Mechapede Champion
I'm borrowing heavily from Command and Conquer 3's Mechapede (Primarily for the ulti) because I feel like it would be a cool champion design that you can adapt to the enemy team with. Here's my idea:
Champion: Mechapede
Range: Melee Base stats: Mechapede would need to have some pretty low base stats, since he gets so much tankiness from each segment, and can get significant damage increase from his added segments.
Passive: Segments Mechapede is made up of a head and 2 segments to start out. Each segment has 20% of the head's maximum health. When Mechapede changes direction, the segments do not immediately change direction but instead follow like a snake. When Mechapede is attacked from the front, the damage is dealt directly to the head. If Mechapede is attacked from behind, (think 3 o'clock to 9 o'clock) the damage is instead dealt to the rearmost segment. If a segment is destroyed, Mechapede gains 10% movement speed until it is regained. This stacks for each segment lost.
Mechapede can regain segments by staying at 90% or more health for 10 seconds (5 if under the effects of a health potion), or instantly regain all segments by returning to the fountain (15 second cooldown between fountain recharges to prevent kled effect)
All health costs come from the head unless the head is under 30% health, then they come from the rearmost segment.
Q: Regenerative Toxin: Range: 500 Health Cost: 1% max health per segment up to 3% Cooldown: 7/6/5/4/3 seconds Mechapede inflicts a unit with a toxin, dealing magic damage over 5 seconds.
If the unit dies while afflicted by Regenerative Toxin and Mechapede is below max segments, Mechapede gains 20% progress to the next segment regeneration.
If the unit dies while afflicted by Regenerative Toxin and Mechapede is at max segments, it gains 1 max health (5 for large monsters/minions, epic monsters, or champions) and its segments gain 3 max health (10 for large monsters/minions, epic monsters, or champions)
W: Slam/Find cover: Range: 300 base, 300 knockback Health Cost: 2% current health per segment if a champion is hit, 1% per segment otherwise Cooldown: 20/18/16/14/12
*This ability has a weird hitbox going in an arc from 6 o'clock through 3 and 12 to about 10 o'clock. Also has a brief cast time.
With 1 or more segment: Mechapede swings its segments in the target direction (in an arc), knocking back and dealing physical damage to all units hit. He lands with his back towards the nearest enemy champion if at least one is hit. Otherwise, Mechapede lands with its body reversed.
With 0 segments: Slam/Find Cover will do no damage but will give you a large burst of movement speed away from enemy champion, increased by 50% if moving towards an allied turret or a bush. The movement speed decays over the duration.
Using slam with 1 segment will do the normal damage, with 2 or more segments will have 20% increased range, damage, and knockback for each segment beyond the first. Neutral monsters take 50% increased damage and are stunned for 1 second after being knocked back.
E: Bite: Range: 300 unit dash, 100 unit detection radius Health Cost: 5% max health, restored if you hit a unit Cooldown: 12/11/10/9/8 Mechapede lunges a short distance in target direction and bites the nearest unit (prioritizes champions). If it contacts a champion, Mechapede latches on to the enemy champion, dealing magic damage, silencing both Mechapede and the enemy champion and grounding the enemy for 2 seconds. The enemy champion is slowed by 50% for the duration and for 1 second after release. Mechapede can reactivate early to let go.
If Mechapede has at least 2 segments, he can instead channel Bite for 1 second to increase the range by 200/350/450/500/550/600 units (total of 500/650/750/800/850/900) for each segment beyond the first.
If it hits a minion or monster, it applies the damage and applies regenerative toxin instead of crowd control and heals Mechapede.
If there is no available target at the destination, Mechapede will "bite the ground" rooting itself for 0.5 seconds
R: Add Segment 2 sec channel, interrupted by damage Cost: 1 segment (which can be regenerated) Add a segment of your choice to the Mechapede. The segment is added right behind the head (so the basic segments are in the back) Mechapede's size and hitbox increases as you get more segments. You can have a max of 3 segments of any one type. Options:
Shard Segment: Mechapede deals 20% bonus magic damage to minions and neutral monsters (non-epic) (good against farm units)
Toxin Segment: Mechapede deals 20% bonus magic damage to structures and epic neutral monsters (doesen't affect summoner spells) (good against objectives)
Shredder Segment: Mechapede shreds 4% of the targets armor and magic resist with autos and abilities, per attack. Stacks up to 12% per disintegrator segment (capped at 36% with 3 segments) (good against tanks)
Disintegrator Segment: Mechapede's attacks and abilities apply a toxin to the target that reduces their damage dealt, attack speed, and movement speed by 10% for 3 seconds and healing and shielding (given or received) by 25% for 3 seconds. (capped at 30%/75% with 3 segments) (good against squishies, especially ADCs)
Disc Segment: Mechapede has a turret that automatically fires at any enemy champion that dashes or blinks, dealing magic damage. With 2 or 3 segments, the turrets will also automatically fire at champions that exit stealth, or are knocked airborne. 1000 unit range. (or so) (good against 'air' units)
Passive: Don't stop growing For every 10 minutes after this ability get its third point, you gain an additional segment (max of 5 from this ability, total of 7)
Playstyle: Mechapede would most likely be a jungler because he lacks the tools to survive in a solo lane. He could potentially act as a support since his toxin only requires it to be active on a target, not requiring Mechapede to get the kill on the target.
His abilities cost health because of his thematic as a regenerating, biosteel type creature. I'm not sure if I got the health costs right, would depend on his base stats. When fighting, he needs to evaluate whether he wants to let his segments soak up damage for him or whether he is about to lose a useful segment and needs to let the head take the damage.
Jungle: His tools would work best in the jungle, allowing him to stack his health more easily than in lane. His combo of a channeled Bite into Slam would make for some good ganks. However, he needs to be careful as a poorly aimed Bite or a well timed flash on his opponents part could leave him vulnerable. If he gets into a poor fight, he can use the speed boost from his passive plus the speed boost from Find Cover to get out of a fight.
Support: He would primarily look for openings to lock down an opponent with Bite, for a combo into slam. While not fighting, he can work with his ADC to stack his health.
Mechapede would likely build tanky, starting
since it helps his clear and he likes to stick to his targets in fights. Since CDR would also be important to help him stick to his targets and lock them down, he would likely need a
to improve his healing and potentially
(though he would sacrifice the mana from it).
If he wanted to do a more damage oriented build, he could take
and
combo since he'll be in fights for a while and it helps him lock down targets (especially with DoT poison).
Or if he wants to split push, he could take
and follow up a good W with Qs and autos to clear effectively. However, since one of his 3 basic abilities scales with AD instead of AP and his ult doesn't scale, he should probably just build tank.
Mechapede would probably be a mid to late game focused champ with a weak clear and dueling potential, but great ganks. Once he gets some specialized segments, he becomes much more useful to his team. He can evaluate whether his team needs him to waveclear, shred tanks, lockdown ADCs and supports, or get some damage on mobile assassins. However, he'll most likely be locking down priority targets with his Bite, creating openings for his team to engage. However, to do anything effectively, he needs to have as many segments up as possible in fights or he becomes weaker.
Lore: His origin would likely be in Zaun, maybe Viktor was experimenting with a regenerative biosteel of some sort, and accidentally created Mechapede, which then escaped and rampaged through Zaun. At some point, it got destroyed by a chem baron's minions when it got on the baron's territory. Then Mechapede, destroyed and cast aside like garbage realized it could regenerate, and began growing again and preparing for vengeance. It returned when it was sure it was large enough to handle whatever came it's way, and destroyed the baron's territory. Now it lurks in the shadows, and Zaunites have to be watching out for it.
TL:DR: Mechapede would be a jungler that can add segments to adapt to the enemy's team and what role it needs to fill on it's own team. It would primarily be a tank though, locking down priority targets and prioritizing Disintigrator segments for a fed ADC or Disc segments for a fed Assassin. Largely mid to late game oriented, with good ganks, but a weak early clear and weak dueling potential.
Probably have to change up the names of the segments for the ulti to avoid copyright infringement.
Let me know what you think of it please!