Base kit champion: Disengager/Teamfight manipulator
Since so many champs are "Imma press this button and you gon die, then Imma dash away 3000 units", I've decided that I'll start making a series of champion designs with different ideas for abilities and kits to help mesh the issue of this massive change in gameplay. From teamfights to deletion 2 by 3, the increase in damage and mobility have changed the meta into something that isn't what a MOBA is supposed to be. I used to hate DOTA for its more in depth mechanics like Turn Ratios, but honestly the fact that you can actually use a lot of macro game knowledge appeals to me way more.
With that in mind, I'm going to create base kits for specific champion designs.
Base kit champion: Disengager/Health Fortifier
Base stats:
Health: 620 Health stat growth: 2150 at level 18 Armor: 32-64 Magic Resistance: 29-57 Movement Speed: 335 Attack Range: 575 Attack Damage: 34-57
Passive - Movement Speed Influencer
Base kit champion constantly has an aura around them, increasing all movement speed of allies by 3%-7% scaling with level, and decreasing all movement speed of enemies by 4% to 6% scaling with level within 600 units.
Q- Quarantine
Range: 400 Cooldown: 20/19/18/17/16 seconds Cost: 80 mana
Base kit champion targets a zone the shape of a box, 300x300 units wide, dealing 60/70/80/90/100 (+70% AP) magic damage over 3 seconds. After 3 seconds, stun all enemies within that zone for 0.3/0.4/0.5/0.6/0.7 seconds (+.45% AP), dealing an additional 40/50/60/70/80 (+30% AP) magic damage.
W: Repel
Range: 300 Cooldown: 14/13/12/11/10 seconds Cost: 70 mana
Summons a wave that pushes all enemies in range within a 120 degree arc back up to 300 units away. Is not a displacement.
Will interrupt dashes until they reach the end of the ability, then they will resume their dash.
The projectile is actually a big wave, similar to a Syndra's E, but a lot wider and a lot longer lasting. It lasts for 1.2 seconds, growing exponentially slower as it reaches the outer rims. It behaves like temporary terrain, but it moves.
E: Temporalize
Range: 300 Cooldown: 40/36/32/28/24 seconds Cost: 60 mana
Target becomes stasised for 1 second. Upon exiting stasis, they recieve 10% (+5% AP) damage reduction for 20/40/60/80/100 (+120% AP) of their current health for 2/2.25/2.5/2.75/3 (+0.5% AP) seconds.
R: Convey Strength
Range: 300/400/500 Cooldown: 120 seconds at all ranks Cost: 140 mana
Forms a bond between target allied champion and Base kit champion. Over 3/5/7 for every second the bond exists, grant 10% (+5% AP) damage reduction for 100/200/300 (+60% AP) (+5% target max health) health. Base kit champion receives 40% of the fortification that the target receives.
There you go. The damage reduction per health is based on the fortify health mechanic in Vainglory, but I have it scaling with exact numbers rather than straight up damage reduction all the way down to 0 hp.
For healthbar design, just highlight the portion that's fortified.