Astral has an ethereal shield that absorbs 25 damage. The shield activates upon dealing damage to an enemy and expires 30 seconds after initially being activated. The shield may be boosted through certain abilities, but the duration may not be increased.
Ether is put on cooldown when the shield reaches 0.
Ether will activate even if Astral is affected by crowd control.
RANGE: 470 / 490 / 510 / 530 / 560
COST: 50 / 55 / 60 / 75 / 80 Mana
Active: Astral leaps a short distance, damaging all enemies in her path. The cooldown is reduced by 1 second for each enemy and 2 seconds for every champion damaged by this ability, up to a maximum of 10 second reduction.
Toggle on: Astral's autoattacks apply a mark to the target enemy. The mark is consumed upon dealing damage with any ability. When the mark is consumed, the target takes additional magic damage and Astral returns a percentage of the damage dealt as Ether.
Cast times cannot be interrupted by crowd control effects. During the cast time, Astral will ignore crowd control effects but still suffers from them if the duration persists.
Astral is designed to be extremely versatile. She was designed primarily for jungle, but I wanted her to be able to function as an ADC or solo laner as well.
Astral focuses on timing, as she is far more difficult to kill when she has her passive up. A teamfight as Astral hinges on preparation. If you can predict when a teamfight will break out, you will have a massive advantage with a long-range true damage nuke. However, if Astral initiates without her ether, she loses a huge part of her survivability as well as damage.