Champion idea
The only other one I did was an auramancer with activates (passive stats that turned into active effects) but that was a no no. I am open to suggestions, I just thought about a ranged assassin, thought it could be cool. New idea:
Champion Name: Saiju, the Chaotic Thunder Spirit
Intended Role: Assassin Seconday Role: Marksman
Stats:
Range~~ 500
Health~~ 475-1700
Hp5~~ 5.9-14.3
Mana~~ 290-860
Mp5~~ 6.3-15.4
Attack Damage57-114
Attack Speed 0.72(0%-61.4%)
Armor~~ 22-75
Magic Resist~~ 24-56
Movespeed~~ 340
Kit: Auto Attacks-- Shadowy Thunder bolts
Passive- Sonic Boom~~ Gain 1 point (+1 per level) of Sound every second, 5 for every spell used, and for every 10 points of damage delivered. When the bar fills up (starts 100 then 100 more per level), your next auto attack launches the opposing target backwards from the same range you used dealing 1 point of magic damage per 10 sound extra. ICD: 4 seconds (so late game you aren't just launching EVERYONE)
Q- Concussion~~ Throw out a wave in a line in front of you (Ryze Q scaled). If it hits a minion/monster, nearby minions/monsters will become agitated and attack them for 2/3/4/5/6 seconds. If it hits a Champion, they gain Pressure for 4 seconds. Deals 70/110/150/190/240 (+60% ad and 40% ap), costs 45 mana, and has a cooldown of 11/9/7/5/3 seconds.
W- Turbulence~~ Reduce the move speed of all units (friend and foe) 300 range away (target range. think Cho'gath Q) by 40% for 5 seconds. For every enemy unit slowed, gain 10/20/30/40/50 damage on your next auto attack. For every all unit slowed, lose 5/10/15/20/25 damage on your next auto attack. If Turbulence slows a Pressured enemy, your next auto attack applies Sonic Boom. Mana cost 40/50/60/70/80 and cooldown of 15/14/13/12/11.
E- Rampant Charge~~ Auto Attack Reset. Your next auto attack is guaranteed to critically strike for 10/20/30/40/50% more damage. If Rampant Charge hits a Pressured enemy, root them for .5/1/1.5/2/2.5 seconds. If they have recently been struck by Sonic Boom, pull them back to the launch location. e-passive~~ Enemies struck by Sonic Boom leave an imprint known as their launch location for 3 seconds. Mana cost 50/55/60/65/70 and cooldown of 18/16/14/12/10.
R- Encourage Pandemonium~~ All enemy units in a 300 range area (same concept as W) will attack the lowest health enemy unit in target area until it is dead or for 2 seconds. If it hits a single target, they take 25% increased damage for 2 seconds. If used on a tower, turns it off for 2 seconds. Deals 300/500/800(+70% ad) to all affected non-structure units, costs 100/100/100 mana, and has a cooldown of 150/135/120.