"Doubletime," Demacia's Courier
Role: Mixed Damage Jungler/Fighter
Inspiration: THE movement speed champion. Move over, Hecarim. Move over very, very fast.
General Design Philosophy: Doubletime fits an extremely niche if not completely new role within the game. He is a mobility-based jungler with an emphasis on long-range (semi global) support and utility spells. He is designed to be a counter-ganker with high sticking power and consistent damage by way of auto attacks.
Risk Analysis: Moderate. Doubletime is a very unique mash-up of roles and skills wrapped up by a universally understood and intrinsically fun theme- extreme speed.
Appearance: A militaristic courier designed for lean, agile travel behind enemy lines. Specific detail and attention might be given to his boots. Personality-wise, Doubletime is equally nimble and jovial, while retaining the respect and discipline reflective of his military training.
Take these...
http://i1298.photobucket.com/albums/ag47/Lutzburg/7b3aae7c603a771b2c35f8119b41d19b_zps2d58ae3b.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/11af74eebe8565a3bfa32ae62dbe3421_zps18fc7e27.jpg
...and add a dash of this:
http://i1298.photobucket.com/albums/ag47/Lutzburg/Mailman___Zelda__OoT_by_GoKammy_zps0cc9be50.jpg
Lore: Doubletime is a member of the Demacian military, acting as a courier for high-ranking officials such as Garen and Jarvan IV. He is the unsung hero of many a Demacian victory on the fields of battle. He uses speed, agility, and a keen sense of environmental awareness to gather intelligence for his city state. Due to his incredible speeds and military background, officers in the Damacian army respectfully gave him the nickname, “Doubletime.”
Strengths: Multiple movement speed modifiers, insanely fast base movement speed, mild crowd control, AoE heal, long range (semi global) team utility
Weaknesses: Unreliable stun, susceptible to kiting, no true gap closer, primary form of damage also slows him, forced to build on-hit effect items or Sunfire Cape to deal damage
Plays Most Like...:

Auto Attack: A melee strike with a falchion.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10354_pas_zpsfca9c437.jpg Passive- Lay of the Land: Doubletime gains 1 movement speed and .5% attack speed for every X distance traveled. (This ability should grant Doubletime an average of 30 bonus movement speed and 15% bonus attack speed after 30 minutes of play as a jungler) Design Philosophy: Thematically, Doubletime is a courier and would ideally spend most of his time scouting and exploring the world. In the case of League of Legends, he’s exploring Summoner’s Rift. This is a fun and novel Passive ability that both thematically and mechanically ties into Doubletime’s character persona. The attack speed component synergizes with his Ultimate, and allows him to deal consistent damage as a champion with few offensive capabilities.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_8476_pas_zpsca524a79.jpg Q- Stricken (6 seconds): On first cast, Doubletime charges his falchion with energy and begins sapping movement speed from himself and all enemies around him, continually draining more the longer the ability is active. On second cast or after 4 seconds, Doubletime spins through the air with his falchion, dealing AoE physical damage around him. This ability deals bonus damage if the ability is triggered automatically after its full duration. This ability functions like a combination of Vi's Vaultbreaker and Jax's Counter. Rank-ups increase damage dealt. Dialogue: “Where ya goin’?” “Wait up!” “Wait for me!” “Slow down!” Design Philosophy: Doubletime is designed to have a much higher movement speed than that of his enemies, and is also meant to stick to targets once he reaches them. This ability allows him to slow nearby enemies so long as he’s near them while also limiting his own power slightly in the process, creating juking and counterplay opportunities. Players who are exceptionally fast can afford to let the ability run its course, naturally creating opportunities for higher damage by stacking Doubletime’s primary stat- movement speed.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_3104_btn_zps112e87d9.jpg W- Rendezvous Point (23 seconds): Doubletime places a long range (2000/2250/2500/2750/3000) aura on the battlefield that lasts 10 seconds, granting vision and healing allies who stand within it over time. Doubletime gains 40/50/60/70/80 movement speed when traveling towards the Rendezvous Point. The Rendezvous Point is roughly the size of Gangplank's Ultimate. Rank-ups increase heal amount, cast distance and movement speed, as well as lower cooldown. Dialogue: “I’ll be there.” “In the blink of an eye!” “Converging on target.” Design Philosophy: As a jungler, Doubletime is meant to excel at assisting lanes and counter-ganking by way of his extremely high mobility. This ability allows him to grant some assistance to his team on his way to a priority engagement.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14945_btn_zps35f99659.jpg E- Paint the Target (10 seconds): Doubletime targets an enemy from long range (1,500), recording their location for reconnaissance and creating a map-like aura with a bright red ‘X’ directly under their feet roughly the size of Anivia's Ultimate. If the marked target fails to move outside the marked location within 1.5 second, the ‘X’ detonates, dealing magic damage and stunning the target for 2 seconds. If the target is not stunned, Doubletime instead gains +35% movement speed for 2 seconds. Rank-ups increase damage and lower the cooldown Dialogue: “ Painting the target...”, “X marks the spot!” Design Philosophy: This ability is intentionally designed to be unreliable and open counterplay from the enemy team. Again, Doubletime is meant to race through the jungle and counter gank lanes. Having a long range stun really helps close the distance, but oftentimes requires initial forms of lockdown by his allies to be effective. The speed boost on failure to stun helps Doubletime personally reach his target, even if the rest of his team couldn’t. In practice, this ability will pressure an enemy team to reconsider their engage or tower dive in bot lane.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_1447_btn_zps84c84058.jpg R- Behind Enemy Lines (40 seconds): Passive: When this ability is available to cast, Doubletime gains 10 bonus movement speed for every nearby enemy champion. Active: For the next 8 seconds, Doubletime’s basic attacks deal bonus magic damage based on his current bonus movement speed (30/60/90 +50% bonus movement speed). Rank-ups increase damage dealt and lower cooldown Dialogue: “Move it, move it!” “Gotta go!” Design Philosophy: The passive component of this ability is yet another way to add movement speed to Doubletime, with the notion that he needs to be at his fastest when in the thick of a team fight, sticking to priority targets. The active component of this ability helps solidify his role as an auto attack-based fighter, as the rest of his kit provides mostly team utility and movement speed. If able to stick to a target for the entire duration, Doubletime’s auto attacks can deal incredible single target damage over a sustained period of time.
If you liked this Champion, you can find over 70 more of my original concepts HERE!
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. So basically aa speed and crits. Usually those items give movement speed.