options, this is more like a
item. It is a reference to "The Black Cauldron" which is based on Welsh mythology.]
E -
Ally/Self Cast: (consumes herbs) begin chanting while burning maddening incense, driving yourself and allies within the incense smoke radius into a fanatical rage. While berserking, gain ramping up bonuses: movement speed, tenacity, and heal for a small percentage of damage dealt (activating
).
Enemy Cast: (consumes souls) begin chanting and conjure frost-wraiths that pursue nearby enemies, dealing damage and slowing them. The fourth/last wraith summoned will fear enemies caught by it.
R - Passive: This ability can be recasted while on cooldown to consume a number of stored souls to reduce the remaining cooldown of this ability. [Very long cooldown otherwise.] Ally Cast: Bind your soul to an ally for a duration. While bound, a small amount of your stats are shared with one another. If the ally would take lethal damage while the binding is in effect, the binding is consumed to reduce the damage and then a large amount of health is transferred from you to the ally (will leave you with a minimum amount of health). Enemy Cast: Bind souls with an opponent for a duration. While bound, you steal a small amount of stats from your opponent. If you would take lethal damage while the binding is in effect, the binding is consumed to reduce the incoming damage and steal a large amount of health from the opponent.
I think this kit would work best as support but could also jungle depending on clearing speed. The lack of mobility would make ganks a bit weak, but you would be able to leave potions for your allies to help them, or place a black cauldron to hold/split-push a lane. Jungling would make herb collection more convenient. Solo laning might be possible, but it's hard to imagine with so much power budget in utility to buff an ally, and herb collection opportunities would be rare. She/he could be an okay duelist, but a primary fighter would almost always be better at dueling, and other classes have their own strengths that would make it difficult for her to compete outside of the support role.