Female non-humanoid champ: Tera, The Force of Nature
Looking at current design space available in League, there is only a single female non-humanoid champion (Anivia) and only a single female tank (Leona) and she isn't used outside the support position. From a gameplay standpoint, there isn't anyone who's really designed to shut down mobile champions. So here we have my concept for Tera, an ancient magical bolt-hole created during the terror and uncertainty of the Rune Wars
Tera is a magical construct crafted by a small faction of magi during the Rune Wars. At the time, it was thought that runeterra itself might be sundered and destroyed, so one faction of the magi came to the conclusion that a new world should be created, born of the magic that had destroyed the one before.
In order to protect their delicate work, Tera was designed to be capable of defending herself and her occupants if need be, with all the fury of nature. She appears to be a miniature planet in all respects, complete with a tiny orbiting sun and moon. One will quickly notice something is amiss, however, when they notice that thick pillars of ice extend from her southern ice cap, and the swirling clouds and storms about her equator will form arms should she need to defend herself, pummeling foes with the force of a thunderclap. In battle, Tera brings the full wrath of nature down on her enemies, shattering the very fields she fights on to destroy her foes.
Gameplay: Tera is a tank, focused primarily on initiation and cc, whose main objective in a fight is to reposition and shunt enemy team members to where she wants them while she delivers AOE damage. She would be primarily a jungler due to the strength of her ganks, but could also be used in a solo lane or support role as a tank. Her major weakness is enemies who can boost their speed, and long ranged harassment.
Passive: Gravitational Pull
Any enemy struck by Tera's autoattacks is affected by the Gravity debuff for 1 second. This prevents any dashes or blinks from being used and refreshes with additional autoattacks.
Q: Tidal Surge
Tidal Surge is a short ranged AOE slow. Tidal Surge passively gains power as Tera moves in a single path (if she clicks to move somewhere, as long as she doesn't click anywhere else or isn't slowed or cced, the move charges up to a maximum of over 4 seconds). When triggered, Tera unleashes a wave that travels from 100-400 units depending on charge, slowing and damaging enemies it impacts. When the move comes off cooldown, the tides come back in, healing Tera for a small % of her HP (making it useful for jungle clearing)
W: Fault Line
Tera stomps and shatters the earth, sending up a line of rocks in front of her. After traveling a certain distance, the rocks closest to Tera recede, allowing her to cast this ability then follow it as it travels out. This is treated as a slow moving skillshot that deals damage and displaces any enemy it hits (though it is easy to dodge). These rocks are treated as a wall as long as they are up (which for each individual rock is 1.5s.)
E: Maelstrom
Tera's next autoattack briefly roots an enemy with her next autoattack, and if she reactivates the skill within that duration, she picks her opponent up and slams them down again, repositioning them in melee range of her in whatever direction she wants. If she slams them into a wall or her W, she deals bonus damage based on her bonus HP.
R: Tectonic Shockwave
Tera slams her body down into the ground, creating a wave of force in a ring around her that quickly expands to 450 range, damaging enemies it strikes. After two seconds, any enemy still in the ring is pulled back with a vacuum effect towards Tera.