Attack Damage Support - What do you think of this basic concept?
So I had been rattling my brain for a support/assassin and a support/marksman, and kind of thought of a bare concept that may develop into something. Tell me what you think of it!
Passive: Not Sure Yet Champion causes every 6th shot to fire two extra arrows that converge on nearby targets from the same team to deal/heal 40/60/80/100% (every level 1/6/11/16) of their normal damage/heal. If there are no additional targets, the additional two arrows converge on the same target to deal 40% of their value to the target (Maximum of 180% per lone target). If you didn't get the heal part of that, look below at Ability (R).
Ability (R): Unsure Ill explain why I brought this ability in first. This will affect the rest of his ability kit so it is easier to explain first. Champion switches his ammunition with ethereal arrows. These arrows can only target allies and, instead of dealing damage, heal instead. Every basic attack heals the targeted ally for (+0.10/0.15/0.20/0.25 Attack Damage) health per hit. Unsure is automatically available at level one without spending an ability point on it, and can be upgraded every 6 levels like a normal ultimate.
Ability (Q): I-Don't-Know Champion fires an arrow in a line that explodes upon reaching maximum distance or hitting a champion. If fires with normal arrows from Unsure, it will deal 70/120/170/220/270 (+1.10 Attack Damage) physical damage to nearby enemies and cause the shrapnel to reduce their armor by 12/14/16/18/20% for 3.5 seconds. If fires with ethereal arrows from Unsure, allies are healed for 35/60/85/110/135 (+0.55 Attack Damage) health and cause loose spiritual energy to bond to them to increase their armour by 12/14/16/18/20% for 3.5 seconds.
Ability (W): Uhh... Champion passively gains extra 2.5%/5.0%/7.5%/10.0%/12.5% attack speed on-hit, stacking up to 4 times. Champion flips backwards up to 400 distance away, leaving behind a zone for 5 seconds on the ground where he flipped from. Enemies in the zone take 4.0/4.5/5.0/5.5/6.0% increased damage and allies in the zone gain increased healing and regeneration effects by 20/25/30/35/40%.
Ability (E): Hmm... Champion throws out a projectile that lands 0.25 seconds after cast. *(While with a normal quiver)*Enemies struck take 60/100/140/180/220 (+0.50 Attack Damage) physical damage, increasing up to 80/130/180/230/280 (+0.7 Attack Damage) physical damage and stunning enemies for 1.25 seconds if they are caught directly in the blast zone. (While with an ethereal quiver) Allies struck gain a shield for 30/50/70/90/110 (+0.20 Attack Damage) damage that lasts for 3 seconds, increasing to 45/90/135/180/225 (+0.40 Attack Damage) shield for 5 seconds and 22/26/30/34/38% increased movement speed for 1.5 seconds if struck directly.
**This was a really, really, reeeeeeeeally basic concept and are found to be bugs, but if you look at the overall concept... Would this be worthwhile to a new champion? An Attack Damage Support that can double as an Attack Damage Carry. What do you think? **
Comment below on your thoughts please!
Taucentauri

