Spiritwalker (A support champion concept)
I was bored, so I came up with a champion concept. I've given this champion the working name "Spiritwalker". I see her as a ghost. A literal ghost.
Spiritwalker is a support champion. She has a unique mechanic in that she doesn't have a lot of free reign to act on her own. She must bind to another champion and use that champion as a platform from which to launch her spells. She can step out of her vessel for short periods to ward or get closer to targets, but primarily relies on coordination with allies to do her best work. She excels at giving her team the edge in teamfights, but barely fights herself.
Her ultimate allows her to take the spotlight for a short time, taking on one of three constructs as vessels that allow her to temporarily fill different roles in a fight. These vessels are purchased with gold, which makes a useful gold sink for Spiritwalker, who doesn't benefit all that well from most mundane items due to her lack of personal presence in a fight. ** Passive - Walking Beyond**
While Spiritwalker is not in a vessel, she is a ghost. She can't be seen, damaged or CCed by the enemy team, nor can she interact directly with the world around her, but eerie whispers follow her, giving enemies a rough idea where she is. She is completely immune to collision while Walking Beyond, including impassable terrain, and can still cast spells (though they inflict no direct damage while cast in this state). Once she has claimed a vessel, Spiritwalker can execute ranged autoattacks in the form of etherial bolts that seem to appear to the enemy from the vessel as if from nowhere. ** Q - Haunting [100 Mana, 18 sec cooldown]**
Spiritwalker moves into a target champion. Binding to an ally lasts 5 seconds and gives that ally 20/25/30/35/40% increased movement and attack speed, building over 2.5 seconds, and binding to an enemy reduces their movement and attack speed by half that amount instantly, but only lasts 3 seconds. While Haunting, Spiritwalker is immune to damage and cannot be interacted with, but can still cast other spells. Haunting can be cancelled at any time. Once finished, Spiritwalker will return to her vessel. Can be cast on her current vessel as well.
W - Soul Bonding [85 Mana, 25 sec cooldown]
Soul Bonding can be cast on enemies or allies. Alt+Click will allow you to designate a target that will be the default link when the spell is cast again. When two allies are bound together, their resistances average out, shared between the two of them, and the ally with higher maximum health takes 20/30/40/50/60% of the damage suffered by the lower-health ally for the duration. Can be cast on Spiritwalker's vessel to bind the two of them together. In this instance, the damage reduction is halved and is absolute, rather than going to Spiritwalker (who has no health bar).
When an ally and an enemy are bound together, the targeted enemy takes 0.5/1/1.5/2/2.5% of their max health as damage per second and heals the ally bound to them for that amount of health. Further, the bound ally's attacks against that target have 5 + (10% of Spiritwalker's AP)% bonus lifesteal.
When two enemies are bound together, they each take 5/10/15/20/25 (+5% of Spiritwalker's AP) damage dealt to either is calculated with the lower resistances of the two, then cut in half and dealt evenly to both. Further, they are unable to travel outside a set radius from one another until the duration has expired.
Soul Bonding lasts for 10 seconds when cast between allies and 5 seconds when cast between an ally and enemy or two enemies. Champions must be within a small radius of one another to be bound, and must remain within a reasonable distance of eachother, else the bond be broken early.
(Note: The ally/enemy heal is a percentage of the TARGET'S max health, not the attacker's. Therefore, it's a good idea to bind a tank to your carry in teamfights. By doing this, you dare the tank to jump in on and focus your carry, and the carry gets a larger heal if they stick around.)
E - Claim Vessel/Shed Vessel [65 Mana, 30 / 15 sec cooldown]
Claim Vessel: Spiritwalker chooses a vessel and moves into them. Onscreen, she appears as an apparition above her vessel. The vessel receives 60/70/80/90/100% of Spiritwalker's health as a shield that regenerates at the rate of Spiritwalker's health regen. The rate of regeneration is increased by 500% if the vessel hasn't taken damage for 4 seconds. Claim Vessel has a 30 second cooldown.
Shed Vessel: Spiritwalker breaks free of her vessel, appearing as a ghost for a brief moment to the enemy. All enemy units within a moderate radius are feared for 0.5/1/1.5/2/2.5 seconds, and silenced for 1/1.5/2/2.5/3 seconds. Spiritwalker then activates Walking Beyond for 10 seconds, or until using Claim Vessel to reclaim her vessel or take another. Spiritwalker can cast spells and use items while Walking Beyond, but can't autoattack or activate her ultimate.
**R - Haunted Construct [130 Mana, No cooldown] ** Spiritwalker suddenly shoots up out of her vessel as a construct is pieced together in front of where the vessel stood at activation. After 2.5 seconds, the construct is completed and Spiritwalker comes down to occupy it. Constructs are purchased in the shop and activated as items instead of through the R key. The constructs will fall apart after 10/20/30 seconds or when their health is reduced to 0, leaving Spiritwalker in a Walking Beyond state.
Knight Construct: A large suit of armor with a sword and tower shield. Has Spiritwalker's health plus (Level x 220) more. While haunting this construct, Spiritwalker receives 50 bonus armor and magic resist, and Spiritwalker's basic attack cleave to strike all enemies in an arc in front of her.
Hunter Construct: A suit of armor in the form of a wolf. Spiritwalker's attacks become close range and deal (Level x 14) + (10% of Spiritwalker's AP) physical damage. Spiritwalker has 20% increased movement speed and 40% increased attack speed in this construct, and ignores collison.
Queen Construct: A set of royal robes and a crown to match. This construct emits a pulse every 2 seconds that pushes back enemies within a small radius a short distance and stuns them for 0.5 seconds, and turns her auto attacks into ranged heals. She can't auto enemies, but autoing allies heals them for (Level x 5) + (45% of Spiritwalker's AP) health.
Each construct costs 1,000 gold. Only one of a given construct can be stored at a time, though she could potentially store all three at the same time.