Jern [Champion concept]
Hiya Jern is a long range adc who thrives in sieges but struggles in close range duels.
Jern is basically a vaguely humanoid zaunite warmachine, lacking a left arm while having an energy based canon strapped to his right arm. His torso rotate independently of his lower body or what direction he moves in.
P: Rusty gears: Jern can only fire upon targets who are inside a 60 degree cone in front of his torso. To AA targets who stands beside the cone he has to rotate his torso until they enter the cone. (He get increased AA range to compensate, total aa-range is 700). To rotate 180 degrees take 1,5 seconds.
Q: Snapshot: Cd: 12/11/10/9/8 Range: 2000 Mana: 60/65/70/75/80 Jern instantly turn his torso in target direction and fires a skillshot that deal 10/60/110/160/210 (+140% total AD) to the first target hit and slows for 25% for 2 sec.
W: Overcharge: Cd: 18/17/16/15/14 Range: 350 Mana: 70/80/90/100/110 Jern overcharge his canon and, after a 0,6 sec delay, sends out a chockwave in his AA-cone (not to its full lenght though) that knocks anyone caught in it backwards and deals 60/120/180/240/300 (+80 % bonus AD). The closer they were to Jern the further they are knocked back.
E: Heat detector: Cd: 1 sec Recharge rate: 60/55/50/45/40 sec Max charges: 3 Mana: 0 Jern place a sensor with a small field of vision lasting for 20 sec, reveal non-stealthed units who enters its vision for 3 sec (works on an ammo system). Passive: increased crit dmg by 10/20/30/40/50% (stacks additively with IE).
R: Destroyer: Cd: 110/90/70 sec Mana: 100 Jern gain 25/50/75 AD for 8 sec, AA also splash in a 30 degree 500 u long cone behind the target (yeah I really like cones :P).
Counterplay: As I said earlier Jerns weakness is that anyone, even other adc:s, can walk up to him and simply stutterstep around him to keep out of his line of fire. Jerns counter to this is his Q which quickly change the direction he faces (to bad it's also his poke tool and is on a significant cd...). W doubles as a defence/waveclear tool, combo with Q for quick turn and push. E is intended to be placed in the jungle on his flanks to alert him of any flanking action. R is a steroid + Aoe/range increase to reach the enemy backline through their own tanks.