[Champion Concept] Origin, the Living Cataclysm
Whelp. An Assassin/Tank. WE'RE TREADING MIGHTY FINE LINES HERE, BOYS. Essentially, Origin is supposed to be a hybrid semi-caster Juggernaut, forced to stay within close range of opponents and attempt to survive long enough to use their burst a second time. The gaps between their burst is insanely large, but if you let them stomp you, then you're screwed. Although they can do a little damage at a range, it's not very much. However, there is absolutely NO MOBILITY, besides their E, Dimensional Gate. It has a long cooldown, but grants tons of map pressure. However, due to not being able to be cast in combat, and its long channel time, this keeps their actual mobility low. Perhaps it's a good catch tool, or engage. At the same time, it rewards players for using it correctly. This was mainly something I wanted to do because I wanted to explore this idea.
Edit: Oh right, I uh. Forgot to mention what Origin WAS. Origin is supposed to be an entity who finds glee in killing in rather creative ways-- not for the crowd, unlike Jhin, but because they enjoy it, and consider it a way of challenging themselves. Didn't put too much thought into the thematics; I just wanted to try an idea out for a kit.
Edit 2: So, I put more thoughts into the thematic. Essentially, they, similar to Bard, travel space and time-- however, unlike bringing balance, they deter such forces, and destroy timelines. They represent nonsense and madness, and talk in a nonsensical way, often bringing up existential thoughts, and, although they don't care, they have awful self-esteem, and will often make self-deprecating jokes while painting themselves as all-powerful in the same sentence. They're also incredibly rude, and are apathy incarnate.
Origin The Living Cataclysm Assassin/Tank
[P] Corruption: While in combat and taking damage which puts them below 50% of their maximum health, Origin gains a shield equal to 50(+20*lvl)(+6/8/10% Maximum HP) health. The shield lasts for 10 seconds, and may only occur every 60 seconds. Upon leaving combat, over 3 seconds, Origin regenerates health equal to what is remaining of the shield. Additionally, they convert 20% of their AP into bonus AD, and 20% of their bonus AD into AP, but their auto attacks deal 25% reduced damage to champions.
[Q] Dividing by Zero: Cooldown: 14/13/12/11/10 seconds Cost: 80 Mana Origin slashes with one of their many blades, emitting a shock-wave in a short cone and dealing 80/110/130/150/170(+65% AD)(+70% AP) magic damage to units hit, decreasing to 35% of this damage based on how far away they are.
[W] Skull Splitter: Cooldown: 20 seconds Cost: 60 Mana Origin’s next auto attack within 2 seconds cripples the target, slowing them by 50% for 3 seconds and dealing 70/95/110/135/150(+50% AD)(+60% AP) physical damage.
[E] Dimensional Gate: Cooldown: 150 seconds Cost: 100 Mana While out of combat, Origin can warp to the target location within 2500/3250/4000/5750/6500 units after a channel of 5 seconds, dealing 60/80/100/120/140(+20% AD)(+30% AP) magic damage to nearby enemies upon arrival. Upon kill or assist after 15 seconds of arrival, this cooldown is reduced by 60 seconds.
[R] Obliterator Cannon: Cooldown: 120 seconds Cost: 200 Mana Origin looses a long-range beam in a direction after 1.5 seconds, dealing 25/50/75(+70/80/90% AD)(+70/80/90% AP) magic damage, decreasing rapidly in damage based on how far away the enemy is, reaching a minimum of 10% of the original damage after 30% of the range.