Cumbaka - The Magnitech Pioneer (most complex champ ever)
Let me start off by saying this champion would likely have the highest skill cap of any champion ever created. Zed is a cake walk to master compared to this guy. He would be like Udyr in that all abilities can go to level 5 and starts at level 1 with R at level 1 as well as an additional point that can be placed in Q,W, or E. I do not know how my damage scalings on him would end up so that is open for much change as well as even possibly adding or changing the scaling to AD instead of AP. He is very flexible because he only has a single damage source other than auto attacks.
Short lore - Cumbaka is an old inventor from the great barrier who has spent nearly his whole life as a hermit in the mountains perfecting his use of magnets. He recently finished his prototype Magnitech suit and discovered that it can be a highly effective piece of combat equipment rivaling that of Hextech.
Passive - The Magnitech suit holds 5/6/7 charges at level 1/6/11 that regenerate at a rate of 1 every 5 seconds. Getting a kill or assist fully recharges the suit. Cumbaka has a levitating magnetic disk with a diameter of 100 that reacts to the Magnitech suit and deployable magnet. The disk does damage each time it passes through an enemy equal to 60 + 5 per level + 60% AP. The disk does 20% damage if it is not moving at maximum speed. The disk is reset on top of Cumbaka if he travels 2000 units from it. The disk rapidly loses travel speed past the maximum range for purposes of returning (described in detail below).
Q - Magnitech Suit Polarity - cost: 1 Charge; Range: 600,700,800,900,1000; Cooldown: 5,4,3,2,1
The Magnitech suit switches its polarity causing it to interact with the deployable magnet and disk.
The disk travels the range of the ability over 0.75 second in the direction according to its polarity.
W - Deployable Super Magnet Polarity - cost: 1 charge; Range: 600,700,800,900,1000; Cooldown: 5,4,3,2,1
The deployable magnet switches its polarity causing it to interact with the Magnitech suit and disk.
E - Magnitech Suit Power - cost: 1 charge; Cooldown: 14,11,8,5,2
Toggles the Magnitech suit on or off. It is free to turn it off but 1 charge is spent to reactivate it.
R - Deployable Super Magnet Power - cost: 1 charge/1 deployable magnet; Cooldown: 14,11,8,5,2/0; Range: 600/2500
Throw an untargetable super magnet on the ground. After 1 second, the magnet burrows underground and can no longer be seen by enemy champions. The magnet remains buried until it is picked up by standing on it for 1 second or you move a distance of 2500 away from it.
Carrying the super magnet with you increases the suit's range by half of the magnet's range.
Activating while the magnet is deployed toggles the deployable magnet on or off. It is free to turn off but 1 charge is spent to reactivate it.
Polarity combos and how they work:
0 = no charge or off
- = negative
- = positive Disk is always +
-
Suit = 0 ; Magnet = 0 Nothing happens.
-
Suit = - ; Magnet = 0 The disk will pull to Cumbaka and then follow him around.
-
Suit = + ; Magnet = 0 The disk shoots to the maximum suit range in accordance to Q range and is then pushed around by movement.
-
Suit = 0 ; Magnet = - The disk is pulled to the magnet where it will sit until another action is taken.
-
Suit = 0 ; Magnet = + The disk pushes directly away from the magnet in accordance to W range.
-
Suit = - ; Magnet = - The disk will shoot to the midpoint between the Cumbaka and the magnet proportionally to their ranges.
If Cumbaka is within 500 units of the magnet, he is pushed away from it dealing damage equal to his disk and knocking up any enemies he passes through. Cumbaka gains 30% movement speed moving away from the magnet. He is slowed by 10% moving towards it. (1500 range)
- Suit = + ; Magnet = + The disk moves geometrically based on Q and W ranges and Cumbaka's relative position to the magnet using vector math to determine the range and trajectory. Here is an example. http://i.imgur.com/hy5qXCh.png
If Cumbaka is within 500 units of the magnet, he is pushed away from it dealing damage equal to his disk and knocking up any enemies he passes through. Cumbaka gains 30% movement speed moving away from the magnet. He is slowed by 10% moving towards it. (1500 range)
- Suit = + ; Magnet = - Cumbaka pushes the disk. If it comes into range of the magnet, it is then pulled to the magnet.
If Cumbaka is within 500 units of the magnet he is pulled to it dealing the same damage to enemy targets as his disk and knocking them up for 0.5 second. Cumbaka gains 30% movement speed moving towards the magnet. He is slowed by 10% moving away from it. (1500 range)
- Suit = - ; Magnet = + Similar to 8 but the magnet will initially push the disk and if it goes in range of Cumbaka it will be pulled to him.
If Cumbaka is within 500 units of the magnet he is pulled to it dealing the same damage to enemy targets as his disk and knocking them up for 0.5 second. Cumbaka gains 30% movement speed moving towards the magnet. He is slowed by 10% moving away from it. (1500 range)
If the disk is out of range but is being attracted by either the suit or magnet, it is very slowly pulled in their direction and picks up speed as it gets closer. The speed reduction is 5% compounding every 10 units.
The maximum speed of the disk is 1500 units over 1 second. For every 30 units past this threshold, it will lose a compounding 5% speed. 1530 = 1425 1590 = 1346 1620 = 1184 1650 = 852 1680 = 172 1710 = 0
Base stats would be similar to Aurelion Sol.
As my current design stands, I would envision his build as being something like this
