Champion Concept - Sunama
Sunama - Water's Will
Role - Healing support
_Passive _ - Hydrotherapy Cool down-120 sec
When outside of combat for 5 seconds, target and ally champion. Heal the selected ally during a 3 second channel for 50 + 2% target's health every second of the channel. Can be canceled by activating moving away from the target or being crowd controlled. Drain 2% max mana every second the channel is active
Q - Deep End Cool down-25 sec
Target a nearby area. After a small delay, the area is engulfed in a torrent of water, slowing all enemy units in it by 50% for 1.5 seconds. Enemy units at the center are stunned for 1 second instead. All units will take damage over 2 seconds - 50 +(25% ap)
W - Soak Cool down - 10 seconds
After a 1.5 second delay, if no damage has been taken during the delay, heal all ally units nearby for 80+(60% ap) over 2.5 seconds. Reduce the heal by 50% and grant a 25% movement speed buff if damage was taken during the delay.
E - Surging Surfs Passively grant 15% bonus movement speed outside of combat and reduce slows dealt to nearby allied champions by 30%
When activated, Deal damage in a line, 50 +(70% ap). If it connects with an enemy champion, slow the target for 20% for 1 second. If the line connects with multiple enemy champions, drag the champions to each other, and stun them for 1 second instead of slowing them.
R - Aqua Elemental Cool down - 220 seconds Passively increase all heals given to ally champions by 5%, and reduce all mana costs by 15%. (exclude this mana cost.)
When active, channel for 2.5 seconds. If the channel is uninterrupted, immobilize Sunama and create a water elemental to do her bidding. Grant Sunama's body 50% damage reduction, but the water elemental 50% bonus damage taken. The water elemental can last of a max of 180 seconds.
Water Elemental - Sunama's water elemental carries all of her stats, with the added bonus of 20% extra movement speed. The water elemental with only access to Sunama's passive and its 2 own unique abilities carrying the same cool downs as the original abilities.
Q - Oceanic Blessing The target ally champion is healed for 2.5% of their max health plus (25% ap) and has their ap and ad increased by 10% for 2.5 seconds. A champion cannot be affect by Ocean Blessing's damage buff once until it is used on another unit.
W - Torrential Tides Targeted area will deal 3% of all enemies max health as magic damage over 2.5 seconds after a 2 second channel. The cool down for this ability is lowered every second an enemy champion stands in the targeted area.
I don't exactly have base stats and a design flushed out yet. As soon as I do though, I'll definitely add it to this if I think it's something that will fit the play style and concept of Sunama.
As for the play style however, I was thinking a ranged mage like support, somewhat like Sona but more healing and status focused. I think it would be easiest to hard counter her with a champion that either does burst to overpower her healing or can lock her down before she can heal. Something like a Bard q stunning her, or a braum stun could definitely do her in. On the other hand, I think she would be exceptionally useful with more risky adcs. Twitch, Draven ( I think...), and Xayah if she chooses to be aggressive.
I could definitely use the feedback, since the champion is still being developed and changed in my mind. Thanks for checking out my champ! ^-^