Champion Concept: Zane - The Cosmic Grovekeeper
Zane is my new idea for an awesome champion themed around a druid style character. Zane doesn't use mana, and therefore cannot scale from mana items (e.g. Archangel's staff, Frozen Heart). These are some of my ideas for the champion, so please tell me what you think. I will update this concept once I find refined ideas, but for now please make suggestions.
Theme: Zane is an elven druid, that uses nature to defeat his foes. Most of his potential comes from his ability to use the rift and the cosmos to launch himself and his allies to an advantage. He is tall, as most elves are. He wears just enough leaves to cover up his body so that he is not vulnerable to cheapshots, but his rock hard skin acts as a shield against most.
Primary Role: Support Secondary Role: Tank
Base Health: 608 Base Attack Range: 130 Base Attack Damage: 60 (Finish initial stats)
Auto Attack: Zane uses his rock fists to punch his enemy, alternating fists with every consecutive attack. Attacking a different target, retargeting a unit, or moving, restarts the attack animation (starting with his right fist).
Passive Ability: For every 3 enemy units killed near Zane, Zane generates a cosmic spirit (stacks for a max of 5-23 stacks). With every level, Zane gains 1 stack max with every level. If Zane kills an enemy champion or contributes to an enemy champions death, he gains 8 (should revise this number?) stacks. Cosmic spirits are used and expended by using an ability (costs shown below).
First Ability (Q) - Hail to Cosmos (CS Cost: 1 stack | Cooldown: 20 seconds | Range: 875): Zane calls to the stars, lifting all enemy units in a targeted area to the cosmos for (1.25-2 seconds) until they are dropped back in place dealing (80-240 magic damage). During the time they are lifted, all effects (buffs and debuffs) can be applied to the champion, however, the champion is frozen and cannot do anything themselves. Additionally, the area remains for 5 seconds after it is placed. Alternatively, any friendly champion that is caught in the enchanted grove has their movement speed increased by 10% whilst they are inside the grove.
Second Ability (W) - Rooting Pursuit (CS Cost: 1 stack | Cooldown: 13.75 seconds | Range: N/A): Zane howls down through the caverns of the rift, echoing through the roots. The roots hunt down the nearest enemy and stop them in their tracks, surrounding them immediately, and dealing (50-180 physical damage). The enemy is rooted for (1.75-2.75 seconds) and can only auto attack during this duration. However, any buffs they have on their auto attack damage or speed (e.g. Jinx passive).
Third Ability (E) - Earthly Rumble (CS Cost: 1 stack | Cooldown: 8 seconds | Range 700): Zane kicks the ground near him, causing the ground under the target to rise after (distance / 235 seconds), knocking them up and slowing them by (15-20%) afterwards for 4 seconds, and dealing (90-175 physical damage) upon initial impact.
Ultimate Ability (R) - Cosmos Collide (CS Cost: 6-4 (Every time the ultimate is leveled, the cost of the ability is decreased by 1 stack) | Cooldown: 120 seconds | Range: 950): Zane casts the earth towards his target, forcing the ground to hit his target on either side for (215-660 physical damage). Over the next 3 seconds, the ability can be cast again for Zane to dash towards his target, moving through everything in between (and invulnerable during this time), regardless of their new distance. Upon arrival, Zane deals and additional (107-330 physical damage), equal to half of the damage done in the first cast of the attack. Upon arrival, the enemy is slowed by 35% for 2.5 seconds. Alternatively, if the ability is not recast, the enemy is struck again by starlight, dealing an additional (150-450 magic damage), without any physical effects.