I would love a whip champ.
But an idea I had(upon realizing that there were no champs that worked with on-hit primarily and no perma-summon champs) was a beast master type champ.
Here is the transcript for talking about it to my siblings.
Adc champ idea.
Auto's completely dependent on summons, but are able to have multiple sumons and proc on hit effects(but not the phantom strike, as he would have one in his kit already with the multiple summons, and having 2/3 things each procing on hit effects, and then every other having double? That would be a balance nightmare).
Maybe have a passive that gives him an invulnerable summon, while a skill that causes more to spawn, but can be killed? Other skills would be used to cause the summon to do things(maybe one to cause champ to jump on and sprint away?)
Spiders would work best(in my mind), but between Malz and Elise there isn't much room for summoning spider bugs to attack people.
Chipmunks would be hilarious, but maybe scorpions or snakes. Something creepy that swarms. The chipmunks can be a skin.
It would give the adc role some variation in manner of attack(there is only 5 bot lane adc's that do not use bows or guns, and only one that synergizes with on hit but kog's rework was reverted so...) and open up some space for another highish range champ that wouldn't step on Ashe's or Cait's toes. 600(same with ash) or 625(to keep Cait the best ranged) would be possible.
Also would be unique in that he(or she) could run and attack at the same time(as the leash range is his auto range, so all he needs to do is stay in that range and focus on staying safe), as so far all other champs have to stutter-step in order to kite, or stop moving to attack when chasing.
Downsides with the manner of attack being an summon is that the thing would have to have a movement speed, so while normal adc's can turn from aa'ing a minion next to them to a sudden auto harassing the enemy, he could only do one of those. Maybe a skill to have the creature jump to a target area or unit within range on a moderate cooldown(10-6 seconds or so?). Or just give it a jump/engage range of 350(Illaoi's w range)on a per target cooldown(think Yasuo's E or Nautilus's passive) with a 150 range all other times(to not make cs'ing not overly hard).
Also begs to question persons ms vs the summons. I think both should benefit from items, but the summon being faster. Maybe have the champs base be 330-340,
while the summons have a base of 360/370(so the summon can chase any champ without either having boots, as long as the champ is in range
I think an ascendant/evil minion of xerath would work best for this theme, as
- All manner of creepy crawlies exist in the desert, which magic could control(look at tibbers) and summoning them out of nowhere would be a befitting power for a demigod(Nes'qit, or spelled similarly, is an Egyptian goddess of scorpions and kept their company)
- No ascendant adc's yet
Having the extra summons last until killed would be interesting, and not overtly over powered, as long as they were not too tanky.
It occurs to me that this person would be a great jungler with his extra aggro grabbing minions, natural ability to kite near flawlessly, and possible cc.
But maybe the ascendant theme would be too much like Azir, so that would be out even with the differences in their kits(targeting if minions, mobility of minions, power/scaling of minions)
But Rageblade would need to either have a different way of interacting with person, or just not work with the targetable summons. The only pets that can apply on hit are Shaco clones and Mord ghosts, and neither build rageblade to my knowledge, nor may they have 2 other minions applying it alongside them.
Attack speed would probably go 1:1, and crit only on the main one. Life steal only on the base physical parts of the pets, except with revolver, and should he count as ranged or melee? Hurricane would make no sense, while Titanic/ravenous Hydra would be op. Then again, Kayle doesn't make sense with Hurricane(thematically) so it wouldn't be an gameplay issue.
Maybe attack speed should be haved or 75%, as he can have multiple, like how thresh's auto windup is reduced by a ratio of 1as:-.25 windup, or how Kalista's isn't a 1:1 ratio either.
I want to put an onhit poison effect in his kit, but that is Teemo's thing. As a on-hit person, he should have a on hit effect of some kind in his kit. A X-number of hits also wouldn't work as he would have 2/3+ minions possible, and that would proc it unfairly fast(can you imagine being hit with the effect 5 times every 2 seconds(2.5 as)? Bad enough with just the normal on hit effects.)
More like Azir soldiers, but instead of replacing his autos temporarily, it would be permanent. Azir can zap people if they escape his minions range, This person's minion would continue scuttling after them(if within the champs autoing range
Sorry about the wall of text, but it was 12+ messages concerning all possible aspects of the idea...
Tl;dr He has a Azir summon that quickly suttles after his enemies and cannot be targeted, as well as being able to summon more, but those can be killed(it would suck to have your basic attack killed off). Extra summons would either be on a long cooldown, or on the ult(to prevent abuse early game). Wouldn't have to issue basic attacks in between movement commands, as it would just lock on to whoever you clicked(think Tibbers, but with a leash range of annie's q range. And it does damage) No incombat mobility, most likely no out of combat either. Gives an adc that has a different build path than most adc's of crit/lethality.