Active: Fenriq channels for 2 seconds before dashing to a target ally, taking them into the air with her for a maximum duration. The targeted ally can then left-click any location within range to begin their descent. After a 1.5 second delay, Fenriq lands, dealing physical damage and stunning all enemies hit. Fenriq and her ally then gain bonus movement speed for 5 seconds. The initial channel can be cancelled by taking damage from enemy champions.
Airborne Duration: 4 / 5 / 6 seconds
Physical Damage: 200 / 300 / 400 (+80% BONUS AD)
Stun Duration: .75 / 1.25 / 1.75 seconds
Bonus Movement Speed: 15% / 25% / 35%
==Theoretical Item Build==
==Playstyle==Fenriq is an aggressive support in the form of a griffin that is encouraged to aid the front line rather than peeling for the back. During the early game, Fenriq is meant to play a defensive role, protecting her carry from poke while foiling any attempt to engage a fight. She offers little poke, but when a fight comes, she can dive in with Aggressive Dive followed by Guardian's Call to cripple the enemy team enough for her carry to freely attack, while throwing a Divine Faith on to protect them from any disables. As a last resort, Fenriq can use her ultimate to fly both of them to safety. Come mid-game, and Fenriq's playstyle changes to a more aggressive approach, singling out targets with her offensive abilities while still keeping close to her carry to peel their attackers away. In a late game teamfight, you're encouraged to use Mounted Charge to position an immobile ally into the enemy team to engage the fight. Thanks to her passive, Fenriq can support a fight simply by attacking, healing her nearby friends for every attack. Of course, when it's a poor choice to fight, Fenriq is still a perfectly capable defender, and can force pursuers to back off with a well placed Guardian's Call, which will slow them down enough for your team to gain ground, while following with Aggressive Dive to get to safety. ==Comments==