User:Care Level/Syndra

= Syndra Rework = Points of interest:
 * Truly limitless power.

Mechanical Changes:
None.

Passive: Limitless Power
Syndra starts with 60 base AP and gains 1 AP per 60/50/40/30 seconds. Half of this bonus AP is lost on death.

If ability casts have reduced Syndra's AP below her total AP from runes, items, masteries, and this passive, Limitless Power also restores AP equal to 1/1.33/1.67/2% of the difference every second.

Q: Dark Sphere
Syndra can store up to 3/4/5/6/7 charges of this ability at once.

Active (first cast): Syndra focuses, channeling her raw power into a physical manifestation. She can charge this ability for up to five seconds, sacrificing 10%-30% of her current AP over the duration. 80% of this AP is refunded if she is interrupted.

Active (second cast): Syndra forces her stored AP into physical form, bringing a sphere of pure energy into existence and dealing magic damage equal to 80/140/200/260/320 plus six times the amount of AP sacrificed (effective 60-180% AP ratio); this total damage is the sphere's "mass".

Mass gradually radiates away from Dark Spheres, at a rate of 10% current mass per second, dealing magic damage to units in the area equal to twice that amount. Spheres are destroyed completely if their mass decreases below 10% of their original mass.

Spheres are temporary terrain, and displace units on cast.

Range: 750 AoE diameter: 300 + 30% sphere's mass. Size of sphere: 200 + 20% mass.

Cost: 40 mana and one charge. Charge Cooldown: 8/7/6/5/4 seconds. Cooldown between activations: 2/1.7/1.4/1.1/0.8 seconds.


 * The size of the ball varies with its AoE diameter; a Syndra with a lot of AP can have some very big balls, indeed.

W: Scatter the Weak
Active: Syndra overloads one of her Dark Spheres with energy, causing it to explode after an amount of time based on its mass (higher-mass spheres take longer to explode). On explosion, the destroyed sphere deals damage equal to double its mass and sends other units flying away from it. Additionally, other spheres scatter at a speed based on their mass compared to the mass of the detonated sphere; on collision with enemy units, they deal damage based on their mass and travelling speed and stunned based on the damage dealt.

Range: 1100 AoE diameter: 400 + 2/3 sphere's mass. Base knockback: 200/250/300/350/400 units. Knockback speed: 600/700/800/900/1000 * (mass of exploding sphere / mass of scattering sphere) * (distance of scattering sphere from exploding sphere / total AoE diamater)

Cost: 50/60/70/80/90 mana. Cooldown: 3 seconds.


 * To put it simply, a big ball makes a big explosion, a big explosion knocks things further, heavier things don't get knocked as much, and things closer to the explosion get knocked further. A big, fast ball hurts more than a big, slow ball or a small, fast ball.
 * It might be complicated behind the scenes, but it should feel very intuitive.

E: Seize Power
Passive: Whenever one of Syndra's Dark Spheres is destroyed, she gains AP equal to 3% of its mass. Whenever Syndra kills a minion, she gains 1 AP via her passive (doubled for large minions/monsters), and whenever she kills a champion, she gains 3 AP + 10% of that champion's AP via her passive (half this amount for assists).

Active: Syndra destroys one of her Dark Spheres harmlessly, drawing enemies toward its location and slowing them for 3 seconds. Syndra gains 30/45/60/75/90 mana, one charge of Dark Sphere, and double the passive AP bonus from spheres destroyed in this way.

Range: 1100 Pull diameter: 400 + 2/3 sphere's mass. Slow: 40/45/50/55/60% + 5% sphere's mass, decaying over slow's duration.

Cost: None. Cooldown: 3 seconds.

R: Unleashed Power
Active: After a brief casting time, Syndra obliterates one of her Dark Spheres, causing it to instantly shed 50% of its mass, and an additional 20% of its current mass each second until nothing remains of it (bypasses the default degeneration and destruction time). The destroyed sphere projects a beam of energy behind it, dealing magic damage equal to 200/250/300% of the mass lost both initially and over time.

Range: 800 Length of beam: 400 + 3/4/5 times sphere's lost mass. Width of beam: width of sphere.

Cost: 100 mana. Cooldown: 20/15/10 seconds.


 * "How can it be allowed to do that much damage on that short a cooldown?! 500-AP Syndra can drop a fully-charged 1220-mass (1220 damage) Sphere, then ult it for a semi-global (3450-range), instant 1830-damage, 444-width skillshot... on a ten-second cooldown!"
 * For starters, yes, she can; this requires channeling for 5 seconds, sacrificing 150 AP (that's a deathcap that she's not getting back for a while because she ulted it), lining up a skillshot with a delay (doable, but still), and hoping someone pinned down the target so they don't dodge it.
 * The reason the skill isn't primarily cooldown gated is that the next time 500-AP Syndra does this, she will be 350-AP Syndra, and then 220-AP Syndra. If she manages her AP poorly, with this ability, especially, she stops being a threat.
 * "Okay, but what about the base damage? 1830 is still amazing!"
 * And it also does another 1830 total damage over time (in a much-reduced area), as its mass deteriorates; don't forget that. Again, though, we're talking about a Syndra that's had 5 seconds to free channel her Q, and time to line up and cast her delayed-damage ult whilst hoping no one dodged it.  And, on top of all that, she's sacrificing a good portion of her AP for it.  Look at it this way: if Syndra drops a Q and immediately ults it (like Lux), Syndra's doing a bit more damage with a significantly-decreased range and beam width, on top of sacrificing AP (only 10%, though) for it.
 * "Well, that's 500-AP Syndra. What about 1000-AP Syndra, or 5000-AP Syndra?"
 * What about 1000-stack Viegar or Nasus? Syndra won't be the first limitless-power champ.
 * Just for shits and giggles, though, 5000-AP Syndra's Q does 3320-9320 damage, is 864-2064 units large (lol, think about that for a second; that's as big as Trundle's Frozen Domain, fully charged), and ulting it would deal 4980-14,980 damage instantly. A fully-charged Q would have a beam 2000-something units wide and 23,300 units long.  If placed in front of baron and then ulted, a fully-charged 5000-AP Q would one-shot Nashor gloriously and, if aimed right, instantly obliterate most champs on a given team.  Simultaneously.  If they were on their platform.  Anyone can get fed, but no one else would be nearly as impressive to watch doing it.