If Batman were a League Champion
Batman - The Dark Knight
Batman's role on Summoner's rift would be that of a Fighter/Assassin. He would be able to build somewhat tanky and would excel at dueling most opponents and escaping situations where the fight is not on his own terms. His particular skillset would leave the enemy in the dark and provide much-needed intel for his team.
Good Items: Trinity Force, Blade of the Ruined King, Wit's End, Dead Man's Plate, Black Cleaver
Similar champions: Fiora, Akali, Shen, Nautilus, Bard, Teemo, Fizz, Amumu, Ekko
Passive: Master Detective
Batman's vision is 25% larger (1500 instead of 1200 units). Additionally, after remaining still for 2 seconds Batman reveals all nearby (750 units) invisible enemy units, traps, and wards. These remain visible for 5 seconds after batman begins moving or after they leave his vision range.
Q: Batarang (25 Energy) (8/7.5/7/6.5/6 second cooldown)
Passive: Batman's basic attacks and Batarangs apply a Mark of the Bat. Each mark reduces the marked enemy's chance to hit Batman with basic attacks and single target spells or abilities by 5% (max 5 stacks). Additionally, Batman deals 5% increased damage to marked enemies for each mark that they have. Upon reaching 5 stacks these bonuses are doubled for 5 seconds. Marks expire after not being refreshed or applied for 5 seconds.
Active: Batman throws a Batarang at target enemy, dealing physical damage (scales with AD), marking them with a Mark of the Bat, and stunning them for 0.1/0.2/0.3/0.4/0.5 seconds.
W: Smoke Bomb (50 Energy) (20/18/16/14/12 second cooldown)
Active: Batman throws a smoke bomb at his feet creating a smoke AOE at his ground target location. Batman is stealthed while inside the smoke, even if he uses abilities or performs basic attacks. Enemies that are inside the smoke have their vision limited to the edge of the smoke, losing their shared team vision.
E: Grapple Gun (50 Energy) (12/11/10/9/8 second cooldown)
Active: Batman fires his Grapple Gun in a straight line, dealing physical damage (scales with AD) to the first enemy unit hit. The Grapple Gun can also hit terrain including towers and inhibitors. If the grapple gun hits an enemy, Batman dashes to them (they are stunned for the duration, roughly 0.15 seconds), flips to the other side of them and performs a single basic attack. If the grapple gun hits terrain instead, Batman perches on top of the terrain for up to 1 second before falling to the ground. While Batman is perched he can activate this ability again to perform a Glide in the specified direction (skillshot). This glide lasts for 3 seconds and ignores all intervening terrain for the first 2 seconds of flight. While Gliding, Batman's next basic attack will perform a dash and deal bonus damage (scales with AD).
R: Billionaire Genius (No Cost) (60/45/30 second cooldown)
Passive: Batman's wards have a bonus 1/2/3 HP and 15/20/25% increased vision range.
Active: Batman targets an enemy ward or trap and channels for 1/0.75/0.5 seconds for each HP it has (minimum duration equal to 1 HP even if the trap has no HP such as a Caitlyn trap). At the end of the channel, the ward loses its ownership and counts as an allied minion for Batman's team, functioning as normal but for Batman's team now.
skin would be funny