New Champion Idea: Gregory, Gunner of Demacia
Note: I'm not an expert on making balanced items or champions. If a section looks like this, I felt it might be OP.
Son of the Demacian ambassadors to Piltover, Gregory had the best of both worlds. He learned Hextech crefting from Professor Heimerdinger, and he learned martial skills from Garen and Taric. Sadly, his parents were in the Piltover City Bank when Jinx decided to blow it up. Gregory came to the Institute of War with the sole purpose of killing Jinx over and over again until she repented for all of her crimes.
Name: Gregory Title: The Gunner of Demacia Primary Type: Marksman Top laner probably, but can jungle. Base Attack Range: 3/4/5 Teemos (Lvl 1, 6, 12)
Champion Passive: Hextech C-120 Holds 15/30/45 shots (Lvl 1, 6, 12) and fires in 3-round bursts. Normal attacks do 1/3 the damage they normally would. Each burst counts as a single attack. Each bullet applies on-hit effects. On-hit effects do 1/3 the damage they normally would. (Keeps the damage constant compared with other champions.) Bullets do not pass through enemies. Consecutive hits against the same target do 50% of the previous hit. Attack Speed decreases the time between bursts but not the time per burst. His bullets can fly up to 5 Teemos + Movement Speed if they do not hit anything Critical Hit rate increases his accuracy. Gregory automatically reloads when out of combat for 4 seconds or runs out of ammo. To manually reload, right click on him.
Q: Big Bertha Passive: If Gregory kills a cannon minion or large monster, he permanently gains 1/2/3/4/5 base Attack Damage. If Gregory kills a Super Minion, Dragon, Rift Herald, or enemy Champion; destroys an enemy structure; or assists in taking down an enemy champion or structure, he permanently gains 2/4/6/8/10 base Attack Damage. If Gregory kills or assists in killing Baron Nashor or the Elder Dragon, he permanently gains 3/6/9/12/15 base Attack Damage. Active: Gregory fires a missile at target area that does 50/100/150/200/250 + 50/62.5/75/87.5/100% - 25/31.25/37.5/43.75/50% AD Physical Damage and slows by 5/10/15/20/25% for 0.5/0.75/1.0/1.25/1.5 seconds Mana Cost: 25/30/35/40/45 Cooldown: 10/8/6/4/2 seconds Range: 10 Teemos Blast Radius: 1/1.5/2/2.5/3 Teemos
W: Signal Flare
Passive: Gain 4/8/12/16/20 Critical Hit Chance Active: Fires a flare at target area that does 10/20/30/40/50 + 25% AP Magic to all enemies within the area, slows them by 5/10/15/20/25% for 0.5/0.625/0.75/0.875/1.0 seconds, blinds then for 0.5/0.625/0.75/0.875/1.0 seconds, and grants vision of the target area for 0.5/1.0/1.5/2.0/2.5 seconds Mana Cost: 50 Cooldown: 10/8/6/4/2 seconds Range: 10/12.5/15/17.5/20 Teemos Blast Radius: 1/2/3/4/5 Teemos
E: Frontal Assault Active: Dash 5/6/7/8/10 Teemos in target direction. If any enemy units are in the way, they are knocked back 5 Teemos from Gregory's destination, stunned for 0.5/0.625/0.75/0.875/1.0 seconds afterwards, and take 50/62.5/75/87.5/100 + 10/20/30/40/50% AD as Physical Damage. If Gregory hits an enemy champion, his basic abilities' cooldowns are reduced by 50%. Mana Cost: 55/60/65/70/75 Cooldown: 20/17/15/13/10 seconds
R: Danger Close Active: Gregory anchors himself to his current location for up to 10 seconds, becoming immune to displacement and gaining vision for 40/80/120 Teemos around him and the ability to cast Missile Barrage 1/2/3 time(s). He can leave Danger Close early by moving, attacking, or using an ability, and its cooldown will be refunded by 15% per remaining Missile Barrage. Cooldown: 120/105/90 seconds Mana Cost: 100
Missile Barrage Active: 3/4/5 missiles bombard target area. The first lands in the center of the target area, and the others land within (5 - (5 × Crit Rate)) Teemos (100% Crit Rate means all hit the same spot) Each missile does (100 + 25% AD + 25% AP) - (50 + 12.5% AD + 12.5% AP) Physical Damage and stuns enemy units within for 1/2/3 seconds. Stun refreshes on multiple hits. Enemy structures take damage from hits within 1/2/3 Teemo(s). Strike Range: 40/80/120 Teemos Blast Radius: 1/2/3 Teemos