Orias, The Accomplice of Choas

SilverSwingDog·1/30/2015, 5:51:07 AM·4 votes·1,748 views

Why? Because support role shouldn't be so boring to play. Especially when you get stuck in blind pick with supporting.

About me: I'm super passionate of becoming a game designer one day in the future. I created this character as an outlet to help me focus on another project that is more writing orientated.

Lore:

Over a hundred years and a half ago, before the league of legends was assembled, Jarvan (the first) was ruling the kingdom of Damacia. A great power threatened Damacia, in this time, known as "Bar'hem", a great Darkin lord. The Darkin lord of Chaos, as Bar'hem was known, was slaughtering and burning the Damacian countrysides, leaving farmers and countryman's bodies in the wake.

Jarvan sought out the great Darkin lord of Chaos and brough an army with him, along with an royal enchanted greatsword. However, Bar'hem acted quickly and threw the dying king into a dimensional pit miles deep into the ground, trapping him thousands of miles below the surface.

The Darkin lord went into the dimensional pit, ready to take the head of the king as a trophy. Jarvan dueled the lord of Choas, using his royal greatsword as a soul trap, and stabbed Bar'heim. The choas lord laughed, knowing death could not touch him, mortally wounding the king. As Jarvan died, so too did Bar'hem get pulled into the sword. Now the Choas lord sits hundreds of miles below the surface, never to see blood be shed again.

A hundred and a half years or so later and a young Noxian archaeologist, named Orias, is being granted praise on his uncovering of an ancient artifact. The artifact was a something known as the "Darkin tongue", it was a glowing red opaque stone that has something to do in relation to communication. As Darkin are rare and mysterious creatures, this was an astonishing accomplishment.

The young archaeologist, who was constantly being shamed by his family for not becoming a warrior, become extremely arrogant. As time went on, the Darkin tongue began to speak to him, telling him words of encouragement. One day the arrogant young man admitted to his fellow archaeologists that he is actually far more important than grand general Swain, in terms of fame. These words were quickly passed on to a Noxian official and Orias was sentenced to die.

Facing the legendary Draven, Orias gets a false chance to run for his life. However, before he can even think, he is pulled into a dimensional pit, where the blade of Jarvan (the first) lay dormant. Bar'hem, who was trapped in the blade, called out to the young Orias and offered a pact. Orias will serve as the wielder and protector of Bar'hem, in turn he will gain glory. So, Orias quickly agree, ready to become king of the world.

Orias uses the armor on the body of Jarvan, which is steel fashioned to appear as gold and wields the greatsword of the fallen Damacian king. The first task Bar'hem does is have Orias seek the blood of JarvanIV, to spill the blood of the man who trapped him in the sword. Of course, JarvanIV didn't trap Bar'hem personally, however he still has his great great grandfather's blood within him; so it must be spilled.

So, Orias joins the league of legends, eager to become the champion of all the champions. Bar'hem seeks the choas that Orias will spread, and the blood of JarvanIV. While Orias will also settle his personal dispute about who is greater, by killing Swain as many times as he can. Together, Orias and Bar'hem will destroy all the come across in their search for revenge.

Appearance: Young, short dark brown hair, lighthearted expression and handsome voiced. He wield his greatsword like a claymore, resting the blade on his shoulder. He is wearing a shoulder guard (which is gold) that he scavenged from the dimensional pit inside Runeterra.

Stats: Health- 547 +80 per level Health Regen - 1 per 5 seconds (+0.2 per level) Mana - 521 +50 per level Mana regen - 2 mana per five seconds (0.4 per level) Attack damage - 60 (+4 per level) Attack Speed - 0.2 (0.85% per level) Auto Attack range - 275 Armor - 30 (+3.5 per level) Magic resist - 30 (3.5 per level) Movement speed - 335

Notes: He has decent health, but low health regen. This is because his W can be used to steal health, he can utilize this as support when he has relic shield, so he can share money and steal life from lane minions. This is to prevent his W from being a terror in lane during early game. His attack damage his high and attack speed is super low, on account he is wielding a greatsword, to keep his W and passive being overpowerd (his trading damage will be weak on basic attacks). His armor, magic resist and move speed are all decent.

Abilities:

Passive- Bar'hem

(Bar'hem is a free item, but he still takes up space. However, the item can be combined with any support item for 150g. He does not have any stats...but without this item the passive won't work. Bar'hem wilil be in Orias' inventory when game starts)

Bar'hem feeds off destruction, so for every minion destroyed nearby he gains 0.2 attack damage. (Orias does not even have to kill the minion himself, a teammate can do it for him) For every champion that dies he gains 10 health, whether it is an ally, an enemy or even Orias himself. For every tower destroyed nearby, he gains 5 armor and magic resist.

Additionally, basic attacks slow champions by 5% for twenty seconds, this may stack up to five times.

Notes: This game needs more supports. Every game anyone plays is about trying to avoid playing support and team builder takes forever because no one wants to support. With a champion who gets a free item just for being in lane that works better late game, he can actually do potential damage while buying support items. Keep in mind his base attack speed is two times slower than the slowest auto attack speed in game, which belongs to annie. The attack speed also scales poorly, so his slow on basic attack isn't going to break the game. Also, since he gets benefits off of minion's destroyed, he can attack while the ADC farms...also his low attack speed makes pushing lane harder. The fact this item can only be combined with a support item is to vitalize the role of this champion, so numbskulls won't instalock him for toplane.

Q - Slash/ Slash/ Crushing Blade Cost: 30/35/40/45/50 Mana Cooldown: Varies

Active: Orias slashes once,right to left, in a wide arch, dealing 50/55/60/65/75 (+75% ad) in physical damage. After the first slash, it goes on a 10/9.5/9/8.5/8 seconds, for each minion killed nearby, the cooldown is a second faster. If a champion is killed, it comes off cooldown and gets five seconds of cooldown. The second slash comes left to right and deals the same damage as the first slash, then goes on cooldown. The third slash takes a second to channel, then Orias smashes the greatsword down and it knocks any target hit up for 2 seconds and slows them by 50% movement speed.

Note: This somewhat of a combination between the Q of Yasuo mixed withAnnie, as it procs spellblade, lifesteal and can be charged up pre-engagement. As Orias doesn't have to hit anything to get to his third strike, one could have it one hand upon entering a fight. Note that when his third strike is ready, Orias will put both hands on the greatsword.

W - Sacrificial Gain Cost: 10% of max health Cooldown: 10/9.5/9/8.5/8 seconds after shield is depleted. Cooldown is twice as long if no ally is within 700 units.

Cast on self: Orias channels a fragment of his soul into Bar'hem for 5/4.5/4/3.5/3 seconds, granting him a shield of 0(+4%/+4.5%/5%/5.5%/6% max health) for six seconds. He also gains 6/7/8/9/10 Ad (+20% Ap) and 18%/19%/20%/21%/22% (+10% ap) for fifteen seconds.

Cast on ally: Ally is granted a shield based on 10% (+25% AP) of Orias' max health for twenty seconds. Cast time is still three seconds.

Notes: Perfect for dueling an enemy or helping an adc (who is being focus) in lane by boosting trade potential. The shield is granted Ap ratios in case the player wants to play Orias as a support healer with an optional "rage mode" for when the enemies get too close.

E - Mad Dash Cost: 100/110/120/130/140, costs twice as much if no ally is within 700 units. Cooldown: 6/5.5/5/4.5/4 seconds

Active: Orias charges, using Bar'hem to intercept projectiles. Orias will still take damage from these projectiles, even though they are absorbed, but their damage is reduced by 5/10/15/20/25 damage (+10% Armor and 10% magic resist) All enemies caught in the charge will be knocked way to the end of where Orias was charging. This cannot be used to get over walls. This ability deals no damage. The dash goes for up to 500 range. He can be slowed mid charge, making the charge slower and do less knockback, also causing him to stop short upon collision of his dash destination.

When using E+ 3rd Q, Orias will not absorb projectiles, does not get damage reduction bonuses, can't be hit by CC, moves much faster, can get over walls and uses his 3rd Q at the end of his dash location.

Note: Perfect tool for peeling an ADC, closing gaps and absorbing lethal shots for teamates. This attack has super low cooldown, but is super costly towards mana. Mana items would needed to be built for players who like to dash around like bullies. Note that this can only casted in a straight line, so it be hard to steer enemies into deadly situations unless positioned properly. Also note that it is not a flash and his movement speed while dashing is actually slower than other dashes, like Shen 's dash. Lastly, any crowd control that hits Orias mid charge won't do anything until his charge comes to an end, then the crowd control timer will go off.

R- Chaos Center Cost: 20% remaining health Cooldown: 200/190/180 seconds

Active: Orias leaps a short distance after channeling for 0.5 of a second. He lands, causing an AOE 650 wide. The AOE causes all enemies to be knocked up for 0.3/0.4/0.5 (+0.05 seconds based on 20% attack damage) seconds. All enemies hit are slowed by 50% for 1 seconds. Soul energy from the powerful shockwave returns in a second AOE converging on Orias and gives a shield of 10/30/50 (+6%/7/%8% max health) to all ally's that that walk or are positioned inside the returning soul energy, it will last 1.5 seconds. The shield Orias gets is 1.5 stronger than his alley's shield. In addition, the intial AOE deals 10/15/20 (+120% AP) in magic damage.

Passive: For every champion (allied or enemy) that dies near Orias, he regains 10% of his max health. He also permanently gains 3%/6%/9% bonus lifesteal.

Note: This attack would work awesome combined with Kalista's, just saying. It also rewards Orias depending on how he build himself. Whether it was AD, tanky or Ap. It can be at any health other than 1 Hp. Has a long cooldown, or else the passive would make it too strong. It is also a decent tide turner and can be put with other champions to make a super mean combo. So instead of making the initial active too powerful, he gets a small passive as well.

Quotes- Joke: Orias leans Bar'hem against his shoulder, so the hilt is on the ground. Then, Orias knocks twice on the blade, placing his ear against it. Here are the following quotes to this animation: Knock* Knock* Bar'hem: Ugh...who's there? (Regrettably) Orias: Me! Bar'hem: ...Me who? Orias: That's right, that's my name! (Orias returns to standing animation) Bar'hem: Sometimes...I hate you.

Knock* Knock* Bar'hem: Grr...Who's there? Orias: Hello Bar'hem: Hello who? Orias: Wrong house.

Knock* Knock* Bar'hem: ... Orias: Aren't you going to ask who I am? Bar'hem: No...go away... Orias: ...Ok.

Knock* Knock* Bar'hem: ...ok...Who's there? Orias: Destroy! Bar'hem: Oh! Destroy who? (Intrigued) Orias: Destroy everyone! (Orias returns to standing animation) Bar'hem: That's more like it!

Taunt: Orias points his blade (Bar'hem) at towards the direction he is facing and says: "What's the matter? Did you break you "V" key calling for help? Pathetic."

"Watch your back, because you won't have it for long...because I'm going to kick it to the moon... (returns to standing animation) with my sword."

"Dance for me, naive! For every time you don't, I shall ask you to do so again!"

Laugh: Orias lifts Bar'hem in the air with both hands and the two laugh maniacally.

Dance: Headbangs while strumming Bar'heim like a guitar. Meanwhile, Bar'hem imitates the sound of an electric guitar with his voice. What song he imitates doesn't matter, so he could pretty much just do generic metal sounds.

When on the move: "Alright, that's merciless destroy our enemies! Or get merciless destroyed trying! Hopefully the first thing!"

"Let's do it, to it"

"Yeah!"

"I was going there anyway...before anyone told me to go there...seriously."

"Not a problem."

Bar'hem: Move faster, my steed!

Bar'hem: Move your legs faster, my mule of destruction! Orias: I prefer "accomplice"... Bar'hem: No. Orias: Aww...

Orias: Let's break a leg... Bar'hem: All of them! Break all their legs!

Orias: I'm on the move! Bar'hem: How good for you...

Orias: Oh man, the agony we're going to inflict is going to be crazy! Bar'hem: ...Did you take that from someone...I swear I've heard that before...

Orias: They're in real trouble now! Bar'hem: Make it double. Orias: Yea...that....

When selecting a target: "I'm ready"

"Bring it!"

"Come on!"

"Take this"

Bar'hem: Attack!

Bar'hem: Quickly, use me!

When buying Spirit visage, Bar'hem says: Their live, if our life!

When buying Face of the Mountain, Orias says: They shall hail me as "Mountain Face"

When buying Blade of Ruined King, Orias says: Wait...don't I already have a blade of dead king guy?

When buying Ruby Sightstone: I don't see why you bought that...it doesn't help us kill stuff. (Orias) it's actually so we don't get killed, so we can live long enough to kill stuff...you bronze goof. (Bar'hem) I'm made of steel you fool!...at least I think I am...

Overall notes:

Orias is a bruiser support, with minor sustain abilities and the power to help allies out trade. His unique item, which he can't play without, forcing him to either play support or finish the game with only five item slots. As well as he won't get health benefits from twice the enemies dying. He also suffers cooldown penalties and mana penalties as a result of no nearby ally. This is explained lorewise as Orias needing other peoples soul strength to fully use his potential. Alongside that, it forces him to be a support...even if he is a bruiser. Once again, I wanted a support that people actually want to play: A fighting role that doesn't require being a lame support. Note his lack of too much crowd control excuses him from not having uber tanky powers off the bat with decent damage.

Once again, this was just a side project to get my mind of the dying passion for another unrelated project I am working on. Thinking about the same thing for too long becomes boring, so creating other ideas is my way to combat that. Keep in eye out for "Rex, the Wandering World Wonder" which is later champion concept i'm going to share.

5 Comments

freeformline1/30/2015, 3:00:44 PM2 votes

The champion will obviously need some polishing, but it sounds like a fun, interesting character to add to a support roster. My first concern is that the kit is rather complicated. For example, his passive features a three-stat Thresh soul mechanic (without the apparent need to walk into a dangerous region to collect the bonuses) as well as what would probably wind up being a significant perma-slow. I am also not generally a supporter of champion-specific items, especially when all it does is fill space to punish you for playing him in a role other than support.

I like the idea of a champion whose personal power is affected by the number of nearby allies. It would make him a powerful teamfighter, but he would be weak in solo fights and could be easily taken down by a good pick comp. This would encourage him to work in duo-lanes over solo lanes, and if you manage the numbers correctly, could work him into the support role quite well while still permitting him to fill other roles as a clever off-meta or counter pick. To keep from pigeon-holing him too hard, I would recommend removing his penalties for killing minions and let his cooldowns be unaffected by the absence of allies, which would make him less frustrating to play when your allies aren't nearby. Instead, I would move his team-scaling effects into his passive, replacing the Thresh-esque stacking system and perma-slow, or into his individual ability descriptions. The former option could give him simple stat bonuses based on the number of nearby allies (AP/AD/AS/CDR/AR/MR, etc.) without making a complicated double passive. The latter option would allow his abilities, which scale on five different statistics, to be individually modified to improve with team presence.

Overall, I would recommend simplifying his kit and revise how team presence affects him so support is his ideal role, but not his only viable one. Orias sounds like an interesting champion, with a tolerably snarky personality. As long as him having a dash, two knock-ups, a perma-slow and a slow tied to one of the knock-ups, a shield, a double/quadruple passive (depending on how you count it) in addition to a passive on his ult, scalings on health, AP, AD, MR, and armor, and a personal item doesn't bother or confuse you, he would be an amusing addition to the bot lane. This support main would not mind seeing a refined version of Orias working himself into the game!

(I do actually like the champion concept, but his kit overloaded my sarcasm filters. Sorry!)

SilverSwingDog1/30/2015, 7:03:54 AM1 votes

Synergies:

Kalista (of course): Because of her amazing ability to be untouchable by most melee units, having a peeler makes her a goddess. Alongside that, her ultimate can send Orias into the enemy team, and then he can use his ult to do minor hard CC and shield nearby allies.

Jinx: Because Jinx has no real escape, having an alley who can shove aside assassins trying to killer he would be helpful. Also, the AOE on Orias' ultimate and the slow afterwards can help jinx land a good rocket for a lot more AOE damage. Lastly, the two are both self-centered crazy people...so that's something?

Graves: Thanks to Orias taking the frontline, Graves can sit back and use spells to pepper down the enemy. Then, when Orias ults, Graves has a good shot to make use of his AOE attacks. Lastly, the shield Orias can give Graves will help make use of Graves' passive, because he lives longer and his passive will in turn be more effective.

Counters:

Braum: Braum has the ability to leap to his ally and shield against Orias' attacks. Also, since Orias must get somewhat close to fight, Braum can quickly use his passive to stun Orias and leave him open. The knockup on his ult could also potential stop Orias from using his ult or third q strike.

Sona: Sona can hit both Orias and his teamate at the same time, then she can move back. This means that no matter how much Orias tries to move in, she can damage him. Take note that when Orias uses Mad Dash (E) he pushes enemies away from him, so Orias can't just get in close real quick without pushing the enemy ADC away from the ally ADC's attack range. Sona can heal the damage dealt to her ally and make Orias' venture useless. Lastly, her ult can stun in AOE.

Muffins: Muffins are really good, but contain milk. Orias loves muffins so much, but is lactose intolerant. If there are muffins, it will destroy his early game, mid game and late game...because his stomach will be dealing 100 true damage per second on him. Plus...muffins have a nasty ult...

Recommended items:

Spirit Visage - Gives awesome lifesteal to Orias, which he will require as he won't be building too much damage. Since he needs defensive items, this item makes him not only more healthy, but turns his lifesteal abilities into a viable option for someone without critical damage or fast life per hit.

Guardian Angel - Given, GA is good on anyone. However, if Orias is built to sustain, it can offfer him decent resistance stats as he fights to regain life. He can also use his E to help him escape after being defeated intially, unless the enemy blocks him off. Also, his E grants bonus damage resistance based off of both armor and magic resist, and since this item gives both, it helps increase his E damage reduction while charging.

Blade of the Ruined King - Gives attack speed to make passive deal damage, gives more lifesteal and has a nice active to aid himself or an ally from escaping a pursuer.

Ravenous Hydra - The AOE will go off upon using his Q and basic attack, which has a high chance to kill surrounding minions in a skirmish. If the minions die, the cooldown on his Q will be reduced significantly, allowing him to push more damage out. It has lifesteal to make him even more sustainable. Also, the passive helps cover up his embarrassing attack speed.

The only skin idea I have so far is from my friend (XxShadowheartxX), who suggested it as "consumed Orias". I decided the skin look was good, but knew the name had to be "Soulbound Orias" on the account that he willingly allows Bar'hem to bind souls together. The skin basically looks like a black knight mixed with aatrox skin-like armor, the blade Orias wields is now more like a sword made from two souls, with the colors blue and green or red and yellow.

Barry Zukercorn1/30/2015, 6:08:45 PM1 votes

Orias, the Accomplice of Chaos Stats: Health- 657 +80 per level Health Regen - 1 per 5 seconds (+0.2 per level) Mana - 521 +50 per level Mana regen - 2 mana per five seconds (0.4 per level) Attack damage - 60 (+4 per level) Attack Speed - 0.2 (0.85% per level) Auto Attack range - 275 Armor - 30 (+3.5 per level) Magic resist - 30 (3.5 per level) Movement speed – 335

I won’t touch on his stats or lore too much. His stats seem reasonable and I the lore didn’t really speak to me, it just seemed to be constructed rather than fitting, hard to explain.

*Passive- Bar'hem (Bar'hem is a free item, but he still takes up space. However, the item can be combined with any support item for 150g. He does not have any stats...but without this item the passive won't work. Bar'hem wilil be in Orias' inventory when game starts) Bar'hem feeds off destruction, so for every minion destroyed nearby he gains 0.2 attack damage. (Orias does not even have to kill the minion himself, a teammate can do it for him) For every champion that dies he gains 10 health, whether it is an ally, an enemy or even Orias himself.

For every tower destroyed nearby, he gains 5 armor and magic resist. Additionally, basic attacks slow champions by 5% for twenty seconds, this may stack up to five times.*

I can understand the struggles of support, and their gold income, but all of these insane free stats aren’t going to really help. Honestly with this amount of free stats, I’ll just start targons go top lane and demolish my opponent with all his kit sustain, 3 health pots and the extra health. There is no way he’d be played as support if he can get 6 AD every minion wave on top of the income from the minions themselves.

Q - Slash/ Slash/ Crushing Blade Cost: 30/35/40/45/50 Mana Cooldown: Varies Active: Orias slashes once,right to left, in a wide arch, dealing 50/55/60/65/75 (+75% ad) in physical damage. After the first slash, it goes on a 10/9.5/9/8.5/8 seconds, for each minion killed, the cooldown is a second faster. If a champion is killed, it comes off cooldown and gets five seconds of cooldown. The second slash comes left to right and deals the same damage as the first slash, then goes on cooldown. The third slash takes a second to channel, then Orias smashes the greatsword down and it knocks any target hit up for 2 seconds and slows them by 50% movement speed.

I just want to quickly talk about your focus on him as a support champion. A support champion isn’t expected to farm minions or attain kills. It makes no sense for this ability to reward him for doing either of those things. If this is expected to be a CC or some kind of trading tool then I can understand getting rewarded for hitting another champion, otherwise I’m left a bit confused as to how this helps him support. Also the ratio is high enough I’d expect to see him taken top or jungle with this ability as it’d give him insane trading potential with a low health creep wave nearby.

W - Sacrificial Gain Cost: 10% of max health Cooldown: 10/9.5/9/8.5/8 seconds after shield is depleted. Cooldown is twice as long if no ally is within 700 units. Cast on self: Orias channels a fragment of his soul into Bar'hem for three seconds, granting him a shield of 0(+4%/+4.5%/5%/5.5%/6% max health) for six seconds. He also gains 6/7/8/9/10 Ad (+20% Ap) and 18%/19%/20%/21%/22% (+10% ap) for fifteen seconds. Cast on ally: Ally is granted a shield based on 10% (+25% AP) of Orias' max health for twenty seconds. Cast time is still three seconds.

This ability both rewards and punishes him for building health. I personally don’t see the reason why it doesn’t cost him mana instead beyond the fact it’d just make it similar to a Janna shield with scaling cooldown instead of flat. On top of this you can constantly keep this shield active and unlike most other shields the bonus doesn’t go away after its been cast.

E - Mad Dash Cost: 100/110/120/130/140, costs twice as much if no ally is within 700 units. Cooldown: 6/5.5/5/4.5/4 seconds Active: Orias charges, using Bar'hem to intercept projectiles. Orias will still take damage from these projectiles, even though they are absorbed, but their damage is reduced by 5/10/15/20/25 damage (+10% Armor and 10% magic resist) All enemies caught in the charge will be knocked way to the end of where Orias was charging. This cannot be used to get over walls. This ability deals no damage. The dash goes for up to 500 range. He can be slowed mid charge, making the charge slower and do less knockback, also causing him to stop short upon collision of his dash destination. When using E+ 3rd Q, Orias will not absorb projectiles, does not get damage reduction bonuses, can't be hit by CC, moves much faster, can get over walls and uses his 3rd Q at the end of his dash location.*

I actually like this ability. I can see its uses as a support and I like that it has both offensive and defensive uses. Personally I don’t like two things about this, the twice cost and the combination results with Q. Firstly there are many times when a support is on their own and a dash like this might be necessary to get yourself out of high water. The massive mana cost is honestly cost enough the necessity for an ally to be nearby is just punishing for no reason other than the fact you desire him to be in one role. Finally I don’t really see the point of E_3rd Q. the whole point of this ability is its support characteristics and CC. I think it’d be more appropriate that he just get the slow, and wall restriction removed when he has his 3rd Q charged as a form of reward for harassing appropriately.

R- Chaos Center Cost: 20% remaining health Cooldown: 200/190/180 seconds Active: Orias leaps a short distance after channeling for 0.5 of a second. He lands, causing an AOE 650 wide. The AOE causes all enemies to be knocked up for 0.3/0.4/0.5 (+0.05 seconds based on 20% attack damage) seconds. All enemies hit are slowed by 60% for 2 seconds. Soul energy from the powerful shockwave returns in a second AOE converging on Orias and gives a shield of 10/30/50 (+20% max health) to all ally's that that walk or are positioned inside the returning soul energy. The shield Orias gets is 1.5 stronger than his alley's shield. In addition, the intial AOE deals 10/15/20 (+120% AP) in magic damage. Passive: For every champion (allied or enemy) that dies near Orias, he regains 10% of his max health. He also permanently gains 3%/6%/9% bonus lifesteal.

I’m firstly going to talk about the knock-up. The way it is currently worded isn't clear. Is it some scaling based on 20% attack damage with a max of .05 seconds or is it additional .05 seconds for every 20 attack damage I’m uncertain. The first sounds alright, the second sounds a little much at level 18 Orias has 132 base AD, not counting his passive or items, which adds an additional full .33 seconds of knock-up with a 2 second additional slow. For reference Orianna has a 400 range ~1.25 second aoe and Braum has 1/1.25/1.5 knockup with 40/50/60 percent slow in a skillshot line with roughly 200 less square units of effect and that only covers the CC portion of his ability not the shields. Add on top of that the free stats from the passive and the ultimate is just plainly overtuned.

While I truly understand that you want a support champion that is fun to play, the type of play you might find “fun” isn't the always the type of play a person who plays support is expected to find. Supports are play makers who set up kills and objectives for the team. This champion just gets a bunch of free stats and heavy penalties for doing things on his own. I don’t really think that’s strong design for a support champion. I would have given more discussion on where I think the abilities could go, but I honestly can’t get a good feel for this particular champion’s direction. I encourage discussion to figure out where this champion is expected to go and where it can be refined to fit that place.