Morvius Albus, "The Unrestrained"
This is just a concept of abilities, I will provide rough stats and ratios but it's subject to change and not really important, it's just the general theme and what the abilities do.
So let's get to it!
(Passive) Flowing Energy: As he moves he builds stacks of Flowing Energy, at 100 stacks his next spell gains an additional affect and expends all stacks. The stack gain speed is affected by his movement. Any stuns or binds reduce his stacks and when not moving his stacks start to decrease. When he gains 100 stacks any slows are removed from him and at 100 stacks his stacks cannot be reduced by stuns, binds, or standing still.
Explanation: Ability booster, good for the first spell cast after traveling a decent distance and encourages staying mobile through walking. Also gives a bit of choice on what skill he boosts and what he needs.
(Q) Space Tether: Shoots a skillshot that connects to the first enemy champion it hits to Morvius and deals 20/40/60/80/100 + (0.5 ap) initial damage and 80/110/140/170/200 + (0.5 ap) over 4 seconds or until they enemy is a certain distance away from Morvius (think morg ult range). If Morvius gets close to the tethered enemy they are stunned for 0.5/0.75/1.0/1.25/1.5 seconds and dealt half of the remaining damage as the tethered affect ends.
Flowing Energy: After casting the spell you may cast it two additional times within 2 seconds that deal 25% less damage at each additional cast. This cannot hit the same champion twice within 3 seconds
Explanation: Mean for this to be his main damage as well as a bit of CC and good anti engage since going in would mean to be stunned for those melee fighters. The most I worry about his the damage numbers but as this and his ult are the only damage abilities it could also be a concern of too less of damage. Thinking average cooldown and cost with the cost increasing with level and cd decreasing slightly
(W) Matter Shield: Creates a shield that blocks 60/70/80/90/100 + (0.3 ap) damage initially and slowly gains 10/20/30/40/50 +(0.2) shield over 3 seconds. This effect occurs even when the shield is initially destroyed and will continue to gain more until the effect ends. Shields placed on him while under this effect are less effective, if he uses it and his current shield is lower then what the effect would give it then replaces the current shield, if the current shield is stronger then he cannot cast the ability.
Flowing Energy: The initial shield is increased by 50% (30/35/40/45/50) and the growing shield is increased by 100% (10/20/30/40/50)
Explanation: This is his defensive tool for when he goes in a bit too deep or gets caught out but also makes it a choice of when to use it when other shields are available. Thinking high cooldown and average cost with cooldown decreasing at an average rate and cost increasing slightly
(E) Space Warp: Mark target ally or enemy and their current position, when used on a champ using a movement ability such as a dash, blink, displacement, or jump it will mark their position when they are no longer under the effect. For 3 seconds after the mark is made the ability can be recasted to teleport the champion back to the marked position and consuming the mark. Afterwards they are given a 30% movement speed increase or slow based on if they are an ally or enemy for 2/2.25/2.5/2.75/3 seconds that decays over time. He cannot target himself with this ability and allies must reactivate the ability by clicking on themselves.
Flowing Energy: If it is an ally they gain a temp shield of 10/20/30/40/50 + (0.3 ap) for the duration after the recast, if it is an enemy they are instead stunned for 0.25/0.5/0.75/1/1 second at the recast. Do note the flowing energy is expended on recast and not initial cast
Explanation: Bit of extra cc as well as ally saver, essentially giving them a place to return too. Since the ally reactivation is up to the ally it gives them the when to return and will have a timer over their head. For those that think self clicking would be hard I believe you can macro a self target click or something that could work for a simple say Shift click or maybe pressing the key attuned to the stop moving action would do it. Mechanics are here and there but you get the idea. Was thinking high cd and average cost with cooldown decreasing at an average rate and cost staying the same or atleast increasing slightly
(Ultimate) BLACK HOLE!: Deals initial damage at target area of 100/200/300 + (0.5 ap) and then additional damage over 4 seconds of 100/150/200 + (0.5 ap) as well as slows those caught in the area and slowly sucks them to the center.
Flowing Energy: Prevents the use of movement abilities within the area and deals an additional 50%(+1% per 100 ap) of total base damage (100/175/250)+(1% per 100 ap) to those still caught inside at the end of the effect.
Explanation: This is his aoe damage, crowd control, and general team fight ability. Again damage may be adjusted because it's his second damage ability, after that was thinking 100 mana cost with 120/110/100 second cd