Character Concept: The Desert's Herald
I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.
Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.
One last thing. I didn't create this character with league in mind. I refer to champions as destroyers, ap = attack power, and mp = magical power. Carry on.
Do you like Gara? I like Gara, but he's copyrighted, so, for now, let's dream about someone else who crushes people beneath miles of sand and give them some vague reason for wanting to do it. Oh, and make them a woman while we're at it. Yes. From the edge of the screen to the other edge of the screen, let's imagine someone that literally puts sand everywhere, including places you didn't know you could even feel. Let's also make them a control mage. Numbers can always change.
Passive- Aside from mana, the Herald uses a secondary resource to amplify her abilities. Using basic spells creates sand in the surrounding area. The more sand that is close by, the more powerful her spells become. A bar below mana will signify how much sand is nearby. If she moves too far from any sand, it will disappear.
Ability 1- Target an enemy and send a wave of sand at their current location. The sand will impact the location after .5s. For every quarter of your sand bar filled, another wave of sand will be sent out (1 after the other). Ex. 75% sand bar, the first wave lands where the target was on cast and then a second wave goes to the target's current location and so on for 2 more times.
Ability 2- Churn a target area into a sand field. Enemies in the sand field are slowed into a root. The strength of the slow and duration of the root increase for every quarter of the sand bar filled.
Ability 3- In a line, send out a blast of sand that can damage up to three enemies. Minions and small monsters are stunned. The damage increases by 1% per point of the sand bar. At 50+ sand this ability stuns large monsters and destroyers. At 75+ sand this ability will crush all stunned enemies to deal max % hp damage.
Ult- From behind you, in a target direction send forth a sand tsunami. Enemies hit will be heavily slowed. The tsunami will leave behind a great deposit of sand. .5s after the wave stops, all in the sand will be stunned and will be dealt max % hp damage. The sand created from the ult lasts for 6s.
Only one basic ability that deals damage, but when she's at full power... ouch. Large amounts of zone control with enough sand to make a castle of tears because of the slows, roots, and stuns. Tears wouldn't actually be good for making a castle. I mean, if you froze them then you could, but then you'd need a mold. I guess you could make a sandcastle and drench it in the tears, but that would ruin your sand. Nobody wants tears in their sand willingly. Getting off-topic. The point is that this mage can lock a team down like nobody's business when she has sand at the ready, but if you don't give her time to set up via her q and strike when her ult is down, you should be the tide that ruins this beachgoer's day. She can't run anywhere because of flip flops or something. Idk, just hit her over the head and you should be fine.
Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.