Toruh is supposed to be a squishy poke champ with access to invisibility. He has poor base stats so he relies on his abilities to both deal damage and protect his ADC/set up ganks. Due to his low base health and armor/MR, he needs to position himself carefully to avoid poke (however, he should be safe from being all-inned due to his invisibility).
Passive: Toruh senses if he can currently be seen by enemies in range. The first attack or damaging ability used on an enemy that cannot see Toruh gains 50% Magic Penetration (15s CD per unit).
Q: Toruh lashes out a shadow whip, dealing 70/100/130/160/190 (+35% AP) magic damage to target enemy. If used while invisible, this ability deals 50% more damage, but goes on a 50% higher cooldown.
Mana cost: 60/65/70/75/80
W: Toruh teleports to a nearby location and goes invisible. He loses his invisibility upon attacking, using an ability, using W again or going too far away from the teleport destination. W will go on cooldown when Toruh leaves stealth. Toruh gains 20% less XP while he is invisible.
Invisibility Range (radius around the W destination in which Toruh can stay without losing invisibility): 900/950/1,000/1,050/1,100
Teleportation range: 750
Mana cost: 80/85/90/95/100
E: Toruh scares an enemy champion, fearing them for up to 2/2.25/2.5/2.75/3 seconds. Incoming damage (including minion attacks) breaks the channel. If cast within invisibility range, Toruh goes invisible again if he interrupts the channel by himself (i.e. if the channel isn't interrupted by enemy damage/CC).
Mana cost: 50/55/60/65/70
R: Toruh imbues an enemy champion with a spirit flame, dealing 150/175/200 (+10%/15%/20% of the enemy's current health) (+10% AP) true damage over the course of 4/3.5/3 seconds and slowing them by 20%/25%/30%, increasing to 100% over the same time period. After that time, they will be rooted for 2/2.5/3 seconds. This ability cannot be cast for 3 seconds after leaving invisibility.
Mana cost: 100