Klaus, the Jovial Chameleon
Role: AP Jungler, Tank
Inspiration: I wanted to create a champion who could dynamically adapt to the types of damage it was receiving on the battlefield. Naturally I thought of a chameleon almost instantly and the rest of Klaus’ kit was inspired by that theme.
General Design Philosophy: Klaus is a sticky initiator and damage-centric tank. He requires the use of multiple positioning tools to achieve auto attacks at both melee and long range. His core play patterns involve latching onto and slowing enemies with his long chameleon tongue, or alternatively initiating a quick roll to close the gap. Once close enough, Klaus can utilize dynamic auto attack ranges, either lashing out with his tongue from range or slashing with his vicious claws in melee range.
While his attack patterns sound rather violent, Klaus himself is only after a good meal. He can’t help it if his hunger pains put him in a sour mood! Just think of him as a jolly, pudgy lizard who just wants a taste of all that life has to offer. ;)
Risk Analysis: Moderate. Klaus has a powerful suppression Ultimate, which are always scary to balance around. His superior mobility might also need to be toned down, though the rest of his kit is fairly easy to envision in a healthy light.
Appearance: A fat, hungry chameleon with a heavy German accent, somewhat inspired by Augustus Gloop from Willy Wonka and the Chocolate Factory, and Belome from Super Mario RPG
http://i1298.photobucket.com/albums/ag47/Lutzburg/198528-300px_mmxstingchameleon_zpsfcb26c4f.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/308755-belome_zps9c86392e.jpg
Lore: Missing, but probably involves being hungry, wandering off and accidentally finding himself on Summoner's Rift.
Strengths: Very "sticky" and great single target peel, strong initiation, suppression Ultimate, light tankiness, short cooldown mobility
Weaknesses: "slow to start" initiation that can't come as a surprise, whiffable Ultimate, reliant on auto attacks for damage
Plays Most Like...:

Auto Attack: Klaus slashes with his claws in melee range (125 range). When he is out of melee range, Klaus will automatically switch to a long ranged attack, lashing out with his tongue (400 range). For clarity and usability's sake, an attack range indicator will appear like a ring around Klaus when he is nearing the edge of one attack type and into the other.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_13660_btn_zps06bfd79c.jpg Passive- Adaptive Armor: Klaus gains a stacking buff every time he takes damage from a large monster, cannon minion, tower or enemy champion. He gains 5 armor every time he takes physical damage and 10 MR every time he takes magic damage, up to respective caps of 20/40/60/80 based on level. This buff lasts for 3 seconds and refreshes on hit. Klaus's skin color changes hue and intensity based on how much bonus armor or magic resistance he has (red for primarily AD damage, blue for primarily AP and purple when sustaining equal and mixed damage) Design Philosophy: This is a thematically fun ability that provides Klaus with some much-needed contextual durability when he engages and sticks to his priority targets.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_13907_btn_zps4928778d.jpg Q- Tongue Lash (10 sec): Klaus fires his tongue like a lined skillshot with incredibly long range (900), latching onto the first enemy unit it contacts and dealing magic damage. This creates a tether between the two with a breaking range of 1200 units. For the next three seconds, or until the tether breaks, Klaus’ target is increasingly slowed, similar to the effects of Wither (15-40% over the three second duration). While tethered, Klaus cannot use ranged auto attacks, but can toggle the ability off by re-casting it while it’s active. Casting Rollout instantly breaks the tether. Rank-ups increase damage, as well as lower cooldown. Design Philosophy: The slow isn’t that powerful and is meant to be followed up with Rollout in most situations. Instead, Tongue Lash can be used from long range to “fish” for an initiation, slowing down targets long enough for Klaus to close the gap and then hard engage with Rollout.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_2222_btn_zps73112934.jpg W- Hunger Pains (12 sec): Passive- Klaus "tastes" his target whenever he attacks it from long range with his tongue, healing him for 5/8/12/15/20 +.5% bonus health. Klaus is a picky eater, however, and does not receive this effect from enemy minions. Active- Klaus begins to salivate uncontrollably for the next 6 seconds, putting him into a frenzied state. This causes his melee attacks to deal 120% base damage plus magic damage equal to 20% of his AP. Design Philosophy: The healing component of this ability keeps Klaus healthy while he’s chasing down fleeing targets through the enemy front line, while limiting his sustain in a jungling or laning environment. Since most of his kit revolves around utility and initiation, his W acts as a much-needed offensive steroid for the only meaningful way he can rack up damage- his auto attacks.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_16558_pas_zps278a6f87.jpg E- Rollout (6 sec): Klaus quickly rolls a short distance, colliding with the first enemy unit he contacts along the way and knocking them up momentarily. This also deals minor physical damage. Following the roll, Klaus's attack speed increases by 15/25/35/45/55% for 3 seconds. Activating this ability instantly breaks the tether of Tongue Lash. Rank-ups increase attack speed buff and damage, as well as reduce cooldown. Design Philosophy: Rollout is a fast and simple ability on a relatively short cooldown, giving Klaus almost Vayne-like mobility in short bursts to zigzag around a team fight and land his Q or R on the right target.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_17225_pas_zps732a667a.jpg R- You Are What You Eat (115 sec): Klaus fires his tongue like a skillshot at moderate range (300). If he connects with an enemy champion, he pulls them to him, constricting them and effectively suppressing them for up to 2.5 seconds. This deals very minor magic damage over the duration (25/40/80 per second), and also temporarily buffs Klaus’ stats by a percentage of his victim’s. The amount of stats Klaus obtains is based on the duration of his suppression against the target (between 20-60% of the victim’s armor, magic resistance, attack damage and ability power). These bonus stats last for 10 seconds. If Klaus misses with this ability, half of its cooldown is refunded. Klaus's Tongue Lash is instantly disabled when casting this ability. Design Philosophy: This ability is easy to miss, so it should be used in conjunction with Tongue Lash and Rollout to ensure that enemies don’t have anywhere to run. This ability can, of course, be interrupted via all conventional forms of crowd control. The "reeling in" mechanic of this ability adds a visual time stamp that lets all other players know at a glance how much longer the ability will last, which subsequently indicates to everyone how many bonus stats Klaus was able to siphon from his target.
If you liked this Champion, you can find over 70 more of my original concepts HERE!