Alkehr- The Dark Spirit
Alkehr is a demon summoned by a mage's foolish mistake in an attempt to enter the spirit world, instead they brought a malevolent spirit which quickly found the mage's body and used it as a vessel. Alkehr is humanoid in form only I imagine two winglike appendages coming out of Alkehr's back, his humanoid form is hunched and dark in color, his eyes are an ethereal glow similar to that of Kindred. Alkehr is a utility mage who can take control of enemies and greatly disrupt team fights. I would imagine him being mostly played in the top lane, but perhaps also as a jungler
Passive: Haunting Glare. Alkehr's abilities mark enemies with Haunting Glare for 3 seconds. This mark is consumed by attacks from ally champion attacks as well as Alkehr himself. When the mark is consumed the enemy is feared for 0.5 seconds and takes 10-100 (levels 1-18)+(20% ability power) damage. (note that his abilities are hard to land and have little range to compensate for this.)
Q: Life Siphon: Alkehr sends dark energy to a target location after a delay of 0.75 seconds. All enemies hit will take 80/110/140/170/200+(55% ability power) damage. Alkehr will heal 10/20/30/40/50+(10% ability power) health for every champion and large monster hit. range: 600 cooldown: 12/11/10/9/8
W: Umbral Flight: Alkehr flies to a target location (flight time will always be 1 second) after which he unleashes energy outwards dealing 40/60/80/100/120+(30% ability power) damage. Alkehr is unstoppable in flight. range: 750 radius (from Alkehr):250 cooldown: 20/18.5/17/15.5/14
E: Dark Aspirations. passive: When Alkehr is below 20/25/30/35/40 % health Haunting Glare will heal him for 20/30/40/50/60% of the damage it deals when it is proced. Active: Alkehr's next basic attack (note that he is melee) will mark enemies with haunting glare, and it will deal 30/50/70/90/110+(35% ability power) magic damage. cooldown: 12/11/10/9/8
R: Dark Possession: Alkehr disappears into a target enemy champion. After a delay of 3 seconds Alkehr will gain control of their movement for 1/1.25/1.5 seconds and they will be unable to attack (allies will be able to damage them). While an enemy is being controlled they take 100/150/200+(65% ability power) damage over the duration of the control. After possession has ended Alkehr will leap out of enemy towards cursor procing marking them with Haunting Glare. cast range: 350 cooldown: 180/170/160 exit range: 350 Note: During possesion Alkehr can cast again to leap out early, however he cannot do this during delay.
Pros: .With E and Q he has a level of sustain .Passive and ultimate grant a large amount of utility .Q and W allow for potential zoning .W can dodge cc . A tad overloaded with benefits
Cons: .Q and W difficult to land .R is risky because enemy has full control during the delay, meaning they can position you in unfavorable spots if they have mobility spells. Remember that Alkehr cannot exit during delay. .Overall damage output rather low .Emergency sustain rendered useless if no passive marks are present
Please leave critique, comments, and questions in comments. Thank You!