Champion Idea; A sonomantic area of effect damage dealer and disruptor.
Passive
Persistently plays music that only cancels when they are hard-cc'd, similar to how Aurelion Sol stars retract. The sound waves visibly emanate a medium distance from them, damaging all enemy units with each wave. Auto attacks are also locked to the tempo and range of the song, diminishing to nothing if the target leaves the music radius. Also, when afflicted by hard crowd control that cancels the music, already existing waves continue unaffected; instead just stopping more from being produced until after the crowd control subsides. Auto attacks are not directly affected by critical strike chance.
Attack Speed: Tempo scales up with attack speed, increasing how quickly the music is played, and thus how often the waves of damage emanate from the champion. Ability Power: Volume scales up with ability power, increasing the range of the music area of effect. Attack Damage: Amplitude scales up with attack damage, increasing the damage of each wave emanated from the champion, how quickly the waves reach the outer limit, and also increasing how much damage their auto attacks do. Movement Speed: This champion has reduced benefit to movement speed items, instead also gaining slight movement speed from attack speed bonuses.
Q - Metronome
Passive: Activation in time with the beat of the music being played causes the ability to critically strike, dealing increased damage based on critical strike chance. Cooldown is slightly reduced with attack speed, similar to passive.
Active: Sends out a beat manually that functions identically to the music passively being played.
W - Resonance
Toggle ability that drains mana with every beat, including Q casts.
Passive: Minions, pets, summons and weaker monsters take increased damage by the music waves and are very briefly slowed, diminishing over time. Slow effectiveness is reduced the further they are from the epicenter.
Active: Slows this champion during the channel, increasing the slow against minions, as well as causing a slight, diminishing slow to apply to enemy champions. Slow effectiveness is reduced the further they are from the epicenter.
E - Amp
Passive: Cast range increases with movement speed bonuses.
Active: Creates a speaker point that functions as an identical epicenter as the champion themself. The speaker damage, range, and other variables matching that of the champion. Ability casts also function from the speaker, regardless of how far away the champion themself may be.
Speakers persist even if the champion dies, playing the beat without any bonuses or effects beyond the base damage.
R - Disruptive feedback
Causes a sudden feedback loop to disrupt the song, immediately silencing the music, cancelling outgoing waves, and mitigating effects being played briefly, while also damaging enemy champions in the area and silencing them for a short - albeit longer - duration. Abilities being channeled at the time are cancelled early.