Champion concept: banner of command but it's a champion.
Basically, bringing the idea of banner of command into a champion design and making it balanced. Also described as: league but it's a RTS.
champion will have thresh range but very low attack speed. will be a utility tank that's meant for top/mid (maybe jungle)
P - Banner's territory minions within a radius (scales with level) of you are enlisted. any enemy minion or monster kills performed by these minions count as your own and grant full kill gold. (affects support item debuff). Minions that exit your territory are no longer enlisted.
gain a bonus of 1-3-5-7 armor and magic resist for every minion within your territory (lvls 1-6-11-18)
Q - Personal battalion spawn a ghost minion wave (rank 1-2; regular wave | rank 3-4; cannon wave | rank 5; mega minion wave). This wave will move with you and attack any enemy within your territory using the same targeting as regular minions. note: ghost minions get a special debuff when spawned: ghost
- reduce all stats by 50%, reduce kill reward of this unit by 50%
- low priority: enemy minions and monsters will target this unit only if there are no other targets within range
- ghosted: can move through units
- reduce damage taken from abilities (similar to summoned minions from malz/yorrick)
stat reduction is reduced based on bonus health
W - gang up/hold the line (point & click that applies a debuff for a set duration, applying the buff/debuff to a new target cleanses it from the old) gang up (on enemy cast): all friendly minions within your territory will target anything affected by the debuff until it runs out enemy is slowed for 1% for every friendly minion in your territory for half of the debuff's duration
hold the line (on friendly cast) friendly can move through units and heals for 1% for every minion (including enemy minions) in your territory minions will try to swarm anything affected by the buff (since the ally is ghosted, this is a natural barrier against melee champs)
E - All for one/one for all (toggle that swaps between both states, is on all for one by default) all for one (1 mana per tick per minion affected): all friendly minions in your territory are constantly drained to heal your missing health (no drain if no hp is missing) at 20% - 60% efficiency and 5% heal rate per tick all friendly minions in your territory gain 3-8% attack speed and 3-8% bonus AD
one for all (2 hp per tick per minion affected): gain 1-5% of your missing mana for every friendly minion that dies in your territory all friendly minions gain 3-8 bonus armor and magic resistance
R - Impenetrable fortress create a phantom fortress around yourself, rooting and grounding you for 5-8s. spawn 1-3 ghost minion waves (based on Q rank) for the entire duration, your E is set to one for all your W's cooldown is reduced by 50% while the fortress is active, all damage you take is redirected to minions within your territory. when all minions within your territory die, this ult ends. re-activate to disable.
Conclusion: instead of mechanical skill, this champion requires good knowledge of wave mechanics and great strategizing. your E can help you freeze wave when fighting a heavy poke opponent but can also make you loose your minion wave all together. your Q on the other hand is great for quick pushing. the passive does remove the need to last hit, but that focus will be needed on managing the wave instead, considering you are gimped if your Q is on cd and no minions are around. Can technically be played as support, especially in lower ELO since you get the gold from last hits your ADC misses, but since the passive affects the support item debuff, AND waves die out faster, you would be giving the enemy botlaners more gold through your Q than you could get from your passive.