Bat is an Egyptian goddess commonly associated with the Ankh (Symbol of life or breath), and it is this symbolism that I'll base the concept around. (Also by the way she's a cow so don't think of bats when I write this out.) One last thing as well this kit won't be heavily (it will still have some relation) based around her lore sooooo... yeah... anyways here's a kit.

Bat is a Ranged Mage.

Her kit is made to be okay in early game but have most of her damage on the later side. This kit is also designed to be antihunter that can get shutdown if she's not careful against aoe mages. Her kit takes advantage of summoned minions as well as any nearby minions.


Passive) Soul Carrier- For each killing blow on minions Bat receives 2% increased movement speed and up to a maximum of 18% (one minion wave) she loses 2 percent per ability used and 1% increased power up to 6% she loses .5 percent per ability used, additionally if she lands a killing blow on a god will give a permanent stack up for both the power and movement speed buff that does not need to be refreshed by a minion kill.

This passive is meant to offset her lack of a mobility ability and give a small boost to her power rewarding her for efficient clear and kills.

Ability 1)- Second Chance (Needs a better name!) Cooldown 18 Seconds
A) Only can be cast when you have killed at least one minion since the last summoning. (minions retain their aa range)

B) Summons 2/3/4/5/6 minions depending on how many minions you have killed since your last cast and will have the range of the most recently killed minions.

C) Minions have to be hit by 1/1/2/2/3 effects to die. There is a refresh timer on the hit so that they can only be damaged once every .2 seconds, (This time may need adjusting or complete removal!) this is to prevent them from being bursted down by a tick based god or several gods instantly (Looks at Clay Soldiers)

D) Melee minions deal 20 damage every .3 seconds with 8% Scaling (if you think it's too weak just remember if you hit the 900 damage cap they'll each deal 92 damage a hit premitigation!) Ranged minions will deal 15 damage every .3 seconds with 8% scaling.

E) Minions last 10 seconds and cannot damage towers.

F) If you have killed a god since your last cast then the minions will deal 50% more damage and can take twice as many hits before dieing.

Ability 2) Minion Assualt - Cooldown 15 Seconds

A) If there are 2 melee minions within 10 units of the god targeted then they will rush over and grab them which roots and disarms enemies for 1.6/1.7/1.8/1.9/2.0 seconds as well as dealing 100/175/250/325/400 damage with 75% Scaling.

B) The minions holding the God will gain invincibility for half of this abilities duration but will die after holding the target.

c) All nearby summoned minions will attack the god that is being held.

Ability 3) Minion charge (Her main source of clear early on) Cooldown 10 seconds

A) Bat has a minions charge forward dealing 100/150/200/250/300 damage with 60% scaling passing through both minions and gods.

B) Applies a 10%/15%/20%/25%/30% slow for 2 seconds

Ability 4) Live and Learn (Did you know cows can see the future and past? This one can at least.) 120 Seconds cooldown

A) Bat brings a friendly god back to life (To wherever you currently are for 3/4/5/6/7 seconds with 55%/60%/65%/70%75% health and mana and their basic 3 abilities off of cooldown

B) The respawn timer will continue to count down. If the respawn timer has not reached 0 when when the duration is over then god will will die on the spot, however if the God is still alive and the respawn timer hits 0 then the god will continue to live.

C) If the God is killed again within the ability duration the enemy will not receive XP or gold for the kill.