[Champion CONCEPT] [MELEE/RANGED JUNGLER/ADC] I need your help Summoner!
Howdy Summoner!
Welcome in this discussion! I hope you'll like the concept as you'll read through it, I put so much effort in this over the last few months
In this case, I started with the idea of a champion that could use** BOTH MELEE and RANGED** autoattacks at the same time.
Originally it was supposed to be a toplaner, then it ended up in the botlane, to in the end be viable even as a jungler too.
So sit down and grab your popcorns [slayer-pantheon-popcorn] and let's get started!
Notes: Numbers are approximate. My English too. Feel free to correct me in the comments ;)
- General infos Name: To be defined - code name: Chara (yeah I like Undertale. Dont google this name if you dont want spoilers tho.) Sex: Female Race: Semi-human - from Bilgewater(I'm finalyzing the lore part, hold tight!) Role: Marksman / Assassin Basic Attacks: Melee Secondary Bar: Mana
KEY POINTS °A mana dipendent ADC that synergizes with CDR °Damage is conditioned by spending a lot of mana or taking risks °Decent but counterable mobility °Strong zoning ult
- Shop-like stats Physical Damage: 8/10 Defense: 5/10 Abiliities: 2/10 Difficulty: 8/10
ABILITIES:
P: Runic Armor
Upon using three basic attacks on the same champion or big monster gain a 5/45/75/95/105/115/125/135/145/155/165/170/175/180/185/190/195/200_(+4/5/7% bonus mana)_ shield (based on champion level) that lasts up to 10 seconds. In this time every attack on that target increases by [140] the shield. This bonus amount cannot exceed [5200].
15 seconds static cooldown
Q: Blade Summoner
PASSIVE: Chara spawns a Blade every 7.5 seconds (MAX 2). Blades can be used to be thrown as ranged basic attacks on champions or minions, and they are refunded on killing blows. Melee attacks deal [6~15%] bonus damage per Blade on hit.
ACTIVE: cost 30 mana; cooldown 3.5/3/2/0.5/0.1 seconds Chara instantly spawns a Blade. Her next ranged attack deals 0/5/15/30/50_(+0/5/10/15/20% Base AD)(+15% Bonus AD)_ additional physical damage. Killing blows restore 10/15/20/25/30 mana with this effect. Consecutive reactivations cost 20 more mana but refund 10 more mana than the previous one on killing blows. These effects stack up to 4/5/6/7/8 times.
•NOTES Ranged attacks are considered as such: they apply on hit effects, can crit, can be interrupted by Braum or Yasuo, dodged by Jax, blocked by Pantheon, Teemo is able to make them miss, etc. They need 4 hits for the double hit of the Devourer, they add only one Guinsoo stack, Runaan is normally applied, Sheen items work as usual, etc. Blades regenerate one at the time. Using the active will pause the timer of the currently regenerating Blade, will make it available to use and will make the other Blade resume the regeneration. (WILL GET UPDATED SOON - NEED MORE CLARITY)
W - Lacerate
PASSIVE: Every three attacks on the same champion or big monster you gain 10% bonus attack speed for 2 seconds.
ACTIVE: cost 60/70/80/90/100 mana, cooldown 25 seconds In the next 4 seconds Chara gains 10% bonus attack speed and every third attack also deals 35/40/50/65/85_(+1/1.5/2/2.5/3 every 1.5% missing HP)(+35% AD)_ additional physical damage, slows the target by 35% for 1 second and the attack speed bonus is doubled for 2 seconds. The first two times you deal Lacerate damage the duration of the effect iincreases by 3 seconds.
•NOTES The stacks start decaying one each second after 3 seconds. Only one unit at the time can have Lacerate stacks, and activating this ability deletes all stacks currently applied.
E: Soul Dash - REWORKING THIS - Preview of the new ability in the comments
ACTIVE: cost 70/75/80/85/90 mana; cooldown 12 seconds Select a long conic zone in a direction. This cone moves along with you for 6 seconds and is visible to your team only. If any champion walks in that area or if the ability is reactivated after at least 3 seconds, Chara performs a small dash towards the direction of the cone. Dashing towards a champion lowers the cooldown of Soul Dash by 4 seconds. In this case with every consecutive reactivation you will be able to instantly dash in every direction, and dashes towards champions will have 10/20/30/40/50% bonus range.
•NOTES The mana cost is spent on the first activation, and the enemy will know that you activated the ability because of visual and sound effects(the cone will always be hidden). Leveling up the ability also raises the cone angle. Not reactivating the ability halves the cooldown and refunds half of the mana cost.
R: Tempest's Fury
PASSIVE: Blades' spawning time is reduced by [200%CDR]%
ACTIVE: Cost 125 mana; Cooldown 150/125/100 seconds After a 2.5/2/1.5 seconds channel time, Chara summons a whirlpool that slows by 35% enemies for 4.5 seconds as it expands. After reaching the maximum extention, it goes back in, dealing 100/200/350_(+60% bonus AD)(+30% AP)_ physical damage and slowing by 50% for 2.5 seconds all enemies hit. Champions in the inner zone are also dragged to the center and recieve 150_(+30% bonus AD)(+30% AP)_ bonus magic damage.
Ability additional notes
•P - Runic Armor
The shield can help surviving in the jungle or during a lane trade, but the cooldown creates an opportunity for your opponent to engage on you.
Synergizes well with mana [>
Manamune /
Trinity Force/
Iceborn gauntlet] and even though the shield has a really high value, it costs a lot of mana because of Blade Summoner (Q), and this undirect cost balances its values.
•Q - Blade Summoner
Blades managing is the minigame you will be playing in the laning phase.
You are rewarded on lasthits, but trades cost a lot of mana**[>
Manamune]. The active is useful to farm better and deals quite a lot of damage[>
Sheen>
Trinity Force]** limited to champions or minions, wich means you'll never activate it in the jungle. On the other hand, by taking the risk to come at melee range you deal bonus on hit damage, making this ability fundamental in jungle as well.
•W - Lacerate
The passive is a huge boost to the jungle clear, the attack speed boost will be always active. The active scales well with attack speed** [>
Devourer/
Youmuu's Ghostblade/
Zeal]** and will be your main damage source in trades. The punishment you recieve if you don't deal damage is a reduced duration of the effect, and along with the high cooldown you will be forced to use this ability wisely.
•E - Soul Dash The dash itself is very predictable: it's usable on champions and when you escape there aren't many directions you would like to take. On the other hand, it's a strong tool for chasing and creates cool moments in fights, where there are champs all around you.
•R - Tempest's Fury
Passively synergizes with CDR** [>
Essence Reaver/
Iceborn Gauntlet/
Black Cleaver/
Trinity Force/
Youmuu's Ghostblade]**. The active has a lot of zoning power for the massive AoE damage and crowd control, and has maximum potential in teamfights or when contesting an objective.
The ability maximum extention is the same as the drag/baron pit. The inner part starts from the exact half of the circle radius.
That's it for now!
Let me know down here what you liked if you did, and what you would like to be changed, added, or deleted! (or else...
)
I'll be happy to answer anything you would like to ask, dont hesitate! Unless you're a
main
Stay tuned for future updates! See ya in the toplane Summoner! 
I guess I messed up a bit with the upload, now it's in the right category! :D Riot was super fast