User blog comment:ArtMaster7/Malevis the Void Disruptor/@comment-25403955-20151213061113/@comment-7709681-20151214162812

Those example I made both have differences significant enough to make any of them valuable by their own merits.

For the first examples:
 * Bard rewards roaming and not limiting to a single lane, with reliable and well gated semi-spammable CC, tools to properly sustian his laning partner while he's doing what he's meant to do and, thanks to his controversially double-edged kit, can create ideal or catastrophic scenarios that make him a champion easy to play but hard to master, fun to play even if is for the sake of trolling.
 * Janna, along with Thresh (I didn't count him because he deals far more damage), is the mistress of engage/disengage, without a doubt, providing proper defense and offense both individually and for the team, and has the unique trait of being the only champion capable of buffing turrets (Much like Azir is the only one capable of bring them back).
 * Lulu is a great disabler and annoyingly fun peeler, with a versatile kit that can buff yourself as much as an ally, or even more in ideal cases.
 * Zillean grants above average area control, soft snowballing potential thanks to his new innate and, most importantly, can literally save lives, reverting undesired and bitter results for a far greater outcome, as well as baiting the opponent for a suppose to be easy prey.

For the second examples: If the intention for the concept was a near damageless kit with ungated spammable CC to compensate, then I'll ignore the bidirectional oppresive gameplay to ask: Without thinking of potential teamcomps, what does this concept do, that others cannot do or do better, and make a fun experience for both the user and the opponent?
 * Lissandra brings a semi-inmobile mage capable of decent defensivve capabilities that rewards close combat, with the power to disable multiple targets at once, an excellent gap-closer if well used, and the power to burst a locked target or preserve herself from harm.
 * Anivia provides both extreme slow paced burst damage, but undoubtably one of the highest, with AoE CC that rewards close combat, and a revive passive that fits perfectly into a safe laner, as much as aggresive gamestyle.
 * Veigar is the hyperscaling APC by excellence, able to reach an unparallel late-game and the potency to pass from killing from a combo to kill with a single spell, topped with an ability that forces the target to either stay in place unwillingly or be force to it, punishing bad positioning and and rewarding proper timing.
 * Orianna is likely one of the few champions in the game that can fill any team composition,with the unique trait of micro-management, as well as excellent zone control, and the might of turning any ally into a potential initiator, along with quick burst potential.
 * Vel'Koz is a safe champion speciallized in artillery, to perfect aiming, and reward with both harshful disables and unmitigable burst fo a well timed combo, along with one of the most destructive abilities for teamfights.

And LoL if full of similar abilities that Riot is getting rid of, with the intention that none plays the same and all be equally fun and both optimally and uniquely usable. Any champion can outshine the rest with the right team(mates), a proper team composition and a willing player behind the champion.