[Champion Concept] Shaco Rework
TL;DR
Make Shaco's kit better reflect his title of the Demon Jester. Draws inspiration from the Scarecrow (Batman villain), the Major Arcana, fire breathing, and a Path of Exile mechanic I really like. I envision Shaco as a disruptive assassin who punishes enemies for staying on the map with low health, but who is extremely weak against high-health targets or a coordinated group. He should have ways to kill people that are not as straightforward as hack & slashing and throwing damaging spells, but less personal utility for cowardly escapes. A crazed murderer, I've incorporated a death passive to illustrate his masochistic tendencies, as well as a potentially suicidal ultimate that can make use of it.
PASSIVE: The Fool
Upon taking fatal damage from an enemy champion, Shaco marks the enemy that killed him him for a short duration. While the mark is active, all damage dealt to the marked champion becomes true damage.
Q: Deception
Shaco targets a monster or enemy champion within a short distance of himself and blinks behind them in a straight line, appearing exactly as far behind them as he was in front of them when he cast the spell (e.g. if he was 233 units away from his target when he blinked, he will travel 233 units behind them). If Shaco targeted a champion and was not visible to them when he blinked, he stealths for 3.5 seconds and causes his next basic attack within 3.5 seconds while stealthed to critically strike. Alternatively, Shaco can use Panic Attack once while stealthed.
Q: Panic Attack
Shaco breaks stealth, fearing all enemies within a small area of effect and granting Shaco bonus movement speed for a short duration.
W: Fiery Kiss
Shaco ignites a fireball in front of him and launches it forward, dealing magic damage to each unit it strikes. The fireball deals more damage and gains increased range for each enemy minion or small monster it passes through up to a cap. The fireball stops upon hitting an enemy champion or large monster, dealing additional magic damage to that unit for a short duration.
E: Exsanguination
First Cast: Shaco channels for up to 4 seconds. After 0.5 seconds, channeling increases Exsanguination's range over the next 1.5 seconds.
Shaco can still move while channeling, but cannot use basic attacks or abilities and is slowed by 15%. At the end of the channel, Exsanguination is automatically canceled, refunding half of its mana cost.
Second Cast: If channeled for less than 0.5 seconds, Exsanguination resets Shaco's attack timer. Shaco's next basic attack within a short time causes his target to bleed.
If channeled for at least 0.5 seconds, Shaco throws his dagger, dealing physical damage to the first unit it strikes and causing that unit to bleed.
Exsanguination's bleed damage is calculated on a per-second basis, and deals more damage if the target is moving. The flat damage is low (e.g. 2 + [1 x Shaco's level] magic damage per second) and the additional damage is based on missing health (e.g. 3% of target's missing HP as magic damage per second).
R: Contagion of Madness
After a short delay, Shaco detonates a cask of poisonous gas at his feet, taunting nearby enemy champions as well as Shaco himself for a short duration. While taunted, all affected champions gain increased attack damage and attack speed, and will attack the nearest champion regardless of which team that champion is on.
Minor Clarifications
Q and E are similar, but passive, W, and R are entirely different.
Passive only affects the champion who is credited with Shaco's kill, and will debuff them regardless of whether they delivered the final blow or not. It will convert tower damage. The mark will only last for a few seconds (e.g. 3 seconds).
Q is no longer ground-targeted, but requires an eligible unit to use. Shaco's blink location will always be predictable to an enemy champion that can see him cast the spell and knows who he cast it on. Because Shaco won't necessarily know if he is blinking from an unwarded area, he can be outplayed if he is baited into trying to stealth himself but fails. Q no longer grants a critical strike buff beyond the duration of its stealth effect. Overall this is a much weaker ganking tool, but that is partially redeemed by the ability to easily fear enemies back in the direction they came. Shaco may not under any circumstances use both the critical strike passive and the fear active on the same Q cast.
W is a skillshot designed to help Shaco's camp clearing speed, or wave clearing capabilities if he chooses to lane instead of jungle. Like E, it includes a damage-over-time effect that can be converted to true damage if landed right before Shaco dies.
E is either an autoattack modifier (like Trundle's Chomp and Rengar's Savagery) or a linear collision skillshot. It should have greater range than Two-Shiv Poison (Shaco's current E) does to compensate for it being harder to land. The bleed (or 'Puncture' as PoE calls it) damage is the same regardless of how the spell is cast. Enemies (especially low-health enemies) hit by the spell are encouraged to stand still until the bleed has run its course, and are punished for attempting to flee by taking increased damage. This is designed to be an incredibly stressful spell to play against (just how Shaco likes it), but only if it hits you when you are low on health to begin with.
R is impossible for Shaco to escape, but cannot under any circumstances affect Shaco's own allies. It has a relatively long cast time to allow for people to escape if they aren't already CC'd. If, however, Shaco lands Panic Attack on several enemy champions, Contagion should be hard to miss. Enemy champions who kill one another grant Shaco the kill credit. The taunt duration should be very short (e.g. 2 seconds) at all ranks.