A Wind Mage that is Very Supportive Champion Concept
I am going to be real with you, this is basically intended to be a Janna rework, but since the changes she needs should be so drastic I will treat this as an original champion concept under the same very vague general theme that Janna has.
Rather than try to make a support, we should make just a wind mage, not much difference but this just means we will make a champion that can play where ever and if she can support then she can support or if she mid lanes then she mid lanes and be utility based like Orianna and Lux that way.
In other words, create a mage ability kit under the premise of wind magic. The ability kit will work together and create actual skill to use, this also means removing a shit ton of unnecessary power that Janna currently has (honestly Janna's ability kit is extremely overloaded). I can guarantee that if I ever made a champion concept with even half of the stuff Janna gets in her kit you would all complain about it, scream overpowered and broken, and demand a take a bunch of stuff away and focus on a couple of things; so why should Janna get a completely different treatment? Because Riot made her? That is no excuse to keep her with the overloaded kit she has now, also this is known as double standards of trying to get someone to do one thing and completely go against it for another.
This should be treated as a new champion and take inspiration for a complete overhaul remake for Janna, I will need help with coming up with fresh ideas and hopefully my base ideas can help you come up with more ideas to share here and together we can create something that is super fun to play, requires actual brain power and skill to use and is not super frustrating to go against and does not make the opponent feel helpless. Also upvote this post because Janna mains downvote mindlessly without ever reading the post (I did not put Janna in the title to try to reduce this outcome), I can predict this like clockwork, especially since I am asking people for feedback and share their own ideas to help grow this post.
Also I am going to call this wind mage Wendy just to help showcase that this is supposed to be a completely different ability kit and mentally separate the barrier between Janna and Wendy and try to avoid people saying something along the lines of "but Janna is supposed to do X and have X" as much as possible.
Attack Range: 500 units Attack Speed: 0.644 +2.5% per level Movement: 325 units per second
Wind Surfing (Passive): All projectiles leave behind strong gusts of directional wind as they travel for 4 seconds. If Wendy travels with these gusts of wind, she gains 20%(+15% per 100AP) bonus movement speed.
Wind Elemental (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 60/70/80/90/100 mana Wendy unleashes a wind spirit in the target direction, travelling with the mouse cursor at a speed of 1000 units per second for the next 1.5 seconds, dealing 60/85/110/135/160(+70%AP) magic damage to struck enemies one time.
Rising Gale (W): Cooldown: 8 seconds; Cost: 65 mana; Range: 500 units Wendy shields herself for 40/60/80/100/120(+140%AP) shield for 1.5 seconds. After 1.5 seconds, Wendy unleashes upwards wind around her, dealing 70/105/140/175/210(+80%AP) magic damage and knocking up enemies for 0.25(+0.25 per 100 current movement speed) seconds.
Gale Force Wall (E): Cooldown: 16/15/14/13/12 seconds; Cost: 80/85/90/95/100 mana; Range: 125 units Wendy creates a powerful wall of wind 400/500/600/700/800 units wide in front of her for the next 4 seconds, acting as impassable terrain for all units and able to be pushed from its back side by either Wendy or an allied champion, allies and enemies can be forcefully pushed with the wall.
Every second Wendy or an allied champion is pushing or being pushed by the wall, they are healed for 10/25/40/55/70(+25%AP) health. Every second enemies are being pushed with the wall, they are damaged for 40/55/70/85/100(+40%AP) magic damage.
Eye of the Storm (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 2000 / 600 units Wendy creates an outer storm completely surrounding the area at the target location that rotates clockwise for the next 5 seconds, leaving behind gusts of wind and enemies that attempt to dash through the storm are stopped on contact. Enemies within the outer storm are slowed by 99% and take 60/90/120(+55%AP) magic damage per second.
Wow... I want to really play this. The kit became so much more fun and interesting to play as when I made the first three abilities. The most important thing for this ability kit is that skill expression is shown and the entire kit works with itself without being too over the top in power or too much stuff just stuffed inside it.
Eye of the Storm is essentially a Veigar cage, this is how eye of the storm works because the inside is safe and the outside is where the storm is. So to get people into the outer storm you use a combination of Gale Force Wall to push enemies into it and Rising Gale to knock them up and keep them in the storm, Wind Elemental or your basic attacks can allow for directional gusts of wind for the huge movement speed buff which helps push the wall faster and increase the knock-up duration on Rising Gale.
General harass combo would be something like, Wind Elemental in, hit the target and return it back to you with Rising Gale on so that you run up, damage and knock-up the target and fly on back to safety. If you want to commit to the kill, you can use the knock-up time to get behind the target and push them back into your team with Gale Force Wall. This creates a cool combo with your entire ability kit while create a high risk and reward scenario, and low risk grants low reward, complete opposite to Janna where she has no effort very low risk and extreme amounts of reward for doing so (this statement should indicate that the champion does not have healthy gameplay). If a champion has high reward gameplay in their kit then the risk should hold equal weight for that reward for fairness and not have frustrating gameplay, actually allow the opponent to have some kind of fairness to play against it.
Wendy just seems like a ton of fun to play as to me. Is she balanced in this current state? Who possibly can know, it is impossible to know without gameplay.
UPDATE NOTES:
Rising Gale: Base shield lowered to 40/60/80/100/120 from 40/70/100/130/160 Base damage lowered to 70/105/140/175/210 from 80/120/160/200/240
Gale Force Wall: Healing per second lowered to 10/25/40/55/70 from 20/30/40/50/60
Eye of the Storm: Damage per second changed to 60/90/120(+55%AP) from 80/120/160(+45%AP)
(Lower the base values and high ability power ratios will mean that Wendy [aka Janna in disguise] will remain squishy offering the proper risk with a very involved and aggressive ability kit so that the risk and reward are equalized. If Wendy can go tank or tanky then the risk is compromised and she just gets reward, we want to avoid this scenario as much as possible, so a squishy build offers that high-risk and high-reward gameplay. To force this, you make the base values purposely very low for high ability power ratios, making it if you want power and strong utility then you have to be squishy for that.)