New Champ: Zephyr, the Fastest
Born in a small farming community, Zephyr ran away from home as a small child. He never stopped running, and has become the fastest person in all of Runeterra.
Passive: Survival of the Fastest> Zephyr dodges the next critical hit from an opponent ~10 second cooldown, resets when Zephyr kills a unit.
Q: Too Slow!> Zephyr's speed increases drastically. All opponents within a medium radius are slowed by 5/10/15/20/25% and Zephyr can teleport a very short distance within that radius 1/2/2/3/4 times, and is able to make one extra attack each time. This effect lasts for 1/1/2/2/3 seconds. ~Cooldown 25/23/21/19/15 seconds
W: Can't Touch This> Zephyr concentrates solely on dodging enemy attacks. For the next .5/.75/1.0/1.25/1.5 seconds he gains a movement speed bonus of 80 and cannot attack or be the target of spells or abilities, and takes 50% reduced damage from area of effect spells and abilities. Turrets can still target Zephyr during this time if there are no other targets available. ~Cooldown 11/10.5/10/9.5/9
E: Too Fast to Think> Zephyr rapidly attacks without prejudice every enemy in a very small area around him 3 times, applying all on-hit effects. ~Cooldown 9/8/7/6/5
R: Fighting Circles around YOU!> Zephyr races to target enemy champion with 250% movement speed bonus. He then runs in a medium circle around them, taking 50% reduced damage and making 7/8/9/10 basic attacks, applying all on-hit effects. ADHD- Until Zephyr completes the circle, he is immune to all stuns, roots, and knockups. If Zephyr becomes the target of any knockup, root, or stun effect before he is able to finish, he immediately changes his target champion to the nearest one he can find, and finishes the attacks on them with one additional attack per attempted stun or root or knockup. ~Cooldown 90/80/70/60