[Champion Concept] Tokah, The Mistress of Magnetism
Name : Tokah, The Mistress of Magnetism (subject to extreme change) Weapon : Sword Auto-Attack Type : Melee Range Damage Type : Magic Combat Type : AP Brawler Resource Type : Mana
Passive : Magnetics Damaging attacks and spells inflict "Magnetism" for 5 seconds on enemy units. Tokah's next basic attack and spell damage interacts with the stack on the unit. Spells (QWER) : Unit inflicted with "Magnetism" triggers explosion, dealing 10 (+5 per level) (+30% Ability Power) Magic Damage to all enemy units in a small radius around the initial unit and re-applies "Magnetism" to the unit and all units damaged by it. Explosion cannot trigger again on exploded units for 1.5 seconds. Explosion damage from other units is reduced by 50% on exploding units. Basic Attack : Unit inflicted with "Magnetism" triggers implosion, dealing 15 (+7.5 per level) (+45% Ability Power) Magic Damage, removes "Magnetism" from the target, and prevents it from re-applying on the target for 3 seconds.
Q : Charged Force Cooldown : 20/17.5/15/12.5/10 seconds Mana Cost : 50/55/60/65/70 Tokah's sword becomes magnetically charged for 8 seconds or next 3 basic attacks. Her basic attacks have extended range, dealing 30/35/40/45/50 (+15% ability power) magic damage and slows enemy champions by 15/20/25/30/35% for 2 seconds. Only explosion triggers while Charged Force is active.
W : Current Reflection Cooldown : 20/17/14/11/8 seconds Mana Cost : 45/50/55/60/65 Tokah gains 20/30/40/50/60 armor and magic resist for 5 seconds, during this time she also gains 10/15/20/25/30% movement speed when moving toward units with "Magnetism". Damage from enemy units with "Magnetism" is reduced by 10/15/20/25/30%, half of the reduced damage is delt to the attacker as magic damage and (Passive : Magnetics explosion damage) magic damage once for the duration of Current Reflection per attacker. Passive : Magnetics is not triggered by damage inflicted with this spell.
E : Magnetic Attraction Cooldown : 16/14/12/10/8 seconds Mana Cost : 40/50/60/70/80 Tokah pulls herself to a targeted unit. An ally champion Tokah attracts to gains 25/30/35/40/45 armor and magic resist for 5 seconds. If the enemy unit Tokah attracts to has "Magnetism" it takes 75/100/125/150/200 (+50% Abiity Power) magic damage on her arrival.
R : Maximum Polarity Cooldown : 140/130/120 seconds Mana Cost : 100 Tokah creates a growing zone of magnetic polarity around herself, magnetizing all enemy champions within it. Enemies magnetized inside the zone are inficted with "Magnetism" for 5 seconds. Units with "Magnetism" are slowed by 20/30/40% and are Grounded (Cassiopia's W infliction) while in the zone. Enemies already inflicted with "Magnetism" are stunned for 0.5 seconds when magnetized and is re-applied. After 3 seconds all enemy champions with "Magnetism" currently in the zone explode before being pulled to Tokah, dealing 300/400/500 (+30% Ability Power) magic damage on arrival. Base damage is increased by 20% per enemy champion pulled. Implosion cannot be triggered on units within the zone and impoded champions cannot be magnetized.
Creator Notes : I'm not good with unit measurements so I did not add them. However as you can expect, the chase range for W should be longer than the cast range of E.
As for lore, I honestly have no idea. The idea for Tokah was entering my head and just fit together. I wanted to get this idea posted before I forgot the key details.
Passive explosion timing and application : All explosions from Magnetism occur at the exact same time. Units take full damage from explosion involving their stack, 50% from explosion damage delt from other units if they are in range (units that don't have a stack when explosion is initially triggered are only damaged by 1 explosion). Units that did not have a stack at the moment explosion is triggered do NOT explode when they gain a stack as they did not have a stack on the initial triggering of explosion.
R's timings go as followed : All champions within the zone once the 3 seconds are up trigger "Passive : Magnetics explosion" if able >> pulled all the way to Tokah (think Blitzcrank) >> get delt the spell's normal damage when they reach her >> zone vanishes
R notes : The initial size should be around the size of Viktor's W, and have it expand out like Anivia's R. The maximum radius increases based on its rank. Tokah is always at the center of the ability. It is NOT a channel spell so it cannot be interupted by CC effects, as such she can also move around freely (though moving is most subject to change if needed). The idea behind the 30% increased damage was to help make it feel good when you landed pulls on most of the enemy team. If you only pull 1 or 2 it won't feel great, but you'll love when you get a 5-man pull.
Implosion lock-out + R interaction : Maximum Polarity applies the stack at any point before the 3 second delay is ended. This means if you implode an enemy unit 1 second before using your ult, they won't be magnetized for 2 seconds, but will be at the final 1 second before the pull is triggered.
Please leave any question and what not in the comments below. Thank you for reading.