Since the first one went quite well, here is another concept:
Gumbo: The mad scientists helper
Gumbo uses the gadgets he has gotten from his master to protect and attack but most importantly he distract. Zaun pyromaniac that is the muscle.
480 HP +110 HP/lvl
12 HP5 +0,8 HP5/lvl
300 MP + 45 MP/lvl
6 MP5 + 0,5 MP5/lvl
Movement speed 335
AD 71 +4ad/lvl
AR 45 + 4/lvl
Attack speed 0,68+3,2%/lvl
Deals 66% of total ad to main target and deals 33% of total ad in an AoE of 250 range around the aa target(cannot hit main target). Also on-hit and sheen effects are reduced by 30% but is also applied to all targets in the AoE (Tiamat effects only gets to be applied once for 66% of effect to main target) and any damage done besides to the main target are calcualated as AoE.
Additionally applies a stack of incinerate on targets whenever hit by the passive dealing (2-20(lvl 1-18)+0,2/0,4/0,6/0,8%of bonus HP (at lvl 1/6/11/16)) bonus magic damage over 4 seconds stacking up to 5 times. Reaching 5 stacks slows the target by 30% for 1,5 sec and deal 33% of any ignite stacks applied afterwards
Range: around Gumbo 400
Start up a heated blast that detonates after 1,5s applies 2 stacks of ignite to targets hit dealing damage based on how far/close the targets were. Min 40/60/80/100/120+3% of bonus HP to max 60/90/120/150/180 +4,5% of bonus hp magic damage. If a champion hit already has 5 ignite stacks mark them with combustion, making the next auto attack deal 10/20/30/40/50+(100% of bonus AS) additional damage, stun for 0,5s and reduce the cooldown of Q by 2/2,5/3/3,5/4 sec
Effect: on self
When activated Gumbo for the next 4/5/6/7/8s each time he attacks or hit a champion with an ability(including this one) gain a shield of 3/6/9/12/15 + 1/1,5/2/2,5/3% of max hp for 3 sec stacking up to 5 times and damaging nearby enemies for 12/20/28/36/44 +(40% of bonus AS) magic damage each second if 5 stacks of incinerate is on a target. (resets aa timer)
Cost: 80/90/100/110/120 mana
Dashes in a chosen direction gaining 10/15/20/25/30 AR and MR for 3sec if hitting an enemy champion dealing 50/80/110/140/170+100% of bonus AS and knocks them back a little and stops the dash, reducing the dash cooldown by 25%(+5% pr. Stack of incinerate). If Gumbo dashes through a friendly champion he shields them for 45/70/95/120/145 + 5% of bonus HP.
Cost: 100/125/150 mana
Gumbo runs up and smack a champion with a stick of dynamite dealing 125/250/375+20% of Gumbo missing HP. If target doesn’t die it knocks the target up in the air for 1 sec and knocks Gumbo 600 range away giving him 25/40/55% movements speed for 3 seconds. If the target dies it explodes and knocks enemies and Gumbo in a radius of 600 range back to the edge of the explosion dealing 75/150/225 magical damage to enemies hit and increases Gumbo’s movementspeed by 50/70/90% for 3 seconds and applies 5 stacks of ignite to the first target he hits in this period of time.
This champion is designed with waveclear and farming in mind as a tanky/bruiser ish style champion made for skirmishing and applying AOE damage. The kit is made for sustained damage and duel ability trying to force 2vs1 in the mid-lategame stages if he was lucky enough to get ahead. Choosing between Attack speed and health items to decide whether he should push an advantage or playing the catchup game with the sideffect of getting more burst with hp but not applying incinerate stacks as fast.
Because of his 200 melee range he is a bully and his AOE passive lets him hit ranged champions at times where it might be surprising. Lastly he has a lot of different counters because even though his base AD is high his AA damage is quite low and therefore needs to play the laning phase a bit smarter trying to keep his passive ability online on his opponents as much as possible and making sure that if pushing he can survive the gank. He also through this design has clear up and downtimes through looking at w usage and the amount of incineration stacks on yourself.