I started to create a concept and originally posted this to see if people would be interested and for the discussion. He is supposed to have "Doc. Ock" arms on his back kinda which would shoot out acids and his chemicals. I mixed some plague doctor in the kit too, to differentiate him from Singed. I'm not sure I like the arteficial limbs, but their his current weapon.
This kit is WIP, so I can't actually say what role he is. I kinda want him to be a mage, kinda an ADC, and kinda a jungler. It looks like he's a ranged immobile jungler thats good at hit and running and wants to build AD attack speed items. Sometimes it says Chem is his name, but thats just a nickname/placeholder for chemist.
Passive: To be created
Q: Combustive Chemical/Corrosive Enzyme: Chem changes the substance used for his basic attacks. Each applies a stack of the substance for 4.5 seconds, which when mixed with the other substance causes a chemical reaction to occur. The same target cannot cause a chemicle reaction to occur within 15 seconds, however targets that were affected nearby can still start their own chemical reaction.
Unique Passive: "Eureka!": Upon successfully starting a chemical reaction, Chem gains a burst of movement speed.m
Combustive Chemical: Combustive Chemical attacks deal 10 magic damage on hit and apply a stack of Combustive Chemical. At 3-5 stacks, applying Corrosive Enzyme will consume the current stacks on to cause the target to take a large amount of physical damage based on the amount of stacks.
Corrosive Enzyme: Corrosive Enzyme attacks slows enemies and attacks faster against enemies who have not been hit by Corrosive Enzyme for 7 seconds. At 3 stacks of Corrosive Enzyme, Chem can apply a stack of Combustive Chemicle to cause an extreme acidic breakdown. The original target, and all nearby targets, are slowed and an armor shred is applied for 2.65 seconds. All nearby targets are also applied a stack of Corrosive Enzyme.
W: Outbreak: Chem takes cover and stealths for 3.75 seconds after a .5 second delay. For 4.25 seconds, Chem can reactivate this ability to send toxic fluids from him to the enemy champion. If the enemy leaves Chem's sight, the fluids will disappear. If the fluids reach the enemy, they're Infected. Upon stealthing after the .5 second delay, a global taunt is played to warn enemies.
Infected: Enemies who are infected are damaged every second. They also acquire blisters. This damage does not enter them in combat. If an enemy champion that is Infected dies or is the target of a chemical reaction, the Infection is removed but their blisters pop, dealing damage to the target and nearby enemies are damaged while also becoming Infected. This Infection can be cured in the following ways:
Healing the health threshold that appears over an Infected Target through natural regeneration, healing abilities, life steal, etc.
Recalling successfully
Blisters popping
(Note, abilities that heal are only half as effective to targets with the Infection. Targets also gain % grievous wounds which will increase in strength based on the targets life steal.)
E: Mutate: All enemies that have Combustive Chemical, Corrosive Enzyme stacks, or the Infection within 950 units of Chem have their toxin mutate. Any stacks of Combustive Chemical or Corrosive Enzyme are doubled and for the next 4 seconds if any of these enemies' blisters pop, the pop will do double damage and still Infect nearby targets.
R: Gaseous Mirage: Chem releases a large silver, smoky, foggy, cloud that drifts across the rift until reaching the end. The cloud deals no damage however enemies cannot see into the cloud. Enemies who enter the cloud can see all units inside the cloud, but cannot see anything (including from ally vision) outside the cloud. The cloud acts like fog of war. The cloud will move slower if an ally is not inside.
Tell me what you think. I could incorperate your pressure passive sense I have no current passive and it would give him some damage which he lacks.