Arkshma - The Weapon's Refrain (Secret Champion concept)
I didn't involve this in my little plan of concepts I was making, but man I had this idea for a long time. So I decided to make a superweapon kind of champion, one made by the first of runeterra, and the lore of this guy is more insane and yes it does have some inspiration from the "weapons" from final fantasy. https://orig00.deviantart.net/563a/f/2017/016/9/d/not_gonna_die__ffxiv__by_cometfire21-davohjz.png https://vignette.wikia.nocookie.net/finalfantasy/images/5/5e/Diamond_Weapon_Kingsglaive_Art.png/revision/latest?cb=20180102215210 Lore: Arkshma is a superweapon, made entirely out of an unknown metal known to man, but the power contains is more intense, it contains many powerful runes in its central core that is its main power source, its power is so great, more human contact physically will drive them mad, into depths of crippling insanity. Anyway, arkshma's creation of purpose was to defy an otherworldly threat, not just the void, but this thing was designed to kill the watchers, KILL the watchers. However, it has endlessly traversed through runeterra, searching for targets it must destroy.
With that out of the way, let's go over this thing's kit. I decided to make this a very VERY tanky mage, but for very good reason. He has a lot of range and utility, he is basically a walking defense bastion, but his auto attacks are the only thing that have stun-like cc in the form of a knockup. However, he has homing projects in a unique way, range, and a VERY devastation ultimate. However, he is not the strong up close, which is why his tankiness helps him greatly. Oh, not to mention how HUGE he is in size.
P - Core of the Ancients: Arkshma's auto attacks have a fixed very slow attack speed, takes 2 seconds to perform an auto attack, but the basic attacks make an aoe knockup from the target enemy, dealing damage that scales with his ap, the knockup lasts for a .5 seconds. Arkshma gains bonus max health over the course of the game (around 200 bonus max health every 10 minutes) Upon death, Arkshma enters "Overkill Mode" During overkill mode, arkshma loses max health quickly over time (over 10 seconds), and takes 50% bonus damage from attacks, and cannot heal (and his core is exposed for a cool detail). If he is killed during overkill mode, he is dead... dead, like gets a death as usual. HOWEVER, if he kill an enemy champ during overkill mode, he regains 30% of his max health back and escapes death.
Q - Rune Cannon Arkshma fires a concussive blast of runic energy from its core at a target location as the initial cast, damaging and slowing opponents in the range for 1 second. After a 1.5 second delay from the initial attack, once recasted within 3 seconds, Arkshma can target and fire a beam from the orb left from the initial attack in a straight line, dealing the same amount of damage as the first attack. Initial casts stuns instead during overkill
W - Ignis Pulse Arkshma can hold up to 2 charges of this attack. On cast, Arkshma steps a target location while firing 5 streams of plasma from one of its two large "wings" if opponents are in range for too long in the target area, the streams of plasma home on them as if they were target projectiles, but they hit the ground 3 seconds after starting to chase enemy champions (exclusively chases after enemy champions if they are in range, otherwise they explode on the ground.) Each of the 5 streams makes a small aoe explosion, dealing damage to enemies hit. Explosions make an aoe damage over time zone from where they hit during overkill
E - Omega Beam By holding down the key, Arkshma fires a beam of runic energy in a straight line in a target direction that can steer aim up to 3 seconds, dealing damage to all enemies caught in the beam's range., the cooldown is based on how long the attack was used (max: 15 seconds). Arkshma can also cast other abilities while firing the beam. Gains bonus damage during Overkill
R - Protostar Realization Arkshma's massive "wings" shift into a forward facing position and open, as well as the metallic shell covering his core in a bright blue glow, charging up for 4 seconds. After 4 seconds, Arkshma fires a massive beam which lasts for 2.5 seconds during firing, dealing massive damage to opponents who are caught in range of the beam over that duration. (range is about the length of Lux's ult but wider) During Overkill, The beam turns red, and fires for 5 seconds, dealing 10% of every opponents max health for every second in the range of the beam, as bonus damage. After firing, Arkshma has to cooldown but in a different way (his ult is literally a 3 minute cooldown no matter what because it's that powerful), however, after firing, arkshma cannot perform any actions for 3 seconds, not even move.