Concept- Rustle- Unicorn of Darkness(Support/Assassin)

Saint Eunice·6/28/2016, 8:56:30 PM·2 votes·624 views

Rustle- Unicorn of Darkness(Support/Assassin)

Melee- Attacks with horn

Passive- Gives nearby allies +20% of his AD and +15% his AP

Q - Throws a shadow rainbow/ghost that will hit an enemy and then one directly behind it. Both are slowed for 30/40/50/60/70% for 1/1.5/2/2.5/3 second. (10/9/8/7/6 sec cool down.) (+50% of AD)(+30% of AP) (700 range / 500 extension)

W - Teleports a short distance and sucks all enemies closer to him. This can be recast after 4 seconds to the same effect, but must be cast within 8 seconds before going on cool down. (30/28/26/24/22 sec cool down after 2nd cast) (+70% of AP) (500 range)

E - Grants himself and targeted ally stealth for 2/2.5/3/3.5/4 seconds. (40 sec cool down) (900 range)

R - Impales an enemy with his horn, dealing high damage (+40/50/60% of the missing health of target) (+20% AP +30% AD) magic damage 60/50/40 sec cool down. (Next melee attack)

Fragile in lane. Some peel. No natural sustain. Kit puts him in danger, but also very threatening. ( I was thinking of this because there are no support/assassin or assassin/supports)

Picture (Not mine)

http://cryston.blog.com/files/2011/12/Friesian-Unicorn.jpg

1 Comments

Psychoaryama6/28/2016, 10:06:57 PM1 votes

Looks like this champion could work with a few adjustments. I like the overall concept, the abilities just need a little adjusting to make them a bit more fun. On the passive I'd suggest decreasing those numbers just a little, I'd say 10% AD and AP just because it will be happening all the time rather than being on a timer. On W I'd suggest decreasing the amount of time before a re-cast to 1-2 seconds so they have a shorter amount of time to decide if they need it. That will require slightly more skillful use of the ability. On E maybe he ignores unit collision, and depending on the first champion he runs over, he either stealths the first allied champion he runs over, or un-stealths the first stealthed enemy he runs over if he runs over one by mistake. On R, maybe he impales an opponent, picks them up and carries them for a moment, and then shoots them forward with a dark rainbow from his horn, dealing more damage, and bonus damage and an on-hit effect such as a slow or a stun if they hit a wall when they land, but they will be blasted over walls that are too close so he's forced to aim more precisely than just "in the direction of a wall".