[Champion Concept] Magnet Man - The Magnetic Super-hero
Role: Support, Mage
General Design Philosophy: As his name implies, Magnet Man deals heavily with magnetism. His main abilities either pull two targets towards each other, or push them away. As such, Magnet man makes a good support by pushing enemies away from the carry, or a pick mage by pulling enemies out of position. However, as such his damage is lacking, especially before he obtains his ultimate.
Appearance: A small man wearing a yellow superhero suit. It is adorned with much magnet regalia, and his face is covered by a white and yellow mask. http://cdn.backyardchickens.com/1/1e/1e769139_mage_b10.jpeg http://thumb101.shutterstock.com/display_pic_with_logo/455470/247676287/stock-vector-classic-retro-flying-superhero-with-red-cape-247676287.jpg
Lore: Marcus Ferrell was a young boy, born in the slums of Zaun. His upbringing was harsh, with his father constantly working to make ends meet, and his mother's constant alchohol problems, which led to abuse. To escape, he snuck away to the back alleys and created a fantasy world in which he was Magnet Man, a super-hero that would bring about an end to the corruption and horrible conditions in the Zaunian slums. After an especially violent altercation between his mother, he ran away from his home; for good. Trying to survive in the Zaun slums was hard enough, but doing so at such a young age completely broke the young Marcus, as he fell deeper and deeper into his persona. It became an obsession to him, which was eventually fulfilled with a lot of effort and a little techmaturgy. Once his Magnet-Man suit was complete he ceased to become Marcus, and instead threw caution to the wind, and fought crime incessantly. Many years later, he found his parents, but it was too late to salvage their relationship. Leaving his old home completely behind, he came to the League of Legends to fight for Zaun in the only way that he could.
Strengths: Lots of hard CC and control of positioning. Great peel and pick potential.
Weaknesses: No burst, low damage, no waveclear pre-6.
Plays most like...: 


Auto Attack: Throws one of a random assortment of sharp metal implements, usually cutlery. Occasionally has a change to throw a spatula. Ranged: 400
Passive - Magnetism - http://www.hiveworkshop.com/forums/resource_images/16/icons_15536_btn.jpg Magnet Man's abilities will Magnetize enemies. Magnet Man gains an extra 100 Range when auto-attacking a Magnetized target, and enemy Magnetized targets take 5/10/15% more physical damage from all sources. Note - Numbers shown for levels 6/11/16.
Q - Magnetize - http://www.hiveworkshop.com/forums/resource_images/13/icons_12263_btn.jpg Magnet Man pours magnetic energy into a a target, and if the target is a champion (enemy or ally) or large monster, Magnet Man must channel for 1.5/1.25/1/0.75/0.5 seconds. Magnet Man can move during the channel, but cannot attack or use any other abilities. If the target remains within range, they take minor magic damage and become Magnetized, making them subject to Magnet Man's other abilities. Minions, monsters, pets, and Magnet Man himself can also be Magnetized but it does not require a channel. If a target is Magnetized by this ability, it can be recast once for a reduced mana cost for 4 seconds.
Note - Targets are Magnetized until Magnet Man dies, recasts the ability or the target uses a cleansing ability (
,
). The First target magnetized will have a + sign over their head. The Second will have a - sign. Only two targets can be Magnetized at a time, so when the ability is cast a third time, the "+" Magnetized target will be removed, and the "-" Magnetized target will become the new "+" target. At any time, pressing Q (Even if the ability is on cooldown) on a magnetized target will remove the magnetization, and make the other target the new "+" target. This system allows Magnet Man to more accurately control which two targets are magnetized at any given time.
Range: 800
Mana Cost: 60/55/50/45/40 - 20/20/15/15/10
Cooldown: 10/9/8/7/6
Note - Magnetize must be taken at Level 1.
W - Attract - http://www.hiveworkshop.com/forums/resource_images/15/icons_14697_btn.jpg Magnet Man causes the two Magnetized targets to fly towards each other a set distance (300/350/400/450/500 units), briefly (0.25s) stunning them as they fly. As they fly they will deal physical damage to any targets they fly through, scaling with this ability's Rank and Magnet Man's Ability Power. If the two targets collide, they will stop, and enemy targets will take the same physical damage and become rooted for 1 second. Range: 2000 Mana Cost: 80 Cooldown: 16/15/14/13/12
E - Repel - http://www.hiveworkshop.com/forums/resource_images/15/icons_14698_btn.jpg Magnet Man causes the two Magnetized targets to fly away from each other a set distance (300/350/400/450/500 units), briefly (0.25s) stunning them as they fly. As they fly they will deal physical damage to any targets they fly though, scaling with this ability's Rank and Magnet Man's Ability Power. If an enemy target collides with a wall, they will take bonus physical damage and be stunned for 1 second. Range: 2000 Mana Cost: 80 Cooldown: 16/15/14/13/12
R - Iron Cube - http://www.hiveworkshop.com/forums/resource_images/16/icons_15849_btn.jpg Magnet Man drops a large iron cube onto the battlefield after a short delay. When the cube drops, it will deal moderate physical damage and displace any enemy it hits. Iron Cubes are counted as terrain, and will block enemy movement. Iron Cubes can also be Magnetized and moved with Magnet Man's other abilities. Any champion hit by a moving Iron Cube will be dealt bonus physical damage (scaling with Magnet Man's Ability Power and this ability's Rank) and be knocked aside. If a target enemy collides with a cube with Magnet Man's Attract, they are also dealt bonus physical damage, and instead of being rooted for 1 second, they are stunned for 2 seconds.
- If two Iron Cubes converge on a single location (with Attract), all enemy champions in a small area around that location get dealt heavy physical damage and are stunned for 2 seconds. -Conversely, if an Iron Cube hits a wall (with Repel), all enemy champions in a small area around that location get dealt the same heavy physical damage and 2 second stun.
- Magnet Man can hold 1/2/3 Iron cubes on an ammo system, which replenishes every 60 seconds. Cubes last 12 seconds before disappearing Range: 800 Mana Cost: 50 Cooldown: 60
Champion Select - "Magnet Man, here to save the day!" Moving "Fear not, brave citizen!" "I... am coming!" "Magnet Man is about to arrive!" "Savior of the broken, that's me." "The world must be pulled together... or it will tear apart." "A magnetic entrance."
Attacking "You will be repelled!" "Yield to my power!" "Halt, evildoer!" "Magnetic assault!"
Casting "Magnetize" "Magnetize!" "Zap!" "Polarity sealed!"
Taunt - Beckons his opponent, then pulls many metal objects towards him, which swirl around him as he laughs.
Joke - Makes a large metal woman figure, then pulls it closer.
"They say I have a magnetic personality."
"I can attract more than just metal."
"They say chemistry is only applied physics."
~Near
: "Opposites attract, didn't you know."
Laugh - Jumps into the air on suspended metal: Gives a hearty laugh.
Friends -
Enemies -

Thanks for reading! As always, I really appreciate any comments, corrections or criticisms.