Champion Concept: Demira, the Architeur
Not gonna put so much detail into this one's fluff as these things are rarely looked at. Instead, I'll touch on the basics, detail abilities, then make notes on parts of the concept I'm least sure about for potential feedback.
#Background Demira is a builder from Piltover, responsible for constructing the fortifications that have helped keep the city secure for several decades. However, her knowledge of demolitions also makes her the woman to call when you need something dismantled. During Valoran's many conflicts, Demira has sought gainful employ as a saboteur for various nations, helping them to sap enemy walls and undo key fortifications. As a champion, Damira excels at laning with the ability to hold back the tide, but also apply a significant amount of damage to structures if she has the time to set up.
#Gameplay Demira is a tough, durable champion who plods along and attacks at close range with an oversized wrench. She makes up for her lack of mobility with abilities that help her control space, if used effectively. She relies on Mana and has a decent pool of it; maybe a little below average. While her resistances aren't amazing, she has solid base health and good attack damage for early game farming and trades.
##Passive: [Builder Bots] While Demira stands within a small radius of a friendly structure, a swarm of drone bots appear to repair the structure for 30 (+2% AP) health per second. This effect applies to turrets and inhibitors that have not yet been destroyed, as well as any structures placed by Demira herself. Healing on placed structures scales higher (5% AP).
Additionally, enemies who die drop Scrap (minions drop 2/3/4, large minions 10/15/20 and champions 20/30/40). Scrap can be picked up by walking over it, and stacks of Scrap (up to 100 per ability) are expended when abilities are used, empowering them.
##Q: [Proximity Charge] 60/80/100/120/140 Mana Cooldown: 15/14/13/12/11 seconds Demira takes 1 second to construct an explosive (she can still move during this time). On the second cast, she can place it on any nearby barrier or structure, where it will remain for 60 seconds. Enemies who walk within a moderate radius of the charge set it off, taking 150/190/230/270/310 (+50% AP) magic damage and become Shredded for 2.5 seconds, reducing their Armor by 30%. Demira can place up to 8 charges at one time.
This ability can also be placed on enemy structures to deal 100/200/300/400/500 (+50% AP) damage to the structure after 3 second delay. Doing so requires a 4 second channel to place the charge, and a specific structure can only be damaged in this way once every 120 seconds.
Scrap: Enemies bleed for (Scrap * 4) physical damage over 5 seconds.
##War Machine Q: [Rocket Salvo] 60 Mana Cooldown: 10 seconds Demira blankets a cone (moderate area of effect) with rocket fire, dealing 100/130/160/190/220 (+65% AP) damage to all enemies caught in the radius. This effect damages structures as well.
##W: [Erect Barricade] 150 Mana Cooldown: 10/12/14/16/18 seconds Demira channels for 1.5/1.25/1/0.75/0.5 seconds, erecting a wall up to the width of a lane. The barricade has 200/400/600/800/1000 (+35% Bonus Armor) health and allows allied units through, but enemy units treat it like any other obstacle. Demira can place up to three walls in this fashion at one time, with a fourth wall tearing down the oldest wall on the map.
Scrap: Adds 10 health per Scrap expended.
##War Machine W: [Powered Barricade] 35 Mana Cooldown: 12 seconds Demira coats a barricade in energy, granting it an additional 100/200/300/400/500 (+40% AP) health. Melee enemies who attack the barrier take 10/20/30/40/50 (+15% AP) damage. This effect ends when [War Machine] ends.
If cast on its own, Powered Barricade creates an energy barrier the size of a normal barricade for 3 seconds which cannot be crossed by any means except Flash, by enemies nor allies.
##E: [Clanker] 30/40/50/60/70 Mana Cooldown: 20/18/16/14/12 seconds Passive: Demira spawns Clanker, a repurposed builder bot with an autocannon, to hover around her. Every 15 seconds, the drone will execute the furthest low health minion within a moderate radius of Demira, granting her the minion's gold and twice its value in Scrap.
Active: Demira orders the drone forward with a skillshot. If it collides with a champion, it attaches and hovers around the champion, dealing 10/20/30/40/50 (+10% AP) (+10% Bonus AD) physical damage per second. The drone remains attached until Demira gives it new orders or moves outside a set distance from the target champion. While the drone is attached, its passive effect is inactive. Immunity effects such as Zhoyna's Hourglass will cause the drone to release as well.
Scrap: The drone additionally slows the target's attack speed by 1% per 2 Scrap expended for 3 seconds.
##War Machine E: [Heat Sensors] 40 Mana Cooldown: 15 seconds Demira sends out pulses, revealing the silhouette of all enemies within a wide radius for 3/4/5/6/7 seconds. This effect penetrates stealth. ######Interesting note: Lissandra, Sion, Thresh and Anivia aren't detected by this ability.
##R: [War Machine] 160 Mana Cooldown: 250/220/190 seconds Demira steps into a powered suit of armor for up to 30 seconds, gaining a shield for 20/30/40% of her max health and gaining +60% Armor and +30% Magic Resist. While in this machine, Demira is slowed by 20% and her abilities are replaced by their alternative versions. While active, Demira deals +10/20/30% damage to structures with her basic attacks. Demira does not collect Scrap while in her War Machine.
Scrap: Demira gains 10 health per Scrap expended, factored before the shield is applied.
#Summary and Concerns
Demira is a powerful laner intended to be played top. However, her walls and defensive sustain can really take some pressure off her ADC if she plays support (assuming he doesn't mind losing a minion every 15 seconds or so). Demira can also pick up scrap more safely as a support, with another body there to keep the enemy from jumping on her.
That said, Jungle isn't impossible either. [Clanker] is useless against jungle monsters and Demira's damage average at best for a jungler. That said, [Clanker] makes a decent ganking tool when coupled with Flash or Ghost, and as she puts levels into [Erect Barricade], an enemy can easily be blocked from escaping. Further, clever placement of [Erect Barricade] and [Proximity Charge] make Demira very difficult to counterjungle.
[Proximity Charge] The interesting thing about this trap is that it's detectable, but barely so. Every 3 seconds, it emits a small red strobe and a beep. Effects that reveal traps are useless as the trap isn't hidden, yet at the same time, it's tricky to spot if you're moving through the jungle pursuing a kill. Ganking Demira or pursuing her team through the jungle is always a risky affair.
Alternatively, I considered turning this into a trip mine with a laser sensor that, when crossed, sets off the effect.