Hiro, Master of Spirits
(EDITS) (EDIT 1) Passive has been added. Q and E has received massive changes. Main form of damage has been switched from phsyical and scaling AD to magic and scaling AP. The goal became pushing his team utility by causing stat buffs and debuffs revolving around movement speed. Shifting his power around, he loses a good chuck of his damage to gain more utility for his team.
Debating where to have the Ultimate be available at level 1 like Karma or be a possible regular ability like Udyr, or follow the Teemo style of ultimate. Not quite sure yet and thoughts would be interesting to hear!
(EDIT 2) Took some comments into consideration. Explained how passive functions to be more clear. Changed Q to have only a single effect based on Ally or Enemy instead of numerous based on the Ally/Enemy's movement speed. W has enemy damage and slow removed. E is still being debated on possible effects. R is currently being looked into.
Lore and additional information will be added in the future once I feel it is fleshed out enough.
I know his stats are a little all over the place right now, I haven't done good balance to him. I think the idea is pretty cool! Hope everyone likes the idea and feedback is always nice!
Hiro, the Spirit's Hope Role: Support, Mage
Stats:
Health: 482.36 (+77 per level) Health Regen: 5.74 (+0.65 per level) Mana: 379(+38.74 per level) Mana Regen: 11(+0.3 per level) Attack Damage: 55.376 (+3.2 per level) Attack Speed: 0.690 (+3.38% per level) Armor: 18(+4.1 per level) Magic Resist: 31(+0 per level) Attack Range: 550 Movement Speed: 330
Passive: Beckon the Spirits Hiro's presence causes lost spirits to spawn around him, which can be purified by Hiro. If these spirits are purified, they will reward Hiro with permanent movement speed and bonus gold before wandering the rift for a period of time before disappearing. They reveal the first enemy they come across.
Hiro's presence causes lost spirits to spawn around him that wander the rift for 5 minutes. Spirits will spawn in 3000 range around Hiro every 3 minutes. Hiro is able to purify these spirits to release them from the Rift by walking up to them and right clicking them. Hiro needs to channel these spirits for 2 seconds to purify them. By purifying a spirit, they will lead their strength to him by wandering the rift for 15/20/25/30 (+ 1 per Spirit Purified) seconds and give Hiro 5 permanent movement speed as well as 50 (+ 50 per Spirit Purified) Gold. While a Spirit is wandering, they will reveal the closest enemy to them.
Spirits are dormant when they spawn and will slowly wander the rift (200 movement speed). They will not interact with anything and CANNOT be interacted with by anyone other than Hiro (An enemy Hiro can interact with Spirits similar to Enemy Draven catching your Axes.). Once the Spirit has been purified, they will wander in a random pattern around the rift for their staying duration and will reveal the closest enemy to them.
Q: Spirit's Guidance Cost: 80/85/90/95/100 Mana Cooldown: 9/8.5/8/7.5/7 Seconds Range: 900 Hiro channels the spirits to summon one attached onto one ally or enemy champion to either bless or curse them. If Hiro targets an Ally, the ally becomes a beacon of movement speed. If an enemy is targeted, he becomes corrupted, causing enemies to be slowed while moving around them.
Hiro summons a spirit onto one ally or enemy champion that lasts 3 seconds. Ally - Blesses an ally to become a beacon of spirits. Their current movement speed is doubled and all allies gain 20/25/30/35/40% movement speed when moving towards the beacon ally. Enemy - Enemy becomes corrupted, causing all enemies around them to be slowed for 65% decaying over 3 seconds.
W: Blessed Grounds Cost: 200/175/150/125/100 Mana Cooldown: 20/18/16/14/12 Seconds Range: 650 (Casts slightly in front of Hiro) Hiro strikes a charm into the ground to bless the ground for allies. Pulses from the core, healing allies and removes slows.
Hiro strikes the ground with a paper charm creating a magic sigil that pulses every 1 seconds. Allies hit by the pulse are healed 10/25/75/90/140(25% Ability Power) and have all slows removed from them. The Sigil lingers for 5 seconds.
(Subject to Change)E: Linking of Spirits Cost: 60/70/80/90/100 Mana Cooldown: 22/20/18/16/14 Seconds Range: 500 (800 Max range) Hiro links his spirit to an enemy champion causing them to both become slowed and cause significantly less damage during the duration.
Hiro uses his spirit to link himself to an enemy champion's spirit, linking them for 1/1.5/2/2.5/3 seconds. This link takes 1 second before it is activated. While linked the two are slowed by 50/60/70/80/90% and deal 5/10/15/20/25% less damage. After Hiro has the link broken, Hiro's Movement Speed is slowed by 70% for 1.5 seconds. The link can be broken early by leaving Hiro's maximum E range
R: Paper Charms Cost: 150/100/50 Mana Cooldown: 20/18/16 Seconds Range: 650 Hiro tosses out a paper charm which can be attached to structures, allies, enemies, and terrain. Depending what the charm is attached too, the charm will have a different effect.
Hiro tosses out a paper charm which can be attached to structures, allies, enemies, and terrain. The paper charm will last for 6/8/10 seconds and can be recasted within this time. Depending on what the paper charm is attached too, the effect of the activation will be different.
Allies - Empower an ally by enlarging them. The ally gains a shield for 70/130/190(25% Ability Power) as well as a CC immunity for 1 second. Enemies - Blows up upon activation dealing 125/170/260(+50% Ability Power) magic damage. If enemy is slowed while blowing up, damage is increased by 50% Structures - Creates a magical sigil that grants 20% movement speed to all allies that walk in the sigil. The movement speed persist for 3 seconds after leaving the sigiled area. The sigil lasts for 6/8/10 seconds. Terrain - Opens a flood of spirits which corrupt the surrounding area. Reveals all enemies that walk past the area for 2 seconds. The corrupt land lasts for 10 seconds.
Paper charms are readied upon reaching their target and takes 1 second to activate. Hiro can hold 3 paper charms but can only use one charm at a time.
or
passive serve as great reference points here.
has a similar ability with her W, so make sure its effects don't overlap too much.
can eat up allies, and
gives allies a gap-closer. Having an ability that gives your allies additional mobility in a unique way can really help solidify the sort of champion you want to make.