[Champion Concept] Job, The Hivemind
Job used to be normal once, just a regular citizen of Zaun trying to get by in the chaos of the city. Of course like many of the citizens, he was exposed to chemicals and other vile byproducts of experimentation which eventually took a toll on both his mind and his body, ripping holes in his flesh and giving him an aura of sickliness. This of course attracted plague infested creatures such as Rats, Roaches, and Maggots to him. He eventually became a vessel for these creatures, giving them a place to live within him, and in return they would sustain him by retrieving nutrients for him.
Role: Melee Fighter/Off-Tank
Resource - Creatures: Job has a seemingly endless amount of plague ridden vermin and insects in his body, but requires a certain number of them within him to survive. When Job uses an ability, creatures are used up, and when the ability ends, they will return to him refreshing his creature bar. If Job has reached his max limit of creatures to send out, he can use percents of his current HP to send out creatures instead. Job requires creatures to use his basic attack
Passive - Infested: Job is infested with countless creatures who call him home. When job dies, his body stays for [X] seconds and enemies who come too close to it will be swarmed by the creatures living within the corpse dealing damage repeatedly until the effect ends or the target leaves range of the corpse. Additionally while just a corpse, Job's item effect still exist. (IE: using Sunfire Cape will still deal AoE around his corpse, using Frozen Heart will still slow attack-speeds, etc.) Job's corpse also act's like a short range ward, granting vision directly around him and can be teleported to/dashed to by abilities that could on a ward. Job cannot use abilities, summoner spells, or item actives while dead.
Q - Swarm: (Active effect) Job sends out a swarm of creatures in a wide cone, enemies in the Swarm take AD damage over time (like Ashe Q with 5 stacks on basic attack), but there is no direct impact damage. Job's other abilities can extend the duration of Swarm on targets. If a single target is affected by this, then affected by it a second time while the first persists, the effect will stack. (Stacks twice.) Upgrading the skill increases the damage it does, and its respective cooldown. (Can affect all enemy types, excluding buildings.) Medium Cooldown.
W - Plagued: (Passive effect) Job is plagued with many diseases, and when enemy champions come too close to him for too long, they also become infected. When an enemy champion stays within melee range of Job for [X] seconds, they will contract a disease that causes a random CC effect on them, and extends the time that Swarm is active on an enemy if they continue to stay in range of him. A target will only be affected by a single disease at any time, and that disease will persist until they leave range of Job. Effects may include slows, fear, silence, or blindness. If an enemy was recently affected by one of Job's diseases, they cannot be diseased for [X] seconds. Upgrading the ability increases the effective range. (Affects only champions)
E - Call Creatures: Job recalls his creatures from enemies affected by Swarm, dealing true damage based on how long the creatures were on the target and giving Job back creatures to use for attacks. If an enemy has two stacks of Swarm on them, only one stack is removed upon use. Upgrading this increases the effective range and the amount of creatures returned. If Job returns more creatures than his bar can handle, he instead heals a small amount. (Affects all enemy units, excluding buildings)
R - Blackest of Plague: Job's creatures flood from his body, removing all of his creatures and making him immobile as well as immune to 50% of all non-true/"pure" damages done to him (Still taking full damage from true/"pure"). While in this state, the player gets direct control of Job's creatures and can infect enemies freely. The wave of creatures from this deal damage similar to Swarm's damage, and apply both a stack of Swarm and a random Disease. (same rules apply normally, 2 stacks of Swarm possible, one stack of Disease that lasts so long as the enemy is within the wave of creatures) If an enemy is left within the wave of creatures for 5 seconds without leaving it's range, they will be allowed to take FOUR stacks of Swarm, and a second disease. While Job doesn't have creatures in his body, he loses health over time at a steady pace, which starts at 1% of current HP per second and increases after every consecutive 10 second by 1%, up to a maximum of 10% of his current HP per second. On second activation of this ability, the wave of creatures rush back to Job's body returning his creature meter -- Job must wait before the wave comes back before he may move normally again so a further distance from the original use means a longer wait and HP lost for being too far. The creature wave moves at 175% his movespeed. Job CAN die from the HP loss in this effect. (However somehow all the creatures being out of his body doesn't affect his passive)
He'd be built to be HP tanky and AD heavy, without crit as Swarm does not do critical strike damage since it's not counted as a basic attack itself, and possibly with a side of movespeed for his ultimate to be more effective.
Job wins fights with smart uses of his creatures, and knowing where they are at all times as well as orbiting his enemies. He can help in teamfights by charging enemies and forcing his Disease on them, or supplying unexpected amount of high damage from Swarm stacks.
When chasing his enemies, keeping at least one stack of Swarm on them is key, as they will slowly be bursted down. If you are able to manage keeping at least one stack on them long enough, you can call back your creatures from them to deal a large amount of True damage. This tactic also works when being chased, as if an enemy gets too close for too long, they will be affected by one of his random CC effects for Disease allowing Job to either escape, or punish his pursuer.
If his enemies are far from him he gets poked out easily since he does not have too much in the are of range.
Does poorly against
and other similar champions.
Does well against
and other similar champions.