Void support champion concept
So far we don't have a dedicated void support champion yet so I thought of something that could be a neat idea while fitting the void theme. I thought about a parasite-like voidling that is capable of using allies as a host to enhance their abilities and also cast unique abilities when they do. Any damage the host suffers is reduced by a percentage and inflicted to the void parasite instead. The ultimate is the parasite jumping onto an enemy. If it connects, you can control that enemy for a small duration and even use their abilities without affecting any cooldowns (except summoner spells and items). I don't have a name either (I'm bad with those). Consider him a squishy support that uses health as a resource and has no mana. Kinda like Vlad.
I thought about something like that:
Passive: A part of all mana regeneration of "nameless void support" is transformed into health regeneration instead (he has no mana bar)
Q - Entering/Exiting an allied host (Costs a % of current health) While inside the host, a percentage of the damage the host suffers is transferred to the void support instead. A percentage of the void support's armor and mr are transferred to the host. Also the host gains on-hit magic damage scaling with your AP. When the host dies the void support will spawn on the host's corpse shortly after. If the void support dies while inside a host, he will immediately exit and shrivel up and die.
W - Leech/Primal gene (Costs flat amount of health) While outside an allied host: Skillshot that damages the first champion it hits with magic damage. After that you have a few seconds left to recast the ability on any ally which will transfer some of the "leeched" health onto them as healing. If you don't, the health will be given to the void support instead.
While inside an allied host: Cleanses slows and stuns from the host and grants them bonus movement speed which scale with your AP.
E - Living Trap/Dark Surge (Costs flat amount of health) While outside an allied host: Throws a heap of flesh that grows teeth after it lands, also granting a small amount of vision around it. You can have maximum 1-3 traps on the map at a time. They expire after 10 minutes. Enemy champions that touch the living trap are rooted for short time, lose a % of their attack damage and armor and receive magic damage based on a % of their current health. The %es increase with your AP. The ad and armor debuff stays for another second even after escaping. An enemy can only be caught by a living trap once every few seconds.
New idea to maybe replace Living Trap:
Void Spawn (Costs flat amount of health. Cost increases temporarily if used quickly in succession)
While outside an allied host: Throw a heap of flesh which spawns into a little parasitic voidling that will stealth shortly after, granting a bit of vision around it. If an enemy champion comes near its vicinity, it will shriek and pop out to pursue the target at high speed which decays as it walks. The voidling is untargetable and will also trigger when stealthed units are near it but will not reveal them until it catches them. It will die after a few seconds when triggered and not reaching a target. When that voidling reaches an enemy champion, it will cling itself onto the target, stunning it for a very brief time followed by a decaying strong slow all while inflicting magic damage based on the targets current health over time. The % scales with AP. The less health the target has, the longer the void spawn will cling onto them to deal damage and as a result the slow will decay slower as well. You have true vision of the target while the spawn is attached. Once the time is over, it is cleansed, the target it is attached to is slain or possessed, it will fall off and die. Hitting an enemy champion directly with the initial heap of flesh will put the spawn on them immediately. You can have up to 3 spawns on the map at the same time. Multiple spawns can attach themselves to the same champion but the damage for each will be greatly reduced and the crowd control doesn’t stack. Also a stun can only happen once every few seconds when they jump on someone. When the spawn dies, the void parasite or its host can walk over its corpse before it disappears to absorb it, healing the void support for a small flat amount + a % of the damage it inflicted to the target it was attached to. The healing is spread evenly across host and parasite if the host walks over them. Also this ability will have some of its cooldown/ charge timer reduced whenever a spawn is absorbed. This ability gains up to 3 charges as you level it up. The charge generation is affected by cooldown reduction. Using the ability rapidly in succession will temporarily increase the health costs for each new cast. Void Spawns don't react to units under the effect of Void Possession.
(I thought about maybe using something similar to Maokai’s saplings. There are a good amount of trap-abilities already but not enough… let’s say… “dynamic” ones.)
While inside an allied host: Create a temporary health shield around the host which scales primarily with your max health but also some AP. The host can choose to break the shield to unleash a shockwave around them that deals magic damage scaling with your AP and slows all enemies hit by it. The magic damage is increased based on the amount of health the shield had left. The shockwave is considered an attack for the host using it. After some time if the shield neither got broken nor used for a shockwave, it will expire and refund some of the health costs back to void support based on how much health the shield had left.
(Shoutout to GaleWinUnleashed for the health scaling)
R - Void Possession (no cost)
Old version of the ult:
Skillshot. Jumps onto an enemy champion, attempting to possess their body. If it connects, you gain control over the enemy champion for a small duration and have access to all their abilities. Using them has no effect on anyones cooldown. Also no previous cooldowns are taken into consideration if you possess them. This ability can also be used while inside a host. In that case the host's position is considered the starting position for the launch of the jump. A possessed unit is still considered a fiendish unit for your team and an allied unit for the enemy team, only that the unit now has friendly fire and cannot damage the team of the parasite that has possessed it. You cannot use summoner spells or item actifs while possessing someone. This ability cannot be cleansed.
New version of the ult: Targeted low-range ability with wind-up. The only way to miss this ability is if the enemy can get out of range in time. You gain control over the enemy champion for a small duration and have access to all their abilities. Using them has no effect on anyone's cooldown. Also no previous cooldowns are taken into consideration if you possess them. This ability can also be used while inside a host but there still will be a wind-up/warning sign. Moving around and especially using abilities decreases the duration of the possession. The possessed unit is considered a fiendish unit for both teams and can therefore be attacked by both of them. Damaging the possessed unit in any way will also damage the void supp for an amount. Allies of the possessed champion that attack their once-ally deal less damage to the health bar of the possessed unit and deal more damage to the parasite. The opposite goes for the team of the void supp. The void supp can be killed by an enemy unit but he cannot be killed by an allied unit and will be left with at least 1 hp at worst in the latter scenario. This ability cannot be cleansed. No summoner spells or item actives can be used while possessing a unit. This ability cannot be cancelled once it is in effect. Post-death passives like Kogmaw's Icathian surprise remain unaffected by the possession. (Shoutout to Peridition and Flameableman for their ideas and suggestions that contributed to the change)
What do you think? Open to changes/suggestions
Edit: Added Void Spawn as a possible alternative to out-of-host E.

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