Water-based Tank Champion Kit
I've yet to flesh out any of the lore or backstory, or even a champion at all yet, but while brainstorming the other day I came up with a few pretty unique abilities that could either all make up one kit, or could maybe be included in a future champion in some iteration.
Basically, the way I imagine this kit to work would be on a tanky champion, and I feel like water-based particle effects would best suit most of these abilities. Would probably work best in a solo lane, but I also included some kit functions that would work as a Support. I haven't included any numbers, but I imagine he would have to have decent base damages with relatively low scalings.
With that, here we go.
Passive - (Unnamed): ___ radiates an aura around him (slightly bigger than point-blank range, probably around 2-3x his model size) that gives allies increased mana regeneration, based on a percentage of his max HP. Enemies in this same radius lose a portion of their mana every second, also based on his max HP. When moving, he leaves a visible trail of this aura behind him, visible to allies and enemies on the last 1500 units he traveled. Allies and enemies who step on the trail recieve the effects of the aura.
Explanation: This passive should help to synergize with his E, as well as giving him and his potential lane partner some sustain in lane. This passive will also dictate some of his better matchups, as he will both succeed with casters as lane partners, and against casters who need mana. The counterplay will be to stay at range, as this champion will have no gapcloser pre-6. The passive also gives this champion a great reason to play disengage/peel, because when fleeing, enemies will be forced to walk in the aura and risk running out of mana. The downside is that he's easily chased and tracked through the jungle, because the aura is visible to enemies.
Q - (Unnamed): ___ readies a geyser of water in the target direction for 2 seconds. While charging, ___ cannot move or cast other abilites. The geyser increases in range and damage over the course of the channel, reaching maximum range at 1.5 seconds. The channel can be released early, and an instant release will leave the geyser at point blank range. When released, the geyser knocks up all enemies standing on its cast range. 0.5s after the knockup, the water from the geyser flushes to the sides, pushing any enemies next to the hitbox away from the geyser.
Explanation: Think of this like Sion's Q. However, the edges of the hitbox would be just slightly wider than a Jhin W, perhaps double the width. It has a similar knockup effect to Sion Q, but any enemies next to the cast indicator will be pushed away from the cast indicator after the initial knockup. It would probably have 1250-1500 range because of how thin it is with the cast time it has. Unlike Sion Q, it doesn't start with half range. It starts at zero, meaning it could be used melee range in the first fraction of a second for a near instant knockup, like Alistar's Pulverize. This ability allows for multiple avenues of usage, and also synergizes quite well with his W. When engaging, if it lands, it should feel rewarding, but it shouldn't be easy to hit. If you're really precise, you could potentially alienate a carry from his team with the dual knock-aside after the initial cast, like a mini insec of sorts.
W - (Unnamed, "Whirlpool"-esque?): ___ creates a pool of water at the target location. This pool afflicts enemies inside with a slow and a small DoT. If ___ steps inside the pool, the waters become violent and pull enemies to the center, and stuns them for one second. ___ gains a shield for a small portion of his max HP, increasing based on the amount of enemies pulled to the center.
Explanation: Think of this as very similar to a combination of an Ekko W and a Viktor W. The pool is easy to escape if you're not close to ___, but if you get caught out of position you'll pay the price. The DoT and Slow shouldn't be strong, but just enough to make certain that enemies don't want to just continue standing on it if it's used to zone. This ability should have the same range as Q, so that when engaging, ___ will have two choices. He can use Q to keep enemies in place long enough for him to get into the pool, but without his Q to follow up on W his allies will have to follow up. If he has his ultimate, he can easily get in range for his W and use Q to follow up for himself, for a rotation of chain CC.
E (Passive) - (Unnamed): When allies and enemies within a certain range cast spells, ___ stores a small percentage of it in a third alternative resource bar, visible to allies and enemies. The percentage scales with ability level. When the bar reaches at least half, the Active portion of E can be used.
(Active): ___ uses the mana in his alternative resource bar to grant a heal to an ally or himself. This heal is spread out over the course of 3 seconds. If cast on an ally, they gain a pseudo-spellshield. The first CC ability cast on the healed ally will have the CC be redirected to ___, but the damage still applies to the original target. Any ability damage cancels the heal, but it always heals for at least half of the base value over 1.5 seconds.
Explanation: This ability can be rewarding to both ally an enemy. It rewards ally casters, and punishes enemy casters. The mana sustain from ___'s passive encourages more generous use of abilities, which also increases the rate at which E gains mana to be used. The heal is over time to prevent no-counterplay burst healing, but it will still be a hefty heal in total. When an enemy hits the ally being healed, if the heal has already reached 1.5 seconds, it will be cancelled. If it hasn't reached 1.5 seconds, it will continue to heal until that point and then cancel. The CC shield can be related to Sivir's Spellshield. However, the first CC ability cast still deals damage to the intended target, but the CC is redirected to ___. When self-cast, the CC sheild doesn't take effect. The cooldown will be large, likely upwards of 30-40 seconds at early levels, because ___ should not be a jack of all trades. He's primarily a peeling and engaging tank, not a healer. The cooldown also prevents spamming in teamfights, when tons of spells are being cast.
R - (Unnamed): ___ channels for 1 seconds, then dives into the water below. ___ gains increased movement speed when moving toward enemy champions. While underwater, ___ can still cast both W and E. R can be recast while within a medium distance of an enemy champion to jump out of the water and into melee range of the targeted champion. This jump can be bodyblocked by allies of the champion. Upon the reactivation, ___ releases a wave of water in a cone in front of him, damaging enemy champions for a medium amount and grounding them for 2.5 seconds. The targeted enemy champion is stunned for .75 seconds during the animation of the wave. If the reactivation portion is not used, half of the CD is refunded.
Explanation: This ultimate is ___'s only reliable engage and gapclose. It doesn't have the same lockdown potential as someone like Amumu or Malphite alone, but when combined with his other abilities, it can devastate an entire team. W being castable while underwater means that ___ can cast it behind or under a group of enemies and then jump to them with his ultimate, getting a free activation of his W. This combination also allows his aura to drain a portion of the enemy team's mana while they're locked down, meaning enemies who started fighting with low mana may find themselves completely out now. The grounding effect also makes it easier to trap enemies in W when it's used after his ultimate. However, because he has to use most of his kit to get a decent chain of CC going, after blowing his CDs he's vulnerable to being focused if there are no teammates to follow up. This ability is also very telegraphed, because ___ physically has to run up to enemies in order to dash to them, and is unable to stealth or anything. If enemies see him channel his ultimate and dive into the water, it's quite easy to disengage and wait for it to run out.
This is my first champion concept, so sorry if it's messy. Let me know what you think!