Ahh~ another one of these~ I really have to stop, but I just can't. <3 Oh well, on to this concept. Baldinir is a melee autoattacking anti-mage who is great on debuffing his foes and utilizing Rune Charges to deal damage. It'll be kind of a special way to do damage. I mean, who has used runes and glyphs as their power before? No one I know of. He still uses mana but...oh you'll see. I'll just put down his abilities and see what people like about it.
Passive: Rune Charge:
Baldinir gains a Rune Charge every 11 - 7 seconds (Level 1-4 is 11, Level 5-8 is 10, 9-12 is 9, 13-16 is 8, 17 and 18 is 7). Standing still after charging one, cuts the timer to 5 - 3 seconds (Level 1-4 is 5, Level 5-8 is 4.5, 9-12 is 4, 13-16 is 3.5, 17 and 18 is 3 seconds). When Baldinir autoattacks, the recharge timer gets cut by one second per attack. Baldinir can store up to 12 charges within himself. When Baldinir respawns, he starts with 6 charges.
Q: Glyphic Edge/Runic Silencer:
Baldinir stabs his sword through a glyph, dealing magic damage in a line. Rune Silencer is then active for the next 3.5 seconds.
Cast Range: 750
Spell Range: 500
Like Viktor's Death Ray. Your starting point/glyph starts at where your mouse clicks and ends where it has been dragged. However, it has a 0.5 second delay upon casting, but the line damage and cast animation is instant.
Baldinir then uses his Rune Charges to fire explosive bolts from the glyph towards the mouse pointer, dealing magic damage to enemies and marks them with a stack. If enemy champions get hit 3 times, the target is silenced for 1 second and is dealt additional magic damage. Additional Rune Silencers refresh the silence duration.
Cast Range from Glyph: 700
Costs 1 Rune Charge per cast.
Cooldown: 0.5 (not affected by cooldown reduction)
A line skillshot nuke like Lee Sin's Sonic Wave, but explodes upon impact, like Kha'zix's Void Spike explosion radius, which means minions can get hit too.
W: Psychic Force/Runic Tempest:
Baldinir dashes in the speed of wind and blasts a strong telekinetic force in a wide, yet short cone, dealing magic damage and knocked around, and availability for Rune Tempest to activate for 2 seconds.
Dash Range: 750
Cone Range: 400
Cone Width: In front of Baldinir, like a semicircle
Much like Leblanc's Distortion (her dash). The knocked around part is like Rammus's Powerball, or Riven's 3rd cast on her Broken Wings (I just couldn't find the correct wording).
Baldinir then creates a magic glyph on the ground anywhere in a short distance around him and a storm is conjured, slowing enemies in the storm for 3.5 seconds that decays overtime, and giving Baldinir an attack speed boost. The storm stays for 5 seconds.
Storm Size: Around the size of Nasus's Spirit Fire
Costs 4 Rune Charges.
Mana Cost: 0
Ummm, nothing to say here. Just a boost in attack speed, and a nifty slow. Mainly his initiation.
E: Holy Spellblade/Runic Slasher:
Passive: Baldinir's sword becomes enchanted with a strange vampiric curse, absorbing a portion of health from his foes by his basic attacks.
I want him to have at least some sustain, or he'll get focused and die, most likely.
Active: Baldinir's sword empowers itself to spread the vampiric curse towards its foes for 3 seconds, dealing splash magic damage to enemies by dealing basic attacks. He only steals and absorbs health from his single target though. Minions only get half the splash damage, and turrets are not affected by it. Each basic attack while in this mode gains Baldinir a Rune Charge.
Costs 2 Rune Charges to cast.
I want this to be his recharge time in combat, since he doesn't have time to stand still. I was thinking 5 seconds, but considering the amount of attack speed he might get from Rune Tempest, I might want to lower it a little.
R: Runic Valhalla
Baldinir calls upon the power of the gods, summoning his Avatar, the Hell Slayer, to aid him on demolishing his foes. Baldinir channels for 0.5 seconds and summons a gateway glyph that knocks up enemies at a target area. The Hell Slayer is then born for 15 seconds, aiding in Baldinir's autoattacks and abilities. Rune Charge abilities are disabled though.
The Hell Slayer stays behind Baldinir and attacks with his hellish lance, gaining the attack speed of Baldinir and dealing 50% of the damage in each swipe. Baldinir's Holy Spellblade is still only affects the target Baldinir attacks, thus only gaining health from his target.
When Baldinir activates his Glyphic Edge, the Hell Slayer teleports towards the glyph and lunges his lance in the direction of the line, knocking enemies aside.
When Baldinir dashes with his Psychic Force, the Hell Slayer releases otherworldly energy outside his armour, dealing AoE magic damage and granting him and his allies a slowing effect on 3 of their basic attacks, and an attack speed boost to Baldinir.
Costs 8/7/6 Rune Charges to cast.
This has changed to a more empowering ability, as it's a great tool to help Baldinir excel at killing his foes. He at least has a slowing buff to his allies, so that at least shows his importance in team fights. This ability is great for him sticking to his foes.
Well, I hope you like this...umm... ABILITY concept. Comment, thumb, criticize or just say hi