[Champion Concept] Jim: the Puppet Child 2
Jim is a Mage/Fighter (Use him where ever you feel he would be best.)
http://fc00.deviantart.net/fs71/f/2014/014/b/4/jim_of_the_viod_by_rew711-d6wlum1.jpg
Lore:
Jim was born just 1 year before Annie in the newly made home. He grew to love to learn about dark and scary things. He eventually became so power hungry, his parent put a restraint on how much he could learn. But Jim had already grown to much by this time. He practiced an art that would allow him to control things at his will. His powers grew too powerful and too fast. Jim was only 5 at this time.
When Jim began to go to a newly built school, there he met Annie, the Dark Child. He instantly envied her yet couldn't get her out of his mind. Her powers out matched his own and yet all she cared for was to play and have fun. In challenges, Annie would always be the better. Then came the time for showing control over objects, Jim showed his skills but that was until Annie showed her bear Tibbers and bested Jim at the last thing he could stand. Jim went into the forest and searched for an animal of his own. He then found Baw. Jim was now only 6.
Baw was a spirit of a snake that had been able to grow to a monsterous size but died in the Shadow Isles on accident. Now forced to travel the earth with no real form, he eventually came to Jim. He went into Jims body intending to take it for his own only to be surprised when Jim effortlessly kicked the snake out of his mind.
Jim learned of the snakes past when it entered his mind. He gave the snake a bargain, Jim will allow Baw, what he named the snake, to have a form only if he obeys Jim's requests. Baw reluctantly agrees and Jim then makes a small golden snake which he sealed the snake into. Baw, intending to betray Jim, could not hurt Jim while in the golden snake body. But could leave and go back into the golden snake whenever he pleased.
Years went by and Jim eventually went to the League.
Stats
Health: 396 (+72 per level) Health Regen: 4.2 (+0.53 per level) Mana: 265 (+40 per level) Mana Regen: 6.6 (+0.5 per level) Attack Damage: 46 (+3 per level) Attack Speed: 0.587 (+1.3% per level) Armor: 13 (+3.75 per level) Magic Resist: 35 Movement Speed: 335
Kit
[P] Baw's Influence Spells gain an increase in damage on his next spell by 10% against minions, 12% against monsters, and 15% against champions. Cool Down is (5x level) seconds. (The way this works with his Q/ W/ & R is for 1 attack, they gain the bonus depending on what they attack. If they attack a minion, it only deals 10% increase. As with the others. The ability cannot be used again regularly though and must have the *second(s) restriction so that there isn't a Q attack with a bonus of 10% or greater then use a W with a 10% or greater and so on.)
[Q] Puppetier Jim takes control of 1 nearby minion giving it an added 20/45/75/110/150 (+20% ability power) amount of health with a bonus of 4/6/10/16/24 (+5% current damage) for the next 5 seconds. (This ability cannot be used on Super, Mega, or Wizard Minions.) Used on Baw Baw is controlled for 7.5 (added) seconds and is given (additional) 35/60/90/125/175 (+20% ability power) bonus health with (added) 6/8/12/18/26 (+5% current damage) attack damage. (Reduces the mana limit to 0.5/1/1.5/2/2.5 per second for the next 7.5 seconds.) Cost: 60 mana Range: 620 Cool Down: 16/14/12/10/8 seconds
[W] Baw Jim awakens Baw to fight for him for the next 15 seconds. Baw has 70/85/100/115/130 (+70% ability power) health and has 20/30/40/50/60 (+5% current attack damage) attack damage. Baw has a mind of his own and will attack any enemy, but will stay in range of Jim. Cost: 1/2/3/4/5 mana per second Range 690 Cool Down: 7 seconds
[E] Tangled Jim flings mana strings at an enemy to snare them for 0.5/1/1.5/2/2.5 seconds and have a small explosion that deals 20/30/40/50/60 (+80% ability power) worth of damage. Used on Baw Jims sends Baw to tie up an enemy for 1/1.5/2/2.5/3 seconds and deals 20/35/50/65/80 (+80% ability power) worth of damage. Baw has 3 seconds to get to enemy before exploding dealing 20% reduced power to surrounding enemies. (Baw then explodes and must be recasted after said cool down.) Used with Minion Jim sends the Minion at an enemy causing an explosion of 25/40/55/70/85 (+80% ability power) damage and then stuns the enemy for 1.5 seconds if the enemy is within 100 diameter of explosion. Minion will have 3 seconds to get to the enemy selected. Cost: 100 mana Range: 500 Cool Down: 17 seconds
[R] The Master Used on Baw Baw grows in size by 4x and is controlled for an additional 10/14/18 seconds. Baw gains a bonus of 160/200/240 (+70% ability power) health and 35/55/75 (+10% current attack damage) attack damage. Baw's limit is reduced to 1/1/1 mana per second during the 18 seconds of the cast.
Use on Enemy Jim sends out a mana string at an enemy dealing 20/35/50 (+10% ability power) damage per second for the next 5/7/9 seconds. If the enemy dies, Jim takes control of an enemy champion for the next 7/11/15 seconds. They gain a bonus of 110/140/170 (+55% ability power) health and a bonus (+10% current attack damage) attack damage. (Enemy must stay in range to get the continuous damage.) or Used on Ally Ally gives a bonus for 6/10/14 seconds. The ally gains a bonus of 120/150/180 (+70% ability power) health and 20/35/55 (+10% current attack damage) attack damage. (Ally must stay in range of spell for it to last.) Cost: 100/115/130 mana Range: 520 Cool Down: 60/70/80 seconds
and a 240 (+85% AP) is super op and broken, But the ally one is okay, but doesnt really go with his overall theme. I would suggest nerfing the base stats and ratios of the "Baw" one to around 40/60/80 (+65% AP) or 15/30/45 (+80% AP)