Barreth, Essence Enthusiast
This is a champion concept I made a while ago. I wanted to make someone who had the ability to consistently get beefier even after reaching a full item build, similar to Cho'Gath in that sense, but in a way that he could work as a support with a unique healing mechanic as well.
Role: Tank/Support
NO MANA
Passive: Recycler-- Barreth recycles excess magic essence from nearby champions, restoring .65% of his missing Health every time someone other than himself uses an ability nearby. This can only happen up to 4 times every 10 seconds.
Ability Q: Energy Tap-- Barreth hops a short distance for his next basic attack, dealing minor bonus true damage and slowing the enemy by 10% for 2 seconds. Essence drained by this attack is tripled.
Ability W: Soul Reserves ---Passive: Barreth builds up a reserve tank of stolen life Essence (up to 600 units) by hitting enemy champions with his basic attacks. Each attack grants Essence equal to 1% of the enemy's Maximum Health, up to a threshold increasing with Barreth's level. ---Active: Barreth gives himself or an allied champion a drink of his reserves, permanently increasing their Maximum Health by a small amount and restoring a small percentage of their missing Health over the next 5 seconds. Only usable with at least 600 units.
Ability E: Extractor Orb- Barreth tosses an Extractor Orb to a location, stunning enemies in an area for .65 seconds on impact. Enemies closer to the impact are stunned for twice the duration and take physical damage. After 1.5 seconds, the Orb opens up and begins dealing physical damage to enemies who get close to it as well as slowing them by 15%. The Orb gathers Essence from enemy champions damaged and can store up to 150 units at any given time. ---While the Orb is deployed, Barreth can recast this ability to recall it to his back, causing it to damage enemies around him while active and immediately extending its duration by 1 second. While within a certain range of the Orb, or while it's on his back, Barreth drains the Essence stored by the Orb at a rate of 10 units/s, allowing the Orb to continue absorbing Essence if it was full. ---Barreth can cast this ability again while the Orb is active on his back to immediately shut it off, putting it on cooldown and refunding part of the cooldown based on how long the Orb was active. Remaining Essence stored in the Orb continues to drain into Barreth's tank while off.
Ability R (ultimate): Reclamation & Distribution ---Passive: Barreth's Essence tank capacity increases by 200 units per rank (does not affect the storage or transfer rate of Extractor Orb). ---Active: Barreth leaps to an area in search of a research experiment, dealing physical damage to enemies in an area on impact, marking the closest enemy champion hit for 7 seconds, and pushing away hit enemies outside of a small area around the impact point. Barreth gains bonus Movement Speed and Slow Resistance when moving toward the marked enemy, and his next basic attack against that enemy causes him to dash to and grapple them (from up to 550 units away, or 700 with Energy Tap), suppressing them for .5 seconds and then tossing them directly behind Barreth. If his target dies within 4 seconds of the start of the grapple, Barreth's Essence tank is filled by 400 units.
EDIT: As suggested by Daedeye, some changes have been made to Barreth's 3rd and ultimate abilities, as well as his passive:
---Extractor Orb now has a 12 second battery. To balance it, he can now recall it to move its damaging aura to him and instantly add 1 second to its current charge, and can cast the ability a third time in this state to shut it off and begin its recharge early.
---Barreth's ultimate now marks the closest enemy champion hit for 7 seconds. Barreth gains Movement Speed and Slow Resistance when moving toward this enemy, and while his next basic attack against it now only suppresses it for .5 seconds, he now tosses the grappled enemy behind him just before the suppression ends.
---Recycler now has a charge system ala Tear of the Goddess: it can only trigger 4 times every 10 seconds.
Other unlisted changes include, and are limited to, rewording phrases for clarity.
As a clarification, yes you are reading his W correctly: the Maximum Health granted by it is PERMANENT. The other side to this coin is that it would be a very small amount, possibly 10 at rank 5. This means that the health bonus has a bigger impact in the long-term, and the ability should be considered more useful for the heal at any given moment.