[Champion Concept] Ismo, the Grand Mariner
Passive - Boarding Party
Whenever Ismo moves himself or an enemy champion with one of his abilities, he bellows, briefly granting him bonus movement speed and attack damage. This bonus stacks up to 3 times and decays over time. Nearby allies gain 20 movement speed when moving toward Ismo while he has this bonus.
Movement Speed: 8.75% Bonus Attack Damage Per Stack: 2 * lvl
Q - Fly Tackle
Ismo fires a short range harpoon and, after a brief delay, pulls himself to the target location, dealing damage to enemies and structures in the area when he arrives. The cooldown is reduced by 1 second for each enemy champion damaged by Fly Tackle.
Ismo can cast other abilities while moving as a result of Fly Tackle. Range: 950 Leash Range: 1550 Delay: 1.25 seconds Area of Effect Radius: 300 Missile Speed: 900 Magic Damage: 30 / 50 / 70 / 90 / 110 (+3% Ismo's or Herman's total health) Cooldown: 7 seconds. Cost: 85 / 100 / 115 / 130 / 145 mana.
W - Keep it Reel
Ismo fires a line skillshot, slowing all enemies hit for 0.5 seconds. After a brief delay, the last enemy hit is pulled toward Ismo's location. Enemies in the path are knocked aside and dealt damage. Range: 1100 Leash Range: 1550 Delay: 1.25 seconds Slow: 35 / 45 / 55 / 65 / 75% Cooldown: 15 / 14 / 13 / 12 / 11 Damage: 90 / 130 / 170 / 210 / 250 (+6% of the hooked target's maximum health) Damage.
E - Tag and Release
Ismo fires a line skill shot, damaging the first enemy hit and creating a leash between Ismo and the target. The target is revealed for the duration of the leash and Ismo can reactivate Tag and Release to knock the target back, dealing further damage. The knock back is greater the further Tag and Release travelled. Alternatively, Ismo can activate any of his other basic abilities to automatically target the leashed target. If Tag and Release hits a structure, Ismo is pulled to the target and slightly beyond it, further based on how far Tag and Release traveled before hitting.
Ismo can cast other abilities while moving as a result of Tag and Release.
Range: 1100 Leash Range: 1550 Leash Duration: 3 seconds Damage On Hit: 60 / 100 / 140 / 180 / 220 (+40% AP) Damage On Recast: 40 / 50 / 60 / 70 / 80 (+20% AP) Total Damage: 100 / 150 / 200 / 240 / 300 (+60% AP)
R - Herman, Descend!
Ismo releases Herman at a target location, revealing it for 15 seconds. Enemies and structures near Herman take 25 / 35 / 45 magic damage per second. All of Ismo's basic abilities are duplicated by Herman. Any enemies hit by both shots take 50% damage from the second. Herman can be destroyed, and Herman's area of effect damage affects towers.
Herman's stats increase by 20% at ranks 2 and 3. Herman Stats: Base Health: 750 / 900 / 1050 Armor: 120 / 144 / 168 MR: 40 / 48 / 58 Movement Speed: 0
Ideas Ismo is a hook-centric champion designed to maximize a team's mobility and peel options. None of his abilities have particularly impressive scaling or base damage, except for health and movement speed. As a support, Ismo's primary job is the repositioning of enemies and himself to create kills. As a tank and fighter, Ismo wants to use his abilities to put himself in the thick of things and deal as much damage as he can before either escaping with Fly Tackle or Tag and Release. Since Tag and Release is a single-target skill shot that hits both enemy champions and terrain, Ismo can use it to get into a fight quickly, hitting a tower or wall and then vaulting into the action, potentially even firing a Fly Tackle or a Keep It Reel while moving. Highly skilled players can use this to set up strong positioning and disruption of an enemy team, hitting an enemy tank with Keep It Reel while arcing back toward their back line, then pulling them in and ruining their battle lines.
Herman, Ismo's techmaturgicaly animated parrot, is armed with a duplicate of Ismo's heavy harpoon gun.
Except for Tag and Release, Ismo can cast other abilities in the delay window after hitting a target. In the case of Tag and Release, using those abilities transitions Tag and Release from its default mode into the mode of the selected spell. While this doesn't sound particularly useful, switching the targeting paradigm of his Q or E spells to first-target hit as opposed to ground-targeted or last-target hit.
The synergy created by this effect allows Ismo to optimize his engagement strategies, and evading Herman becomes a game of positioning and timely dodges. While this is true of almost all the hook-based champions, none have the ability to abuse the concept as much as Ismo.
Thematic
Ismo is part pirate part scotsman. He's got a harpoon peg-leg (which he uses for Fly Tackle), a kilt, a straight up Zangief beard/chest hair situation, an epic tartan, and a fatty harpoon cannon, as well as a bandana'd head with epic rat tail. He carries a giant Harpoon gun in his right hand and the crank mechanism in his left, with a large ship's wheel across his back to anchor the mechanism further to his body. Herman rides atop his left shoulder until Ismo releases him for his ultimate.