[Champ Concept]Gerome, The Hextech Bombardier
First off, I've been told that this concept, and some of my other ones, are very unique, and would seem to have lots of potential if put into the game and balanced properly. Links to my other concepts are here: Aedirex, The Planet Tyrant Vera, The Mountain's Bane XV-328 Rozoe and Krexx(obsolete as of Kled) Kyanitseal(I'm still working on this one) Shade, The Fallen Pupil Anyway, now let's get into Gerome, The Hextech Bombardier, an ADC made to be completely unique. Enjoy!
Passive-Hextech Shells: Gerome's Auto attacks rely on the presence of Shells around him. When no shells are present, Gerome cannot auto attack. If shells are present, he sends all nearby shells towards the selected target in a straight line, dealing damage to the first opponent they hit. Linked Munitions: Shells within 50 units of each other will link together, and travel forward down a lane slowly. If the chain hits an enemy, the shell that collided with it will be destroyed, and the chain will collapse to fill the gap.
Q- Shells Cooldown-2 seconds Mana Cost-(20/25/30/35/40 mana) Gerome sets out a stationary shell. Shells damage enemy units that collide with them, through Gerome's auto attacks, or by walking into them, dealing (90/100/110/120/130% AD) physical damage to the enemy, and destroying the shell. Gerome's auto attacks deal 10% less damage per subsequent shell that hits the same enemy, down to 50% Damage.
W-Battering Ram Cooldown-(18/16/14/12/10 seconds) Mana cost-(50/55/60/65/70 mana) Range-(550 units) Gerome Leaps to the side, then behind, a target, and slams them with his weapon, dealing (80/100/120/140/160)(+40% Bonus AD) physical damage to the enemy, and knocking them back 500 units.
E-Ballistic Boost Cooldown-(30/27/24/21/18 seconds) Mana Cost-(80 mana) Range-(1000) Gerome Fires a shell into the air, upon landing, the shell knocks back all nearby (250 units) units 400 units away from the center of the blast.
R-Restrain Cooldown-(140/120/100 seconds) Mana cost-(100 mana) Range-(850) Gerome sends out a flurry of shells to encircle his opponent, these shells may be blocked by enemy champions on their way out. When the opponent is encircled, the shells will slowly close in and shoot out at their target. Contact with these shells in any way will deal (100/130/160% AD) physical damage, decreasing by 10% each subsequent hit.
Gerome's playstyle is one of setup, by laying out massive chains of shells, he can run down lanes all on his own. Or by spreading them out, can force the enemy to dodge, or be hit by some insane damage. He can even set up traps, due to the shells not moving from where they were cast. Use your E and W to move around enemy projectiles, or to knock the poor fools into yours. When teamfights start happening, you need to keep moving, setting up your shells to zone opponents, and to ensure a good defense if anything decides to jump on you. Encircling your opponents also removes them from a fight temporarily, forcing them to either tank a ton of damage, or dodge for a few seconds.
If you like the concept, please tell me in the comments, and if you think you can improve on it, tell me how you'd do so.