The Great Wyrm
A giant champion that gives up mobility and safety for huge tankiness and utility; this champion isn't giant in the normal sense of the word. It stands as tall and wide as Sion, but it's passive makes him extremely long. He will potentially eclipse team fights and while his engage isn't extremely strong, once he is in there, his offensive and defensive capabilities are extremely effective. The idea is to avoid him as much as possible. He needs the tankiness because he is a GIGANTIC target. At full level, his passive makes him as long as the mid lane is wide. Honestly I probably made a broken champion again but I have no regrets. This champion was made to be the elephant in the room, so to speak.
I feel this champion may need mana costs. Feel free to suggest anything
Passive - Ancient: Every 10/7/3 seconds, The Great Wyrm gains 2 HP permanently. The Great Wyrm has 3/4/5/6/7 segments that follow behind him and interact with his abilities, also serving as an effective wall for enemy units. Segments can be attacked for full damage to the Great Wyrm. The Great Wyrm is a huge and lumbering beast that can only steer it's movements, and it's movement speed is locked at 310 unless boosted by abilities.
Q - Crush: The Great Wyrm lurches over a target area for one second, and crashes it's jaws into it, dealing damage in a 300-unit Aoe, stunning enemies within the 100-unit center for 1 second. This ability is cast based on where the last segment is, not where the head is. This means this ability can also be used to turn around quickly. Physical Damage: 50/100/150/200/250 + 100% AD + 5/6/7/8/9% of max health Cooldown: 10/9/8/7/6 Range: (Based only on how long The Great Wyrm is. Each segment is about 100 units.)
W - Consolidate: Charges, gaining a huge boost in speed for 1 second, before slowing to a complete stop, turning to stone, gaining damage reduction, stopping all movement and reflecting damage taken for a period of time. Can be activated again after turning to stone to cancel. E can still be cast during this time. Speed boost: 40/60/80/100/120% Damage reflected: 15/25/35/45/60% Damage reduction: 15/25/35/45/60% Duration: 2/3/4/5/6 Cooldown: 13/12/11/10/9
E - Thrash: Each segment deals damage in an 300-unit AoE. Every other cast will crash the ground, dealing extra damage and slowing enemies for 1.5 seconds. Physical Damage - First Cast: 25/35/45/55/65 + 100% AD + 1/2/3/4/5% of max health Physical Damage - Second Cast: 30/45/65/80/100 + 100% AD + 1/2/3/4/5% of max health Cooldown: 5/4/3/2/1
R - Legendary Beast: Allies can walk onto one of The Great Wyrm's segments and be carried by it. The Great Wyrm can scale walls, but moves extremely slowly while doing this.
Active idea for ultimate: The Great Wyrm eats a unit. This does not kill them. The champion and the Great Wyrm will take damage every second the champion is devoured based on their AD. During this time The Great Wyrm's movement speed is decreased. After a period of time or when the ability is used again, The Great Wyrm will eject them from it's mouth, dealing damage and stunning for 1 second if the enemy champion hits a wall. If this ability kills the enemy, The Great Wyrm gains permanent bonus armor and magic resistance. When used on a minion, it will die instantly and the cooldown will be reduced by 60%. Range: 125(melee) Physical Damage taken from enemy per second: 70/65/60/55/50% of enemy champion's AD. Magic Damage dealt to enemy per second: 3/4/5/6/7% of Wyrm's max health. Max duration: 2/3/4/5/6 Cooldown: 150/100/50 Bonus Armor/MR: 2/4/6 Movement Speed when moving over walls: 20/30/40% of movement speed. (this can go below the soft cap)
I KNOW I KNOW this one is DEFINITELY overloaded. I just put everything I've ever wanted on a champion on there. You may ask, what's the counterplay in infinitely scaling stats that can't even be denied? When I give champions power, I ask myself what they have to trade off for this power. Q may need tweaking, as I think it makes him a bit too good, despite being pretty thematically fitting. The idea is, he's putting himself in positions to take a LOT of damage. More so than any other champion. He may just need it even more than Sion. No NORMAL champion should have an ultimate like that. His mobility is limited. He's already slow, and he can't turn in place. He has to take sweeping turns in order to move around. Therefore he doesn't have as much control over you as it seems. And yes I did the thing where I smacked max health scaling on every ability. They need to make the HP scaling champion already because it's NOT sejuani and it's NOT volibear I tell you what