

DISCIPLE
An enchanter support focused on keeping allies alive with a range of heals, shields and buffs. This is a high skill take on the enchanter class due to his passive greatly rewarding effective use of abilities.
Abilities

Favour of the Gods
Passive
Your abilities cost Favour which is slowly regenerated over time. Favour can be generated with effective use of your abilities and by damaging enemies.
Notes: The skill cap of this champion is greatly increased by their passive, something uncommon in the enchanter class. Abilities costing faith to cast and generating faith through good usage means a more skilled player will be able to cast more abilities and will therefore be much more useful to their team.

Smite the Wicked
Q
Fire a blast of holy wrath in a thin straight line in the target direction with moderate range. This deals minor magic damage to all enemies hit, slows them a moderate amount and reduces the damage they deal by 15% for a few seconds. This all scales with AP. Whenever enemies afflicted with this debuff deal damage, you generate favour scaling with the amount of damage prevented by your debuff. Short cooldown. Minor favour cost.
Notes: At face value this can be used as a standard poke tool, damaging enemies and debuffing them to prevent retaliation. The interaction with the passive however greatly rewards hitting multiple targets with this ability and making sure to aim for the highest priority targets who pose the most threat.

Beg for Salvation
W
Unleash a wave of energy in a thick, medium length, line in the target direction which restores a moderate amount of health to allies hit, scaling with their missing health and your AP. Short cooldown, moderate favour cost.
Notes: Having a powerful multi-target heal on a short cooldown may seem overpowered, but the Favour cost ensures that to be able to use it regularly the player will need to be using their other abilities very effectively. Also the fact that it scales with missing health means that it would be unwise to just top off your allies as this would result in very low healing per favour point spent. Instead this forces more skilled play as you are encouraged to wait as long as possible and heal allies on the brink of death of maximise your healing efficiency.
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Placing of Zeal
E
Shines a beam of light on a medium sized area up to a moderate range away. Allies hit are buffed for 10 seconds, increasing their movement speed by a moderate amount and reducing their damage taken by 15%. These effects scale with AP. Gain Favour scaling with the amount of damage blocked by this ability. Moderate cooldown. Minor favour cost.
Notes: Having our buff be yet another AoE skill shot rather than the single-target point and click of most enchanters allows the opportunity to hit large groups of allies with good aim and timing, resulting in more damage blocked and more Favour gained. The moderate cooldown also means that it is important to time to coincide with heavy incoming damage.

Miraculous Return
R
Bring a dead ally, back to life with a moderate amount of health scaling with your AP. Generate Favour scaling with the amount of damage they do for a short while after they are resurrected. Long cooldown. High favour cost
Notes: Once again we have an extremely powerful ability which rewards the player with Favour, and therefore power, when used well. This stength is locked behind a high cooldown and favour cost however so timing is key, along with making sure you have enough Favour to cast this when you need to. As such, the skilled player will get much more from this ability as they will be much more likely to be ready to bring back an ally when the time is right.