Manthasthe Master of Prestige is the best champion ever.
Manthas, the Master of Prestige
Manthas' basic attacks consume a Dagger on-attack and deals bonus magic damage on-hit. Manthas has 5 Daggers and his next attack after throwing his last dagger is damageless but instead applies a Magician's Icon for 10 seconds. Manthas' basic abilities are enhanced on targets marked with the Magician's Icon. After applying the mark, Manthas pulls 5 fresh Daggers from his hat.
Bonus Magic Damage: 10 + (4 * level) (+18% AP)
Active: Manthas throws all his remaining daggers forward, dealing physical damage to all enemies in a line. The width of the barrage varies depending on the number of daggers thrown. Enemies can be hit by multiple projectiles, but each dagger beyond the first will only deal 25% damage.
Hat Trick: Missile lock can be achieved by selecting targets marked with the Magician's Icon.
Active: Manthas tosses his hat into the air. After a short delay, it consumes him and teleports him to the target location. Upon arrival, Manthas deals magic damage to enemies within a 250 radius.
Hat Trick: Enemies marked with the Magician's Icon within 800 units will also be teleported.
Magic Damage: 50 / 90 / 130 / 170 / 210 (+70% AP)
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 90 mana
Active: Manthas conjures a binding circle at the target location for 4 minutes that primes after a brief delay. The circle activates when an enemy champion steps on it, immobilizing them within a prism for 1.5 seconds as well as removing their allied vision and reducing their vision radius to only the surrounding area.
After the 1.5 seconds, magical swords skewer the prism dealing magic damage and breaking it.
Hat Trick: If the imprisoned enemy is marked, the prism will also damage and slow enemies within a 550 radius area.
Crowd control reduction will cause the damage to be dealt sooner.
Hall of Mirrors
Active: Manthas vanishes for a short duration. When he reappears, he appears with three reflections for up to 30 seconds. When a reflection takes targets damage from an enemy champion, it disappears in a fanfare dealing area of effect magic damage.
Magic Damage: 200 / 300 / 400 (+80% AP)
Cooldown: 100 / 90 / 80
Cost: 100 mana
The reflections obey the same commands as Manthas, but are slightly spaced apart causing them to move in ever so slightly different paths.