...the least of which isnt that she can teleport projectiles 2100 units [new champion idea]

JarodDempsey·3/21/2018, 9:58:35 PM·2 votes·256 views

Background: I'm kind of hoping for this support to be someone who understands the fabric of the universe on a higher plane and in doing so is able to manipulate it using hextech technology mixed with her spirituality coming from her upbringing in war torn ionia after the noxian occupation brought hextech to the island.

range will be 525, she will have standard stats for an enchanter/mage very similar to karma.

Skill names may need to be changed to incorporate her ionian spiritual side

P:inertial capacitor -- scd: 120 -- r: 550 the support gains 25% of the % speed reduction caused on allies within 550 range as tenacity (eg an ally is slowed by 80% = 20% tenacity is gained for the support) that lasts until 1/1.5/2 seconds after the effect ends on an ally or the ally leaves range. Fully immobilized allies (root, stun, suppress) provide 25% tenacity. Tenacity stacks from separate champions but multiple slow instances on the same champion do not stack (she will gain which ever slow instance is currently the largest).

critical capacitance if 4/3/2 allies are fully immobilized within range then the support is cleansed of all cc and becomes immune to cc for 2 seconds. Critical capacitance puts the entire passive on a 120 second static cooldown. The cooldown will be reduced (in seconds) by 1/10 of the percent tenacity that would be gained during any instances that occur while it is on cooldown (eg a 25% tenacity gain during cooldown will instead provide 2.5 seconds off of current passive cooldown).

Q: Time warp -- cd: 10 -- r: 900 -- m: 70/75/80/85/90 When cast on allies or self (targeted) it heals them for 6/7/8/9/10 x their health regen + 40% ap over 4 seconds When cast on enemies (skillshot) deals 10 x their health regen + 40% ap magic damage over 4 seconds

W:Energy flux -- cd: 12 -- r: 900 -- m: 60/70/80/90/100 (skillshot) if it hits an enemy champion they become tethered to the support and receive increasing damage over time. Both the support and the target become immune to slows. If the target remains in range for 4/3.5/3/2.5/2 seconds they become stunned for 1.5 seconds. The support can use other abilities/attacks while the tether is active as it is not channeled. If the target leaves the tether range it will break and they will be dealt the full skill damage (separate from the damage they may have already taken while the tether was active) in one instance 3/2.5/2/1.5/1 second after breaking the tether.

energy flux may also be cast on friendly minions, upon contacting minions it spreads to all nearby friendly minions (bounce range ~150) their attack speed is increased by 15/20/25/30/35% but they also receive 25% more damage for 4/5/6/7/8 seconds. Any kills/destructions earned by minions while effected by energy flux are credited to the support.

E: mass balance -- cd: 8 -- r: 900 -- m: 60 the support shields target allied champion, minion, or self for 60 / 100 / 140 / 180 / 220 (+ up to 30/35/40/45/50%) of targets missing health (scaling nonlinearly) for 4 seconds

R: warp gate -- cd: 80 -- r: 700/1400/2100 -- m: 100 The support creates two copies of herself, one at the current location and one at a target location 700/1400/2100 units away. At each point a gate opens perpendicular to the direction of travel with a width of 600 units. Each end faces opposite the direction of the other gate (the gates each are not bi-directional eg they only effect projectiles from 180 deg vs 360 deg such as windwall). Any projectiles (aside from those created by the support) that contact the face of a gate will be warped to the other gate and continue on their original path for the distance remaining before the warp. Warp gate lasts for 2/2.5/3 seconds or until the support uses 1 ability. The support is immobile, untargetable, unable to AA, and immune to collision and cc during this time. Damage instances acquired before using warp gate will still continue. The support may use 1 ability at the destination location before the gate closes (doing so will close the gate prematurely). Any ability used during this time will cost no mana and have its cooldown refunded. warpgate is not a movement ability and so is not disabled by movement impairments. It effectively creates an avatar of the support at each location with the destination avatar allowing her to cast one ability (think of it similar to a temporary ori ball or a zed shadow).

Gameplay: she will be primarily an enchanter but she can also deal some dot using q and w with the potential for a little burst using w. She can use her ult primarily to save allies by blocking damaging projectiles or getting within range to combo with her shield which is most effective on low health allies. She can also ult more offensively such as redirecting an allied projectile or comboing with her q for dot or w for some quick burst to clean up after a fight. With the right comp she can also assist in a splitpushing by comboing ult and w.

2 Comments

Glory973/21/2018, 10:11:51 PM1 votes

I like the concept. Especially the ultimate looks very fun and creative. Though i think that having a shield with 900 range seems quite not fun to play against.