The Mighty Dragon and Reflecting on This
Two things I want to address with my ideas: change Dragon to be both unique in the buffs it gives as well as reflect the aggression and power of a Dragon; the other thing is make every Dragon buff feel like you and your team gets stronger with every buff as well as make every member in the game and your team have Dragon equally effective to each other, so the champion, role, or team with or without a bunch of gold is equal to each other with Dragon. So the amount of Dragons you are ahead above your opposition is how far you are ahead in the game in different strategic terms outside of a gold lead, so similar to how the old Dragon used to be just grants unique buffs instead of gold for making your in-combat stronger.
Dragon (1) - Sharp Claws: Dealing damage to enemies deals 10-100 [based on champion level] as bonus physical damage (structures, Dragon, and Baron Nashor are immune to this effect) (this effect has a 2 seconds global cooldown on the same enemy champion).
Dragon (2) - Tough Scales: All frontal damage from enemy champions is reduced by 10-50 [based on champion level] less damage.
Dragon (3) - Fiery Breath: Dealing damage applies a burn to enemies which deals 3-60 [based on champion level] bonus true damage over 3 seconds.
Dragon (4) - Mighty Wings: Dealing damage to enemies applies a chilling slow for 2 seconds by 5% and stacks up to 5 times (25% max slow).
Dragon (5+) - Summon a Dragon: Summon a small dragon that follows you around for the next 180 seconds. This dragon attacks nearby enemies at random prioritizing structures and champions; these dragons deal 5% of the target's maximum health as bonus magic damage to non-structures.
Dragon Statistics: Attack Range: 800 units Attack Damage: 120 (+20% of the champion it is following total Attack Damage) (+20% of the champion it is following Ability Power) (+20% of the champion it is following total Armor and Magic Resist) Attack Speed: 1.00 attacks per second (Dragons are untargetable, but they fly away if the one they were following dies as an indication that the 5th+ Dragon buff is no longer there.)
This be the after notes: The first three Dragons are about getting yourself and your team stronger for team fighting and skirmishes, because Dragon ain't a pansy, he wants to brawl and fight and won't run away from a challenge unlike that coward of a crab that always runs back and forth by me /snarls/. Reducing only frontal damage is so that running away while Tough Scales is on you makes the buff useless, you must turn and fight and stand your ground! Mighty Wings applies a slow whenever you deal damage on attacks or spells in order to help catch a passive team that runs away out to help you kill them and end the game. The stacking slow is to open counter play and encourage teamwork at the same time where if you 'gangbang' on someone you get max slow strength instantly, while if you are one player alone you have to stick with the enemy champion before you have a slow that actually does something useful, during this time you can use any escape spells you might have (mobility or crowd control) to get away from the 4 Dragon player/team before you get too cold to run away. Now the 5th+ Dragon, so it is still a duration based buff, but instead of directly buffing the champion's themselves I decided to make this effect more unique where you temporarily summon a dragon to fight by your side suppose to being something that grants super stats for killing this many Dragons. The summoned Dragons help with a game ending siege with their range and one final team fight since it is like having 5 extra men on the team, if your summoned dragon attacks a champion under turret you will not take turret aggro as long as there are minions around.
Hope you all enjoy the ideas and have a nice day! ~ Stacona
P.S. The scaling values are non-linear, this is to prevent early game super snowballs and have the buffs relevant in the late game.