Kindred the Eternal Hunters (Emptylord)

==Abilities==
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Lamb=
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Wolf=
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==Development==
The following is taken from Ska'Lord the Unhinged, a port of Cho'Gall into the League of Legends format (contrary to this Kindred rework, which only attempts to emulate the mechanic).
;Core Differences
*HOTS, from what I've experienced, only uses Blind Pick and you create your team before entering match making - there's no issue of "what if no-one else picks the Second Head before the timer runs out". 
*HOTS has no items - there's no need to decided whether both players should have an inventory and, if they do, whether they should both have access to all stats. 
*HOTS has no Summoner Spells - there's no issue of what would happen if the Second Head uses Flash or Teleport.
*HOTS has global experience - there's no issue of whether both players should level at the same time. Furthermore, they use a Talent system instead of a Rank-Up/Runes/Masteries system for all Heroes. They each have access to 3 abilities at level 1 and can choose a talent every few levels (other levels only improve stats). At level 10 they can choose an ultimate ability from a selection of two. Some Talents grant them additional actives (such as wards and what League would call Summoner Spells, which occupy 1-9 hotkeys). A Talent system could perhaps make the second player's experience more enjoyable - making sure both players enjoy themselves is something to take into serious consideration.
*HOTS replaces disconnected players with AI, including either head of Cho'Gall. HOTS has fairly competent AI that is supplemented with streamlined gameplay/objectives, making this not an end-of-the-world issue. While this champion should by no means be balanced around disconnects - some consideration should probably be made.
;Core Requirements
* The two players need to share at least one ability - i.e. Lamb or Wolf needs an ability that the other can detonate/trigged. Maybe Mounting Dread is Wolf's ability - the target and then Lamb can detonate the mark. Or, the reverse, it continues to be Lamb's ability but Wolf's Flesheater builds up the stacks. Or maybe Lamb has a Hail of Arrows type ability that Wolf can detonate.
;Problem Solving
*Each Head benefits from different stats and gains no benefit from other stats.
** Health, Health Regeneration, Armor, Magic Resistance, Attack Damage, Attack Speed, Critical Strike Chance, Critical Strike Damage, Armor Penetration, Life Steal and Boots.
** Ability Power, Cooldown Reduction, Magic Penetration and Spell Vamp.
**Alternatively, this could be "simplified" to sections of the store (e.g. the First Head has access to Offence, Defense and Boots; while the Second Head has access only to Magic). 
*The Second Head utilizes a Talent system instead of a Rank-Up system, giving them a more interactive experience than simply growing linearly to the First Head. 
*Alternatively, the Talent system is instead used as a unique shopping experience - either disguised as items, or runes, or "training", with each tier costing an increasing amount of gold (or experience) (with the values serving as a balance lever for the champion's power curve). The champion could either gain skill points whenever First Head does, or instead have static abilities. 
**For example: Second Head does not earn gold or experience. Instead, he earns a unique bounty, Runic Affinity, equal to the combined gold and experience for the kill. Whenever Second Head has sufficient Affinity, he is prompted to open the "Store" and may select a Talent. This can be done from anywhere on the field and at any time. This particular example means that Support and Carry Second Head earn Affinity at a slightly different pace, making their experiences different. 
*The Second Head has access to unique Summoner Spells. 
*In the event First Head disconnects, Second Head gains the ability to control the Duo's movement and attacks. Neither gains the ability to cast the other's abilities. 
**Perhaps this champion's experience could be simplified by having First Head viable as a standalone champion, with Second Head being an optional addition. This major downside to this experience is that I don't want First Head players to queue with the intention of going solo and being "trolled" (since there's only a limited time to build a comp, this would affect the whole team) - ideally, this champion should only ever be selected with the intention of duoing and all players should have an expectation that this champion will be a duo (either sacrificing a jungler for a duo in tope or mid; that the champion is going bot lane; or that bot lane will be a solo lane). 
;Themes
*Two-Headed creature - perhaps Frost Troll mages have two heads?
*Two creatures in one - such as , , , or the original concept for .
*One possessed creature - with the possessive half perhaps hailing from the Shadow Isles or The Void. 
===Working Versions===
;Lamb
* (I)
** Lamb may choose a champion to Hunt from a selection. Killing the selected champion earns Kindred a Bounty, with each Bounty permanently empowering Lamb's basic attacks with bonus damage.
* (Q)
** Unchanged.
* (W)
* (E) 
** Renamed "Parting Shot"
** Slow duration increased.
** Slow now only applies while facing away from Kindred.
** Lamb can no longer generate stacks - only Wolf. 
* (R)
** Unchanged.
;Wolf
* General
**Wolf cannot move conventionally and instead his corporeal form drifts toward the cursor, within a capped range of Lamb. Wolf cannot declare attacks and each of his basic abilities is available at level 1. 
* (I)
** Wolf yearns for his enemy's jungle monsters, periodically marking one on the map that can be slain for a Bounty. Prior to 6 Bounties, Wolf will only mark lesser camps, thereafter he will mark camps only. As Kindred collects Bounties, Wolf may upgrade his abilities (talent tree). 
* (Q)
** Wolf takes a bite from a nearby enemy, dealing physical damage. Flesheater utilizes a stock system and stores 5 charges. Gains 1 charge whenever Kindred kills a nearby enemy minion or monster, and 3 charges for champion takedowns.
** Cooldown: Minimal
** Recharge: 2 seconds 
** Miscellaneous Talents:
*** Deals bonus damage to non-champions.
*** Steals a portion of movement speed on a per-target cooldown, with the bonus stacking on Kindred.
*** Now attacks two targets per cast. 
** Level-9 equivalent Talent options:
*** Flesheater's damage and healing is increased by up to 100% based on the amount of time since the ability was last cast, capping after 10 seconds. 
*** Flesheater's damage is increased by up to 25% and the healing by up to 50% based on .
*** Flesheater's damage is increased by up to 50% and the healing by up to 25% based on .
* (W)
* (E)
* (R)
** Largely unchanged - grants the ability for Wolf to declare attacks within a large area. Empowering Dance of Arrows could be talent, or a remain a default feature. 
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