Burke, the Apothecary is a champion concept I had in mind as a response to the previous supports in LoL so far. A common complaint is that a lot of supports, such as Soraka, Lulu or Sona, are too passive, and that a support build precludes effectiveness in combat. To this effect, Burke's kit allows him to become an able combatant as well as a great support without having to sacrifice one for the other. Obviously, there's a drawback to this, namely that he's a high-risk champion: to be able to support or attack properly, he'd have to get close to the enemy. Coupled with a certain degree of squishiness, this means playing Burke would require a great deal of active participation to keep him alive.
STATIC COOLDOWN: 20
Burke's next basic attack can be used on an allied champion to heal them for 20 + (10 x level) (+ 10% bonus health) health. Combat Medic's cooldown is not reduced by cooldown reduction, but its cooldown is reduced by 1 / 1.5 / 2 seconds every time Burke damages an enemy champion.
Combat Medic is a passive ability that allows Burke to heal allies by autoattacking them.
Combat Medic does not apply on-hit effects to allies and does not proc life steal. Its effects only proc on autoattack, and not with abilities.
Basic attacks on targets other than allied champions will not consume Combat Medic's buff.
Professional Differences: Burke gains 1 extra gold upon killing or assisting in killing an enemy Dr. Mundo or Singed, who also gain 1 bonus gold upon a kill or assist versus Burke.
The philosophy behind this is that Burke can provide mana-free healing, at the cost of making himself as vulnerable as his target and being unable to heal himself in this way. However, he can heal a lot more often if he plays actively and harasses his opponents.
COST: 70 / 80 / 90 / 100 / 110 Mana
Active: Burke causes a plague to erupt from the target location after a 0.5 second delay. Enemies caught by the plague are infected and take magic damage over 3 seconds. Infected enemies take 8% (+ 1% per 100 AP) additional damage from all sources. Upon death, infected targets burst and release the plague upon all nearby enemies. Creating another plague consumes all existing plagues.
Active: Burke throws a syringe in a line, blinking to the first unit it hits. If the target is an enemy, the syringe deals magic damage and applies on-hit effects. If the target is an allied champion, Flu Shot applies Combat Medic if it's off cooldown.
Burke can use Flu Shot to blink to non-champion units.
Flu Shot's damage is applied upon impact with the syringe.
Burke will be ordered to attack the target unit upon arrival, unless the unit is friendly.
Flu Shot resets Burke's autoattack timer.
This is Burke's gap-closer. It's a skillshot-type unit blink ability, able to work on both allies and enemies. This can be used to move quickly through the battlefield, either to heal an ally or get to an enemy target. Though relatively short-ranged compared to most other gap closers, it gives Burke the mobility he needs to get in range and escape.
Active: For 5 seconds Burke's attacks become tainted with a deadly poison. Basic attacks deal additional magic damage and apply a stacking slow for 3 seconds, plus a stack of Paralysis. At 3 stacks, all stacks are consumed and the target is instead stunned for 1.5 seconds, becoming immune to further Paralysis stacks for 5 seconds.
As with all slows, the target cannot be slowed to under 110 movement speed.
This ability, along with the others in Burke's kit, makes him a lot more offensively-minded. The mixed scalings mean that, if Burke chooses to go tanky, he'll be able to lay down more sustained damage, and if he chooses to build AP, he'll stun his target(s) a lot faster.
Passive: Dead allies spawn a tombstone at the location of their death which lasts until they respawn. Tombstones provide team sight in a 100 unit radius and are visible to the enemy team. Each tombstone has the name of the dead ally above it.
Active: Burke resurrects the target ally champion, bringing them back at the location of their tombstone, restoring a portion of their health and increasing their health regeneration for the next 10 seconds. If the allied champion dies while the effects are still active, they respawn in the amount of time that they would have had to wait for if left dead and do not give their killers gold or experience.
Targeting Type: Targeted Additional info:
Resurrected teammates do not give a gold and experience reward if killed while still under Resuscitate's effects. They also respawn in the amount of time that was left on their respawn timer before being resurrected.
Resurrected teammates have their mana or energy fully restored, whereas fury-based champions have their fury set to the amount they had before dying.
Resurrected champions have the cooldown on their basic abilities but not their ultimate refreshed.
Resuscitate has a 0.5 second casting time, during which Burke himself will remain motionless. The target ally is also notified that they are about to be resurrected during this time.
If the target respawns before the cast is complete Resuscitate will fail but will not incur the cooldown or mana cost.
The passive component allows Burke to rely slightly less on wards as a support, though he won't be able to forgo them entirely. The active component, however, is what makes Burke a great support in teamfights: though he has to risk getting mowed down himself, if he can get to a dead teammate he can turn the tide of battle. This can be especially useful if the enemy team focused on the carry. The joint health and AP scaling means the ult is still viable on both tanky and AP Burke: whereas AP Burke would have a very strong initial resurrection, with decent healing over time, tanky Burke would have a less powerful initial heal but huge amounts of regeneration, leading to a stronger overall heal.
As with any champion concept, comments and criticism are heartily appreciated. I'll post his background and details soon, too. For those of you who don't know Rheya yet, take a look at her as well.
Plague targets only burst upon death, and not at the end of the plague's duration.
Paralysis: each basic attack applies one stack of Paralysis and stuns the target when 3 stacks are applied.
Now has a 20 second static cooldown, reducible by damaging enemy champions.
Heals for 20 + (10 x level) (+ 10% bonus health) instantly instead of 1 + (0.5 x level) (+ 5% AD) plus double the amount over 5 seconds.
Reworked: now lays down a small contagion zone that erupts after a 0.5 second delay, infecting enemies. Infected enemies take magic damage over 3 seconds and take amplified damage while infected. At the end of the duration or upon death, they infect nearby enemies.
Damage amplification is 8% (+ 1% per 100 AP) at all ranks.
Damage dealt is 60 / 110 / 160 / 210 / 260 (+ 60% AP), down from 100 / 160 / 220 / 280 / 340 (+ 100% AP).
Cooldown reduced to 10, down from 15.
Range increased to 850, up from 650.
No longer heals allies on its own.
Can be used to apply Combat Medic's on-hit heal on allied champions if it's off cooldown.
AD and AP scalings removed.
Damage now scales with 3% bonus health.
Slow now scales with 3% per 100 AP.
Cooldown reduced to 12 at all ranks, down from 20 / 18 / 16 / 14 / 12.
AD scaling removed.
Base health regeneration per second reduced to 25 / 37.5 / 50, down from 30 / 45 / 60.
Initial heal now scales with 10% bonus health.
Health regeneration per second now scales with 1% bonus health.
Healing from Combat Medic can no longer overheal teammates.
Enemies stunned by Paralysis become immune to further Paralysis stacks for 5 seconds, down from 10.
Allies resurrected by Resuscitate do not give a gold or experience bounty if they die while under the effects of its regeneration.
Inner radius damage increase removed. Damage is now constant across the plagued area.
Damage per second increased to 25 / 40 / 55 / 70 / 85 (+ 25% AP), up from 25 / 35 / 45 / 55 / 65 (+ 20% AP).
Damage and healing applied every half-second instead of every second.
Paralysis description changed to more accurately depict the slow-to-stun mechanic.
Mana decreased to 240 (+40), down from 270 (+60).
Armor increased to 18 (+3.5), up from 6 (+3).
Now a ground-targeted area of effect. Plagues an area for 4 seconds, damaging enemies and healing allied champions over time. Effects are increased if the target is within the inner 175-unit radius.
Area of effect increased to 375, up from 300.
Heal per second is 15 / 25 / 35 / 45 / 55 (+15% AP), increased to 22.5 / 37.5 / 52.5 / 67.5 / 82.5 (+22.5% AP) in the inner radius.
Damage per second is 25 / 35 / 45 / 55 / 65 (+20% AP), increased to 37.5 / 52.5 / 67.5 / 82.5 / 97.5 (+30% AP) in the inner radius.
Cooldown increased to 15 at all ranks, up from 14 / 13 / 12 / 11 / 10.
Now can only heal allied champions.
Heal increased to 60 / 90 / 120 / 150 / 180 (+30% AP), up from 30 / 60 / 90 / 120 / 150 (+25% AP)
Damage increased to 80 / 115 / 150 / 185 / 220 (+50% AP), up from 50 / 80 / 110 / 140 / 170 (+50% AP)
Cooldown decreased to 20 / 18 / 16 / 14 / 12, down from 25 / 22 / 19 / 16 / 13.
Damage now also scales with 20% of Burke's bonus AD.
Mana cost decreased to 100, down from 150.
Instant heal scalings decreased to 80% AP and 100% bonus AD, down from 100% AP and 150% AD.
Health per second now scales with 2% AP and 10% bonus AD. Total scaling is now 100% AP and 200% bonus AD.
Flu Shot range extended to 1100, up from 650.
Resuscitate tombstones are visible to the enemy team.
Plague cooldown changed from 20 at all ranks to 14 / 13 / 12 / 11 / 10.
Burke now gains Magic Resist per level, as with all melee champions.
Deals AoE damage and healing instead of spreading buffs and debuffs.
Healing on primary target increased to 60 / 90 / 120 / 150 / 180 (+40% AP), up from 40 / 80 / 120 / 160 / 200 (+40% AP).
Movement type changed from a dash to a blink.
No longer reduces the duration of CC on allies per hit.
Slow no longer stacks with slows from other items or abilities.
AP scaling changed from 10% to 20%.
Tombstones provide vision to the entire team, not only Burke.
Instant heal changed to 500 / 750 / 1000 (+150% AD)(+100% AP), down from 500 / 1000 / 1500 (+150% AD)(+100% AP).
Health regen bonus changed to 30 / 45 / 60, up from 5 / 10 / 15 (values indicated were health regen per 5).