Midrir - The Mystral Hound (Champion idea please comment below)
This will be an Ionian champion that will be as the title suggests... a dog. The dog will look like the "chow chow" dog breed which to me looks like you smashed a pug and a pomeranian together. Also this champion is not bipedal in any way it's literally a talking doggo god. It will also wear blankets and even a little bit of armor. By the way the doggo is big, like very big in size about bigger than thresh.
Role: Support, Tank Damage: AP Lane: Bot
P - Legendary Fortune: Midrir has four different buffs it can give to every nearby ally champion (and turret) depending on the situation. When the ally champion is at low health, standing near Midrir can regenerate them quickly up to an extent When fighting epic monsters, if Midrir is nearby, the ally champion fighting the epic monster deals 2% of their maximum health as bonus true damage. If ally champions are in combat, if Midrir is nearby the ally champion, they will do a percentage increased damage (ap or ad adaptive) depending on the ally's level. If Midrir is near a tower, the tower takes reduced damage based on Midrir's level.
Q - Ilusionary Howl: Midrir howls creating a wave of mystic energy around Midrir in a circle. Enemies hit by the ability will be stunned.
W - Veil of the Supreme: Midrir casts a shield to an ally champion from a long range, also shielding himself but on a smaller degree. The shield can block even true damage. When recasted, or if the shield breaks or expires, the shield will implode, dealing AP damage to any enemy champions in the range and pulling them in to the target. Midrir CAN cast the shield on himself too.
E - Spell Rift: Midrir has two casts, each cast summons a golden orb. If any ally projectile fires through the orb, it will come out the other one in the same direction. This ability can block enemy projectiles as well, those that are unblockable can come out the other orb, so be strategic of where you place those things.
R - Astral Gate: Midrir can create two gates on the map for 12 seconds after casting the second one. Any unit that goes through a gate will come out the other one, it doesn't matter which way they come in and out of. Allies that go through will gain a shield. Allies AND enemies can go through the gate, so you can trick enemies into coming through to initiate an ambush, also the gates can be hidden in bushes. Remember the first gate cannot be moved once it's placed, it is there forever until you cast the second one.