((Figured since this Meme is so well loved as Damiya being our living Riot Red Robot and her often reference to Bliztcrank being her Mortal Foe... This Champ popped into my head))
Damiya's Kit: Ranged, AoE, CC Support, Pusher
Ranged attacker with a basic auto attack that looks like Nuts and Bots flung magnetically. Range of 550 putting her about the same range as most ranged attackers.
Passive: Magnetic Forces - Damiya's core creates a magnetic charge on enemies affected by Damiya's spells or autoattacks. This charge is either a Positive or Negative charge, Enemies that are near each other and have matching charges are dealt magical damage and the damage between them chains between both targets. Those struck again by a spell or autoattack gain an opposing charge and have and their charge removed, applying an effect based on ability used. If removed by an auto attack they are dealt a burst of true damage.
Applies a debuff which places a Plus or Minus sign above their heads for 30 seconds or until removed through abilities or auto attacks again. When 2 or more of the same debuffs are together the debuff would cause chaining damage of 30 Magical damage plus 50% AP per second the targets are within 200 range of each other. The true damage applied by a debuff being removed from an auto attack start at 6 and increase by 2 every level to reach a cap of 42 true damage. The True damage component has a 3-5 second cooldown preventing it from applying to the same target twice in that time, however abilities still are able to remove a charge applied in that time.
Q: Scrap Slinging - Damiya slings a piece of her scrap body in a straight line hitting all enemy units within the line dealing magic damage and applying a charge. If those struck already have a charge they are rooted for a moment and dealt an additional burst of damage when released.
A Skill shot with a 675 range that would launch a random piece of scrap metal from Damiya's body dealing 60/90/120/150/180 Magical damage plus 80% AP with a 10% damage reduction per target hit (minimum 40%) . When striking any foes in the skill shot line that are debuffed by her Passive they are rooted for a .15, .30 .45, 1, 1.15 second per rank and dealt an additional Magical damage scaling 2x level plus 45% AP. 9 second cool down for all ranks
W: Magnetic Aura - Damiya's core passively generates an Aura of magnet power which reduces movement spend of enemies around her and provides a small resistance boost to her and nearby allies. Alternatively she can activate this Aura dealing magical damage and applying a charge to enemies around her. If already charged they are pushed away and slowed over time, decreasing over time until it fades. Damiya loses her aura while it is on cooldown.
A passive aura with 600 Passive range which provides a 1%, 2%, 3%, 4%, 5% increase to Magic Resist and Armor for Damiya and her allies and a 1% 1.5%, 2%, 2.5%, 3% movement speed reduction to enemies in its range per rank. When activated it releases a 400 range pulse dealing 55/75/95/115/135 magical damage plus 65% AP and if enemies in the area are effected they are pushed backed a 200 range and slowed 20, 30, 40, 50, 60% per ranked for .45, 1.15, 1.45, 2.15, 2.45 seconds which reduced steadily over the time until it fades. 16,15,14,13,12 cooldown
E: Repulsion Wave - Damiya uses her magnetic core to release a magnetic wave which repulses away those struck dealing magical damage and collision damage if they strike Terrain and applying a charge. If already charged they are stunned and dealt extra magical damage.
A wide 850 range skill shot that deals 95,110,125,140,155 magical damage plus 65% AP and tosses them back 425 range and deals collision damage equal to half the damage dealt on terrain impact. If effected with a charge from passive it also stuns the affected target for 1, 1.20, 1.40, 2, 2.20 seconds and deals 45,60.75,90,105 magical damage plus 20% AP. 18, 17, 16, 15, 14 second cool down.
R: Attraction Field - Damiya releases a powerful field of magnetism which pulls all those affected with a magnetic charge towards her before releasing a magical damaging pulse. Damage increases the closer the target is and causes their charges to jump between multiple enemies, dealing additional damage and reducing damage dealt for a few seconds after jumping.
Damiya's ultimate ability uses her powerful magnetic heart to generate a field which pulls all charges towards her in a 1000 range 400 range towards her as well as making all charges jump to the nearest enemy targets in a 125 range of each charge chaining magical damage with each jump for 200, 300, 400 magical damage plus 100% AP and an additional 30, 60, 90 magical damage over time 3 seconds. Reduced 20% every 200 range from 400 range center down to 40% damage minimum. 200, 180. 160 Second cool down.
A Big Thanks to Moby the White for his help
Stats and Percentages coming soon hopefully.
fluidity is still a factor however