Taran, the Half-Daarkin, reworked.
So, my last champion concept, Taran, was just a little bit stupid. While he was designed as a sustain assassin, he had way too much healing in his kit to make him balanced, his Q was a bit weird, and he had too much damage. I've reworked some parts of his kit and nerfed others. Let's see if this is a bit better.
First off, he still has enough sustain to merit him having naturally low defensive stats. I've changed a few things to bring his sustain and damage more to a balanced level, but still low base and low scaling health, magic resist, and armor. Also,
Passive:
Killing an enemy champion will grant Taran 10% lifesteal for 7 seconds and 0.5% lifesteal permanently. The stacks of permanent lifesteal cap at 20, or 10% lifesteal permanently.
Killing minions or jungle monsters will heal Taran by 20 life.
He also stores blood from killing anything, at 10 blood per kill. This blood is his resource, and if he doesn't have enough blood stored to fulfill the cost of his abilities, double the blood cost will be taken from his health to use the ability. He can store up to 200 (+25 at levels 6, 11, 16, and 18, for a total of 300 blood at level 18.)
Q: Taran blinks to a target enemy, striking them. He can reactivate the Q with difficult timing, called a "hit", to cause him to blink behind the enemy and attack them again, dealing the same damage. He can do this again during the second attack to cause him to slash the enemy, dealing 1/2 the damage dealt earlier and dropping 4 drops of blood on the ground. These drops of blood will heal him by 1/16 of the damage dealt throughout the entire ability if he collects them, and will fade after 4 seconds.
If he mistimes the hit, he will not be given another opportunity and the ability will end after the animation ends.
While he is blinking around an enemy, they do not receive any negative effects.
Damage per hit: 40/60/80/100/120 (+30% AD) Cost: 30/45/60/75/90 blood. Cooldown: 10 seconds.
W:
Taran's next basic attack will hit for increased damage and mark the enemy if it was a champion. While marked, all basic attacks against that target will store blood. If the enemy is killed while marked, he gets 2 stacks of his passive.
Damage increase: 30/40/50/60/70. Blood stored on hit: 2/3/4/5/6 Cost: 20/30/40/50/60 blood. Cooldown: 8 seconds.
E: Taran throws his sword in a line, dealing damage to the first enemy champion hit. It will pass through minions, dealing 20% reduced damage to them. An enemy that's hit will bleed for 5 seconds, taking a small amount of damage every second and applying Grievous Wounds and revealing them for the duration.
Damage: 80/100/120/140/160 (+50% AD) Bleed Damage: 5/5/6/6/7 true damage per second. Cost: 50 blood Cooldown: 14 seconds.
R:
Taran splits his single blade, which in appearance looks like Aatrox's blade with a khopesh (a sword originating in Egypt which looks a lot like Diana's blade,) in half, releasing his Daarkin form, and spinning once, dealing damage in an area around him. While in Daarkin form, his abilities will have added effects and he will have increased attack speed and lifesteal for the duration. His stored blood will drain out at a rate of 5 per second while in Daarkin form, and he will return to human form when it runs out.
Damage: 250/350/450 Cost: 80/100/120 health (note, this comes out of his health pool, not his blood.) Cooldown: 120 seconds Attack speed: 40/50/60% Lifesteal: 20%
Ability changes: Q: hitting all 3 of his hits will knock the enemy away and stun them. W: a 50% AD scaling is added. E: Taran throws both swords, dealing 50% increased damage on the line and causing them to bleed for twice as much per second.
Please leave some comments with suggestions for how to improve this champion.