The Minion Master [Champion Concept]
Well this is just a champion that I thought of while bored at work. It's my first one so don't judge and all feedback is appreciated :3
None of the numbers are set in stone. I just came up with them semi-randomly.
I couldn't think of a cool name so I just call him the Minion Master but I think that would be better as his second title (as in Lulu: The fae sorceress. Or whatever.) so any ideas would be much appreciated.
The lore would be something along the lines of a guy who either captured a Minion or made one or something, figured out a way to make the Minion smarter and stronger than the rest. He is always accompanied by the Minion as the master is quite old and frail and needs protection.
The Minion Master.
Passive: Perfection. The minion master is accompanied by the perfect minion. It is invulnerable and untargetable and a melee fighter. It appears next to whoever the master basic attacks and attacks simultaneously. The minions attacks do 20% of your AD and 10% of your AP as physical damage. The minion cannot auto attack while performing any other ability except for the self cast ult.
Q: Double Strike. Passive: The minion will do double damage to towers
Active: The master and his minion gain 40/45/50/55/60% movement speed and the their basic attack range is decreased to 200. Their next basic attack however, will do extra damage as the minion will strike twice and deal magic damage. 25/50/75/100/125 + 32.5% AP per hit. Only one hit can be blocked by spell shields, the other will still damage. If one hit kills the target, the second will automatically target the next priority target. Combined damage: 50/100/150/200/250 + 65% AP. Cool down: 8/7.5/7/6.5/6 Cost: 70 mana.
W: Sidestep The master and his minion dash a short distance and gain a shield that blocks 100/125/150/175/200 + 45% AP dmg. The shield lasts 1.5 seconds. Sidestep's range is doubled when moving away from an enemy champion. Range: 150 Cost: 60 mana. Cool down: 12 seconds.
E: Minion Dash The minion dashes in a 500 unit line in a chosen direction after a .25 second delay dealing magic damage and knocking up all monsters and minions in its path. At the end of the dash the AoE expands to a 150 unit circle which knocks back all units in the opposite direction of the cast for 1 second and slows them by 30% for 1 second after. The knock back also deals increased damage. Dash damage: 100/150/200/250/300 + 70% AP. Knock back damage: 50/75/100/125/150 + 15% AP. Combined damage: 150/225/300/375/450 + 85% AP. Range: 550 Cost: 70/80/90/100/110 mana Cool down: 14/12/12/10/10
R: Minionify The master becomes one with a target minion or monster (non epic) and gains the ability to control them for 10 Seconds. If the minion dies or time runs out he will be returned to his normal state and gain 80% movement speed. If he uses one of his spells he will return to his normal state but not gain the MS. While controlling a minion all visible minions within a 500 unit circle will attack the same target until he is returned to his normal state. If this ability is self cast he will become one with his perfect minion and gain 20% Movespeed for the duration and loses 200 attack range. Also during the duration he has the ability to recast his ultimate as Minion Charge.
Minion Charge: The master as the minion commands a large wave of minions to dash forward in a 90 degree cone dealing magic damage. 200/225/250/275/300 + 60% AP. Allies that are in the spell when cast also gain 50% Movement speed for 1 second.