Cat Champion? Give it Nine Lives!
Let me preface this by saying I do intend this to be balanced, it may be a bit skewed numbers wise but if you have a question or criticism let me know, I intend to polish this concept as best I can.
Name: Jade, Shurima's Charm
Preferred Lane: Top Primary: Support Secondary: Tank
Health: 482.7 Health Regen: 12.4 Armor: 21.4 Magic Resist: 32.1 Attack Damage: 42.9 Attack Speed: 0.625 Movement Speed: 335
Passive: Nine Lives Nine Lives: Jade does not gain stats upon leveling up. Instead, every other level (starting at level 2) Jade gains one stack of Nine Lives. (and increases the maximum amount, up to 9 at level 18.) When Jade takes lethal damage while she has a stack of Nine Lives, she becomes untargetable but unable to attack for 5 seconds and unable to use her abilities during the first 2 seconds. After 5 seconds, she heals for 50% of her maximum health and becomes unable to take any action for 1 second. Feet First: After Jade has spent 2 seconds untargetable due to the effect of Nine Lives, her next ability changes it's effect, causing Jade to lose untargetability and become unable to take any action for (Remaining untargetable duration + 1) seconds, healing for 20%, (with 2+ seconds left) 30%, (with 1+ second left) or 40% (during the last second) of her maximum health.
Q: Dune Sprint/Gouging Leap (10/9.5/9/8.5/8 seconds) Jade gains 25/30/35/40/45% Bonus movement speed for 3 seconds, during which time she can cast Gouging Leap. Gouging Leap: Jade leaps to a target unit within 500/550/600/650/700 units, and if they are an enemy, dealing 20/40/60/80/100 (+100% AD) physical damage and blinding them for 1 second, and refreshing the movement speed. When Gouging Leap kills a unit or Jade gets a kill or assist, Gouging Leap's cooldown is refunded.
Feet First: Jade reappears next to an allied champion within 500/550/600/650/700 units, granting them Swift Sands for 2/1.5/1 seconds, based on how early Jade cast Dune Sprint.
Swift Sands: This unit dodges all incoming basic attacks and gains Dune Sprint’s movement speed bonus.
W: Quicksand Pit (0.5 seconds) (10/9/8/7/6 seconds recharge time) Jade places an invisible pit of quicksand within 300 units, arming after 4 seconds. If an enemy champion steps in a pit, they take 80/90/100/110/120 (+60% AP) magic damage and are snared for 1 second. Jade can have up to 2 charges stored at a time, and place up to 6/7/8/9/10 pits at a time. Quicksand Pit does not interrupt inputs and has no cast time.
Feet First: Jade reappears next to target enemy unit within 400 units, snaring them for 2/1.5/1 seconds, based on how early Jade casts Quicksand Pit.
E: Divine Presence (20/19/18/17/16 seconds) Passive: When Divine Presence is off cooldown, Jade gains 15/30/45/60/75 base movement speed, and slows enemies walking away from her within 700 units by 20%. Active: Jade stuns all enemy champions facing toward her within 300 units for 0.75 seconds.
Feet First: Jade reappears at her original location, slowing all enemy champions moving away from her within 1100 units by 45% until she moves.
R: Shuriman Eternity (160/130/100 seconds) Jade tethers her soul to target allied champion within 400 units, redirecting all damage dealt to the target over the next 3/4/5 seconds to Jade instead as long as the tether is unbroken (Tether length: 550 units).
First I should explain what I set out to do. Despite the fact that my first proper champion idea is a full-tank, I want to clarify that I hate tanks. Not as a concept, but due to how boring they can be to play as or against. In designing Jade, I set out to remedy these issues. Jade's laning phase is barely safe, her top tier health regen (at level 1, anyway) keeps her healthy against aggressive trades, but a strong early opponent could easily rack up a few kills on her if not treated carefully due to low base health. Most meta tanks are heavily centered around killing the enemy team's carries, while Jade focuses more on protecting her own. In introducing Jade to League, whenever tanks are in meta, Jade would be in meta, and so assassins would come into meta to shut down her early game, and high sustained damage marksmen would benefit most from her ultimate, thus acting as an equalizer of sorts.
I think the stats work out okay, the only thing I'm concerned about is making her plays more risky. With only about 3000 Health building full tank, Jade's tankiness is defined by her passive giving her multiple revives, and while I feel that her ultimate having her use her own health bar makes up for that to some degree, I don't think it's enough. Again, suggestions are welcome.
Thanks to fakepaperwaffle for the name, I asked him for a cat name and he said Jade.
EDIT: Nerfed Jade's Ult cast and tether range. Also nerfed the slow on her feet first E, I don't want a 60% slow so easily abused.