I've either entered the twilight zone or experienced some new level of jungler blaming.
I'm jungling shyvana, right? We're sort of losing, but not by all that much. I'm 1/0/1 and things are going pretty well. Bot is losing pretty hard but our panth in top is winning and our mid is doing okay. Bot gives the enemy team a double kill, and pantheon's response is "SHYVANA LEARN TO JUNGLE." I've got no fucking clue why, and he refuses to explain why this is my fault.
Then it gets to midgame, and the enemy team is around dragon. Our bot lane (zilean and teemo) are in bot lane, while our mid (annie) is by blue buff and me and panth and me are near mid. The enemy team gets dragon and their udyr pops out of the river and kills teemo in botlane. We lose the team fight because we're all spread out and everyone starts yelling at me. So I'm like "This is what happens when teemo and zilean farm bottom when the enemy team is at dragon" and then they start flipping out and talking about how that never happened and they were right there in the team fight. I mean, Zilean made his way in halfway through but it was too late to do anything but ult pantheon and die immediately, leaving panthon to revive in the middle of their team and die.
So we surrender because we're down three towers and they're just pushing down mid, so Teemo and Zilean and Panth start whining about how they didn't know it was possible for a shyvana to suck that badly in the jungle. I was 2/3/2, keeping up in levels with everyone else, ganking when I could, and generally not doing too badly. They didn't make any specific complaints, I'm pretty sure because they couldn't.
Just, like, I don't even know what happened. One minute they were thanking me for ganks and being baffled at the pantheon randomly blaming me for stuff I had nothing to do with, and then the next they were joining in.
Same thing happened to me. I went 7/4/7 as Yi, and the Shen on my team blamed me for losing. It doesn't matter that I could triple kill the enemy team if he initiated. It doesn't matter that Ashe never arrowed or had any damage. It doesn't matter that Warwick was not being Warwick. No. It was my fault for... I don't know! I couldn't backdoor because everyone on my team couldn't defend. And every time I tried to hold a turret, I got focusfired (rightfully so). Even my QSS would only let me flee from death.
So, yeah, everyone on my team knew it wasn't my fault. I was the only one warding. I was soloing dragon. I even tried to grab Baron. We would've won if we had. You know what happened? Shen left. He went b. We had ACED the enemy team, taken an inhibitor and he books it back to base. Then, when I know I'm dead if I don't, I have to try and hero mode in to smite-steal baron. Almost had it too, but I misclicked. So, Shen rants about that.
So, don't take it personally. It's how people that are horrible and don't have fun try to play. Seriously. I had to take care of top, which was doing Warwick + Ashe and losing, so I would have to constantly gank just to keep those two alive. Not even to grab kills. Bleh.
Passive: Guardian
Whenever a nearby allied champion is attacked by an enemy champion, Bodyguard's cooldowns are reduced by 0.5 seconds.
Q - All for One
Passive: Bodyguard receives 3/4/5/6/7 health every time a nearby allied champion is attacked (3 times larger effect if attacked by a champion)
Active: Bodyguard sacrifices 5% of his current life + 40/55/70/85/90, and heals the target ally for 100/115/130/145/160% of the health sacrificed.
Cost: 100 mana
Cooldown: 20/19/18/17/16 seconds
W -
Bodyguard shields targeted ally unit for 6 seconds, granting it 10/15/20/25/30 bonus armor and magic resistance. Additionally, attacking the shielded unit taunts the attacker towards Bodyguard for 0.5/0.75/1/1.25/1.5 seconds (can be taunted up to two times)
Cost: 80/85/90/95/100 mana
Cooldown: 12 seconds
E - Convert
Passive: 10% chance on hit to convert enemy minion to join the Bodyguard's own team (doesn't work on enemies with over 500 health). Converted minions behave like normal ones, but do not grant expirience or gold upon kill. Upon converting a minion, it is healed for 50% of it's max hp.
Active: Bodyguard's next attack deals 60/80/100/120/140 (+ 25% of armor and magic resistance) extra magic damage, and prevents the enemy from attacking or casting spells for 1/1.25/1.5/1.75/2 seconds. Killing an minion with this ability is guaranteed to convert them.
Cost: 60/70/80/90/100 mana
Cooldown: 12/11/10/9/8 seconds
R - Personal Protector
Bodyguard blesses the target ally for 5/6/7 seconds, and takes 20% of the damage the targeted ally receives (reduced by Bodyguard's armor and magic resistance). Whenever enemies attack the blessed target, they have their movement and attack speed slowed by 20/35/50% for 2 seconds, and Bodyguard receives 10/17.5/25% increased movement speed for 2 seconds.
Yurei, the Shadow Assassin
Discipline of Darkness (Passive)
Yurei has 10% increased movement speed whenever he can't be seen by enemy units (ignores jungle creeps)
Q - Shadow Strike
Yurei blinks behind the targeted enemy champion and stabs that unit wth his sword, dealing 40/60/80/100/120 (+ 0.4 of Attack Damage, + 0.2 of Ability Power) physical damage.
If Yurei isn't attacked for 1 second after the stab, the enemy will be blinded and silenced for 1.5 seconds, and Yurei returns to his original location, stealthed for 3/3.5/4/4.5/5 seconds.
Cooldown: 8 seconds after the initial stab
Cost: 70 Energy
Range: 700
W - Mark of the Cobra
Yurei places an invisible marker to the ground. If an enemy steps on the marker, the unit will be feared for 2 seconds and Yurei stealths for 3/3.5/4/4.5/5 seconds. Yurei deals additional 15/20/25/30/35% damage to the marked unit. The mark lasts for 6 seconds, and the marked spot on the ground for 60 seconds. Max 2 marked spots.
Cooldown: 20 seconds
Cost: 100 Energy
Range: 1000
E - Moon Crescent Strike
Passive: Every 5th attack will refill 20/25/30/35/40 Energy.
Active: Yurei swings his sword around him, dealing 60/85/110/135/160 (+ 0.3 of Attack Damage) physical damage to all units around him. Yurei also stealths for 2 seconds, plus 0.2 seconds for every unit he struck. Yurei also refills 10 energy for each enemy hit.
Cooldown: 10/9/8/7/6 seconds
Cost: 80 Energy
R -
Passive: Yurei's attacks slow the target's movement speed by 10/15/20% if they have their back turned to him.
Active: Yurei blinks behind the target enemy champion, and receives additional 10/20/30% attack speed for 10 seconds (stacks up to 3 times). If Yurei's target attacks him within 2 seconds of using the ability, Yurei receives a shield with 100/150/200 (+0.4 AP) health and stealth for 2 seconds, and the ability's cooldown is reduced to 0 as well.
Cooldown: 7 seconds
Cost: 40 Energy
Range: 200
FrozenBerg
Blade of Ice (passive)
Frozenberg chills his enemies for 3 seconds if they receive damage from his spells. Basic attacks silence the chilled enemies for 1.5 seconds and slow movement speed by 15% for 1.5 seconds. This effect can occur on the same enemy only once every 10 seconds.
Q - Arctic Bang
Frozenberg casts a spell on the target area, and after 2 seconds he can activate the ability again to blast the area with freezing air and ice. Enemies in the area receive 100/130/165/205/250 (+0.8 AP) damage and have their movement speed slowed by 30/35/40/45/50% for 3 seconds.
Additionally, the targeted area will be frozen for 6 seconds after the blast. Enemies in the frozen area have 60% reduced turn speed and they cannot gain movement speed as long as they stay on the area.
Mana cost: 100/110/120/130/140
Cooldown: 16/15/14/13/12 seconds
W - Frozen Mount
Passive: Frozenberg's horse increases his movement speed by 8/10/12/14/16% and increases his attack damage by 15/20/25/30/35.
If Frozenberg doesn't move for 5 seconds, his horse will become rested. When he starts to move, his movement speed is increased by additional 12/14/16/18/20%: This diminishes over 5 seconds. This effect has 30 second cooldown.
Mana cost: N/A
Cooldown: N/A
E - Glacial Armor Plating
Passive: Frozenberg's plating is covered in ice, increasing his armor and magic resistance by 10/15/20/25/30. Enemies that attack him have their attack speed reduced by 14/18/22/26/30% and their movement speed by 7/9/11/13/15% for 1 second.
Active: Frozenberg uses the ice on his armor to bind an enemy, dealing 80/90/100/110/120 (+0.3 AP) magic damage to the enemy and snaring them for 1.3/1.6/1.9/2.2/2.5 seconds. His passive effect is removed during cooldown.
Mana cost: 60/75/90/105/120
Cooldown: 10 seconds
R - Howl of the Tundra
Frozenberg creates a freezing wind, dealing 10/20/30 (+0.1 AP) magic damage and slows the movement speed by 3/6/9 % per tick to all enemies in a cone in front of Frozenberg. The longer the enemy stays in the wind, the more damage and slow amount will be dealt per tick.
Damage and slow amount are increased by 10% per tick. Ticks every 0.25 seconds.
Mana cost: 50/75/100 mana per second
Cooldown: 40/35/30 seconds after deactivation.
Don't like the Bodyguard's Convert, as it's removing cs.
Don't like Assassin's ult as it is really easy to continually cast it. Or the amount of stealth.
Last guy isn't bad. He seems like a combination of Nunu and Anivia.