[Character Concept] Vyrthiron, Shaman Supreme
My idea was a champion who could literally fulfill any role. The basic idea is one champion with four sets of abilities, with each set given based on which trinket you buy in the shop. There would be four trinkets in the shop, and the one you bought would determine your playstyle. I believe making your purchased trinket permanent would be more balanced.
Diamond Shard: Buying the Diamond Shard would give Vyrthiron the power of the earth, and suit him best as a top laner. The Diamond Shard promotes tankyness and some attack damage Q: Tectonic Rupture: Vyrthiron causes a pillar of rock to erupt from the ground, causing damage and acting as an obstacle W: Quicksand: Vyrthiron liquifies an area, slowing enemy champions that pass through it E: Strength of Earth: Vyrthiron encases himself in rock armor, giving him increased armor and increasing his attack damage until it expires or is destroyed R: Magnitude Ten: Vyrthiron slams his staff into the ground, triggering a massive earthquake. This causes global damage, with more damage being taken by enemy champions the closer they are to Vyrthiron
Mote of Flame: Buying the Mote of Flame gives Vyrthiron the power of fire, suiting him best as a mid laner. The Mote of Flame promotes ability power Q: Rain of Fire: Vyrthiron calls down a fireball from the sky, impacting the ground and causing damage to any enemies in range W: Conflagration: Vyrthiron sets an area ablaze, causing burn damage to anyone who enters the area. Damage done increases the longer the enemy stays in the area E: Rolling Thunder: A bolt of lightning arcs from Vyrthiron's hand, passing through enemies and damaging any it contacts. Does less damage if it has already passed through someone. R: Firestorm: A wave of fire erupts around Vyrthiron, empowering his attacks and causing burn damage to anyone he attacks or is close to. During Firestorm, he is immune to crowd control
Wind Talisman Buying the Wind Talisman gives Vyrthiron the power of air, suiting him best as a support. The Wind Talisman gives some ability power and some tankyness Q: Zephyr: Vyrthiron launches a gust of wind, pushing the target in the direction it is aimed. Has less effect if the target is moving into the wind (you push someone away, it doesn't work as well if they are coming toward you). Can push enemies away or push allies to safety W: Twister: Vyrthiron summons a small cyclone, which moves in a direction and roots the first enemy it hits and causes a small amount of damage. E: Cleansing Breeze: Vyrthiron calls the winds to protect an ally, removing crowd control. Does not shield from future debuffs or crowd control R: Hurricane: Vyrthiron summons a hurricane to surround an area, damaging and slowing enemies that pass through its wall
Ice Crystal Buying the Ice Crystal gives Vyrthiron the power of ice, suiting him best as an ADC. His basic attacks throw ice shards. The Ice crystal gives attack damage. Q: Shattering Spear: Vyrthiron throws a massive spear of ice, which causes damage to the first target it hits. If that target is an enemy champion, the broken ice shards cause a bleed W: Ice Trap: Vyrthiron freezes an area of the ground, rooting enemy champions that walk over it with ice shackles E: Chilled Surf: Vyrthiron calls a plane of ice, sliding on it and dashing away (similar to Graves or Lucian dash) R: Frozen Fury: Vyrthiron calls forth spikes of ice, which rise from the ground and quickly melt, moving across the map and causing damage to any champions hit (think Ezreal or Draven ultimate)
Anyway, that was my idea. Potential problems I can see include this champion being very difficult to counter-pick. I don't have lore ideas yet and I'm not sure if he should have a constant passive or if his passive should change with his element
Brand has conflagration and
Volibear has Rolling Thunder.