Witch Champion Kit
Here's a kit concept I've been coming up with for a little while, there's nothing about the character itself because that doesn't really interest me, but think of it like some sort of mischievous witch/alchemist. For the purpose of keeping the descriptions clean, the champion will just be referred to as "Witch". I'm also not great with balancing so please keep in mind that most of the damage numbers/cooldowns are nowhere near final, and are likely to be over/underpowered as all hell. Feel free to leave feedback, but just remember, this post is for just displaying some ideas that I find pretty neat, not fully fleshing out an entire character.
Passive: Charge
Spell Charge: Witch does not have a mana bar, but instead has a unique resource bar called Charge. In order to cast Witch's basic abilities, it has to charge them by holding down the corresponding spell key (which takes a base of 4 seconds). The charge bar can be blank (only when the match begins), or red, purple, and blue (Q, W, and E respectively). A spell can only be activated if the corresponding color is in the charge bar, except for Witch's ultimate. Only one type of spell can be charged at a time, and charging another spell simply overrides it. Casting a spell does NOT consume the charge (therefore, if Witch wants to use its Q over and over, it is only gated by the cooldown of the Q, it does not have to recharge between spellcasts). If the charge is cancelled, Witch is silenced until the bar goes back to the previous color (this takes half the time it took to reach that point).
(This sounds much more complicated than it really is, I'm not sure how to make the description clearer.)
Overcharge: Witch scales uniquely with Cooldown Reduction. Basic abilities all have Static Cooldowns (Cooldowns are not lowered by CDR). Witch's Charge bar fills up faster the more CDR it has (up to 45% faster) Witch also gains a 1 second movement speed boost after each spell cast, scaling with CDR (up to 22.5% MS increase)
Q: Crackling Flare (Red) [Linear, low speed, high range] [10/9/8/7/6 second cooldown]
After a short delay, Witch sends a large fireball in the targeted direction. The projectile can home in on champions that get within a short range of it (similar to Kled's Ultimate). At the end of its cast range, or if it hits an enemy minion or champion, the projectile explodes, dealing [70/100/130/160/190 (+70% AP)] damage to all enemies within a small radius.
W: Trance (Purple) [Linear, low speed, medium range] [12 second cooldown]
Witch fires a medium-sized circle to the targeted area. Champions within the range are Entranced until they exit the radius, which persists for 3/3/4/4/5 seconds after leaving. The projectile still applies the debuff even while it is still moving to the targeted location. 5 seconds after the initial cast, the zone detonates, dealing [40/60/80/100/120 (+40% AP)] magic damage, and applies a stronger version of Entranced.
Entranced: All damage dealt is lowered by [15/17.5/20/22.5/25%], all damage taken is increased by [15/17.5/20/22.5/25%]. Enhanced Entranced: All effects are increased by 50%
E: Slime Shot (Blue) [Ground-targeted, medium range] [10/9.5/9/8.5/8 second cooldown]
After a 1.5 second delay, Witch fires a small blue ball of goop to the targeted area, dealing [80/110/140/170/200 (+50% AP)] damage to all enemies in the radius. After it lands, a large puddle created, lasting for [6/6/7/7/8] seconds. This puddle slows enemies that pass through it by 30%. Enemies that are hit by the initial blast, or are within the puddle for 1.5 seconds, become Sticky for 5 seconds.
Sticky: Movement speed is lowered by [10% (+2% per 100 AP)], this effect stacks additively with the slowing effect of Slime Shot. Additionally, Sticky enemies become flammable, and cause a much larger, secondary explosion if hit by Crackling Flare.
R: Experimental Potion [low speed, medium-low range, targeted] [120/100/80 second cooldown]
Witch tosses a potion to the targeted enemy, dealing [100/200/300 (+40 AP)] damage, and causing a secondary effect based upon which ability is currently charged. This ability consumes the current charge.
Red: Deals 50% bonus damage to the targeted champion, and half of that to all enemies within a medium range of the explosion. The explosion knocks all other enemies away from the champion to the edge of the radius.
Purple: Creates a zone around the targeted champion that lasts 6 seconds. All champions within the zone are dealt [3/4/5% (+1 per 100 AP)] of their maximum health per second, and lose 5% of their Armor and Magic Resist per second, stacking up to 30%. This debuff lasts for 12 seconds after the initial cast.
Blue: Applies the Sticky debuff to the enemy, and increases their cooldowns by [30/40/50%] for the duration. Cooldowns are reverted their original time after the debuff ends. (Figured this was unexplored territory that might be interesting against certain champs, might be a bit overpowered though.)
Witch prefers the support role, due to its lack of waveclear, and high utility. Witch is not a burst champ because of its passive, but is very versatile. Witch's power in fights ramps up the longer it lasts, because of the spells affinity with eachother, and thus makes it excel in teamfights. Witch has a subpar laning phase, but makes up for it with its wide variety of tools it can use. This champion can be very powerful in the right hands, as it takes a lot of decision making to figure what is the best time to use a specific ability, and when one should charge a new one up.