Rider of the Day
He Who Marches With The Sun

Pantheon: Slavic
Class: Guardian
Pros: CC Resistance
Cons: Hard

All Credit to Artist
Lore: In eastern Europe lies a mystic forest which contains all manner of beast and spirit, benign and malevolent; which you'll encounter is a matter of luck, as well as a matter of life and death. The Elf King, who rules the forest alongside his countless daughters, stealing away children using his mystic ways. The witch, Baba Yaga, a friend and foe with all manner of magic items and potions, ready either to sate you or devour any who stumble across her hut. In these woods, there are also three nameless, mysterious beings. The White Rider, who rides atop a white horse and who heralds the dawn. The Red Rider of the red horse who heralds the noon. The Black Rider of the black horse who heralds the dusk. The nature of these beings is unknown. They march with the sun, day after day without end. An eternal march that will never end so long as the sun rises and falls. Now the war of the gods challenges this eternal law, threatens to bring his eternal march to an end. A glimpse of personality gleams through the rider's visage as his eternal trot brings him to the battleground of the gods.

Basic Attacks and Model:
RotD is always atop a horse. Because of this, RotD can only attack in semicircle cones on either flank of the horse, not in front or behind him. It should be noted that, even though he is atop a horse, RotD is slightly slower than an average Guardian, he is not as fast as Guan or Hachiman's Ults.

Passive: Eternal Trot
RotD moves at the speed of time, and, like time, cannot be slowed down or sped up. RotD is immune to all slows and speed buffs and cannot stop moving. When in shop, RotD automatically starts walking in circles. When encountering a wall head on, RotD will begin sliding down the wall. When stunned, only the rider is stunned; in this state, RotD cannot attack, use abilities or consumables, or change direction. Roots have the same effect as stuns, but the duration is halved. Knockups, Knockbacks, etc occur as normal.

Ability 1: Call of the Rooster/ Breath of the Sun/ Cries of the Dead
Ability: Radius
Affects: Self and Allies/ Enemies/ Enemies
Radius: 25

Call of the Rooster (White Rider): A rooster calls in the distance. RotD and Allies are cleansed of CC.
Cleanse Duration: 0.05/0.1/0.15/0.2/0.3
Breath of the Sun (Red Rider): A hot wind blows around RotD. Enemies have their protections shred and are slowed.
Prot Shred per tick: 8/9/10/11/12%
Shred Duration: 1S
Slow: 8/9/10/11/12%
Slow Duration: 1S
Tick: 1S
Ability Duration: 5S

Cries of the Dead (Black Rider): The cries of ghosts are heard in the distance. Enemies in a radius are applied fear.
Fear Duration: 0.3/0.4/0.5/0.6/0.7S
CD: 10S
Cost: 55/60/65/70/75

Ability 2: Morning Light/ Flaming Bright/ Consuming Night

Ability: Radius
Affects: Allies and Self/ Enemies/ Enemies
Radius: 25

Morning Light (White Rider): A soft light heals allies and self in a radius and applies a stacking speed buff. Speed buff does not apply to RotD due to Passive.
Heal: 15/20/25/30/35 (+10% of Magical Power) every second for 5S
Speed: 3/4/5/6/7% every second for 4S. Speed remains for one more second but does not stack that second.

Flaming Bright (Red Rider) A radiating light damages and disarms enemies.
Damage: 18/24/30/36/42 (+10%) every second for 5S
Disarm: 1.5S

Consuming Night (Black Rider): Enemies within the radius cannot see outside the radius (Think Xbalanque's Ult) and enemy auras (by ability or item) cannot go through the radius. This applies both on outside-going-in and inside-going-out.
Duration: 3.5/3.6/3.7/3.8/4S
CD: 16S
Cost: 60/65/70/75/80

Ability 3: Immovable White Horse/ Strong Red Horse/ Berserk Black Horse
Ability: Buff/ Special Cone/ Radius
Affects: Self and Allies/ Enemies/ Enemies
Radius: 25/ 8 with an angle of 35^o/ 20

Immovable White Horse (White Rider): RotD can walk through all walls and is immune to knockups, etc. RotD and allies in a radius gain a Physical Prot Buff.
Physical Prot Buff: 12/13/14/15/16%
Duration: 3/3.2/3.4/3.6/4S

Strong Red Horse (Red Rider): RotD can select a cone area directed form any part of body. When selcted, the horse uickly turns so that it's facing the opposite side of that cone and kicks back, dealing damage and knocking back enemies. This can be used to change directions quickly.
Damage: 80/120/160/200/240 (+60% of magical Power)
Berserk Black Horse (Black Rider): The Black horse goes on a rampage, jumping up and down, shaking the ground around him. Enemies are applied a tremble with a proclivity to take them farther away from RotD.
Damage: 15/20/25/30/35 (+20% of Magical Power) every second
Duration 5S
Chance for tremble to move them father: 30%
CD: 17S
Cost: 55/60/65/70/75

Ult: To the Next Horizon

Ability: Radius
Affects: Self and Allies
Radius: 30

RotD switches stances. RotD and allies in a radius have their cooldowns reduced by 10% of it's total duration. The stances switch following the order it takes in mythology: White>Red>Black>White
CD: 40/36/32/28/24S
Cost: 40/45/50/55/60

RotD fulfills the three main Guardian roles: The White Rider is a support guardian, Red Rider as a frontline Guardian, and Black Rider is a debuff guardian. Due to this and a passive which makes him hard to literally control, RotD can be a very hard god to play. As with all stance-switchers, his stance can change depending on what's necessary for the moment or, since his stance switch has a cooldown, can be used to fulfill specific roles which weren't covered by other gods in the team comp. This makes RotD very versatile, able to fulfill the basic role of any type of Guardian. The passive creates a substantial situation, with RotD being immune to the common form of CC, his inability to stay still and his immunity to speed buffs create a large enough drawback to justify this while also adding to the time motif of his kit and offering a unique challenge.