Fathil The Magi Of Elements
so there are several champs with elemental powers. annie or janna to name some obvious ones. Fathil will be a mage that commands fire, water, rock, and wind. the four basic elements, and since there is only Q W E R that are for spells and all. since each ability will be a different element, he will have no ult. however, his unique attribute is that he can combine his elements. his gimmick: Fathil has each element for a basic spell. q for fire, w for water, e for rock, and w for wind. the basic q would be a basic fire ball with minor splash damage. w would be a little water whip. rock would be a wall. wind would be a knockback. however, if done within the two second window, Fathil will combine his basic elements. for example, q and e. a fiery rock from the sky would hit the target location and explode. doing minor splash and minor burn dot. now there would be a lot of combinations, but to simplify things, Fathil will be restricted to combining just two elements at a time.
Passive - At One With Nature Fathil is a master of elements and is at one with nature. allowing him to combine his elemental spells with ease and precision. the window of opportunity is two seconds.
Q - Fireball basic of the basic. hurls a fireball at target. dealing minor splash damage. QQ - Firebomb Fathil enhances the fireball spell and turns it a bomb he lobs. dealing moderate splash with minor fire dot. QW - Steam Fathil combines fire and water to make steam. it does nothing other than something similar to graves' smoke bomb. a getaway tactic or gank set up. QE - Meteor A powerful spell at Fathil's command. same thing as firebomb. except it has a bit more range, does more splash aoe, and stuns enemies in the center of the target circle. QR - Hellstorm Fathil combines fire with air to make a spinning pillar of fiery death. on enemy cast, snares with minor fire dot. on ally, or self, makes a kamikaze attack. not a shield for ally or self. good use for shyvana with her fiery swirl going.
W - Water Whip Fathil uses water to whip with the force to cut metal. inflicting decent magic damage with minor penetration. though the water is mundane and being manipulated, it is still a spell and therefore, magic penetration. makes things simple for a mage champ. don't need kass again with physical pen with a magic augmented move. WW - Sploosh Fathil causes a small eruption of water from the ground under the target. causing a knock up with minor damage. if in the river on summoner's rift, animation will be different and much more pretty since there is more water to work with. WE - Quagmire Makes a swampy terrain to slow enemies down a bit. not much else. but three of them can be left out on the map as a trap for a little while. WR - Blizzard Fathil makes a blizzard instead of a rain storm. this blizzard howls in an area. dealing ice dot for short period.
EE - Great Wall Fathil makes a wall of rock that blocks anything that can't be lobbed over it. like ziggs' ult or leona's ult ER - Sand Furies Fathil forms furies of sand and wind to savagely claw off the face of enemy target. interrupts and prevents spells for a bit with minor damage from each fury, adding up to decent by the end of the short duration.
R - Gust Fathil uses wind to push back the enemy to give him some breathing room. RR - Hurricane Fathil can't rock them like one in a single spell. but the hurricane is similar to janna's ult. but much smaller in aoe and deals damage dot instead
that should cover all the two spell combos. i think. if i missed one, post it. there were lots of things that could have been done with two elements per combo. if you think a combo should be something else, as in a tweak to the spell or just the name, post it. i'll consider all suggestions. and yes, if twitch were to wait in the quagmire, he would be a R.O.U.S.