Three concepts
Very rough concept for three champs. All the ability numbers are arbitrary.
NUMBAH WHAN: An early teen from an undiscovered part of the <insert lore> region, where he lives in a small, tribal, hunter/gatherer community. Elected as soothsayer for his innate connection to the ancestors. Wise beyond his years and eery in his demeanour.
He looks like a young Dhalsim from street fighter and has an ancestral spirit more than twice his size hovering over him, mirroring his actions.. Basic attack has 200 range (spirit is big and it's arms are long, yo). Role is tank/support/jungler and damage is based on AP.
Passive: The Boy collects souls of deceased hostile (eg. not friendly) minions, monsters and champions in a 2500 radius. Each spirit collected adds a stack. Small minions/monsters add 1 stack, large monsters 5 stacks, takedowns and assists on epic monsters and champions 10 stacks. Each stack permanently grants 5 health.
Q: Call forth a vengeful spirit of a deceased minion or small monster (last killed) at target location that stays for 60/75/90/105/120 seconds. Each spirit has 4/5/6/7/8 attacks that slow the target by 20/30/40/50/60%. If max attacks are spent the spirit disappears. Damage and attack speed is of their level when killed. Spirits don't attack jungle camps unless the Boy targets them within the spirit's vision range. Enemy champions are always attacked automatically. Spirits grant vision and can't be seen by the enemy until the spirit attacks. The number of spirits at one time is capped at the passive spirit stack divided by 10 but starts at one.
W: The Boy lifts from the ground letting the Spirit do his walking. Movement speed is increased by ...% and basic attacks have +...% magic damage. This bonus is applied on whom the Spirit is anchored to (by default the Boy).
E: The Boy commands the Spirit to an allied or enemy champion for .../.../.../.../... seconds. Allied champs gain a percentage armor, magic resist. Enemy champs are hijacked and can be moved by the Boy with the same mechanism as Annie moves Tibbers. If the Spirit is away, the Boy loses the stats it gives to allies, even if the target is an enemy. The enemy does not get the stat boost.
R: Target an ally (or self). If the target takes lethal damage, the spirit lingers on becoming untargetable allowing them to fight on with current cooldowns at the cost of .../.../... stat reduction for.../.../... seconds. (Resurrection timer starts when lethal damage was taken)
NUMBWAH TOO: A wandering scholar, runaway princess of an Arcane Queendom. Unable to follow the rules set by her teachers and expectations of her heritage she fled the Queendom. With her birthright (an ancient spellbook) in hand, she set out to seek the balance of the Elements.
She's avoiding recognition so should look like it (fake mustache?). Basic attacks are elemental bolts fired at 500 range. Role is assassin/mage.
Passive: After not being hit by a spell or ability for 10 seconds, the next spell or ability is received at -50% damage and adds 50% damage to her next spell.
Q: The Scholar tosses her book at target location. At max distance or impact (enemy, wall, turret) the book opens up, springing a 150 radius zone that has appropriate effect (see W). The effect persists once affected. After 1.5 seconds the book closes causing an explosion. Impact damage increases per level and inflicts a final effect to those inside the zone. If Q is pressed again before the book closes, the Scholar moves to the book's current location. Upon her arrival the magic is absorbed allowing 2/4/6/8/10 melee hits of 125 range adding +... AP per hit but losing the additional final effect (extra damage/root/stun). Attack speed is increased with 50% while Q is absorbed. Attack speed limit can be exceeded this way. Pressing Q yet again while Q is absorbed releases the melee attacks, reverting to ranged auto attacks. Cooldown starts when the zone explodes, the melee hits are spent or Q is pressed a third time.
W: Change Elements. Selecting fire passively increases overall damage output, ice bolsters armor and magic resist, lightning increases move-, and attack speed. For Q, fire burns over time and eventually explodes for the most AD in respect to other elements. Ice slows and eventually freezes (root), lightning interrupts all actions for 0,2 seconds (once shocked, can't be shocked again for 0,5 seconds) and eventually stuns. The final effect of each element only occurs with Q's zone. Cooldown should be significant enough to force a smart choice, rather than switching to fit the split seconds better.
E: Leave a trail of the active Element in your wake that stays longer per level applying appropriate initial effects (burn/slow/shock) but not a final effect. Movement speed is increased by 20/30/40/50/60% for 2/3/4/5/6 seconds.
R: Channel for 2 seconds to harness all three elements at once for .../.../... seconds. Gaining the AD, armor-, and magic resist, movement speed and attack speed of W's current level. Q's zone and E's trail gain every status effect.
If this is too Jill Of All Trades, Q and E can have any combination of single elements per ability (ex. Q only ice, E only lightning). W should still have an interchangeable passive that also changes the visual of auto attacks. R still the Cataclysmic Trifecta. Heck, elements could also be replaced with light and dark. Causing buffs or debuffs/CC accordingly.
NOOMBAH TREE: An old, happy-go-lucky druid. Not much is known about his origin, but spending all his days in the woods around the world he is renowned for aiding weary travellers and keeping the woods clear of bandits and highway robbers. He's aloof, forgetful but with a sharp wit and subtle sense of humour. He's become unaccustomed to social practice due to his time spent in the Wylds, preferring the company of wildlife.
His basic attack is ranged (550) when not mounted. When mounted, melee (175). Role: eh..
Passive: When in proximity (250 radius) of jungle camps, start channelling for 3 seconds when you joke, taunt, dance or laugh (ctrl+1/2/3/4) s. After channelling the Druid charms its monsters and mounts large monsters (if available). Small monsters (if available) follow the mounted Druid and attack his target. When mounted, the Druid gets the mounted monster's stats as a buff. When health drops below the added health, the Druid is dismounted losing the additional stats. Not sure about the gold/xp part. Only one camp can be charmed at a time. Charming a new camp while you already have one switches the camps, taking the new and leaving the old in it's place. The Druid can't attack camps he's previously charmed.
Q: Passively increases the stats of charmed monsters. Active: if unmounted, knocks back target. If mounted, pounce to target location, knocking back those in a 125 radius landing zone. If the target collides with walls after being hit it does additional damage.
W: The Druid heals allied champions and charmed monsters but not himself at the target in a 150 radius for .../.../.../.../... (+...AP%).
E: Throws an imbued acorn at target location. If it hits an enemy champion it does .../.../.../.../... damage, bounces off causing a 0.2 second stun. If it hits anything else it just bounces. Once it hits the ground it roots and sprouts a tree. Pressing Q again while targeting a rooted acorn sprouts a tree. Conversely, targeting a tree will make it shrink. Only one tree can be active at a time. A tree provides cover from colliding projectiles, similar to a turret or blocks escapes or covers yours. Trees and acorns have health (one hit vs. five for a tree) and shrink if the Druid is too far away, similar to Illaoi's tentacles.
R: Draw a line to make a wall of brambles grow as you draw. Enemies colliding with this wall are poisoned. Length of the wall and poison damage increase per level. Can be jumped over or flashed past.
Alright, that's it for now. Thank you for your time.
The en.