[Champion Concept] Shir, Leader of The Chase
Name: Shir, Leader of the Chase
Role: Fighter, Jungler, Assassin
Rival of:
{{champion:0}}
and anyone who is generally animal related.
Loosely allied with: 
Shir is the chosen of her den, the one who will lead the Chase against the strongest of predators and prey alike. The Chase is an endless hunt for the strongest of enemies, whether they be of magic, scientific, or natural descent matters not to those who participate, just that every kill counts. Being chosen means that your peers have deemed you a master hunter and worthy to lead them into glorious unending battle. An age old tradition, The Chase has lead to much bloodshed. There are two ways The Chase ends: The death of all creatures that could be considered a foe, including that of those committed to The Chase themselves. Alternatively, the death of the current Leader of the Chase.
Shir's den is made up of more than just those of her bloodline, but of humans and other creatures with the same lust for blood as they, and are treated no more or less of family than her and her blood relatives. Anyone with vigor and skill enough to hunt down and brutally murder another living being that could prove challenging is welcomed into The Chase. Shir did not earn her position in The Chase by simply killing the previous leader like most cults would have it, but rather was elected to that position by her peers through sheer skill and viciousness in battle.
Her goal as Leader of the Chase is to find and hunt down the strongest opponents across Rune Terra and beyond, and what better place to do this than the League of Legends at the Institute of War.
Resource- Stamina: Shir requires Stamina to activate her abilities, just like Shen or other 'ninja' champions.
Passive- Chasing: When Shir is behind an allied or enemy champion and they are running away from her, she gains a gradually increasing movespeed bonus, up to 25% bonus movespeed (Decays rapidly if she is not chasing someone). Additionally, all of Shir's abilities work off of eachother in combo effects which are listed underneath the abilities themselves.
Q- Forward Grapple: Shir dashes forward in a line. If she hits an enemy she will grab onto them, suppressing them for 1.5 seconds, then throwing them a few units away towards the cursor. Any enemies hit by those thrown by Shir take damage. If an enemy was thrown into a wall, that target will be stunned. This ability can be activated again early during the suppression to throw the target. The dash cannot go through terrain. Combo effects: After grabbing an enemy and before throwing them, Slash and Tear may be activated to kick the enemy away for the slow effect instead. Alternatively, after grabbing an enemy and before throwing them, Primal Slam may be activated to instead throw the target upwards.
W- Slash and Tear: Shir slashes with her armor in front of her, dealing damage in an arc and shredding armor by 10% to each target. If this ability hits at least one target, it can be reactivated within 5 seconds to kick a single selected target forwards. If the kicked target hits another target, they will stop and both will be slowed. If a kicked target hits terrain, or does not hit anything, they will still be slowed. Additionally, if Slash and Tear is not reactivated for the kick, the cooldown for this ability will be halved. Combo effect: While a target is still in motion from being kicked, activating Forward Grapple immediately dashes to that target through other targets to grapple them.
E- Primal Slam: Grabs a target within melee range and throws them upward, dealing damage and knocking that target up. If this ability is reactivated, Shir will jump up and knock the target down to where they were thrown from, dealing area effect damage and knocking back nearby enemies. Combo effects: After throwing a target into the air, activating Forward Grapple will grab onto the target for 1 second and redirect Primal Slam's second activation to a targeted location.
R- The Chase: May only be activated as a combo effect for other abilities. Forward Grapple: After grappling onto an enemy, but before throwing them, activating The Chase will instead continue to suppress and damage the enemy for longer, draining stamina (stamina reaching 0 will end the effect immediately); can be comboed out of. Alternatively, after throwing the enemy with Forward Grapple, Shir will dash at the target again, effectively using Forward Grapple twice; can be comboed out of on the second suppression effect. Slash and Tear: After using the first part of Slash and Tear, this may be activated to do a second Slash which will remove up to 20% of armor if both attacks hit the same target; Slash and Tear may be activated a second time normally afterwards which can be comboed out of normally. Primal Slam: After throwing a target into the air, activating The Chase will leap toward their enemy and deal a large amount of damage to them; cannot be comboed out of. Alternatively, after launching a target downwards with the second activation of Primal Slam or a combo Forward Grapple, The Chase may be activated to dash at the enemy and suppress them for 1.5 seconds, copying Forward Grapple; Can be comboed out of.
Examples of long combos:
Slash and Tear x2, Forward Grapple (mid suppress), Primal Slam (midair), The Chase. Slashes at enemy removing 10% armor, kicks enemy away, dashes at enemy and grapples them, throws enemy into air, leaps up and attacks enemy for end of combo high damage attack. This combo would deal a ton of damage to a single target, but use all of your stamina and put all your skills on cooldown. Forward Grapple (after thrown), The Chase, Primal Slam, Primal Slam. Dashes at an enemy and grapples them, throws and repeats first half of combo, then throws enemy into air, jumps up and slams enemy down for AoE damage. This combo would put three abilities onto cooldown, and reduce about 65-75% of your maximum stamina but push an enemy a nice distance and deal AoE damage at the end of the second dash. Slash and Tear x1, The Chase, Slash and Tear x1, Forward Grapple x2 at wall, move to enemy, Primal Slam X2. Slashes enemy twice for 20% armor reduction, kicks enemy away and dashes to them, grapples enemy and throws them at wall, walks towards enemy and throws them into air, then jumps up and slams down for AoE damage. This combo should put all four of your abilities on cooldown, and remove all your stamina, but deal immense damage as the enemy had a 20% armor reduction since the second hit. Primal Slam x2, The Chase (mid suppress), Slash and Tear, Forward Grapple x2. Grabs a target and throws them up, then jumps up and throws them down, then suppresses them and kicks them away, afterwards dashing at them, suppressing them a second time, and throwing them away. This combo would put all abilities on cooldown and remove mostly all your stamina, but give you complete control over where a target is going as you will push them twice and even possibly stun them at the end.
She would be meant for the person who traditionally would be great at a fighting game, remembering long combos and executing them with perfection to pull single targets out of fights.