Passive: Authority - Spells and basic attacks mark against enemy champions mark them, and the nearest minion aids in killing them. (The amount of minions aiding in the attack is increased by 1 per level. Max amount: 19 minions) While attacking enemy champions, the minions receive 8% (+2% for every 100 ability power) increased stats until they lose aggro of the champion.
Q: Burning Punishment - Eurocharge bashes target champion with his baton, dealing 20/30/40/50/60 (+0.9 of AP) physical damage instantly and 20/30/40/50/60 (+0.2 of AP) magic damage over time for 4 seconds. Target champion is afflicted with the debuff, "The Scars of Punishment," which increases damage taken by minions by 2/4/6/8/10% for 4 seconds.
W: Uphold the Law: Eurocharge arrests target champion, slowing their movement speed by 35/40/55/60%, their attack speed by 45/50/60/65% for 1/1.5/2/2.5/3 seconds. Can be dispelled by escaping melee range of Eurocharge. If not dispelled within 3 seconds, target champion is rooted for 1 second and receives 60/80/100/120/140 (+0.6 of AP) magic damage instantly.
E: Investigate (Passive): Eurocharge and his team gains vision of enemy champions who have recently killed friendly champions for 3/4/5/6/7 seconds, and is slowed by 30% for 1.5 seconds after the duration of the vision ends. After achieveing rank 2 of this ability, the vision may be canceled early to afflict the champion with the slow after 3 seconds. This ability cannot occur more than once every 25 (may be reduced by cooldown reduction) seconds.
R: Relentless Pursuit:
Passive: Eurocharge and minions targeting target champion with the "Authority" debuff gain movement speed and ability power according to the % of health of the target champion marked with the debuff have. Minions do not benefit from the AP buff.
>90%: 2% movement speed, 10% AP
>70%: 3% movement speed, 8% AP
>50%: 4% movement speed, 6% AP
>30%: 5% movement speed, 4% AP
>10%: 6% movement speed, 2% AP
Active: Remove all active debuffs (fears, blinds, stuns, slows, roots, etc.) and become immune from them for the next 3 seconds. Relentless Pursuit's passive is doubled for the duration of the spell.
What I'm trying to do with this concept is make it where I'm strong fighting in a lane, but very vulnerable fighting by myself outside of a lane.