Ability husk for a new support character
I have been thinking, and I want to just mess around with character ideas. Maybe one of them will take off.
So here goes: #Passive: They are blocked into the base. They can't attack, move, or take damage. The character can choose 1/2/3 lane(s) or (a) section(s) of the jungle, and can give that lane/jungle area certain characteristics that will either help their allies or hinder their enemies. These bonuses only apply to visible sections of the area(s). Damage you deal will not interrupt someone from teleporting back to their base.
#Q: <No Name> (6 ranks) Gives the area(s) selected bonuses based on your total stats. -Allies in the area receive 10 / 13 / 16 / 19 / 22 / 25% of your Bonus Attack Damage. -Allies in the area receive 3 / 6 / 9 / 12 / 15 / 18% of your Ability Power. -Allies in the area receive 12 / 14 / 16 / 18 / 20 / 22% of your Bonus Attack Speed. -Allies in the area receive 5 / 7 / 9 / 11 / 13 / 15% of your bonus Armor and Magic Resist. -Allies in the area receive 5 / 6 / 7 / 8 / 9 / 10% of your bonus movement speed.
#W: <No Name> (6 ranks) Gives the area(s) a cycling effect out of these 3 (each effect lasts for 5 seconds or until the ability is cancelled.)
- Visible enemy champions take 15 / 20 / 25 / 30 / 35 / 40 / 45 (+10% AP, +15% Bonus AD) magic damage per second and are slowed by 5 / 10 / 15 / 20 / 25 / 30%.
- Bushes are removed from the area.
- Allies are healed and shielded for 45 / 50 / 55 / 60 / 65 / 70 (+15% AP, +10% Bonus AD, +5% Bonus Health) twice over the duration (for a grand total of 90 / 100 / 110 / 120 / 130 / 140 (+30% AP, +20% Bonus AD, +10% Bonus Health)). The shield decays over the next 2 seconds after this effect ends.
#E: <No Name> (Only 2 ranks, 1 automatically taken) Rank 1: Passive: Every time an ally or enemy dies in any areas you are affecting, you lose 1/5 of your health. Rank 2: Passive: You instead lose 1/6 of your health. Active: Your abilities affect areas that are not revealed for 10 seconds.
#R: <No Name> (5 ranks) ALL of your effects activate at 25 / 50 / 75 / 100 / 125% effectiveness for 3 / 5 / 7 / 9 / 11 seconds instead of the duration stated on the ability, and during this time you don't lose health for deaths in the areas. Also, all allies' spells and abilities cost 5 / 6 / 7 / 8 / 9 (+1.5% Total mana)% less for the duration.
If you have any questions about this champion, feel free to ask. I would like to add that I know this isn't going to be added, but I thought it was a neat concept, if not a little odd and OP.
**Edits: **1.0.1: Changed slow on W from 10/20/30/40/50/60% to 5/10/15/20/25/30%