Scutz - The Scuttler Attorney
Scutz, the champion that gets stronger with every skuttler crab he combines with. All numbers are examples and can be easily modified for balancing issues. If it ain't Scutz then the abilities could be used for a different champion.
Passive Gains 2 armor every 5 minions/small monsters or 2 armor every large monster.
Q Performs a dash rooting all the champions that it passes through and does 50/55/60/70/80 +(5% of your max HP) damage. If he uses the dash whilst burrowed he will slow everyone in the radius and does extra damage from his movement speed to anyone he passes through. 10/9/8/7/6 second cooldown.
W Passive Executes a skuttler crab at 10% hp to gain 10% size and 2% tenacity. Active Burrows in the ground for 3.5/4/4.5/5/6 seconds and provides vision as well as 40/50/60/80/100% speed boost to your team. Detects traps and hidden units. Can be recast to unburrow instantly. 18/17/16/14/12 second cooldown.
E Provides a 50/75/100/150/200 +(0.8 AP and 10% of your max mana) shield. When burrowed grants an additional 25/50/75/100/150 +(0.4 AP and 5% of your max mana) shield up to 2 allies. 10 second cooldown.
R Taunts everyone in the radius and forces them to attack him at for 1/1.5/2 seconds. Reflects 15% +(1% per 50 armor) of all damage back to attackers as true damage. Cannot cast when burrowed. 120/110/100 second cooldown.