(Champion concept) Glade, the slimy predator
Glade is a ranged champion who mains midlane as a mage. He is a high skill based champion who focuses on building ap tank. He has great cc and works well in team fights. He can duel easily as long as he has enough mane, for he is mana dependent. An example build for Glade would be this:
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Before I talk about his skill set, i'm going to explain how Glade looks and my ideas for his lore. I'm not very creative at coming up with back stories so I just have ideas. Glade is a penguin with mechanical pieces on his left shoulder, his right knee and his left ankle and knee, his left flipper,where his right elbow would be, and a red eyepiece on his left eye. Basically, he is a smart penguin who went crazy after getting burned on most of his body. (wherever the armor is) Heimerdinger fixed him up and gave him the mechanical pieces. While working on Glade, who was knocked out from the pain the burns brought to him, glade woke up and started to get scared. Before Glade could do anything, heimer stabbed him in the eye with a wrench. Glade ran away, trained for a while using his new equipment, before he somehow met singed who gave glade toxic substances that don't affect Glade because of his slime. Somehow, the second scientist, Singed, and Glade fight and Glade runs away and joins the league. Skill set: Health:580(+64 per level) Health regen: 6.5 (+ .4 per level) Mana: 250(+30 per level) Mana regen: 8.6 (+.5 per level) attack damage: 50 (+4 per level) Attack Speed: 0.650 (+2% per level) Magic resist: 30 Mov. speed: 345 Passive: Intoxicating Slime
When in combat, glade glides on his belly, leaving a trail of slime wherever glade goes until he uses Intoxicating Motives or is out of combat or 2 seconds. Enemies who touch the trail are infected, and the slime moves up to their brain, causing the enemy to be slowed by 80%, which rapidly decreases 20% each second until the slow reaches 20%, where it stays until 1 second after the enemy leaves contact with the trail. The slime trail has a cooldown of 8 seconds once it is no longer active. Glade is ranged with the basic attack range as Anivia.
Q: Veins of Steel Cooldown: 11/10/9/8/7 Mana cost: 75/100/125/150/175 Glade throws his lunch, a fish with steel veins. Veins of steel is a long range skill shot with the same length and width as a nidalee spear. The fish deals low damage, (20/40/60/90/120/ + 25% of ap), but after reaching the first enemy it hits, it explodes, and the steel veins shoot out in the direction Glade is looking, hitting the first enemy hit, dealing high damage ( 100/140/180/220/260/ + 75% of ap). (basically, ifthe fish hits an enemy minion, and glade is facing his tower, the veins will fly towards the tower for half the range. If Glade is facing the target to the point where the veins whould have to go through the target, the veins will instead fire the opposite way the fish came.)
W: Steel Welding Cooldown: 20/18/16/14/12 Mana cost: 50/50/75/75/100 Glade welds his armor using the built in welder on his shoulder piece. He gains 10/15/20/25/30 armor plus 1.5% of his max health.
E: Intoxicating Motives Cooldown: 15/14/13/12/11 Mana cost: 100/100/100/125/150 If an enemy is affected with intoxicated slime, glade can interrupt the enemy's motives for joining the league for a short period of time, momentarily stunning the one targeted enemy for .75/1/1.25/1.5/1.75 and dealing 20/40/60/80/110 +25% of Glade's ap over 2 seconds
R: No more nice guy Cooldown:120/90/75 Glades armor overwhelms him, and glade grows stronger, gaing 300/375/450 health, 20/30/40 armor, and 20/40/60 ap for 15 seconds. During this time, glade is a melee champion.
's Q can do 450 base damage at max rank, but only if it travels 1300 units. If it travels less than 500, it only does 120. Glade's 260 should be rounded down a bit accordingly. Not by much, though.