[Champion Concept] Yahr the Sailor Adventurer
http://vignette3.wikia.nocookie.net/assassinscreed/images/1/19/More_Edward_Kenway_Pirate_Cloak_-_Concept_Art.jpg/revision/latest?cb=20140312160045Core :
(ARTWORK NOT MINE)
Short Lore :
Another adventure, Yahr is on it, as always. Demetrius, the telepathic master of a forgotten land in Runterra, located a treasure near a sea close to the land. He needed the treasure to make the land better, to get more residents so it won't be forgotten at all anymore. Demetrius was also getting out of gold for paying Illiyan to kill his enemies while he was working on other things. Only Demetrius' enemies knew the land and they also knew about the treasure. Yahr was ready, Illiyan was commanded to kill everyone on the way of stopping them, and as a team they finished another job successfully. Yahr lives for sailing adventures and will continue. All he's got is the ship and the sea, his favorite places.
You probably have no idea who Demetrius or Illiyan is, check them out : Demetrius the Mind Blower Illiyan the Paid Killer
Playstyle :
He should be mostly fitting the Toplane or Midlane playstyle. Has a lot of damage, a lot of roaming potential, damage reduction, which makes him an overall strong laner. He might struggle against high range champions since his abilities are all low range, but he also rises in teamfights and sets up ganks pretty easily. Midlane he can be picked as a counter to assassins with the damage reduction in his kit, and can also be built as a bruiser in the Toplane.
Stats :
AD : 61 +3.5 HP : 512 + 86 MP: 283 + 62 HP REGEN : 6.97 + 0.79 MP REGEN : 7.03 + 0.68 ATKSPEED : 0.646 + 3.5% AR : 24 + 3 MR : 31 + 1 MOVE SPEED : 340 ATK RANGE : 175 (MELEE)
Attack Damage - ■■■■■■■■■□ Defense Power --- ■■■■■□□□□□ Ability Power ------- ■□□□□□□□□□ Difficulty ---------------- ■■■■■■□□□□
Abilities :
Passive : Sea's Path : Yahr gains 20% movement and 40% attackspeed when moving on Water. If Yahr hits an enemy champion 3 times in a quick succession, he deals 35/47.5/50% extra damage and the target will drop Water behind them for 3 seconds. This also works when in the river. Note : Makes him strong while fighting for objectives like Baron and Dragon that are in the river.
First Ability (Q) : Water Splash : Splashes water in a cone from his sword in 500 range. The Water remains on the ground for 3 seconds so Yahr can gain the buffs from his passive. The splash deals 75/115/155/195/235 + (125% bonus AD). COOLDOWN : 8 MANA COST : 55/60/65/70/75 Note : A simple harassing ability that also activates his passive due to the Water he lefts on the place of the ability cast.
Second Ability (W) : Water Shield : Yahr creates a shield of spinning water around him, blocking 20% of incoming damage. Enemies that come in contact with the shield take 100/150/200/250/300 + (100% AD) damage over 5 seconds. Yahr 50% increased stats on the passive if moving on Water while holding the shield. Cooldown starts after the shield duration finishes. COOLDOWN : 25/24.5/24/23.5/23 MANA COST : 90 Note : A powerful but long cooldown ability mainly used for longer trades and avoiding damage.
Third Ability (E) : Water Blast : Throws a projectile that stuns and marks every enemy hit on the way. The blast deals 50/90/130/170/210 + (65% AP) damage, stuns for 1 second and marks enemies with water for 4 seconds. Ally champions who hit a marked target gain the bonuses of Yahr's passive for 3 seconds. The mark is not consumed, it still remains on the target and can refresh the duration of the bonuses. COOLDOWN : 15/14/13/12/11 MANA COST : 50 Note : Mainly used for the stun in lane because there are no allies in Mid and Top lane to proc the mark effects.
Ultimate Ability (R) : Pirate Ship : Yahr summons his Ship for 2 minutes. The Ship has : 1600/2300/3000 HP 50/60/70 AR 30/40/50 MR 522 Movementspeed The same health regen as Yahr. The Ship can be Crowd Controlled.
The Ship can be controlled using R. Yahr can right click the Ship to sail in it. When in the Ship Yahr can cast Q,W or E to get off the Ship, or target an enemy champion with R to cast Ship Charge at it. Ship Charge : The ship charges at a chosen enemy champion. When the Ship arrives at the enemy champion it breaks dropping Yahr slowing and damaging the target and all the enemies nearby the target. Damage to main target : 100/200/300 + (100% AD), Damage to nearby targets : 50/100/150 + (50% AD), slow 30/40/50% for 2 seconds. Cast Range : 1000 COOLDOWN : 120 after the duration of the Ship or being broken by Ship Charge or destroyed. MANA COST : 125 Note : His roaming and teamfighting power comes mainly from this ability, able to close the gap to the target and slow everyone.
Itemization :
Core :
Defensive :
Boots :
Other Options :

What do you guys think for this Champion Concept? Be sure to leave a comment and an upvote if you like it and a downvote if you don't like it. Thank you for reading, I'll be doing more champion concepts if you want you can check them in the future.