evolution of champ design
Aight, we give this guy a shield, a simple grab, movement+attack speed buff, knockup, and an ult that passively deals damage to a random nearby enemy every so often, activating deals more damage in an AoE that silences.
We give this guy some sustain that happens when anyone near him including himself casts spells. His q will slow and knockback if Maokai is close to them. His W will be an uninterruptable dash that deals %hp damage and snare. His e will throw a little sapling that deals a small amount of damage on impact, and explodes when an enemy comes near, damaging them. The saplings will also give vision. His ult will simply reduce a percentage of all damage taken inside a little sphere of magical stuff that he can cast in any target location.
HAVE A DASH! HERE, TAKE A SLOW AND A STUN AND MOVEMENT SPEED BUFF FOR NO DAMN REASON, WE GIVE YOU A NOPE BUTTON TO FIX YOUR DUMBASS MISTAKES AND YOU DO %MISSING HEALTH TO LOW HEALTH TARGETS BECAUSE LOL WHY NOT! ALSO, WE TOOK LESSONS FROM NINTENDO'S BOSS FIGHTS, AND JUST LIKE HALF THE CHAMPS WE RELEASED RECENTLY, YOU DO SOMETHING SPECIAL EVERY THREE ATTACKS!
Simple, to acceptably complicated, to overloaded.