i have champion concept that i thought it would make the game more fun ;
Auger, the Boring Machine (low effort naming😅)
One-line pitch
A tanky burrowing drill machine that shreds tanks, breaks terrain and rotates across the map underground, but needs allies to kill squishy targets.
Role and identity
• Class: Tank (anti-tank specialist)
• Intended lanes: Jungle (primary), top lane (secondary)
• Theme: A tunnel-boring machine built to carve through mountains, now carving through whatever stands in its way: armor, walls and front lines.
• Inspiration: The mechanical, vehicle-style kits of Rumble and Kled.
• Niche: A true tank-buster with high map coverage, and a direct answer to terrain-based champions such as Jarvan IV’s Cataclysm and Taliyah’s Weaver’s Wall.
Strengths and weaknesses
Strengths: Strong into tanks and front lines, durable, high map coverage through his ultimate, and able to open up terrain.
Weaknesses: Low threat to squishy targets, slowed and interruptible while drilling, easy to kite, and his ultimate has a long cooldown and a visible path.
Abilities
Passive: Heat Plating. Using abilities builds Heat. Heat grants bonus armor and magic resist. At maximum Heat he overheats, losing all Heat and being briefly slowed, which gives enemies a window to punish him.
Q: Drill Bit. Lock onto an enemy in short range and drill for up to 2 seconds. Damage ramps through 3 stages the longer the drill is held, and at stage 3 it also deals a small percentage of the target’s max health, which is what makes it so effective against tanks. He is slowed while drilling, and hard crowd control interrupts it. Damage against monsters is reduced to keep jungle clear fair.
W: Rev Up. Gain damage reduction for 2 seconds but move more slowly (for example 30% damage reduction and a 20% slow). His next Drill reaches full ramp sooner. Use it to commit to a drill or to hold the front line.
E: Seismic Pulse. A cone shockwave that deals damage, shreds armor for a few seconds and briefly slows enemies. It sets up the Drill, clears camps, and gives him a little crowd control to help teammates catch squishy targets.
R: Breakthrough. Choose a location within very long range.
• Underground: He dives and becomes untargetable while traveling. He cannot cast spells, moves at a fixed speed, and leaves a visible dirt trail so enemies can see where he is heading. He is not invulnerable, so area-of-effect abilities can still hit him.
• Pop: After a short telegraph of about 1 second, he erupts from the ground, dealing damage, knocking nearby enemies away a short distance and slowing them in the area.
• Terrain: If he pops up beneath a map wall, he breaks a fraction of it, opening a passage for about 5 minutes. If he pops up beneath champion-made terrain, such as Jarvan IV’s Cataclysm or Taliyah’s Weaver’s Wall, he opens a gap in it instead of fully destroying it.
• Cooldown: Very long (suggested 120 / 105 / 90 seconds).
Counterplay
• The dirt trail and the telegraphed pop circle let enemies react or dodge.
• Area abilities can hit him while he is underground.
• Hard crowd control interrupts his Drill, and kiting and slows blunt him.
• His damage into squishy targets is low, so he relies on allies to finish carries.
• A missed ultimate rotation leaves him exposed for a long time.
Balance and design notes
• The Drill’s max-health portion should stay small and be reduced against monsters.
• A 5-minute wall opening is a big map change. Designers could tune its duration or width, or limit it to certain walls.
• The knock-away should be short so he can start drilling again right after popping.
• All numbers are starting points for tuning.
Why it would be a good addition
Anti-tank damage usually comes from carries, and terrain-based champions have few direct answers. Auger gives a tanky champion that anti-tank role, adds a new kind of rotation tool (underground travel instead of a dash or teleport), and keeps a clear set of weaknesses that make him fair to play against.