Kameo, The Elemental Warrior (From Kameo: The Elements of Power)
Passive: The Wotnot- The Wotnot is the source of Kameo's transformation abilities. As such her Ultimate is automatically unlocked at level 1, which allows her to swap between her 4 forms: Kameo, Pummel Weed, Chilla, and Major Ruin. Each form has 3 unique abilities (Q, W, and E). *Note: I would do 11 forms but its 2 am and i dont got time for that! Also, since she only technically has 3 actionable abilities at any given time, they will generally be more powerful compared to the Qs, Ws, and Es or other champions! You choose the form by pressing R once, then pressing either Q, W, E, or R again to select. Kameo also uses an Energy system like shen, kennen, akali, and zed.
Kameo Abilities (R -> R): This is her weakest form offensively and defensively, but has the second most mobility and is the only form capable of rapidly restoring lost energy (Which regenerates very slowly over time).
Q- Flip Kick: Kameo performs a quick backflip, kicking out forward with her legs and moving her slightly backwards. Enemies struck by her legs are knocked slightly backwards, stunned, and dealt moderate damage. Kameo gains a large amount of energy for each enemy hit.
W- Jump: With help from her wings, Kameo quickly jumps in a target direction for a short distance. She can cross any wall or barrier in this way, even if it is wider than her jump distance.
E- Hover (Passive): If she hasn't received damage from champions within the last 5 seconds, Kameo passively gains a large movement speed boost and immunity to unit collision.
Chilla Abilities (R -> Q): This form has middling offensive and defensive capabilities compared to the other 2 warriors, but also brings a fair amount of control as well.
Q- Ice Spear (Toggle): If toggled on, Chilla's attacks become long-ranged, deal extra damage, and slow on hit. But cost a large amount of energy per attack. If he hits the same target twice, they become chilled. If he has units on his back from Punch/Throw, his attacks will instead throw these units, dealing damage to them as well but causing his attacks to no longer cost mana, or to slow/chill his targets.
W- Punch: Chilla punches units in front of him in a small, close-range cone. If any non-champion units hit are chilled, they are thrown onto his back for up to 10 seconds. Otherwise all units hit are dealt moderate damage and knocked up slightly into the air.
E- Charged Ice Spear: If Chilla's Ice Spear is toggled on, he can activate this ability to "Aim" his spears for 7 seconds. While aiming he cannot move or use Punch, but not attacking will cause his Ice Spears to "Charge". They will charge for up to 2 seconds, gaining up to doubled damage, range, energy cost, and slow. Fully charged spears will also chill targets after only a single hit.
Pummel Weed Abilities (R -> W): This form has the best Offensive capabilities, but is the weakest of the 3 warriors defensively (Though still more durable than Kameo herself). It is also the slowest of all 4 forms.
Q- Left Jab: Pummel Weed jabs with his left arm. Gaining a stack of "Combo!" and dealing moderate damage to a single target.
W- Weed Creeper (Toggle): Pummel weed descends under the ground, becoming untargetable (He can still be hit by abilities that do not require direct targeting). While in this form he does not collide with units, and can pass through player-made terrain only. This form drains a large amount of energy per second.
E- Right Jab: Pummel Weed jabs with his right arm. Gaining a stack of "Combo!" and dealing moderate damage to a single target. If he has 5 stacks of combo when he activates this ability, he instead performs a series of rapid jabs that each deal that same damage, ending with a single more powerful jab that knocks the target and Pummel Weed into the air (Though Pummel Weed isn't knocked as high up as the target).
Major Ruin Abilities (R -> E): This form has the lowest offensive capabilities, but is the strongest defensively. It also brings a small amount of control and has the highest mobility.
Q- Roll Out! (Toggle): Major Ruin rolls up into a ball, draining a small amount of energy per second but gaining a small movement speed bonus. He also gains a momentum mechanic similar to aurelion sol but far more exaggerated. If he hits an enemy non-champion while at high speeds, they will be dealt a small amount of damage and be knocked back. If he is at max speed when he hits even champions will be dealt moderate damage and knocked back. At max speed non-champions will also instead stick to his back for a short time, taking a large amount of damage per second for that duration.
W- Boulder Rush: Major Ruin stops dead and begins to spin up, charging for up to 5 seconds. Depending on how long he charged, major ruin will upon release be launched in a target direction at maximum Roll Out! momentum and unable to change course for 2 seconds. If he hits a wall all momentum is lost and he is knocked away from the wall slightly.
E- Spiky (Passive): Major Ruin's back is covered in spikes. While in Roll Out! form nearby enemies will take Physical damage equal to half the number of units Major Ruin moves when near them. While not in Roll Out! form he gains a thornmail like effect.
As far as Damage Types and scalings are concerned, every form (Except Kameo, duh) would have a mix of Physical and Magic damage and appropriate scaling. Chilla for example would have normal Ice Spears do physical, but charged ones do magic. Pummel weed's combo finisher would deal magic damage, and Major Ruin's Bolder Rush would deal magic.