Fulmine The Liquid Lightning
Fulmine means lightning in latin, and here he is
Fulmine: The Liquid Lightning
Class: Mage, Fighter
Autoattack: Instantaneous mid ranged low damage autos. I imagined him to be liquid in form, perhaps a sparking yellow or maybe just water itself. Very fluid in motion, kind of slide side to side like a roller-blader when he runs. Morphing and spilling around minions.
Unique Passive: Power Surge- Fulmine builds up charges as he stands near allies or enemies (and builds the charges quicker if he's closer to them). At 50 charges the next ability cast does bonus damage. At 100 stacks the next two abilities do extra damage and the second one grants bonus CDR that scales with level. For this reason he gains no CDR from items. It pays to spam abilities and have a high AP. Q: Dashing ground slam- Fulmine dashes in a straight line to a target location very quickly, damaging all units in his path then slamming the ground in a sparking explosion creating an aoe slow. If only a champion is hit, he instead grabs the face of the opponent and slams them to the ground, stunning for the duration instead and doing slightly more damage. W: Engulf- Cost mana per second. Fulmine morphs his aqueous body to cover and engulf an enemy. He is then taken wherever they move and does increasingly more damage the longer he latches on, as his electricity surges through them. Mana cost increases the longer he stays on them for a max of 5 seconds.
E: Atlas Clap- Creating opposite charges in both hands, he channels immense power. The longer he channels it the narrower and longer range it becomes as damage increases. 2 second channel time. If instantly cast it hits all enemies in front of him (the full 180 degrees) for less damage.
R: Circadian Spark- Channels the power from the earth and the sky, combining their opposing power into one force. After the channel is complete, an AOE circle explodes in electricity so stunningly bright and powerful that all enemies abilities go on cooldown for 3/4/5 seconds. Damage is increased the less amount of enemies it hits as the charge doesn't diffuse amongst the enemies. This makes the Fulmine choose between badly hurting a few targets, or barely hurting many targets for the utility of resetting cooldowns. Can not stop enemy abilities already being channeled.