Champion Concept - Barge and Charge - The Shock Siblings
“Born together, raised apart, siblings all the same”; this is mantra of Barge and Charge. Shortly after being born their parents separated, Barge remained with their father in the country, while their mother took Charge far away overseas. They exchanged letters with each other but never got the chance to me. Growing up they both had an affinity for science, spending most of their time working on projects. Barge spent his time working with magnets, while Charge spent her time studying electricity. When they turned 18, they both decided to move to Piltover where they could further their research, it is here they were reunited.
Barge and Charge began working together to develop new technologies for providing renewable energy for Demacia. One day however, a rogue faction from Zaun lead by a mysterious Yordle attacked Piltover. Barge and Charge modified their technology into weapons to help defend the city. Barge armed with his magnetic armor and mace, and Charge with her plasma gun and energy suit headed to the battlefield and fended off the attack. As a thank you for their service, they were made Honorary Citizens of Demacia. They were also offered unlimited funding for their research, this however would come at a cost. They would have to represent Demacia on the Fields of Justice, in the League of Legends.
Health: 540 - 2037 Health Regen: 7.8 - 20.1 Attack Damage: 53-105 Attack Speed: .65 x (0% - 43.1%) Armor: 26.2 – 87.5 Magic Res: 30 – 40.8 Move Speed: 340
Barge and Charge share their Stats and Health. When they switch places, their health remains the same. They do not share their cooldowns, each has their own set of cooldowns which count down regardless of which form is active. When starting the game and whenever you respawn you will also start as Barge.
Artwork note - Not mine just needed images for visual representation of theoretical look.
Barge and Charge
Barge Melee 125
Passives:
Depletion - Barge uses up his energy bar as he casts spells. When his energy reaches zero, he swaps places with Charge!
Barges abilties use energy, but not in the traditional sense. Instead of regenerating over time like other energy based champions, his can only be restored by death, through his Electro-Barrier ability, or switching with charge.
Positive Polarity – While Barge is in play, he converts 25% of Barges’ and Charges’ Ability Power into Attack Damage
Q: Taser-Blow – Barge channels an electric charge into mace causing his next auto attack to stun the next target hit for 1 second.
Cost 10 Energy. CD 9/8.5/8/7.5/7. Damage (Physical) 45/75/105/135/165 + 40% AD
W: Electro-Barrier - Barge puts a magnetic shield around himself or himself and an allied unit or tower for 2.5 seconds. Each time a shield is hit by an enemy champion or epic monster, it restores 10 energy to Barge.
Cost 10 Energy. CD 15/13.5/12/10.5/9. Shield Strength 65/95/125/155/185 + 45% AP. Range 600.
E: MaceNetism - Barge swings his magnetic mace around in a large circle, dealing physical damage. Enemies hit by the head of mace are knocked up for 1 second.
Cost 10 Energy. CD 10/9/8/7/6. Damage (Physical) 90/135/180/225/270 + 60% AD. Range 475.
R: Magna Pulse – Barge channels a massive amount of electricity into his mace then tosses it to target area dealing AoE magic damage and slowing enemy units hit by 30 % for 3 seconds. If he casts this ability with less than 50 energy, he will be stunned for 2 seconds upon switching with Charge.
Cost Up to 50 Energy. CD 100/90/80. Damage (Magic) 250/350/450 + 60% AP. Cast Range 1100. Damage Radius 450.
Overall Barge is an in your face bruiser, who can either engage a fight well with his ult and stunning an enemy carrier, Or getting picks in 1 v 1 situations. His kit best leaves him in top lane or as an engage support, with his shield giving him potential for jungling with a good leash.
Charge Range 600 Design note - charge has a British accent
Passives:
Energize – Charge builds up energy as she auto attacks. When her energy bar is refilled, she swaps places with Barge after her next spell cast. This passive goes on cool down for 3 seconds when Charge casts a spell.
This energy builds up akin to fury though auto attacking, this energy cannot be reduced except through death, her Tesla Snare ability, or by switching with Barge.
Energy Regeneration per Auto 2/3/4/5 at Level 1/6/11/16.
Negative Polarity – While Charge is in play, she converts 40% of Barges’ and Charges’ Attack Damage into Ability Power.
Q: Plasma Whip – Charge targets an enemy unit, striking them with a whip made out of plasma from her energy gun dealing magic damage. No Cost. CD 7. Damage (Magic) 50/100/150/200/250 + 65% AP. Range 650
W: Tesla Snare – Charge places and electrified trap on the ground, when an enemy unit steps on it, it deals physical damage, and stuns them for .5 second. Charge’s energy is reduced by 10 when a trap is triggered by an enemy champion and reduced by 5 when triggered by a minion or monster. Charge can place a max of 5 traps at a time. Range 700
No Cost. CD 20/17.5/15/1.5/10. Damage (Physical) 70/120/170/220/270 + 40% AD. Range 700
E: Electric Slide – Charge dashes in target direction building up static electricity and dealing magic to nearby enemy units at the end of the dash.
No Cost. CD 17/15/13/12/11. Damage (Magic) 80/125/170/215/260 + 70% AP. Range 400
R: Overload – This ability can only be cast when Charge’s energy bar is full. Charge unleashes all the excess electricity she has built up in a 360 degree pulse wave that expands across the entire map, dealing magic damage to enemies hit, with the pulse breaking apart where it has hit an enemy unit. (Potential nerf being cannot hit neutral monsters)
Clarity- The ultimates' epicenter is Charges location where it is cast from. The halo like energy wave disappears where it hits an enemy unit. Meaning if it hits a unit early, there will be a large gap forming the farther out it travels.
No Cost. CD 100. Damage (Magic) 325/500/675 + (40% AD + 70%AP). Range Global. Missile Speed 2000.
Charge's kit serves her as a burst mage, getting in and doing damage, or hitting someone hard then sliding out. She would be good in top lane and possibly jungle if her damage is high enough and she could do well as a mid laner, but would have a hard time when starting out as barge.
The most powerful combo for the pair is casting Charge's Ultimate near the enemy team then upon switching to Barge immediately casting his Ultimate making for a very quick session high burst of damage and CC.
The inspiration for these is a friend had an idea of a two unit champion who work together with their abilities. This idea came to fruition from a dream i had shortly after that. The idea behind this is instead of a champion having two forms which are switched between based on use of an ability (i.e Nidalee, Quinn) it would instead be done via their passive (like gnar but with a more diverse kit change between the two forms). The reason for the AD/AP conversion passive is so that if you build for only one, the other form isn't totally useless, this way that form will still do damage, but they won't gain the bonus effects from the items they would normally have built.
So if you like this please comment, upvote it, and let me know what you think. And if you have any champion concepts, i'd be happy to look at yours too. =)

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; which have a ranged form and a melee form for Barge and Charge to be unique.
). That may just be my personal preference speaking though.