Lagror The Hextech Cannoneer [Detailed Champion Concept]
Passive: Hextech medkit: Every 40/32/18 (leveling with his ult) seconds Hextech Artillery Cannon's next basic attack will fire a health package to a target location within firing range that will heal allied champions for 10%/17%/25% of their missing HP. Once fired Hextech Artillery Cannon has a 5 second reload time before being able to fire normal shells again.
Passive: Hextech Cannon Shells: By using the pet move command Lagror orders an explosive shell to be fired at a location from his Hextech Artillery Cannon and after a short travel time (based on distance away from target) explodes on impact dealing 50 (+10 per level and 120% AD) Physical Damage to enemy units in a small area and reducing/ignoring 40% of their armor for 3 seconds .Hextech Cannon Shells can only be fired once every 14/7/4 (leveling with ult again) seconds and does not consume Hextech Multishells. (The indication for this attack is meant to be a slightly dark circle on the ground and a whistling noise when the shell is close to landing, just enough for an enemy to possibly over look it and give the shell a chance to hit)
For context for the next ability the champions primary weapon is meant to be a grenade launcher or some sort of large weapon with emphasis large projectiles.
Q: Hextech Slug Round: Lagror fires a special large non explosive slug in a target direction knocking the first enemy unit hit back a short distance (minions flying much further than neutral monsters or champions) while slowing the unit for 25%/35%/45%/55%/65% and dealing 110/150/170/200/230 (+ 65% bonus AD) Physical damage dealing half damage and half slow effects to targets hit by the unit.** Cooldown: 16/14/11/9/8** (for clarification of "short distance" I'm roughly imagining poppy's E knockback in terms of distance)
W: Hextech Poison Canister: Lagror calls in a special canister round at a target location which explodes on impact and releases poison gas in a large area damaging enemy units for 22/33/46/58/71 (+ 40% bonus AD) per second and slowing them for 40% while in cloud while also applying nearsight till they leave the cloud of poison.Consumes 1 Hextech Multishell CD: 24/22/19/17/14** (just another visualization for the reader, the ability has no visual warning but does have another whistling sound when close to landing and after impact you can see the canister shell sticking up out of the ground continually releasing poison from it unlike graves's smoke screen which has nothing but the smoke for visuals)
E: Hextech Minetrap: Lagror orders in a special land mine at a target location which arms after .55 seconds, this land mine is almost completely invisible to an enemy champion unless they come within an extremely close radius to the mine at which point it detects movement and detonates after a unit remains in close enough proximity to see it after .65 seconds but will instantly detonate if an enemy unit steps directly onto it dealing 150/190/240/290/330 (+ 65% bonus AD) Physical damage.Lagror can attack Hextech Minetrap using Hextech Cannon Shells and Hextech Slug Round to instantly detonate the mine as well and the explosion will also ignore and reduce the enemies armor by 40% just like Hextech Cannon Shells . Consumes 1 Hextech Multishell **CD
R: Hextech Artillery Cannon: Lagror can place down a large Artillery cannon capable of firing a variety of shells a great distance, This ability is available at from level 1 and is upgraded at levels 9/16 and lasts until destroyed or collected by Lagror. A new Hextech Artillery Cannon is created every 70/50/20 seconds.Must wait 2 seconds between each shell fired.This turret also possess's 400/500/700 HP and 70 Armor and Magic Resist and can be damaged by all forms of attacks including critical strikes and skillshot projectiles.
R: Passive: Hextech Forge Bot: A new Hextech Multishell is made every 8/7/5 seconds and a maximum of 3/5/6 Hextech Multishells can be held at one time on a turret but should the turret be destroyed all Hextech Multishells will be lost and have to be remade once the Hextech Artillery Cannon is recontructed, Lagror can also pick up the Hextech Artillery Cannon while it is still alive and gain 80% of its Cooldown back to move it to a new location at the cost of only carrying over half of the Hextech Multishells stored in the turret.
R: Passive: Salvaging: If the Hextech Artillery Cannon is destroyed Lagror can return to the place it died and recover usable parts and cut the Cooldown of Hextech Artillery Cannon by 40%.
R: Hextech Nuclear Shell: Hextech Artillery Cannon consumes up to 3 Hextech Multishells to create 1 large explosive and after a short channel time launches it to a target location dealing an initial damage based on number of available Hextech Multishells at the time of launch up to 3 and a flat true damage DoT every second in the area affected by the blast as well as a 35% slow that both last for 5 seconds. Initial damage 1. Shell 250/350/400 (+ 40% AD) 2. Shells 300/400/500 (+ 75% AD) 3. Shells 350/500/650 (+ 120% AD). True damage per second 50/75/120 for 5 seconds. CD: 160/120/100 seconds. This ability is gained only once Lagror hits level 6 and stops all Hextech Multishell production for 15 seconds after firing. levels for this ability are gained at Levels 6/9/16.Finally at the start of this ability the Hextech Artillery Cannon channels for 3.5 before being able to aim and fire the round, (the Cannon is normally meant to aim almost instantly once the fire command is given but during this time it takes time to turn and aim before launching)once the round is finished being made and chambered the player can then input the location to fire at through the Pet move command and the turret will then slowly aim at that location and fire. the attack can be reinput to adjust the aim and if you wish to cancel the firing simply cast the Pet move command on the Cannon or with a close range of the Cannon as it can not fire this round close within of certain distance of itself, the cannon will then automatically dump the shell and refund 70% of the Cooldown if the cannon does not fire within 10 seconds of arming the Hextech Nuclear Shell.
Now 1 last thing for visual effects and explaining the distance of the ult. During the arming phase and those 10 seconds and after it fires a global siren type sound will be going off warning of the impending Nuclear explosion explosion for a nice warning indicator however enemies will only get a visual indicator of the shell when it's about to land.Now for size references. The size of the explosion radius of Lagror's Hextech Nuclear Shell would be slightly bigger than a ziggs ultimate capable of covering a lane from jungle wall to the other
Now the way the range works is simple, the Cannon itself has 2 different ranges it functions at normal, and long range. As long as the cannon is in within normal range it can fire at any location no matter what but the Cannon can only fire at an area in the Long range Radius if it has Vision in the area you are aiming in.These are just basic examples and not exact ranges but please overlook the poor skills in windows paint.
level 1 example http://i1375.photobucket.com/albums/ag452/TheBushWookie/Level%201_zpsjmnrrin5.jpg
Level 2 example http://i1375.photobucket.com/albums/ag452/TheBushWookie/Level%202_zpshabbtdkc.jpg
Level 3 Example http://i1375.photobucket.com/albums/ag452/TheBushWookie/Level%203_zpsfkzh8kyu.jpg
Thank you for reading this far and remember this is just a concept for a champion with a long range alternate damage source and the abilities are just my own wild ideas so tell me what you think and if you have any ideas of your own that could go with that sort of concept.Unfortunately while I would like to add why I came up with each ability I think I made the post long enough so I'll just end it here and reply in the comments if there are any.