Assail the Aggressor
https://i.imgur.com/GtYayUJ.png DISCLAIMER: I am not a balancing professional so if anything seems relatively underpowered or overpowered then I'm sure if league decides to make this a champion they can and will alter it to be more balanced. https://i.imgur.com/GtYayUJ.png
Name: Assail
Role: Lane Siege and Defense / Artillery Mage
Meta Lanes: Mid / Support
Champion Design: Very few champions are designed with pushing to the nexus in mind, I wanted to fix that by having a champion solely designed for assaulting an enemy’s lane and pushing objectives like Towers and Inhibitors instead of just focusing on Farm and getting kills. He has a lot of passive bonuses that help him do this such as having ranged artillery, a Crowd Control ability and passively improving his minions by being near to them.
Intended Difficulty: Easy to play, Hard to master.
Appearance: A large humanoid that resembles a caster minion with decorative purple robes and a hood that obscures all of the champions face except his eyes which will be visibly glowing white. his weapon will be a shortened and smaller version of a staff that the red side towers use that has a purple gem for its tip.
Lore: Some form of affiliation with Mt. Targon, perhaps aiding the Ionians in the war against Noxus by providing them with strategic assistance and minions to help defend Ionian villages from the Noxus hordes of troops.
Strengths: Long range, minor CC, lane pushing abilities, heavy defense against 3- or 4-man lane pushes.
Weaknesses: Relatively weak outside of lanes, mana hungry, late game champion.
Similar Champions:

Recommended Items:
End Game Fantasy – Archangel’s Staff, Luden’s Echo, Rabadon’s Deathcap, Liandry’s Torment, Hextech Gunblade, Sorcerer’s Shoes
Auto Attack: Assail’s AA looks like that of a small turret shot fired from his turret staff.
https://i.imgur.com/GtYayUJ.png
Passive – Aura of Command:
While in a certain range of friendly minions (Scales with level) Assail increases his Minions attack damage, attack speed and health as a percentage on top of their base stats. Assail’s passive DOES affect Super Minions but the effects will be reduced by 60%. Passive DOES NOT affect Rift Herald or increase stats of Minions that have been improved by Baron Buff.
Active Range: Level 1: 400 / Level 6: 500 / Level 11: 600 / Level 18: 750
Attack Damage: +2% / +2.25% / +2.5% / +2.75% / +3% / +3.25% / +3.5% / +3.75% / +4% / +4.25% / +4.5% / +4.75% / +5.25% / +5.5% / +5.75% / +6% / +7.5% (+ 5% AP)
Attack Speed: +4% / +4.5% / +5% / +5.5% / +6% / +6.5% / +7% / +7.5% / +8% / +8.5% / +9% / +9.5% / +10% / +10.5% / +11% / +11.5% / +12.5% (+ 10% AP)
Health Increase: +15 hp / +30 hp / +45 hp / +60 hp / +75 hp / +90 hp / +105 hp / +120 hp / +135 hp / +150 hp / +165 hp / +180 hp / +195 hp / +210 hp / +225 hp / +240 hp / +255 hp (+ 20% AP)
https://i.imgur.com/GtYayUJ.png
Q – Overwatch:
Mana Cost: 65 / 70 / 80 / 90 / 100 / 110
Active: Assail will slam his Turret staff into the ground and be rooted in position for 4 seconds, during that time his turret staff will enlarge slightly and within a radius shoot a turret shot a second preferencing champions over minions or monsters. Leveling up this ability will increase the amount of turret shots fired by 1 and increase its firing speed by 25%. Can be leveled up 5 times to fire 9 turret shots at 2.25 shots a second. (Cast time is 0.5 seconds)
Turret Shot Damage:
65 / 110 / 175 / 230 / 290 (+ 50% AP)
Cooldown: 9 / 8 / 7 / 6 / 5
Enemies hit by Assail’s turret shots will be slowed by 20%, While Assail is rooted he gains 30% flat damage reduction. Assail can recast his Q to end Overwatch early.
Shots will track the enemy champion like turret shots but can be blocked by Yasuo’s wind wall and other abilities that turret shots would usually ignore.
https://i.imgur.com/GtYayUJ.png
W – Arcane Artillery:
Mana Cost: 70 / 80 / 90 / 100 / 110 / 120
Assail will lay a rune on the ground of where an artillery bolt of energy will land from the nearest tower which stuns any enemy champions caught in it for 2 seconds, The time it takes for the bolt to land will depend on where the closest friendly tower is, maximum of 5 seconds travel time for the bolt to land. Minimum of 1.5 seconds.
Turret Artillery Damage:
110 / 180 / 255 / 325 / 410 (+ 65% AP)
Cooldown: 15 / 13 / 11 / 9 / 7
https://i.imgur.com/GtYayUJ.png
**E – Minion Ordinance: ** Active: Assail channels for 1 second and summons a Minion Artillery emplacement that consists of 4 minions operating 2 heavy cannons, these cannons have a large radius and if placed under turret can target up to a third of a lane, these cannon emplacements will block allied and enemy champion but not minion movement. Cannon emplacements will target the closest enemy. Cannon shots do not lock on and can be dodged if quick enough. Cannon emplacements will not target idle jungle camps or a dragon / baron that has not been started.
Emplacements will remain until destroyed or replaced, they have 3 auto-attacks worth of HP and can be targeted like Yorick’s trap.
Emplacement Damage per shot:
55 / 120 / 195 / 270 / 350 (+ 55% AP)
Cooldown: 20 seconds to gather enough energy to summon 1 emplacement
Passive: If Assail attacks or is attacked by an enemy champion, any cannon emplacements in range will target that enemy champion. Assail can only summon up to a maximum of 2 cannon emplacements at any given time, summoning more than 2 will remove the oldest placed emplacement.
https://i.imgur.com/GtYayUJ.png
**R – Might of the Nexus: **
Active: Assail will channel for 2 seconds and then summon a portal at a targeted friendly turret. Out of the portal will be a minion army in a Column formation, that army will consist in order of 1 Super minion at the front, 10 melee minions, 3 Cannon Minions in the middle and 10 Caster minions behind the cannon minions. The army will march down the lane and proceed toward the enemy nexus, attacking turrets, enemy minions and champions they encounter along the way. Leveling this ability will allow Assail to choose one of three upgrades to give to his Army, upgrading the army with all three upgrades will result in a final bonus, all minions in the army will deal 10% of their damage as additional true damage to champions, other minions and turrets
1 - Army of Boreas: increases the movement speed of all the minions in the Army by 20%
2 – Army of Hephaestus: Increases all base damage of the minions in the Army by 15%
3 - Army of Terra: Increases all Health of the minions in the army by 20%
Constructive Criticism and suggestions welcome!