Champions and Concepts
I know a lot of people have been doing this kind of thing and that the chances of this going up into the game are as marginal as this being read by riot, but I want to give my hand at this anyways. Who knows, if enough people support one of these guys, they might even get considered.
The first concept I have is a two character kind of champion. Much like Leblanc's and Shaco's clones, where they have their own health bar like another champion, but up all of the time. My idea would be to make it a Q , with a 20 second cool down upon death of the puppet. To prevent from using said puppet as a risk free poking tool/meat shield, or whatever it ends up being made out of, the puppet master should take damage when the puppet takes damage. My thoughts would be to keep them tied in a matter similar to the equilibrium passive and Death's dance passive. When the one's health is lower than the other, the other will start to slowly take damage while the other heals. I would also make the duration of the regeneration/degeneration total the time of the Q cooldown on death of the puppet, so that the player is punished for letting the puppet die, taking the full difference in health. To also be fair, I feel that the puppet's health should be less than that of the master's but only marginally. That way, the master won't die from losing the puppet, but will if ignited afterwards. That way other champions only need to do enough damage to kill one champion, and just a tad bit more, and will still be able to kill the puppet master. For other abilities, the core concept should reward and focus on good positioning instead of buffing the puppet, so skill shots that shoot from both the puppet and master and deal extra damage if both hits would be good. A single ability that buffs the puppet would be fine, but I feel more than that would make him too close to being Azir.
The second concept is one that affects the projectiles and skills of other champions. This would be another time based champion(I would really love to have 5, so there would be a time team), but with different core concepts than Zilean and Ekko. His big ability would be his ult, which would create a zone around him that slows all champions and projectiles, friendly, enemy and neutral, and the cast time of all spells/channels/dot effects. It would basically make a zone that slows all things in it, other than him. The second big part of his kit would be an ability that puts the spells which are not on cool down of a target champion to 1 second. This would be a great ability to interrupt combos if you have a fast enough reaction time and an interesting crowd control ability to prevent escapes. His passive, which would be another defining feature of his kit, would be an increase in the power of his slows with the increase of his movement speed.
The third concept is a champion that increases his power entirely on gold accumulation. For every 100 gold he invests into the shop, he gets a minor increase in certain a certain stat. This would make the sixth infinitely scaling champion, whose strength doesn't directly increase from farming, but it does help considerably. To balance out with the spending of gold, he should not be able to also buy most items. Consumables should be the only normal items accessible to him, and he should instead be presented with the option to increase his stats with the gold. The stat increases should be either exponential, but at a very small rate, or increasingly additive to make up for later items/unique passives. By the time the he reaches ridiculous level stats should also be the time the game should have been over, making percent based scaling plausible, but it also makes him near undefeatable if he were to get fed. On the other hand, increasing additive is going to be equally difficult to balance but for more work.
The fourth and final concept is a champion that affect the weather. The champion would be mainly aoe based, with various natural disaster-based effects. Things such as a lightning storm centered around the champion that slows enemies and neutral monsters within it, an ability that causes earthquakes and aftershocks, which start with a large, high damage, circular ability that decreases in power and size over the course of three shots, a wildfire based ability that sets nearby bushes on fire, and all non-friendlies near the bushes, and the ultimate as a world-ending natural disaster that harms all enemies on the map, much like Karthus.
These are my ideas, constructive feedback appreciated.