Support Champion Concept
Melee Off tank support with focus on movement speed Minimal passive sustain High base movement speed
Passive: abilities empower the next auto attack for the next 5 seconds to deal an additional 5+ 0.5 (armor) as magic damage. 8 second cooldown after use. Champions damaged this way are marked for 3 seconds and this champion is healed for 10% of the damage dealt by allies to the marked champion.
Q: on activation empowers the next auto attack to deal 50 + 3-6% of target health as physical damage. If the target is a champion they will be tossed towards the tethered ally for a distance of 450/600/750/800/950/1100 units for a duration of 0.75/1.00/1.25/1.50/1.75 with a portion of that time spent stunned at the location of the landing. If no tethered ally is nearby the target is rooted for half the duration. 11/10/9/8/7 second cooldown.
W: tether to target ally champion. This is selected from a small hub above the ability bar (similar to kindred's targets). The cooldown of choosing a champion to tether to is 120 seconds flat. When W is activated this champion shifts positions with the tethered ally after a 0.5 second delay. A warning is given to the tethered ally about the action and a special ping is given where they will end up. For 1.5 seconds after both the tethered ally and this champion gain 20/25/30/35/40% damage reduction. This ability works on a charge system with the ability to jump being a max of 3 charges, there is a delay between when you can use the next jump. Charge cooldown 30/27/24/21/18, range 1300. (Champion assumes all effects the ally was under??? ex. Blitzcrank pulls the ADC, this champion switches places mid pull, thus is now under the effect of the blitz pull and adc is no longer)
E: a point blank shockwave/sweep is emitted around the champion pushing all enemies away and slowing them by 20% for 1.25 seconds. If no enemies are hit a movement speed buff of the same magnitude is given to the champion. Cooldown 26/24/22/20/18
R: this champion rushes forwards in a thin straight line grabbing the first ally champion reached and rooting all enemy champions passed through in place for 0.5 seconds. At their destination the grabbed ally is healed for 30% of their missing health. Rank 1 1500 range, rank 2 3000 range, Rank 3 passes through all terrain.
The focus of this champion is to be a team player through and through. The passive works as most of this champion's sustain in lane, they should have very minimal passive sustain and a fairly low auto-attack rate to discourage the building of attack speed/dps builds. The Q counts as an auto-attack reset similar to how leona's Q works. I wanted to get rid of any damge scaling with AP or AD since this champion shouldn't be focusing on dealing damage. All of the abilities either deal minimal or no damage and instead focus on displacing your allies or enemies and getting your allies into position. I also want to emphasize that this champion should be build around the idea of an off tank with LOTS of movement speed and/or active items in order to be able to make plays effectively as getting in position is KEY. The Q is probably what people will take first as it's the "stun" ability. I didn't want the early game power of this ability to be too strong so I limited the throw range at early ranks and it only becomes powerful at ranks 4 and 5. I also wanted this to work when solo, but show that this champion is MEANT to be near someone at all times so I gave it an alternate version when alone. The tethering mechanic is balanced by the delay given between the initiation of the ability and when it goes off as well as the high cooldown and limited number of charges. You'll most likely need multiple charges in order to ever use it effectively. I wanted the switching of the tether to be a difficult choice with consequences and so I gave it a high flat cooldown. You can either choose to use it to save a displaced ally, or go for the ultimate engage with your team. BUT NOT BOTH. As for the E, I wanted to give this champion something to use once they pop into the middle of the fight (which will happen quite often) to disengage some of the enemy champions. It should work similar to a Diana moonfall but in reverse, it will push people away. It is also useful as a slight speed buff to get into position to pull off tether Q combos. The R is meant as the only means to truly disengage from a fight. Everything else in this champion's kit leaves someone in the middle of the fight. This is meant as the way to get you both out. I didn't put a cooldown on it, but rest assured it would be fairly high as this is kind of like a savior version of Taliyah's ult. It can only be used on one champion so as not to make it OP, but should make for some great plays bot lane.
Tell me what you think! And if you have an idea for a backstory or lore for a champion like this I would love to hear it. I can't really think who someone like this would be, but I tried to make the abilities have a cohesive style to them.