Create a Champ
Wanting to see what kind of champs people can come up with. Whether it'd involve old champions before reworks or something new. I guess I'll start. Just a note, I am a big fan of drain tanks or sustain tanks/bruisers. Raid boss essentially so these two champs are basically that.
First off, I miss the old Aatrox very much, when I heard his rework would come I was excited, but disappointed to what he became, so this is my iteration of what his rework could of been. He is supposed to be someone who was deeply inspired by the darkin himself, he went so far as to adapt his fighting style to himself which had led to him being tormented by himself and lust for power.
Helithius.
Passive: All attacks apply a bleed that deal damage over time for 5 seconds. Additionally, the bleed can stack up to three times to be consumed for one of two effects. The bleed has an AD and AP scaling.
Q, Blood Coil: Fire a single projectile that deals damage on hit and applies bleed to the target. (Cooldown 15-10 seconds) (AP Scaling ability) (Upgrade Path: Blood Coil can now be fired three consecutive times. If one target is hit with all three projectiles, the bleed will lower the target's movement speed by 20%) (Upgrade Path: Blood Boil becomes Blood Boil: Helithius launches a volley of consecutive Blood Coils around him for 2 seconds. Cooldown increases to 30 seconds all ranks)
W, Blood Price: Passive: Helithius can select which Price his opponent will suffer, however, Helithius can not have both Prices available to him until Blood Bath is learned or Blood Bath is evolved. Passive: Helithius can cycle between which Price his opponent will suffer with every third auto attack. Every third basic attack will consume bleed for one of two effects based off selected upgrade. (Upgrade Path: Consumed bleed will heal Helithius and increase the amount of healing when Helithius is below 40%) (Upgrade Path: Consumed bleed will instantly finish it's duration as well as deal bonus damage)
E, Blood Path: Helithius will leap to a target location or target, knocking them down for one second striking them with his sword to consume bleed to both heal and deal bonus damage. (Cooldown 17-11 seconds) (AD Scaling ability) (Upgrade Path: After successfully hitting a champion, large minion, large monster or epic monster, Helithius will be able to leap to another target or another target location up to three times. However, if Helithius chooses to leap to a location where none of the targets can be hit, Blood Path will go on cooldown.) (Upgrade Path: Blood Path radius is increased. Enemies caught within the radius will have their armor and magic resistance decreased by 5%.)
R, Blood Bath: Passive: Bleed will now heal Helithius for 5%-15% of the damage dealt Passive: Helithius can now upgrade each of his main abilities once. Can only upgrade one ability with every level of Blood Bath. Once an ability has been upgraded, it can not revert nor can it's other upgraded be selected. Active: Helithius grows in size. His movement is increased by 10%, his auto attack range is increased to 300. His Abilities have an increased range of 75. His Attack speed is increased by 25%. His AD and AP ratio are increased by 5%. Gains 20% tenacity and slow resists.
Helithius would primarily be an ad champion, however if he'd like, he can also go hybrid or even have a set AP build for diversity.
Dravous
Passive: Nearby minions and small jungle monsters grant 1% damage reduction. Large monsters grant 3% damage reduction. Nearby champions and large monsters grant 5% damage reduction.
Q, Soul Strike: Dravous next auto attack will fire a wave slowing the champion(s) the target for 1 second. With each upgrade, will increase the amount of waves fired for every level, up to 5 waves. Will not deal bonus damage to towers. (12-8 second cooldown)
W, Heavy Price Paid: Passive: every auto attack will drain three HP to gain one stored AD. Gains one health on hit. Active: Dravous drains 75-150 HP (increased per 500 health) and gains 20-60 AD (based on amount of stored AD) for 5 seconds. Gains 20%-30% life steal. Loses stored AD upon end duration.
E, Path of Dread: Dravous dashes to a target, increasing his damage reduction by 5% for three seconds. Dravous attacks his target, stunning his target for 1.5 seconds.
R, Gate of Bulwarks Will: Dravous releases up to five chains (one per champion) around him. All champions whom are chained will take 10% max health damage back over time, additionally, champions who damage Dravous will take an additional 20% max health for the damage they do to him. Dravous will heal for 5% of the damage done by Bulwarks Will per second. Lasts 7 seconds.
His whole goal is to deal as much damage as he can while tanking damage, but also to give his opponents less incentive to focus him. His early game trades will be based off elongated trades instead of quick short trades.
Also for the second champion, I didn't know what numbers to choose, so I went ahead and chose some wonky stuff