Ao and Zo, the Creatures of Light and Dark
Ao [ah-oh] the creature of light and Zo [zsoh] the creature of dark, shall be a duo supportive mage type, also can be referred to as an utility mage, can be both a solo lane mage and as a support for their roles; preferably middle lane utility mage and bottom lane duo support. Ao is white, friendly, playful, peace-loving, and just constantly wants to help others and have others succeed; Zo on the other hand is black, cruel, destructive, war-loving, and honestly just wants to see the destruction of other living creatures, except for Ao that is.
There will very complex mechanics to these champions that in a way grant 9 different abilities and multiple passives, but at the same time it is only 3 abilities and 1 passive, also multiple different basic attack set-ups including being both melee and range (they are not shape shifting champions like Nidalee, Jayce, Elise, etc. or even Kayle). They do different things based on how close and how far away they are from each other, they can only be so far away from each other, and they share health and mana bars; they take half damage from all sources of damage including true damage to not discourage the co-op play style when they are together since they both can take damage and hence they take double damage so to take normal damage like other champions they need to take half damage so when you hit both of them they take full 100% damage instead of taking 200% damage, so it may seem like a tanky mechanic but it really is not, and since you have to position two characters at the same time it is easier to take damage than normal.
Statistics: Will be roughly the same as other ranged utility mages. Ao's and Zo's basic attacks deal 50% damage, so when they attack the same target they deal a combined 100% damage - within 250 units combined basic attack deals full 100% damage, minions always take full 100% damage. Overall the damage is the same as anyone else, but on-hit effects can double if Ao and Zo attack separately, which is difficult to pull off since they are immobile and Ao is short range and Zo is melee.
Basic Attack Range: Ao: 425 units Zo: 125 units Ao and Zo [within 250 units of each other]: 650/675/700/725/750/775/800 units (you cannot really move and attack with this range)
Light and Dark (Passive): Ranks: @levels 1/4/7/10/13/16/18 Ao and Zo share the same health and mana resource bars, each can take damage but at half damage from all sources of damage including true damage when only one is taking damage at the time. Ao and Zo always take full damage from enemy tower shots.
Ao's basic attacks apply a mark of light for 5 seconds and upon reaching 3 marks of light will slow its target down by 20/25/30/35/40/45/50%(+1% per 20AP) for 1.75 seconds and consume the marks. Applying a new mark resets the previous marks' duration.
Zo's basic attack apply a mark of dark for 5 seconds and upon reaching 3 marks of dark will damage its target dealing 8/9/10/11/12/13/14%(+1% per 25AP) of the target's maximum health as bonus magic damage (max 400 magic damage against monsters) and consume the marks. Applying a new mark resets the previous marks' duration.
If Ao and Zo are within 250 units of each other their marks of light and marks of dark are disabled and their basic attacks are combined to grant them a large amount of range to their basic attacks.
Beam Attack (Q): Cooldown: 4.5/4/3.5/3/2.5/2 seconds; Cost: 65 Mana; Range: 875 units Ao sends out a beam of white light in the target direction to deal 60/70/80/90/100/110(+35%AP) magic damage to all enemies struck and heal allies struck for 30/35/40/45/50/55(+20%AP). The beam of white light grants a large amount of vision around it that lingers for 1 second. Beam of white light cannot heal Ao, but can heal Zo.
Zo sends out a beam of black light in the target direction to deal 80/105/130/155/180/205(+55%AP) magic damage to all enemies struck and reduce struck enemy vision by 50% for 2 seconds.
If Ao and Zo are within 250 units of each other their beams are combined into a grey beam to deal 90/122/154/186/218/250(+65%AP) magic damage to all enemies struck and the beam gains 50% increased range. White light and black light beams' effects are disabled when the grey beam is performed.
Coming Together (W): Cooldown: 20/18/16/14/12/10 seconds; Cost: 70/80/90/100/110/120 Mana; Grey Explosion Radius: 400 units On-Target Cast: Use on the character that is not being controlled and pull it into your currently controlled character's location.
If Ao gets pulled in it slows enemies struck by 80% that decays over 3 seconds and pulls in struck ally champions with it. Upon arrival Ao grants Zo a 90/120/150/180/210/240(+50%AP) black shield for 3 seconds. A black shield blocks only magic damage and allows the user to ignore all crowd control effects while the black shield still holds.
If Zo gets pulled in it deals 120/155/190/225/260/295(+60%AP) true damage to struck enemies. Upon arrival Zo grants Ao a 120/155/190/225/260/295(+60%AP) shield for 3 seconds.
On-Ground Cast: Ao and Zo come together to a location directly in the centre between them, granting the same effects they do when travelling. Upon arrival Ao and Zo grant a grey explosion to stun all enemies struck by 1.5/1.7/1.9/2.1/2.3/2.5 seconds; other upon arrival effects still occur when the grey explosion happens. Ao and Zo must be beyond 800 units from each other to perform this effect.
Ao and Zo become untargetable while travelling.
Cosmic Distortion (E): Cooldown: 12/11/10/9/8/7 seconds; Cost: 60/65/70/75/80/85 Mana; Range: 500 units Ao charges up white energy for 1.5 seconds and then releases it pushing back enemies around it and dealing 80/100/120/140/160/180(+50%AP) magic damage.
Zo charges up dark energy for 1.5 seconds and then releases it pulling in enemies around it to its location and dealing 80/100/120/140/160/180(+50%AP) magic damage.
If Ao and Zo are within 250 units of each other they charge up grey energy for 1.5 seconds and then releases it around them to push out struck enemies and then immediately pull them in to their location to deal 160/200/240/280/320/360(+100%AP) magic damage. All white energy and dark energy is disabled when grey energy is performed.
If an enemy gets struck by white energy and dark energy at the same time they are stunned for 2.25 seconds instead of being displaced in anyway.
Change Characters (R): Static Cooldown: 0.1 second Active: Change between Ao and Zo and gain full control over their basic attacks, movement, and abilities.
Passive: Upon initially changing between Ao and Zo your commands still linger for the previous character you were just using allowing you to use their basic attacks and abilities for the next 3 seconds. Damage can overlap when Ao's and Zo's damaging effects land on the same enemy; does not apply for combined effects.
Ao and Zo can never be greater than 2000 units away from each other, attempting to exceed this range causes the one being controlled to be unable to move any further, the one not being controlled will stop its current movement if it was still proceeding with a movement command.
Clarifications:
Light and Dark - Passive: Combined basic attacks may be insanely long, but you cannot move since it involves the two being right next to each other, so as a support this makes a very good harass tool in lane, but is not overpowering as it appears, it is quite balanced especially since this is either a support or a mage most of the time so you deal the least amount of basic attack damage possible unless you buy a Nashor's Tooth. Basically you become a long range stationary low damage turret when Ao and Zo are by each other, grey beam Beam Attack does become quite potent as a constant poke tool, white and dark beams are short range skill shots; but grey beam and combined basic attacks allows for really good harassing tools as a support.
Coming Together - W: Ao and Zo share the same health bar, but not shields, so when gets a shield the other does not, when one has a black shield to ignore crowd control the other can stun be affected by stuns, roots, snare, etc. etc. hard crowd control does prevent you from changing to either Ao or Zo like from silences, stuns, etc.
General: Ao and Zo do have long duration stuns and potent crowd control, but these are all very hard to achieve and offer a lot of counter play to them, but if you see Ao and Zo quickly dashing from the ground cast of Coming Together you may want to blow something because there is a potential from chain stunning! Do note that to get off this stun you have to be centralized between Ao and Zo so watch out for their positioning, both stuns need the enemy to be centralized between them. Other things like damage numbers may need to be adjusted, but at the same time Ao and Zo may only have one realistic damage source which is Beam Attack, plus they have no ultimate so they get rank 6 abilities and are a little bit more potent than average basic abilities; and cooldowns are obviously shared between the two characters.
Supportive Items: If you get an item like Ardent Censer then the buff, if you heal Zo, the buff will be applied to Zo only and cannot apply to Ao, this is a very unique interaction since this buff cannot apply to the same champion since these are a duo champions it is different. Zeke's can be applied to the other character as well, may be better to apply to your marksmen, but can be applied to Ao and Zo at the same time; do note that the character that applies the zeke's active is the one that is connected to that ally champion, so if Ao zekes a Jinx then only Ao and Jinx have the bond and not Zo and Jinx unless you rebind.