Rasputin, the Abomination is an idea for a tank I posted a little while ago. Unlike my other idea for a tank, Skjold, who specializes in harass and aggressive combat independent of teammates, Rasputin is much more of a team player, able to set up enemies for ganks and even use the enemy team's abilities to his advantage.
Rasputin's resource bar displays his Power Reservoir. 25% of all the damage Rasputin receives before resistances are taken into account (including the damage from his own abilities) will fill Rasputin's Power Reservoir, up to an amount equal to 25% of his maximum health. Rasputin's Power Reservoir depletes at a rate of 5% per second.
Every 12 / 10 / 8 seconds, Rasputin's next attack deals 10% of his maximum health in magic damage in a 100-unit radius and fills his Power Reservoir by half that amount. This cooldown is static.
Upon taking fatal damage, Rasputin does not die but is silenced and has his movement and attack speed reduced by 50%, increasing to 99% over 3 seconds. Over the duration, he depletes his Power Reservoir to regenerate health equal to the power stored plus 10% of his maximum health, up to a maximum of 35% of his maximum health. Survivor has a static cooldown.
As a tank that relies on enemy attacks and abilities to be effective, Rasputin needed a passive that would allow him to jump into the fray. Though revives have been frequently used as passives recently, here its effectiveness is conditional upon how much damage Rasputin receives, allowing for more counterplay. It also fits with both his theme and namesake as a living weapon incapable of dying. As a pure health-based tank, I thought it made more sense for Rasputin to resurrect for more health the more burst damage he takes. Additionally, since his spells aren't entirely oriented towards dealing damage, he needed an additional source.
COST: 5% Current Health
Active: Rasputin vomits a ball of acid that travels forward. Upon reaching maximum range, manual detonation or impact with an enemy the ball explodes, leaving a 200-radius pool of acid lasting 4 seconds.
Projectile Speed: 1000
Enemies within take magic damage every second and receive a 2-second slow which is reapplied every time they take damage from the pool. Pools provide sight.
This is Rasputin's bread-and-butter poke, waveclear and chasing/escaping ability. However, it has an added synergy with his E, allowing him to blink over large distances and bring enemies with him into the pool. As such, placement of this is critical when ambushing, and can be used to deal damage just as much as it can work as a positioning tool, making for powerful ganks and escapes.
COOLDOWN: 30 / 28 / 26 / 24 / 22
Active: Rasputin's skin reacts to enemy attacks. For the next 5 seconds, Rasputin gains armor and magic resistance equal to a base amount plus a portion of physical and magic damage received, respectively (before reductions are applied). This bonus lasts for another 3 seconds afterwards.
A pure tank skill that also lets Rasputin jump into the fray. The most obvious counter to this would be true damage, but also damage over time rather than burst. With his other abilities, it lets him run into the enemy team and soak up their focus a lot better. Alternatively, Rasputin can also use it to resist pokes and harass.
COST: 10% Current Health
COOLDOWN: 15 / 14 / 13 / 12 / 11
Active: Rasputin blinks to the target location after a 0.5-second delay, dealing magic damage to all enemies within 200 units upon reappearing. Can blink to pools of Vile Spew if they are within 1000 units of Rasputin.
If enemies are within 200 units of Rasputin when he activates this ability, they will be blinked to the target location with him and take damage.
A combined gapcloser and nuke that lets Rasputin either blink to the enemy team, or go for the higher-risk route and run/Flash into the enemy team before blinking back with enemy champions in tow. Combined with its ability to 'port to pools of Vile Spew, it allows Rasputin to cover huge distances and dodge hazards and terrain, as well as ambush priority targets. I didn't want to give the forced blink AoE too much range, as it's a super-strong displacement skill that should require very precise play to pull off.
Active: Rasputin stores the next enemy spell he is attacked by within the next 2 seconds. Activating Replicate again allows Rasputin to cast an identical version of the spell, incurring a modified version of the ability's cooldown with a minimum of 5 seconds. This cooldown is static. Spell can be stored indefinitely but cast only once.
If Rasputin is not hit by an enemy ability while attempting to store a spell for the full 5 seconds, he can use Replicate again after a 10 second cooldown.
Cooldown: 120 / 115 / 110% of replicated ability's
The reflected ability's damage and effects are identical to that of the original, and are based on the attacking champion's stats instead of Rasputin's.
Will apply spell effects if the original ability does so, with the original's targeting type.
Based off of the ultimate belonging to Dota/Dota 2's Rubick, I wanted Rasputin to have an ability that would clearly turn an enemy's strengths against them. Contrarily to Rubick, who can simply steal the ability off of targets, I wanted Rasputin's ultimate to be a more of a clutch spell, also adding more counterplay.
The reason Replicate's reflected ability cooldown is static is so that Rasputin can't outpoke or out-ult enemy champions by building CDR, which would be way too good on him otherwise.
Rasputin's resource bar is now his Power Reservoir. 25% of incoming damage (before reductions are applied) and damage from abilities charge his Power Reservoir, up to an amount equal to 25% of his maximum health. Power Reservoir depletes by 5% per second.
Reworked: Rasputin now receives a 50% movement and attack speed slow upon taking fatal damage, increasing to 99% over 3 seconds, during which he regenerates health equal to the amount stored in his Power Reservoir plus 10% of his maximum health.
Rasputin additionally deals 10% of his maximum health in magic damage in an area on his next basic attack every 12 / 10 / 8 seconds.
Vile Spew cost changed from 80 / 85 / 90 / 95 / 100 Mana to 5% of Rasputin's current health.
Reactive Skin cost removed.
Dematerialize cost changed from 80 Mana to 10% of Rasputin's current health.
Replicate cost removed.
Rasputin is slowed by 50% and cannot attack while under the effects of Survivor.
Spell shield component's cooldown is reduced by 1 second every time Rasputin is hit by a spell.
Active component now has a base armor/MR component of 10 / 15 / 20 / 25 / 30.
Damage received to armor/MR bonus reduced to 3% / 4% / 5% / 6% / 7% of damage received, down from 3% / 5% / 7% / 9% / 11%.
Now has a 0.5-second delay before Rasputin blinks to the target location.
Base damage increased to 70 / 105 / 140 / 175 / 210, up from 50 / 85 / 120 / 155 / 190.
Vile Spew damage per second AP scaling increased to 20% AP, up from 15% AP.
Dematerialize AP scaling increased to 80% AP, up from 60% AP.
Rasputin stores the next enemy spell he is attacked by within the next 2 seconds, down from 5.
Replicated ability's modified cooldown now has a 5 second minimum cooldown.
Survivor's cooldown increased to 240, up from 180. Tooltip changed to indicate Rasputin is also healed for the killing blow's excess damage.
Dematerialize can only be used on pools of Vile Spew within 1000 units of Rasputin.