[Champion Concept] Ren Wei, the Warrior Sage
Ren Wei, the Warrior Sage
Having trained in solitude for many years, the martial artist did his best to remove himself from the troubles of Runeterra, but it seemed that the omen of impending destruction was so present that it reached him even here in the secluded mountain temple deep in the wilds of Ionia. Thus, having attained a perfect union of body and soul through his long martial training and no longer being able to ignore the seeping dread that was creeping over the land, he sets out from his hermitage, vowing to use is power to restore peace to Runeterra.
Primary Role: Fighter Secondary Role: Mage Secondary Bar: None/Resourceless
Ren Wei is a hybrid melee Fighter/Mage that excels at busting tanks. All of his abilities have passive effects while they are off cooldown that turn him into a semi-tanky/kitey skirmisher while he refrains from using his abilities, but he can activate them for lots of damage and utility in exchange for lowering his dueling power for a while. His kit opens up many options and roles to him, as focusing on AD will drastically up his damage output, while focusing on AP will greatly increase his utility and CC power.
Stats Health: 552 - 1860 Health Regen: 5.3 - 16.6 Attack Damage: 80 - 213 Attack Speed: 0.633 (+0% - 55%) Armor: 20.2 - 70.6 Magic Res.: 28.4 - 50.5 Melee Range: 125 Mov. Speed: 325 (His stats are based off of Lee Sin, and I tried to make it so that he is slightly stronger when his abilities aren't on cooldown, but slightly weaker when they are.)
**Passive - Harmony of Body and Soul ** Ren Wei gains 15% of his total AD as bonus AP, and 15% of his total AP as bonus AD. This effect does not stack with itself.
Ren Wei's basic attacks do physical damage equal to 50% of his AD and magic damage equal to 50% of his AP.
Q - Aura Fist Cooldown: 8/7/6/5/4 seconds Passive: While Aura Fist is not on cooldown, Ren Wei gains 50/100/150/200/250 range on his basic attacks.
Active: Ren Wei focuses for 0.5 seconds before firing a blast of vital energy a short distance in a straight line, dealing 50/70/90/110/130 (+0.25 AD) physical damage and 10% (+1% per 50 AP) of the target's maximum health as magic damage. While channeling, Ren Wei may recast this ability up to [Ability Level] times, each time adding 0.5 seconds to the channel and increasing the range by 200, the physical damage by 0.1 AD, and the magic damage by 2% of the target's maximum health.
W - Serpent Road Cooldown: 10/9/8/7/6 seconds Passive: While Serpent Road is not on cooldown, Ren Wei gains 5/10/15/20/25% movement speed and 10/20/30/40/50% tenacity.
Active: Ren Wei performs a winding dash in a target direction, dealing 30/50/70/90/110 (+0.1 AD) physical damage to all units he passes through and slowing targets struck by 6/12/18/24/30% (+1% per 20 AP). During the dash, Ren Wei is immune to crowd control effects.
**E - Heavenly Rebuke ** Cooldown: 16/15/14/13/12 seconds Passive: While Heavenly Rebuke is not on cooldown, Ren Wei gains 10/20/30/40/50 Armor and MR.
Active: Ren Wei channels for 0.25/0.50/0.75/1.00/1.25 seconds, becoming immune to direct damage (AoE effects like Morgana W and Fiddlesticks' R will still deal damage). At the end of the channel, enemies within 100/150/200/250/300 range take 125/150/175/200/225 (+0.5 AD) physical damage and are knocked back by 100 (+1.0 AP) units.
R - Rippling Palm Passive: While Rippling Palm is not on cooldown, Ren Wei's basic attacks apply stacks of Ripple, reducing the target's Armor and MR by 1/2/3% per stack. Ripple lasts for 3 seconds, and applying a new stack resets the timer.
Active: Ren Wei strikes his enemy with a secret technique, consuming all stacks of Ripple on the target, dealing 1/2/3% per stack of the target's maximum health as true damage and stunning them for 0.5/1.0/1.5 seconds plus an additional 0.25 seconds per stack.
Summary I tried to do my best to design a champ that could be effective in any role. His tankiness, range, mobilty, and shred from his passives allow him to trade well in top lane without having to use his abilities, but still have the option to use them if their damage/utility are need to escape or secure a kill. His range hurts him a little in mid lane, but keeping his W and E on standby gives him the mobility and defense to outplay skill shots and AoE (and the utility to escape if he can't) all while looking for opportunities to harass with his Q passive and active, and if you have 6 have been good at keeping stacks of Ripple on them, you can easily all-in burst and finish them off. In the jungle, his passives give him sustain and utility that will help skilled players take camps with little issue, while the W and E active provide powerful ganking tools. His short range is also an issue as an ADC, but the passive from his Q mitigates this somewhat, while his W and E passives help survive in close quarters and their actives allow him to chase or disengage, all the while you have your support to back you up. He even excels as a support himself, using his active Q to poke from range and his actives on W and E to both secure kills and/or peel for his ADC and other teammates. Regardless of his role, his R makes him a nightmare for tanks as the passive slowly chips away at their defenses before the active straight up deletes a chunk of their health, while the stun allows for you and your teammates to clean-up anyone left standing afterwards.