Hey guys come look at my cool invention
http://www.desicomments.com/wp-content/uploads/2017/02/Donald-Duck-Holding-Hammer.jpg
Guy name: HammerDuck
Q: Bigass hammer, 6 second cooldown Hammerduck's next attack hits that guy really hard, knocking them up for 1 second and doing extra damage equal to his base attack damage. If the enemy was already airborne when they were hit by the hammer they are instead knocked up for 4 seconds.
W: Headbutt, 10 / 9 / 8 / 7 / 6 second cooldown Hammerduck rears back and dashes forward up to 400 units and delivers a pretty ok headbutt, knocking the enemy back 300 units over 1 second, doing magic damage equal to 4% of the enemies maximum health, 4% of their current health and 4% of their missing health. Hammerduck is briefly stunned at the end of the headbutt and cannot be terrified or charmed because his head hurts too much.
E: Flap Flap Flap, 10 second cooldown Hammerduck flaps his wings while trying to fly while running while dashing forward in a line while knocking aside all nearby enemies he passes through or nearby. Dash range 1000, knock aside distance 300, knock aside duration 1 second, applying grievous wounds to all enemies hit for 4 seconds. Grants hammerduck a shield for 40 / 80 / 120 / 160 / 200 + 14% of his missing health because why not.
R: Flight of the HammerDuck 120 second cooldown Passive: Every third auto quack does 4% extra damage, heals hammerduck for 4% of his missing health, grants a shield to hammerduck equal to 4% of his current health, reduces the cooldowns on his abilities, items and summoner spells by 4%, grants him 4% extra movement speed and 4 flat movement speed, slows enemy movement speed and attack speed and reduces the enemy vision range by 4% for 4 seconds, grants him 4% tenacity and 4% armor pen and 4% magic pen and 4 lethality and 4 flat magic pen and 4 attack damage and 4 ability power and 4% attack damage and 4% ability power and grants 4 hp 4 and 4 mp 4 for 4 seconds. Four. 4. Active: Hammer duck flies for real for a little bit and the backdraft pulls enemies towards the place he left, knocking them in up to 400 units for 1 second. Hammerduck ungracefully plummets back to the earth after 4 seconds, instantly killing any enemy he lands on if they are below a quarter of their health. Hammerduck has limited control over his descent and will burn up on reentry into the earth's atmosphere if he tries too hard to change his vector of descent (costs 4% of his current health per 44 units he wants to move his landing zone, up to 444 units per second)
#PS:
#This isn't actually a champion concept its a jab at RIOT's approach to champion design and balance.