Idea for new Champ
name: none yet
lore: hates heimerdinger for taking away his fame with his inventions, uses his own to try and take down heimerdinger.
info: 2 sentries attached to him. ranged champ with basic attacks behaving as a mix of jinx and lulu, temporarily becomes melee champ during Q cooldown
abilities: Q: Orders sentries to fire in a single direction for a burst of damage. damage increases, but cooldown increases as well, with attack speed. W: Toggle. Orders sentries to protect him from a single direction in a half-sphere shield (quarter-sphere per sentry). While toggled on, he cannot attack but permanently gains armor and magic resist and takes severely reduced damage where his shield protects him. E: Orders a sentry to tether on an ally (max 2 champs). While tethered, the ally(ies) can be pulled toward him but only if they encounter enemy crowd control. While 1 sentry is tethering an ally, Q deals reduced damage and fires from the open turret; also, W shield does not toggle on a sentry that is tethering. While both sentries are tethering allies, Q and W cannot be activated. When an ally(ies) moves too far away, or when the champ(s) is/are pulled from crowd control, the tether(s) breaks and Q/W can be activated with the turret(s) again. R: Activating spawns a remote-controlled unit that can be directed with R, or by this champ's movement by pressing R while mouse is hovered over him. While spawned, the unit travels ahead of reveals and disables up to 1 ward/trap encountered before exploding. After the explosion, the RC becomes a ward/trap (depending on what was destroyed) in its place but has a shorter max duration than the ward/trap. RC deals no damage, except to wards or traps; mimicking a trap mimicks the trap's abilities. Trap damage scales from your AP, not your opponent's.
Obviously it's still in its rough draft, but I thought it was a cool idea to have a moving sentry champion.