OKAY YOU WILL THINK I'M CRAZY BUT I HAVE A CHAMPION CONCEPT. A WARD BASED CHAMP
WARDEN: THE SEEKER
LORE:
Born from the Shadow Isles drawing his power from the vision of friends and foes. Throughout his life, he has acted as a guiding force allowing his fellow comrades to find their prey and feast on their souls.
HIS ABILITIES:
Passive: Seeker (Warden scales off of active ward deficit). Warden has no yellow trinket ward limit and has red ward limit of 3 (for obvious reasons to follow). Warden gains passive attack damage (+10), armor (+10) and magic resist (+10) for each ward placed by him and his teammates and loses passive attack damage (-10) armor (-10) and magic resist (-10) for each ward that enemies place (Scuttles and traps included). If the enemy team has more wards placed than Warden's team, his auto attacks will heal enemies based on the ward deficit.
Q: No Escape
Q Passive: All Wards that WARDEN places fear the nearest enemy champion for .75 secs and grant true vision of that enemy champion. Wards that fear enemies become visible and fragile for 10 secs. After 10 seconds, wards return to original state until ward duration expires.
Q Active: Warden can move wards that he or his team has already placed (14 seconds cooldown at 1st rank>12 seconds>10 seconds>8 seconds>6 seconds)
W: Refresh
W Passive: Wards near Warden (2100 unit range) receive 2 points of shield (like Nexus Siege shielding). W Active: {Global} All Yellow Wards placed by team are granted an additional 30 secs of vision duration effect cannot occur twice on same ward. (90 second cooldown at all ranks)
E: Sweep
E Passive: Warden passively sweeping all wards and traps within 2500 unit range every 100 secs
E Active: Warden can hop to wards within 600 units; he has 3 casts of this ability (40 second cooldown at 1st rank>35 sec>30 sec>25 sec>20 sec) and teammates can follow him to wards he hops to within a 1.5 sec window.
R: Realm Shift
{Global} During the Ultimate, the Enemy is granted true vision of Warden. All teammates excluding Warden become INVISIBLE for 3 secs (at rank 1) 4 (at rank 2) and 5 (at rank 3) and can only seen by turret true vision (combat grants normal vision of teammates, but .5 secs out of combat will allow the effects to resume). The effects can be ended early by slaying Warden. Warden also gains +50 tenacity while the ultimate is active. (180 second cooldown at all ranks)