Delirium, The final light
Passive: End of existence Each time Delirium hits an enemy champion that has less health than certain threshold, they are given a debuff. The debuff lasts for 1/1.5/2 second based on Delirium’s level. A new debuff cannot be cast on the same champion for the next 10 seconds. When near the certain threshold, Delirium will see the enemy's healthbar lined with a colour and an icon next to it which indicates what type of debuff will be cast on the target if Delirium procs End of existence. 60% health: 30% slow (bright purple) 45% health: Silence (sky blue) 30% health: Disarm (golden) 20% health: Root (this always lasts only for 0.4 seconds) (crimson red) 10% health: Griveous wounds (turqoise)
Q: Phantom’s aid Delirium casts a spell shield on ally champion or himself for 0.7/1.2/1.7/2.2/3 seconds, completely redirecting the next damage from champions. On max rank, 15% of the redirected damage is converted to true damage.
W: A soul for a soul Delirium pays (15% of current health) to heal an ally champion for the same amount plus (10/15/20% of ability power). If the target is an enemy champion or epic monster, they are instead dealt magic damage equal to 20% of Delirium’s current health.
E: Caustic matter (cost: 10% of max health + 70 mana) Passive: Active: Delirium creates a hostile creature from matter he is made of. The creature latches onto the first enemy champion that comes in its sight, trying to engorge them, dealing 5/8/10/12,5/15% of their current health as initial magic damage and then persists on its target, dealing 5/5.5/6/6.6/8% of their current health as magic damage every second for 2/3/4/5 seconds. If Caustic matter kills its target, Delirium gains 65% of the health cost back.
R: The final light Delirium burns (30/50/75% of his current mana) mana from himself and enemy champions in radius around him, dealing 55% of the amount as magic damage to them (each champion is dealt damage based on their mana). If there are more than 3 enemy champions nearby, they are slowed by 15%. If there are 3 enemy champions and 2 allied champions nearby, all enemy champions are slowed by 25% and nearby allies each gain all of the mana burned from the enemies.