Natal, The Unbound
Natal, the unbound. Role, mage, support, lungle lane, mid,
Passive; Reflux; every few seconds natal is able to orbit several masses (physical projectiles included) in his energy field, negating their effects and adding weight to Natal's being, this occurs automatically if a projectile comes within 300 units of him but not in his collision path, these masses rotate around Natal acting as either shields or ammunition. Mass size corresponds with the total weight held in his field, maximum 6 weight 20 second cooldown.
[Q] scatter: Natal fires a held mass in a target direction dealing varying damage depending on the size of the mass + 80% of their original damage and effects. If no masses are held Natal fires a 150 unit wide shockwave 600 units dealing 80/100/120/140/160 + 40% Ap and knocking back the targets hit.
[passive] masses are ranged from small, medium, and large, where up to 6 small masses can be held each dealing 30 flat damage and travel the full distance of the ability, 3 medium masses can be held each holding 2 weight and dealing 60 flat damage traveling 400 units
And 2 large masses each holding 3 weight dealing 90 flat damage and traveling 200 units respectively.
[W] silence: Natal releases a burst of energy in a 500 unit ring around himself dealing 60/80/100/120/140 +20%ap, silencing and knocking back units to the outside of the ring. This ability damages the area causing units who pass over are slowed by 10/20/30/40/50% and it adds random weighed stones to his orbit, placing his passive on cooldown.
[E] no place for the weak: Natal uses his power to lift and drain an enemy champion within 800 units for 3 seconds draining 15% +10/20/30/40/50% Ap of his missing health from that champion as damage and life steal executing champions under 20% health. While this ability is being channeled Natal is unable to move or cancel this ability, enemy champions being held are able to use physical abilities and projectiles to interrupt the channel but are silenced otherwise.
- [R] Mana Form; Natal sheds his physical form for 20 seconds becoming a being of pure energy gaining the ability to travel over walls, as a mana being Natal has 20% increased ability power and movement speed. 90 second cool down.
stars and uses them like shields, pretty straight forward, his q allows him to launch them caring distances based on their size, a is his way of refilling his projectiles and removing enemies that are too close, his e is the only ability that's here and there he lifts the target of the ground and drains them of 15% of his missing health (not sure if I should buff this but this is still scaleable) and silenced casters but physical abilities can still be used , e.g. Jinx can still fire her rockets. However if the target is below 20% health when he uses this ability they are executed and heal for that amount. Now you asked a good question, about the execution but it's this simple if their maximum health is 4000, why the hell should be care of they still have 800 health at this point they are not at full power, meaning they are "weak" (I originally named this ability the weak shall perish) so yeah, an just going by the percentage thresholds what ever the values are is not an issue now on to your second question for projectiles to catch he must place himself just barely out of its flight path, meaning he must just barely dodge skill shots to catch them once they pass within that 300 units their fair game, the thing is thou he most constantly watch where he is passing otherwise he'll just be catching minions, which isn't bad since they would still act as a wall to body block skill shots. Now his R is the only underpowered ability but that's only at first glance, each mass he orbits has weight more weight = lower movement speed, his R makes his shed his physical form becoming weightless and gaining the ability to fly as well as an increase in his ability power, it's also supposed to free him of tenacity and make him immune while he is in mode but I left that out since it might make him too op.