'smore crap.
De'lishaas
Cursed Martyr
Targetted Buff - Forces all damage dealt to allies within 400 range to instead be dealt to the target. The target has bleed extended on it by 1 second every time it recieves damage.
OR
Channeled - While channeled target takes no damage but upon canceling of the spell takes X damage and is ruined for each second the spell was channeled.
Active Passive - While active every time <Hero> is struck he and the attack unit are afflicted with ruin and 10/15/20/25/30% of the damage is stored up. Upon deactivation all the damage is released and deals half damage to himself.
OR
Active Passive - While active <Hero> is dealt no physical damage but upon deactivation he is ruined and dealt X damage for each second the spell was active.
Passive - Every time <Hero> loses 10% of his health, he ruptures, dealing 50/55/60/65/70 magickal damage and burning foes.
Ultimate - <Hero> revives at its current location if it had been suffering from a condition at death. Cooldown of 10/7/4 seconds.
Autocast (Phaseshift) - Whenever <Hero> is struck, he will split into X illusions based on the amount of conditions the foe
is suffering from, each illusion strikes for Y damage and after striking form back together in front of the attacker.
Target Buff - Every second that the enemy has this buff on there is a X*[# of Conditions
Level 1 Skill - Autocast Buff - If target unit has a condition lasting longer than X seconds, they will become invisible. Buff lasts 30 seconds.
Level 6 Skill - Active Passive - While active, any time a nearby ally is inflicted with a condition, an illusion is created of them that deals no damage and receives 100% damage. If an illusion moves further than 800 away from Morgana they are destroyed. Mana per Second reduces per level, AoE increases (Max 500?).
Bind - For every 100 units closer to <Hero> than X, bound unit is given 1 HP regen and bleed immunity. For every 100 units further than X, up to Y, the bound unit suffers 1 hp degen and bleed lasts 100% longer.
Last Stand - If there are X more enemy units than allied units around, all allied units gain bleed immunity and have their armor and damage increased.
Last Stand #2 - Upon casting, if there are X more enemy units than allied units, all allied units gain bleed immunity for X*Y seconds and have their damage increased by X*Z.
For Victory! - Whenever an allied unit falls in battle, allied units within range of the fallen unit have their movement and attack speed increased.
Voidwalk - While channeling a portal is created in front of <Hero>, for every second channeled a sister portal is moved X units further ahead to a maximum of Y units. Voidportal lasts 5 seconds after channeling has stopped.
Berserker's Will - Passive - For every X% below full health <Hero> gains 1 condition immunity. [Note: So, level one every 30% the hero becomes immune to one condition. Level two could be every 20%, giving him four conditions to be immune to, and level three being maybe 15%, where he becomes immune to six conditions.]
Both heroes are controllable, but only one has a skill set at a time, passives still apply to both.
Hero1 Skill Set
Active Buff - While active all conditions placed on <Hero1> are instead placed on <Hero2> and heal <Hero2> by X for each condition applied.
Passive - Whenever <Hero2> gains a condition, <Hero1> gains attack and movement speed. Passively increases <Hero2>'s hit point regen by 2/3/4/5/6 hit points per second.
Active Teleport - <Hero1> leaps to the target point, striking the closest unit and causing it to bleed.
Hero2 Skill Set
Active Buff - While active <Hero1>'s attacks have a 30/35/40/45/50% chance to apply randomly one condition that <Hero2> is suffering from.
Passive - <Hero1>'s attacks have a 30/35/40/45/50% chance to apply a condition <Hero2> is suffering from whenever <Hero2> gains a condition, applied condition's duration is increased by X%, passively increases <Hero1>'s attack speed by 6/10/13/17/20%
Active - Changes places with <Hero1>, applying ruin to both heroes and causing <Hero1>'s next 2/2/3/3/4 attacks to deal 30/40/50/60/70 (Large) extra damage.
Passive - Whenever <Hero1> loses a condition, <Hero1> has a % chance to transfer a condition to <Hero2> and is healed for X.
Innate - Wrik and Tibble are separate entities, yet they share the same mind and heart, for this, both must be killer in order for them to be fully dead. If one is still living the other will be ressurected seconds later. Only ressurects if the hero is within 1000 units of the other.
Active Point - Wrik or Tibble rushes at a point, moving incredibly fast. Upon reaching the point, or running into an enemy, they explode, killing themself and crippling struck foes.
Passive - Whenever Wrik or Tibble dies they're alchemical contents erupt, dealing X (High) damage plus Y for each condition the enemy is suffering from. Leaves a 'fallout' area that ruins any entering unit for the next 10 seconds.
Active Buff - While the buff lasts absorbs 25%/33%/50% of all damage taken as well as all conditions. Upon the ending of the spell all damage and conditions absorbed are then dealt to the casting hero and all units around them. Conditions last 4/5/6 seconds.
Active - Wrik and Tibble exchange health, healing the casting unit by X plus Y for each condition the other is suffering from as well as transfering all conditions he is suffering from to the castering twin.
Active - A twin absorbs all conditions the other is suffering from but heals themself for X (Small/Moderate) plus Y per condition absorbed.
Feint - Active - When activated, <Hero> is ruined for 7 seconds. If he is attacked he will instantly teleport next to the attacker, dealing X damage and giving the attacker the remain duration of the ruin. Ruin is removed from the hero.
Marks a target, if the target deals over X damage to <Hero> or caused Y conditions to the hero, <Hero> will lunge at the target and back to his original position, dealing Z damage and force him to bleed. If the target already has a condition it will be crippled instead of bleed.
Passive - Gives <Hero> a % chance to taunt his target, if the target strikes him while taunted, <Hero> will strike back dealing X damage and causing the target to bleed for 7 seconds.
Active Passive - While active, any time <Hero> is struck with a condition or dealt X damage by a single target, he remembers it. Upon deactivation <Hero> will lunge to each remebered foe and strike for Y damage and cause bleed for 7 seconds.
Anticipation - Causes the hero to move faster the closer a condition is to wearing off.
Active Buff - While the buff is on <Hero>, any condition that is applied to him will cause his next attack to repeat itself at 10/15/20/25/30% of his damage and extend bleed by 2 seconds.
Attackers have a 10% miss chance per condition they are suffering from.