Trido, the Guardian of the Sea
Trido is a crossover of the Runeterra equivalent of a penguin, but all white and doesn't live in the cold, while having a very slight blood of mankind within his veins, mostly at the end of his wings he has 2 fingers and 1 thumb hands, other than that he is a large 168 cm (approx. 5'6+") tall bird-creature. His wings and sleek feathers allows him to swim at extreme speeds, but are too heavy and not fluffy enough to allow him to fly at all.
Trido dwells mostly near tropical islands, well actually he is considered some kind deity by the natives as he has protected the islands for thousands of years. These islands attract millions of tourists every year, mostly looking for a time to relax and chill, especially under the protection of the great Trido they can relax with ease while on their vacation. Trido does not show his face very often so the only ones that has ever seen him are the natives, tourists come wanting to see him, but never get the opportunity to since they eventually have to go back home.
Trido is also a type of water bender and became an elite swordsman by forming a powerful great sword entirely out of water, using mostly the weight and force of it to deal deadly blows! He can also form tsunamis and great aquatic walls in order to keep intruders away and slay them from afar. Trido is not one to make the first move, but if the waters tell him where there is a threat, he will swim on over to eliminate them swfitly. He is patient and peaceful, but you don't want to get on his bad side!
Trido is a deadly support where his power comes from swimming around at very high speeds and ensuring the protection of his allies.
Basic Attack Range: 225 units Attack Speed: 0.525 +2.5% per level Movement: 360 units per second
Guardian of the Sea (Passive): Cooldown: 8 seconds (scales with CDR) While out of combat for 5 seconds or an allied champion has taken champion damage then Trido's next basic attack will deal 80+4 per level true damage and knock-back his target 600 units.
Splash and Dash (Q): Cooldown: 8/7/6/5/4 seconds; Cost: 40/50/60/70/80 mana; Range: 600 units Passive: While on a water surface Trido will swim increasing his total movement speed by 30/35/40/45/50%, increases to 90/105/120/135/150% while in water from Trido's abilities. Swimming causes Trido to ignore unit collision.
Active: Trido splashes out water around him healing allies for 30/45/60/75/90(+80%AP) health, the water remains on the ground for 6 seconds.
Aquatic Barrier (W): Cooldown: 9/8/7/6/5 seconds; Cost: 40/45/50/55/60 mana per second Toggle: Trido summons a wall of water at his location that remains for the next 2.5 seconds, stopping enemy dashes on contact and slowing down enemies inside the wall by 60/70/80/90/99%.
Geyser Blast (E): Cooldown: 10/9/8/7/6 seconds; Cost: 50/55/60/65/70 mana; Range: 1200 / 300 units After a 1 second delay, Trido erupts a geyser of water at the target location dealing 80/100/120/140/160(+70%AP) plus 4/5/6/7/8%(+2% per 100AP) of the target's maximum health (max 200 vs monsters) as magic damage, breaking any shields on struck enemies first.
If Trido was within the area when Geyser Blast erupts then he knocks-up struck enemies for 1.5 seconds.
Guardian Deity (R): Cooldown: 20/17/14 seconds; Cost: 100 mana; Range: 900/1100/1300 units Trido dashes to the target allied champion, shielding it for 120/180/240(+100%AP) shield for 4 seconds and upon arrival blocking enemy projectiles within 200 range for 0.5 second.
UPDATE: Aquatic Barrier: The wall of water spawns at Trido's location rather than behind him, better synergy with Splash and Dash's passive Cost increase to 40/45/50/55/60 from 20/25/30/35/40 mana per second to compensate for this buff Duration changed to 2.5 from 2/2.25/2.5/2.75/3 seconds Slow increased to 60/70/80/90/99% from 50/60/70/80/90%; reminder the slow is only an area slow and does not apply at all so it instantly drops if you move out of the wall or the duration runs out Cooldown changed to 9/8/7/6/5 from 6 seconds to adjust for the mobility buff, more down time at early ranks for spell miss usage; toggle cooldowns begin when you toggle off