User blog comment:Pf987/If you were to rework ANY champ not on Rito's radar in any way, what would you do?/@comment-12904660-20151110212232

Sandbos idea.

Varus utilises a special resource bar, that is the ammount of arrows he has. Varus starts the game with X max arrows and the cap on this resource bar scales up with level.

All his abilites now cost health instead of mana.

Varus consumes one arrow for each basic attack, potentialy two on his critical attack. (with a fancy double shot animation)

Varus only benefits for halve of the ammount of lifesteal he has on his auto attack, the other halve is used to increase the healing gained from picking up an arrow.

On-hit Varus applies a DoT, dealing physical damage equal to procent max/current/missing health over three seconds. (This does very minor damage, perhaps only 2% of a health percentega type. This debuf ticks individualy, meaning that new attacks do not refresh the duration, or stack, but they all deal damage seperatly. Attack speed Varus is gonna hurt.

When an enemy dies, the arrows they had on them will fall on the ground, and linger for a short while. During this period, Varus can pick these arrows up by walking on them (thus melee range). This restores his health equal to a percentage, whether 100% or less in case of balance, of the damage these arrows dealt as DoT, increased by halve the value of lifesteal Varus has.

This creates a gameplay of using abilities that cost health, and can be restored if Varus succeeds in killing his target. For minions this is easy, but champions can soak allot of your ammo before you can gain it back. And even then you can be zoned away from fallen arrows and denied a restock by your opponents. Stil, Varus can start a channel effect through his passive to exchange health for ammo but this will cripple Varus and force him out of lane.

Also, I can imagine Varus gets a free restock on the fountain and the enemy will loose their sticked arrows when they enter theirs.

I would also make his Q drain health each tick as it charges, and perhaps make it home in towards enemy champions with arrows attached to them, with the power of the turn speed scaling with the ammount of arrows. (AD=damage, AS=easy hits)