Well, the Hydrosoul - kit suggestion
I have been for some years (yes actually :p) developing a champion, whose identity was that it (it was actually a she) was like the soul of the water, meaning she was a soul whose body was water - all water and any water. She usually assumed her "normal" form, made from the water of the surroundings, but, being her body, she could do with it anything that water can do. She could even not form a body at all, being just all water as it is.
Then, I saw Riot's post about the long abandoned champion concept of Well, the Hydrosoul, and I though that him and my kit and design could fit well together and that that was a manner of reviving him, so I changed slightly my work to fit in, and here is the suggestion.
So, I designed him to be a very present support tank warden, with some unique abilities, concepts and ways of playing. Numbers might still need some tweaks. Please read through and tell me what you think, and if you wish to see him alive!
WELL, THE HYDROSOUL
Well shapes his body from the water of the surroundings, and uses it to cast his abilities. His body is bigger (is made of more water) the more current health he has, and his abilities scale off his current health.
Passive: Water's Soul
Well's presence attracts nearby underground water paths to the surface, so that small water springs (or, well, wells) appear on terrain walls nearby his location (they can appear on any wall of non-player-created terrain, with the water falling to one side, next to the wall, on walkable terrain). If Well moves too far away, the springs will dry out and disappear. Well can right-click on a spring to channel into its source for 3 seconds, bringing its full might to the surface, and creating a Waterfall there. This has a 60/50/40/30 seconds cooldown. Waterfalls last for up to 100 seconds. Allied champions can stand under it to heal for 5% of Well's current health at the time of creation per second. The amount each Waterfall heals is visually indicated by the amount of water flowing through it. Only one champion can stand under a Waterfall at a time. If Well strays too far away from a Waterfall (~2000 range), it will dry out, having no effect, but will start flowing again if he comes back within range. Enemy champions can stand under a Waterfall for 3 seconds to destroy it, but, if the water is flowing, they will take magic damage per second equal to 5% of Well's current health at the time of creation.
Q: [name suggestion accepted]
Well dashes to a champion, dealing 20/40/60/80/100 magic damage and slowing by 40/50/60/70/80 % enemies hit. Minions and monsters take 200% damage. Additionally, he interacts with the water in other champions bodies he dashes through, including the target one: Allied champions: gives them part of the water of his body, losing 10% of his current hp and healing them for the same flat amount. Enemy champions: takes part of the water that composes their body, healing for 10% of his current hp and dealing the same flat amount of magic damage to them. Then, the ability has different effects depending on whether it was cast on an ally or enemy: On ally cast: creates with the water of his body a protective layer around the target champion for up to 4 seconds, during which he takes the damage for them, up to 20/30/40/50/60% of his current health at arrival. On enemy cast: soaks, with the water of his body, the enemy champion for up to 4 seconds, grounding and slowing for 30/40/50/60/70%, but taking 80% of all the damage done to the champion for the duration, up to 20/30/40/50/60% of his current health at arrival. During these effects, Well is otherwise untargettable. Recast early to cancel. Maximum range = 350 plus 25 per 100 current hp Cooldown: 18/16/14/12/10 seconds Cost: 6% current health
W: Lakefy Well releases part of the water that forms his body, which falls to the ground, creating a Lake on that location. Can be cast while moving or dashing. Lakes grant vision in a small radius. Lakes last for 6/8/10/12/14 seconds, are circular, and are wider the more current health Well has at the time of cast. The water of the Lake works to protect allied champions and hinder enemy ones. Allies standing in the Lake receive an increasing shield of 10% of Well's current health at the time of cast per second. Leaving the Lake will cause the shield to decay at the same rate. Enemies standing in the Lake receive an increasing slow of 10% per second, which decays at the same rate when they leave the Lake. Whenever any unit dashes through the Lake, it will cause the water to splash, instantly healing allies inside for 5% of Well's current health at the time of cast and grounding enemies for 1 second. Radius = 150/175/200/225/250 plus 6/7/8/9/10 per 100 current hp Cost = 25% of current health Cooldown = 40 seconds
E: Water embodied
Passive: Whenever any nearby visible unit dies (~1200 range), Well absorbs the water that composed its body, permanently increasing his maximum health by 0,5% of the unit's maximum health.
Active: [Hold] Well channels, draining water from the surroundings to rapidly repair his body and heal back up. While channeling, he is slowed by 35% (increased to 75% when in combat) and cannot cast other abilities or attack. The amount of health recovered per second is proportional to his current health, meaning he heals slower at low health and faster at high health (the health grows exponentially). Heal per second = 6/7/8/9/10% of current hp. He also draws water from nearby enemy units, dealing 10/20/30/40/50 magic damage per second (minions and monsters take 200% damage). Additionally, enemy champions in the affected surrounding area take 6/7/8/9/10% of his current health per second and cause Well to recover extra health equal to that amount. When out of combat, and after being immobile for 3 seconds, he can press once to cast Disembody. Disembody: Well releases all the water that forms his body, becoming disembodied. While disembodied, Well has no location on the map, is untargetable and invulnerable, and can reembody in any location on the map that he or his team have vision of by using this ability normally. When reembodying, water from the surroundings of target location starts forming his body. During the first second, he is still untargetable and unvulnarable, while his health grows to 20/25/30/35/40% of the health he had at cast. Afterwards, the ability functions normally while it is held. Area radius = 300/350/400/450/500 plus 10 per 100 current health Cooldown: 5/4,5/4/3,5/3 seconds
R: Tidal Windwave's Descent (seriously I need a name here too)
Well forms, with the water of his body, a large wave that travels in a straight direction, up to a certain distance. In its path, the wave stops all enemy projectiles that pass through it, taking 80/60/40% of the damage but no other effects, and also drags enemy champions with it up to a certain extent. The wave then crashes, slowing and dealing mixed damage based on the size of the wave and amount of damage received along the path to enemies in the zone. Well then reforms his body in the crashing zone, with the health he had at the end. The wave is wider and drags enemy champions further the more health Well has at cast, being that it will always drag them the full extent to the crashing zone if cast with full health. Otherwise, the drag distance is a percentage of the total length travelled by the wave equal to the percentage of health he has. If cast from inside a Lake, the wave will behave as if cast with full health, although Well gains no actual health. Wave width: 250/300/350 plus 20 per 100 current health Wave minimum length: 350 Wave maximum length: 550/700/850 Crashing zone damage: 80/100/120 plus 10 per 100 current health (at cast) plus 40/60/80% of the damage taken. Slow: 40/50/60% Cooldown: 140/120/100 seconds