Xenode destroyer of the rift
Can we have a champion who wants to destroy the rift with a backstory lore for one of our ships (ha pirate puns) like the son of BARRELS
and miss hentai monster
. (one of his catchphrases would have to be "like dad always said eat oranges and be K")and his lore is all about how he blames the rift for "stealing" his parents and forcing him to grow up as an orphan who is friends with ekko (cuz like they are the same age) and they grew up together but then ekko joined the rift and left him all alone so with 3 of the most important people in his life taken from him he declared to destroy the rift. (thus why his ability are around terrain disruption)
Name : Xenode
Role : Mage/Fighter
Lanes: Jungle/ Support
Pro's: Dps, high Utility, K cc
Con's: Low escape, slow clear, easy to counter (so long as you can jump walls)
Appearance: Beefy dark skin with long black hair and almond eyes he spent most of his relevant time in zaun with ekko so a more steampunk/pirate look he's covered in dirt and has a Khakkhara- the monk staff with rings on it Xenode also like his mom carrys his god/spirt/whatever in the gem at the top of his staff in this gem is a bound evil earth elemental (ryze bound the elemental so he shows up as a foe) Xenode bound himself to in his quest for the power to destroy the rift (and some of his sound files sound like he's possessed witch he is and you hear the elemental talk about destruction of the land and such and his laugh has to be that of the elemental.
His ability's would be based on terrain disruption like his
Passive: Sitting duck/Rocky mountain [when inside 450 units of terrain basic attacks do .35 ap ratio] [when outside of terrain basic attacks do 10~90 true damage based on lvl] (the true damage part Sitting duck takes its meaning from mid/late game when 60 ad and 40 true dmg arn't enough dmg to stop you from getting beatin to a pulp but helps clear early game where as the ap ratio of Rocky mountain is a nice boost of dmg when you have 510 ap but early game when you have like 12 ap its not so good
Q: Cracks would be something that splits walls apart making temporary paths and can be re-activated to close it any one caught in the wall will be shot out to what ever side they where closer to like 1-50% you get pushed back 51-99% through the wall and you get pushed to the front and receive a 1 second stun
Q Math: [Cool down 20/18/15/13/10] [mana: 60/60/50/50/40] [does no damage] [max duration 5 seconds at all ranks] [cool down starts after wall has closed]
W: Wall spike along the lines of zyra plant like turret things he can summon on walls and he starts with like one but can store them like himer turrets with a max of 3 out at a time and can store up to 3 at a time at max rank and have a % of his hp.
W Math:[Cool down 10/9/8/7/6] [%Total hp scaling 10/15/20/25/30] [Mana: 40/40/50/60/70] [decay at 5% of total hp per second or a 20 second life span IF they take no other sort of damage] [flat .6 ap ratio doing] [15/30/45/60/75 base dmg]
E: Metric shift he can move terrain a distance from the wall. so you could stop a chase by blocking the wall (kinda like a much shorter
wall) or smack the first target hit back 300 units and apply a .5 second knock up that dose magic dmg. and can be destroyed like
trap (so you cant just sling the wall to separate you from blue and let your turrets do all the work)
E Math: [cool down 15/13/11/9/7] [Mana 70/80/80/90/90]
R: Quick sand. you create a 900 unit in all directions quicksand on the ground slowing all foes by 20% [passive: it is quick ally's in the sand gain 15% move speed] [passive: sandy All hard friendly cc applied within the sand results in a 3 second snare regardless of how long the original cc was intended. this dose not stack so if they are hit with a
bind the snare is almost the same time and less useful but if its something like a .5 second knock up (aka your e) they are snared So it would still apply movement as the 300 unit knock back on your e but it wouldn't be a knock up (no yasuo ults today) it would be replaced by the 3 second snare
R: Math [Cool down 200/170/140] [Mana 100/150/175] [20% slow at all ranks 15% move speed boost for ally at all ranks]
Playstile: a meele ap jungler that has a slower clear but makes up for it with mobility for days. you would build on the tanky side bc your only escape would be to open a hole in the wall run through it and remotely close it again buy re-activating the skill and if your not fast enough or you get dashed to your ded. or if who ever is trying to kill you can go over walls (LEE SIN Q) (ya know balance every champ has pros and cons)
combos: throw wall turret thing on wall take that part of wall and smack other champ in the face and that gets them in the range of that spike Ult then e them in your ult for a 3 second root
Team fights: UTILITY. thats about it
Counters: Most assassins and highly mobile champions such as

Works well with LITERALLY ANY ONE WITH AOE HARD CC

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