Joey, The Average Champion (Champion Concept)
Lore : Joe was a miner in the crystal scars before his peaceful life was interrupted by war between the two great nations. He now freely roams the land as a simple man with simple needs. "Some food, some water and a place to stay" Joey.
Appearance : A Muscular Man (Indicating that he is a hard working man) holding weapons based on his passive.
Role : Multi Classed
Passive : The Right Man for the Job (Only usable in base) Joey can choose to be a class, gaining additional effects to his abilities and auto attacks.
Support : Holds a stick and melee basic attacks that steal gold (+AP scaling) from enemy champions. Fighter : Holds an ax and melee basic attacks that deal increasing bonus physical damage (+AD scaling) to enemies per hit. Mage : Holds a wand and ranged basic attacks that splash magic damage (+AP scaling) to nearby enemies. Marksman : Holds a pistol and ranged basic attacks that gain bonus range based on bonus AD. Assassin : Holds a dagger and melee basic attacks that execute enemies below a health threshold (+AD scaling). Tank : Holds a pickax and melee basic attacks that apply a 25% (+ARM/MR scaling) slow for 2.5 seconds (+HP scaling).
Q : Weapon Strike Joey uses his weapon to do a ranged attack in a line.
Support : Deals magic damage to all enemies hit (+AP scaling) and heals all allies hit (+AP scaling). Fighter : Deals physical damage to all enemies hit (+AD scaling) and heals Joey based on damage dealt. Mage : Deals magic damage to all enemies hit (+AP scaling). Range scales with AP. Marksman : Deals physical damage to all enemies hit (+AD scaling) and applies on hit effects to the first target struck. Range based on attack range. Assassin : Deals physical damage to the first enemy struck (+AD scaling). Can be reactivated within a few seconds to teleport to struck enemy. Tank : Deals physical damage to all enemies hit (+HP scaling) and stuns them briefly.
W : Dress Code Joey gain bonus stats and can shield himself from harm.
Support : Gains bonus health regeneration and mana regeneration (+AP scaling). Shields nearby allied champions (+AP scaling). Shield amount is shared evenly between units. Fighter : Gains bonus armor (+AD scaling). Blocks only physical damage (+AD scaling). Mage : Gains bonus magic resistance (+AP scaling). Blocks only magic damage (+AP scaling). Marksman : Gains bonus move speed and attack speed (+AD scaling). Only blocks a base amount but doubles bonuses for 5 seconds upon activation. Assassin : Gains bonus out of combat move speed (+AD scaling). Gain brief invulnerability and a cleanse upon activation. Grants 5 seconds of invisibility afterwards. Tank : Gains bonus armor and magic resist (+HP scaling). Shields from all damage types including true damage (+HP scaling).
E : Bail Joey cowardly uses an escape method.
Support : Leaps to an area. Can go over walls. Short cooldown. Fighter : Gains bonus move speed. Moderate cooldown that is reduced whenever Joey takes damage. Mage : Teleport to an area. Instant compared to the leap and has more range. Longer cooldown. Marksman : Tumbles a very short distance. Very low cooldown. Assassin : Gains bonus move speed and evades incoming single target attacks. Slightly longer cooldown than the fighter's. Cooldown reduced by instance of damage dodged. Tank : Dashes and stuns all enemies that he passes through. Long cooldown.
R : Revival Crystal Joey revives himself at his base.
Support : Can be casted on allies' dead bodies. Longer cooldown when casted on allies. Fighter : Gain a shield that lasts until broken upon revival (+AD scaling). Mage : Refreshes summoner spell cooldowns. Longer cooldown per summoner spells refreshed. Marksman : Revives on the spot. Cooldown increased based on distance from fountain. Assassin : Gains permanent bonus lethality per revival. Cooldown increases with each use. Tank : Becomes unstoppable for 2.5 seconds (+HP scaling) and revives on the spot. Cooldown increased per ally in the vicinity and decreased per enemy in the vicinity.
Inspiration : The job man from dota 1 fun.