Grael, Daughter of the Fae
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However she is immobile too, so positioning is important. Her only real escape methods are to heal off her enemies with her vampiric tactics or to Skip away.
P: Pull of the Fae: Grael's spells apply Vampirism and deal magic damage every second. Upon reaching 3 stacks of Vampirism the enemy champion is charmed and slowed for 1 second.
Q: Fruit Toss: Grael selects a fruit and upon recasting lobs it to a target location, exploding in magic and dealing magic damage in a zone.
Green Fruit: Deals damage in a larger area.
Red Fruit: Deals larger damage in a small area.
Purple Fruit: Heals Grael for the damage done by Pull of the Fae.
W: Skip: Grael skips forward a short distance and fires off a Glade Light at every nearby target. This ability is reduced by 60% total cooldown when an enemy champion is Pulled by the Fae.
E: Terror Faery: Grael releases the Fae Demon within her, extending from her jaws to consume a nearby minion, healing her and storing it.
For the next 3 seconds, Grael can regurgitate all consumed minions to fire them at a target location dealing magic damage per minion stored and slowing in a line. At the end of the range or upon collision the slimy ball of minions explodes. If Grael does not reactivate the stored minions will be saved for another time.
R: Fae Fun!: Grael passively brings along small hellish faery magic. This magic collects as a semi-sentient Spawns. Grael gets movement speed for each Spawn nearby. Grael can fire these clots of magic to deal damage. She can hold up to 3 Spawns.
Active: Grael fires a Spawn in a direction, dealing magic damage to the first enemy champion hit in a thin line. If Grael hits an enemy champion this ability is automatically reset on cooldown.
Theme: Grael's whole idea is that not everything appears as it really is. Hellish things lurk under Grael's skin and she is partially just a vessel for the malevolent beings of the Glade.
Gameplay: Grael is a heavy magic damage mage, capable of large sustain but requiring large setup. Not only does her passive, Seed Growth force her to complete combo's for successful damage but her Spawns does not deal much damage by themselves. Her kit is simpler then most new kits but effective and not over complicated. She's a medium to long range mage who can bring massive damage but lacks much more utility then most mages. With Fruit Toss she can pick between waveclear, sustain, or damage. However she is immobile too, so positioning is important. Her only real escape methods are to heal off her enemies with her vampiric tactics or to Skip away.