When I saw that one of the CSC5 themes was Jungling, one of my reactions was "Eeeeeh...". Everybody tends to look towards Warwick with some level of disdain because good players are rare. It's not since the idea is bad, per say, but the fact that a bad player who does nothing BUT jungle will end up dragging the team down. As a result, I wanted to think of something that could do well in the jungle, but could still be somewhat helpful from the jungle. While being able to jungle is important, I instead focused on making it easy for a character to still have presence while jungling. The end result is a character with long effective range, but that is somewhat easy to dodge because of that range.
As always, questions, comments, etc. are appreciated.
Hatul, the Stalwart Watcher
From the beginning, Hatul had been isolated. Trapped within a labyrinth, he had no knowledge of the outside world and of other people, and it slowly drew him closer to insanity. Upon the day that someone had finally wandered in, he was incapable of even speaking, and though they tried to lead him out, he would always wander back into the center of the maze. However, the contact was enough. His trace remained upon those that left, and though he could not leave, knowledge of the world around starting to gather within him. However, those who have made contact always seem to have their luck improved, their lives a bit smoother afterwards. Even after he finally left his maze, the same result seems to hold.
Appearance: A pale looking man, floating slightly off the ground, carrying a number of glasses, spectacles, and a crystal ball in various pockets.
Attack Range: Ranged
Attack Damage: Low
Attack Speed: Mid
Magic Resist: Low
Move Speed: High
Hatul is used to letting his presence be everywhere it needs to be, supporting those he has his eyes on.
Whenever Hatul lands the killing blow on a creature, all allied creatures heal 10/15/20 HP.
His passive is a bit of global support in the form of minor healing. The actual amount of healing is low early on, where it will probably show most. However, the small amounts tend to add up, and it's a good kicker throughout the entire game. It also means that killing a wave of creeps would be enough to give a battle a notable bump. If it's too much, then it can be nerfed to only heal champions. However, most creeps don't have that much HP to speak of, so it shouldn't be an issue.
Skill 1: Vital Ray (Active, 80/90/100/110/120 MP, 15/14/13/12/11 Sec. Cooldown, 1000 range)
Hatul focuses his attention to a single point, draining the life from it.
Hatul targets a small area (About the size of Lay Waste) within range. And after 1 second, a beam of light strikes the his target spot, which is constantly damaged for 40/55/70/85/100 (+0.3 AP) health every second for 3 seconds. He heals 50% of the damage done by this attack.
This attack at its base resembles Fiddlesticks's drain. However, instead of a constant channel to heal, he has to rely on some method of keeping the enemy in one place, meaning that its reliability is lower. It has great use in jungling, however, both since it's possible to hit multiple creeps in the area, and because it's possible to keep them relatively still by being there.
Skill 2: Enclosure (Active, 60/70/80/90/100 MP, 12/11.5/11/10.5/10 Sec. Cooldown, 800 range)
Hatul forms a loop around the target and slowly closes it, siphoning the energy from within it for use.
Hatul surrounds an area with a large ring of light (250 Radius Ring). After 2.5 seconds, the area within visibly charges with energy. During the start of this time, the area is damaged for 15/22/29/36/43 (+0.2 AP) damage. However, the ring slowly shrinks over the course of 4 seconds (Up to 50 radius). As it gets smaller, the damage slowly increases, reaching its peak during the last second where it is double the original damage. Any enemy crossing the ring as it shrinks immediately takes the damage it is currently causing, and is slowed by 10-60% for 2/3/4/5/6 seconds. (The smaller the ring upon leaving it, the greater the slow.)
Enclosure is a more heavy-duty attack. While it's slower and more visible, it's still effective at weakening creeps or smacking a precise area. It can be used in conjunction to stun, and while it's slow and escapable, its original range is nothing to laugh at.
Skill 3: Solidarity (Passive, 900 Range)
Hatul is used to being alone, and takes some comfort within that. If he feels another disrupting his peace, he reflexively attempts to delay the enemy.
Whenever Hatul is far away from enemy champions for 17/14/11/8/5 seconds, he recovers HP and MP at an addition 5/10/15/20/25 HP and MP every 5 seconds. If an enemy enters that range while Solidarity is in effect, they are revealed and slowed by 15% for 2/3/4/5/6 seconds. If multiple enemies enter his range at the same time, the closest one is affected.
His passive is more of a utility than a normal tool. It helps him keep aware and avoid single intrusions somewhat effectively, but while it can end up as a useful slow/reveal, the fact that it's single target combined with the preparation restriction means it's tricky to use as more than a warning system. It could be combined with teleport or the like, but not very easily. It also means that with a bit of knowledge, it's possible to combo this with his other attacks.
Skill 4: Perfect Path (Active, Self-Target 150 MP, 360/330/300 Cooldown)
Having lived in a maze for most of his life, Hatul is capable of sighting and striking a target through any number of barriers.
Active: For 10/15/20 seconds, his skills can target anywhere on the map. Each time a skill does damage to a target, the cooldown on all of his skills is reduced by 1 second. During this time, his skills will reveal the area he strikes.
His ultimate essentially allows him to have presence everywhere. Obviously, the most likely opportunity would be to be in the fountain while tripping all of his skills. However, even from the fountain, the lag within his skills makes it extremely difficult to accurately target in the first place, and he can't spam anything unless he's very precise. Note that the cooldown is for a skill hitting anybody, but each skill will only trip once no matter how many people he hits. To somewhat limit its power, the cooldown on his skill is extremely high. However, it'll never be completely useless, since thanks to the extension of Solidarity, he'll at least have a view of one person, and barring that, he'll still be able to mop up a few creeps.
Long effective range
Able to remain active for periods of time
Effective against slow/stationary targets (Forest, Teamfights)
High MP costs
Damage is all over time
Requires accurate targeting/map awareness
Anyways, comments, etc. would be appreciated. I just wanted to get the ideas down, but I'll flesh them out or tweak if anybody has anything to contribute.