User blog:EloHell/Champion Concept - Syndar, The Swirling Vengence

Syndar (Melee, Jungler, Tank)

Health: 450 + 100

Hreg: 90.0 + 0.6

Mana: 200 + 32

Mreg: 5.0 + 0.55

Range: 125

AD: 55 + 3.2

ATS: 0.63 + 2%

Armor: 17 + 3.7

Mres: 30 + 1.3

MS: 310

Bruiser of the storms (Passive)

Syndar gains 10(+3) attack damage for each visible neutral/enemy creep within a 600 radius. However, each allied creep will reduce this amount by 5%, and can bring this down to a cap of 40%. This effect is stacked additively by 1/3/5% for each nearby visible enemy champion, and is increased again by each nearby allied champion for 1/2/3%.

Leash of the Tides(Active, Q )

Syndar surges forward (400 range), chaining the first target hit to be unable to move more than 400 range away from him for 1/1.5/2/2.5/3 seconds. This wll not cause channelling abilities to be interrupted. However if the target is already rooted in place, Leash of the Tides will instead push Syndar back based on how far he has travelled during the charge.

Cooldown: 16/14/12/10/8

Cost: 40/50/60/70/80

Draw spirit (Passive, W)

Syndar is adept in the healing and harming properties of water, recovering 0.15% of his health each second and draining all nearby enemy creeps (500 range) for the same percentage of health. If an enemy champion dies near Syndar he will temporarily gain 0.1% healing stacking additively up to 3 times for 6 seconds, up to a total maximum of 12 seconds.

Draw spirit (Active, W )

Syndar draws additional fortitude through the might of the depths, healing himself for 30/40/50/60/70(+5% for each nearby allied champion within 600 range, 0.1 AP scaling) over 3 seconds. He also grants two other nearest allied champions half the heal. The passive will be disabled until the skill is available again. However, if an allied champion dies during the duration of Draw Spirit, Syndar's Draw Spirit passive will be nullified until he is out of combat for 10 seconds, refreshing on every allied death.

Cooldown: 10/9/8/7/6

Cost: 20/25/30/35/40

Beckoning Wave (Active, E)

Syndar rides the waves, gaining 3% movement speed for every nearby enemy champion (500 range) and an additional 3% bonus movement speed for each nearby allied champion (600 range) for 4 seconds. Upon stopping Syndar deals 50/90/130/170/210 (+ 0.3 AD scaling) in an area (200 range). If he hits a target, all nearby champions (300 range) will be pulled in the opposite direction (100 distance) that Syndar is facing after 3/2.5/2/1.5/1 second(s). If Syndar is alone he will instead gain a flat 15% movement speed. Deals twice the damage to creeps.

Cooldown: 20/18/16/14/12

Cost: 60/80/100/120/140

Rampage (Ultimate, Active, R)

Syndar uses the might of water to track and immobilize all enemy champions (global) after 6 seconds for 1/1.25/1.5 seconds, while immediately granting 5% tenacity to all champions. Additionally while Rampage is off cooldown Syndar gains 100/200/300 bonus hp and 10/20/30 armor & magic resist.

Cooldown: 210/180/150

Cost: 100/150/200