Ska'Lord the Unhinged

Describe your champion!
==Lore==
==Development==
;Glossary
* - Issues movement and attack commands. This is misleading - this head also has abilities.
* - The secondary character who is carried. This is misleading - the second "Head" also uses one of duo's arms.
;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
*Manaless. I'm not going to entertain the prospect of having two players share a secondary resource or having two separate resources. As far as power budgets go, this decision is suitably off-set by the fact that killing one unit puts the allied team down two champions as well as the fact the Second Head has no control of movement.
*The First Head is melee. I'm not concerned with whether the Second Head is the carry or the support but in both cases the gameplay is richer is the First Head is melee. Ideally, it should be possible for both heads to be either the carry or the support (Fighter+Mage or Duelist+Support, respectively).
*The Second Head has a spammable spell that substitutes as a basic attack, similar to .
*The First Head has an ability that can be directly used by the Second Head (e.g. Magma Bomb and Runic Blast).
;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 Draft===
====First Head====
====Second Head====
====Talent Tree====
==Pre-Development Draft==
:This kit has only be crudely translated into League, and could probably be done better.
===Ska's Abilities===
===Lord's Abilities===
Lord 
* Each of his Basic Abilities are available at level 1 and cannot be ranked. 
* Two unique Summoner Spells: Unhinged (available from level 1) and Berserk (available from level 16).
* Does not gain experience but instead gains Talents Points at set intervals, which can be spent on Talents. While Talent Points are available, Lord will be prompted to click on his innate icon to open up his Talent Tree. Talents are mutually exclusive similar to Champion Masteries, and each option is only presented once. 
* A choice of two Ultimate Abilities, based on Talent selection. 
===Lord's Talent Tree===
Level 2 (Pick One) 	Level 2 (Pick One) 	Level 2 (Pick One)
Natural Flair
Nether Pulse's damage area is 50% wider.	Fuel for the Flame
The cooldown of Unhinged is reduced by 2 seconds whenever Lord strikes an enemy champion with his abilities.	Gorgon's Eye
Lord's Totems have 500 increased cast range and Lens last 3 seconds longer.
Level 4 (Pick One) 	Level 4 (Pick One) 	Level 4 (Pick One)
Put Your Back Into It!
Ska's Magma Bomb's maximum range is increased by 33%.	Double Back
Creeping Dread's second bounce instead bounces back toward the initial point of impact.	Siphoning Runes
Runic Blast now restores health equal to 20% of the damage dealt to champions.
Level 6 (Pick One) 	Level 6 (Pick One) 	Level 6 (Pick One)
Twisting Nether (R)
 Lord summons a Twisting Nether that applies an inward force to enemy champions within the surrounding area for the next 5 seconds. After 1 second, Lord can reactivate the ability to detonate the Nether dealing X + (Xlevel) + magic damage. 
* 100 seconds	Shadow Barrage (R)
 Lord unleashes a barrage of slow moving bolts forward in a line over the next 3 seconds, dealing X + (Xlevel) + magic damage to the first enemy they hit. The trajectory updates itself over the duration to face the cursor.
* 60 seconds	
Level 8 (Pick One) 	Level 8 (Pick One) 	Level 8 (Pick One)
Edge of Madness
Nether Pulse deals up to 20% bonus damage based on the duo's proximity to the affected enemies, dealing more damage to closer targets.	Double Trouble
Nether Pulse deals 40% bonus damage to enemies affected by Burning Agony.	Dark Descent
Champion takedowns increase Nether Pulse's damage by 5%, stacking up to 20%. The current bonus is reset on death.
Level 10 (Pick One)	Level 10 (Pick One)	Level 10 (Pick One)
Hurry Up!
Unhinged now grants 75% slow resistance.	Psychotic Break
Unlocks Berserk early. Otherwise, Berserk is unlocked at level 16.	Shove
Unhinged now dashes in the direction of the cursor on activation. Lord briefly overpowers Ska's motor control.
Level 12 (Pick One)	Level 12 (Pick One)	Level 12 (Pick One)
Runic Feedback
The cooldown of Ska's Magma Bomb is reduced by 1 second per enemy hit by Runic Blast.	Rollback
Upon reaching maximum range, Ska's Runebomb then returns to the duo dealing its damage again to enemies in its path.	Bomb's Away
Runic Blast's damage radius is increased by 33%.
Level 14 (Pick One)	Level 14 (Pick One)	Level 14 (Pick One)
Rising Dread
Creeping Dread deals 25%, 50% and 75% increased damage on the first, second and third hit, respectively.	Lingering Dread
Creeping Dread slows enemy champions hit by 30% for 2 seconds.	Dread Shield
Creeping Dread shields allies hit by the ability.
Level 16 (Pick One)	Level 16 (Pick One)	Level 16 (Pick One)
Giant Scorcher
Nether Pulse deals bonus magic damage to champions equal to .	Twilight Nova
Creeping Dread splits in three on its initial impact, proceeding forward as three projectiles in a large cone.	The Void's Fury
Twisting Nether's damage is now increased by 10% per second the Nether is active; and Shadow Barrage's bolts become pass-through missiles.
Level 18 (Pick One)	Level 18 (Pick One)	Level 18 (Pick One)
Stubborn To A Fault
Unhinged now breaks free of active crowd control effects.	Indomitable
Berserk can now be activated while disabled.	Brawn-dead
Lord can continue casting for 10 seconds after the duo's death.
==Trivia==
*Ska'Lord's name derives from the combined player names of the first game I played on Cho'Gall, Skadush and Emptylord, a feature the Heroes of the Storm employs to name the combined players. 
==Patch history==
==Gallery==