Unnamed Champion Kit - Feel Free To Use
This champion would have a new secondary bar, as explained in the passive, and would have stats roughly equivelant to Yasuo, except for a lower movement speed (320). For the sake of my sanity, I will be writing him under the name Oblivion, but feel free to use something else.
Passive: Whenever Oblivion deals damage, he gains 5 momentum. If he hits a champion, he instead doubles his current momentum- with a minimum gain of 10. This stacks up to 200 and gives him up to 100 movement speed based off of his momentum. Momentum dissipates completely while not moving and out of combat.
Q: Oblivion targets an enemy champion or monster within 800 units and dashes towards them in a straight line. If they are hit, or the ability is reactivated, the dash ends. On hit, the enemy takes 80/120/160/200/240 +80%BonusAD physical damage and are knocked back slightly, interrupting channels. Has a 12/11/10/9/8 second cooldown and cannot go over terrain.
W: Oblivion dashes to an enemy that has taken damage from one of his abilities in the last 5 seconds. The enemy must be more than 300 units away, but no more than 800. After dashing, Oblivion gains a shield equal to 40/65/90/115/140 +60%BonusAD for 3 seconds. Has a 16 second cooldown, reduced by 2 seconds upon dealing damage with an ability.
E: Oblivion bind an enemy within 150 units, suppressing them for 1 second and dealing 100%TotalAD physical damage. Doesn't have a cooldown, but instead costs half of his current momentum, with a minimum of 40, to use. Additionally, this ability does not generate Momentum. During this time, Oblivion may move, but he cannot leave 150 units of the target. Can only affect one enemy at a time and cannot be recasted to cancel.
R: After landing a basic ability, Oblivion can use his ultimate to trigger a secondary effect. The secondary depends on the most recent ability landed and each has their own cooldown of 80/50/20 seconds. The secondary effect is only available for 1 second after landing the ability. Using any of these effects costs 100 momentum.
Q: Oblivion strikes again, dealing the same damage, and knocking them back 450 units. They are stunned for the duration of the knock back. W: The target who was dashed to is knocked up in the air for 1 second and dealt 80/140/200 +40%BonusAD physical damage. E: If the target is airborne, Oblivion slams them into the ground immediately, dealing 15/17.5/20% of their max HP in physical damage. Otherwise, Oblivion throws them to 300 units away from him in a target direction.