Let me talk before I am burned at the stake. First of all this is a yordle character, and I was just thinking, what if Riot made a character that could be a tank or an assassin? But not really both at the same time. I literally threw this character together in the last hour but I'm open to feed back.
P1 - Sea Legs: Naturally have 5-30% tenacity based on level.
P2 - Kick ‘Em When They're Down: You gain 5-40% movement speed towards enemy champions based on enemy missing health % (10-80%).
Q1- Keep at 'em!: Cooldown: 1|Cost: 0
When toggled take 10% of damage as true damage, and deal 5/7.5/10/13.5/15%+(0.01%bonus ad) extra damage.
Q2- Salt Don’t hurt!: Cooldown 1|Cost: 0
When toggled gain 7.5/10/13.5/15/17.5%+(0.01%bonus ad) omnivamp as well as 10/15/20/15/30%+(0.10%bonus ad) attack speed.
W- Canon Fodder!: Cooldown: 18/16/14/12/10|Cost: 60/70/80/90/100
Fire a cannon ball dealing 75/100/125/150/175+(50% bonus ad) and dashing backwards in the opposite direction, scaling with bonus movement speed, stopping when you hit an enemy champion.
The first enemy hit by the cannonball takes an additional 5/6.5/8/9.5/11%+(0.10%bonus ad) miss health damage.
If you hit an enemy champion while dashing you deal an additional +15% of your bonus health damage and stun them for 0.75/1/1.25/1.5/1.75 seconds.
E- Depth Charge Dash: Cooldown: 10/9/8/7/6|Cost: 50/55/60/65/70
Dash forward, dealing 75/125/175/225/275+(65% bonus ad 10% bonus armor and magic resist 10% bonus health) physical damage where you land and half damage where you start. You stun enemies for 0.5 seconds where you land.
R- Grapeshot Surprise: Cooldown: 120/100/80|Cost: 100
Shoot 5 shots at a 90° angle. Each shot stops at a champion and each champion can only be hit by one shot. Champions hit are stunned for 1.5-0.25 seconds based on distance from you dealing 250/350/450 +(100% AD) physical damage. After use nearby allies gain Kick 'Em While They're Down for 5 seconds.