So I've heard Riot was tryion to make a hextech mechanic....
Okay, here's my take. Girl with a large wrench as a melee weapon. Long ginger/blonde/red hair in a pony tail. A Steampunk kind of top, with a half skirt, tall boots, steampunky goggles, and straps and zippers everywhere. (Inspiration mostly came from this image, though I can't remember the original source: http://imgur.com/a/ZiOms )
Auto attacks: good ol' bop on the head with a giant wrench.
Passive: [mechanic] starts with a special item, which is upgraded to a new item for 1000 gold (maybe choose one of two or three different upgrades, one supporting a more defensive playstyle, one more aggressive, and the last more rounded). With every increase in ultimate after upgrading, the mechanic can upgrade the item to affect one ability, similar to the way that kha'zix evolves, so that there will ultimately be one ability that gets the shaft, and that will affect the gameplay depending on what you want. [Mechanic] also restores mana to herself and nearby allies (within 750 range) at a rate of 0.05 ap /5 seconds.
Q - A Good Squeeze: [Mechanic] thrusts her oversized wrench in a lined skillshot (probably about Yasuo q long) damaging minions in its path. If it hits an enemy champion or large monster, the wrench clamps shut, and [Mechanic] flips them over her. (Pretty much a skillshot volibear toss.) This does a tiny bit of ad + a mostly ap damage. Upgrade: extra damage, with a bit of 0.5 second stun on the side, as the wrench pulses electricity through the target.
W - Fortresses Start with Walls: [Mechanic] places four segments of a wall to hinder your enemies(together just big enough to close off a path in the jungle) that lasts until destroyed or until cast again. Each segment has 3 hp bars, similar to a ward, and give 3 gold to the last hit. What makes them different from other wall abilities is that minions will have to target it. It'll fall quick to a full wave, but can be a nice way to stall a wave. Alternatively, this may be cast on an ally tower to give it a shield of (five + 1 for each point in ability) individual single hit bars that are immune to minion attacks, but only last for 10 seconds. Upgrade: each segment has four bars, give five gold upon destruction, and allows allies to pass through. Maybe give it an electric effect, or possibly something similar to the wholes in the base walls.
E - Time For Some Fireworks: [Mechanic] places dynamite in a target location, that erupts in 3 seconds. This does extra damage to stuctures (including say an enemy [mechanic's] walls for fun, maybe). Enemies within 75 radius of the center of the explosion also take extra damage. AP all the way, because who knows what magic steampunk stuff is in those. Have to set it up close. Upgrade: You can now toss an explosive a range of 450, as well as attach it directly to towers to increase the radius, since it's higher up.
R - Tank Time!: [Mechanic] puts together a tank after a channel time, which she promptly jumps inside. This tank has HP = to % of [Mechanic's] total HP, with 75% increased armor and 50% increased magic resist. It has a range of 500 units, and auto attacks deal additional magic damage based on AP in a 200 radius area around the target. Of course, she knows just where to attack structures, so towers take 10% additional damage. While in the tank, [Mechanic] cannot use q or w, but may throw out some dynamite (e). However, tanks are heavy, and she only has a 325 move speed inside, not affected by boots, but is affected by other move speed items. If the tank is destroyed, [Mechanic] is stunned for .2 seconds. Upgrade: Adjusting the cannon and recoil changes the range to 600, and ups the attack speed of the tank by just a smidge. But wait--there's more! Remember that item having three upgrades? Well, maybe they all affect the tank. The defensive item gives the tank shields for the front, gaining a bit more hp and armor for the tank. A more aggressive [Mechanic] might opt for the item that gains an EVEN BIGGER CANNON! And we all know what that means. In the middle? Offense or defense too hard to decide? Why not both? Giving the tank a lighter frame amps up the movement speed, allowing you to get in, and then get out before you explode!
