I copied and pasted this after managing to find your post:
There have been a few suggestions of creating a champion who's playstyle revolves around the summoning of minions; I would've typed this in a reply but I couldn't remember which post it was so I'll just put this here.
I believe this champion's set of abilities would be like 4 annie ults and the result may be a overpowered yorick.
Each spell, Q, W and E would summon a different type of minion.
- (Quickcast) Pressing Q/W/E once would summon the minion
-Each minion needs mana to summon and slowly drains the champion's mana as long as they are summoned, like how Swain ult is toggled and uses mana per second
-A minion would be 'unsummoned' when it is either killed or called back
- (Quickcast) To 'unsummon' a minion, hold Q/W/E for e.g. 2 seconds and the minion would disappear if it is within range of the champion (Range not determined yet)
-A minion can not heal itself unless it is 'unsummoned' where it will automatically regenerate over time. However it can be healed by external sources e.g. summoner spells/items/other champion's abilities
-There would be an average cooldown for the spell once the champion summons or 'unsummons' the minion. e.g. after the player uses Q, he/she has to wait a few seconds before he/she can hold Q to 'unsummon'
-If a minion is killed, the cooldown for that specific ability used to summon that minion will go on a long cooldown
-To control a minion, press the ability once and it will go where you want it to go, and press the ability on an enemy champion to attack them; basically as how you would control Annie's Tibbers
-Each minion has their own health bar while each bar being segmented e.g. how zyra plants have 3 bars each representing 2 health.
-Each minion can not go further than a certain range, they can be used to scout areas further away from the champion's field of vision but can not move outside a certain range away from the champion. If so, I think they should either a. be unable to execute that command (just doesn't move) or b. Automatically 'unsummon'
-Killing the minion would grant gold and a small portion of the minion's passive
-Minions spawn like Yorick's W
-All minion states scale with champion stats
The ability bar also shows how much health your minion has the same format as Gangplank's Powder Keg stacks. There will be a small number at the bottom right which indicates how many bars the minion currently has, which should gradually increase over time.
Possible designs for minions:
Q:
-Offense focused
-Higher attack than W minion (around the same damage as Yorick's Omen of War)
-Higher speed than champion speed (Around the speed of Malzahar voidling at base stat)
-Passive: Each time the minion attacks, it life steals a little bit but the life stolen is stored and will be given to the champion when 'unsummoned'
-If killed, grants the killer a bit of health
-Probably looks something like a Razorfin
W:
-Defense focused
-Higher armor and magic resistance than Q minion, but lower attack
-Slower than champion movement speed (speed changes as champion's speed changes but will always be less than the champion's speed)
-Passive: Has a permenant aura as long as it is alive and summoned that increases the defense of all allied champions and once 'unsummoned' grants a temporal shield lasting a few seconds for the champion
-If killed, grants the killer a smaller, temporal shield
-Probably looks something like the tanky thing from the Bildgewater Summoners' Rift game mode
E:
-Utility focused
-Does not attack
-Faster than Q minion
-Reveals stealthed units but in a tremor sense state e.g. If this minion and champion is next to a stealthed Twitch, the Twitch can not be seen, but it's position can be known via the minion's the tremor sense. The champion still can not attack the stealthed target
-Passive: Does not give a passive when 'unsummoned' but a permanent passive for the champion. When the champion does not move for 3 seconds, smaller, targetable, non offensive pets are summoned and wander around the champion within a short distance, revealing the area in a small cone in front of them (like Kalista sentinel). These do not reveal stealthed targets or wards but can see enemies in a bush. The number of pets spawned from the passive is directly proportional to the level of the ability; In other words, maxing this will spawn 5 pets
-If killed, reveals the area for the enemy team for a few seconds (like a really short scuttlecrab)
-Probably looks something like the Ocktlepod
I am not sure about what the champion's passive and ult should be, but I don't want a spell which spawns a stronger minion
R: Makes the champion swap places with one of the minions and the champion gains a small bonus movement speed and a 0.5 second spellshield, moderate cooldown, each time a minion attacks, lowers the cooldown of this by a second
Playstyle:
Like most champions focusing on minions and pets, this one is most likely going to be immobile, that's why the ult is there to counter that. Think of this as a cross between a LeBlanc and some other immobile minion caster.
I don't think this champion would be too broken since it forces players not to spam their minions or keep them out too long as it will drain their mana extremely quickly (Champion should probably be disabled or nerfed hard during URF). I still don't know if this champion should be ranged or melee. Both ranged and melee is reasonable as this champion is I guess usually at the back lines, sending the minions to fight, but if the champion ults to swap places with a minion in order to get closer to a enemy champion, then melee would be better at this point.
It would be great if you guys could comment on some suggestions for the passive and configurations of controls or anything you want really.
I apologize in advance if the same idea has been suggested before, I skimmed through the first page of posts regarding this type of new champion and don't think I have plagiarized anything.