The Soul Judge, the full Magic Marksmen/Warrior.
To not waste time, lets focus on the abilities and the concept, if you like the concept I will add the lore, if a Rioter comments I will do the art.
**Particularity: ** like Thresh, he is a Ranged champion that has different animations the closer he is to his attack target, he first attacks with an spirit crossbow, but when he is close he attacks with orange spirit daggers. Also the Muramana procs he lands change of color depending on his skin, the classic is Orange. His attacks are also quite slow, and doesn't gain that much attack speed from level, instead he gains extra base damage, more than normal. His abilities make him gain extra mana permanently, but he doesn't scale with mana, instead he scales with AD and AP.
**Ghost Walk (Passive): ** after 2 seconds of moving or walking the Soul Judge becomes invisible for 0.66 seconds, gaining a boost of movement speed for that small moment. He also always looks like if he was walking, he never really runs. Also any physical damage he deals is instead converted into magic damage, they can both crit and apply spell effects (allowing for mixed and different builds).
**Absolution -Q-: **he links himself to a target enemy, gaining an small movement speed boost and slowing the target further and further as long as he keeps certain range (like a Morgana Ultimate), after 2.5 seconds it deals true damage based on the missing life of the target plus extra damage by ratio based on how close the enemy was, the closer the greater the damage. If the enemy is killed while linked the Soul Judge gains max mana permanently, it has a low cooldown. The cooldown is reseted if the dying unit is a minion. Applies both Life Steal and Spell Vamp. Targets that die under this effect shatter like dust burning in wild green fire.
Hands of Doom -W-: the target becomes marked by hands of doom, reducing it's magic resist heavily, if the target receives the damage of Absolution then it will become rooted, by the hands of doom, taking damage and reseting the cooldown of Absolution. Adds life steal in a passive way: 3% per rank.
**Trial of Madness -E-: **works as a TF card for CC, but without the stun option, this resets the auto attack instantly at the beginning of the cast and the attack shot deals no damage, afterwards the autoattack is reseted again. *1) Dread: increases the movement speed of the target, cleaning cc effects and makes it immune to any other cc other than this one, and sets it in fear, causing it to run away quickly (this means that it can't be binded by your W, and that if you cast it on a target binded by your W it will break the W). *2) Mute: silences the target, disabling abilities. *3) Blindness: Sets the target blind for an small duration, it is cleared quickly, but the map blindness last long as the sight goes back. Each one has different animations. Passive: grants 4% magic penetration per rank, up to 20%.
Duality -ULT-: The Sould Judge splits himself (for a brief time he becomes a black shadow -orange mass, being invulnerable), paying with his current life to do so. If any of the Dualities survive for 25 seconds then they will fuse together again, combining their current life. Any item active will be used by them both, and if the user casts R once on a duality it will become the one that moves and you control and the other the one that is controlled by the R casts, if you cast it on the one that you are currently controlling they will switch positions. Managing which one moves, or if the two are going to follow can be quite hard, same for deciding when to switch positions, yet it is really rewarding. The Current Life Cost is: 50%/45%/40%, which means that at the moment of splitting he will in the last rank be with 60% of his current life in both forms. The damage they deal is equal to 55%/60%/65%, which means that at the end you are dealing 130% damage, damage reduction only applies for half to on-hits. Another peculiarity of the Mechanics is that they both cast their abilities together, unless they are far from each other, they share CD on their abilities. If you die to an enemy champion with a Duality active and far, you will die laughing. All this means that you can decide either to become more hard to catch on a team fihgt, go solo to explote with a duality, skirmish, or multiply your damage, but consider that by doing so you are paying life, and if it is badly used you become very vulnerable to Area of Effect damage, as with a low life it might obliterate you.
CORE BUILD:
The way he scales and works means that he scales with these core items and their mechanics, and I will explain:
: his ability to stack mana permanently means that he will thrive with this item and it's on-hit, and he will gain AD from his mana.
: unlike many other champs, he will build these bad babies together, allowing him to feed both his AD ratios and his AP ratios, and giving him a powerful shield on both him and his duality.
: finally stacking Critical will grant him all he needs; the ability to keep his mana full at all moments, cooldown reduction and a powerful upgrade to the Muramana's on-hit.
: allows him to spread the fury of the Muramana towards more enemies, and fuels the critical mechanics of Essence Reaver.
: since he scales alone with the mana from his Q he will do well without infinity since he needs attack speed and more critical chance (80% with this build), and Stattik disrupts his farming pattern.
: his unique mechanics mean that he will need a boost to his magic penetration.
Masteries: He will always be taking Lascerating Thoughts for the % magic pen and Fervor of Battle or DeathFire Touch, due to his passive mechanics.