[Champion Concept] Or should I say concepts ? Like 7 of them... or 28 ... depends how you count.

Hello, fellow summoners, my name is Ivelin Vasilev, I am from Bulgaria, I am currently a big fan of League of Legends, though I am not a really good player, I really like how the game progressed over the years and keeps improving in many ways, not only from a graphics quality, impressive art concepts and in-game techniques, but also from a community and entertainment perspective. I really enjoy the LCS and how League of Legends has become a standard in high quality competitive gaming. So to the point, I've had an idea of some champion concepts that has been lingering in my mind for some time now, think it has come to the moment where I should share them with everyone so that I can contribute in some way to the progress of LoL's gaming experience or at least give the spark to someone that can build up on the things I have in mind, because to inspire someone's creativity they need to see as much different points of view of the work they are creating so that they can implement various techniques in the process of creation, speaking of which, I have read only a couple of the champion concepts here in the boards so I apologize if something that has already been suggested by other people matches what I implemented in the concepts bellow, also my English is not very good so I hope most of you will actually understand the content of this post. --- As a beginning I would like to point out that I did draw inspiration from an older game, but it is not the idea of the champion that I want to emphasize on, rather on the techniques and concepts I ended up with, while trying to stick to that idea. This is also why I didn't put raw numbers in most of the content, since stats like range of the skill, cooldown reduction, damage, mana cost and etc. are always a target of balance and end up being nerfed or buffed to better suit the rift. Of course most of you will immediately find out which the game is, I don't need to point it out, so let's just leave room for some awkward questions like "Who the Hell is Cain?" and "Why should I stay awhile and listen?". I desperately tried to stick to the original game play, thats why the skills on one hero are more simple than that of the other, you just can't have a complicated skill combination on a barbarian, it just doesn't fit, also you can't be a powerful machine of death if all you can do is summon two skeletons from a corpse. A part from that, what I am trying to say is that I'm just using the content of the older game to get some new game play scenarios into the rift, as I already mentioned it's about the techniques and the concepts, not about the lore and the content. It's all about how people would feel while playing such a champion, getting it into the rift is just another technical issue and with the introduction of {{champion:141}} the path for my idea is feeling more acceptable. > #These are most of the abbreviations I used. > * BA - basic attack > * AD - base attack damage > * TAD - total attack damage > * BAD - bonus attack damage > * PD - physical damage > * MD - magic damage > * AP - ability power > * CD - cooldown > * CDR - cooldown reduction > * MR - magic resist > * HP - base hit points > * THP - total (maximum) hit points > * CHP - current hit points > * MHP - missing hit points > * BHP - bonus hit points > * TM - total mana > * CM - current mana > * x~y - amount of stats through leveling (i.e. 10~30 means on levels 1/2/3/4/5 of the spell the stat increases as 10/15/20/25/30) > * %x - a set percentage of a stat (%BAD - a set percentage of your bonus attack damage, %AP% - a set percentage of your AP converted into percentages, i.e. 5%AP% if you have 100 AP is 5%) > * OHE - on hit effects > * CC - crowd control > * CLoEM - champion, Large or Epic Monster (Cannon and Super Minions are considered large minions and are not included here.) > * LM - Large Monster > * EM - Epic Monster > * MS - movement speed > * AS - attack speed > * XP - experience points > * flat - preset flat amount > * stack - a certain buff or debuff can stack up if when applied twice to the same target has double the effect, when applied 3 times, triple the effect and so on. Each application refreshes the duration. > * overstacking - a certain over-time effect can be overstacked when applied twice on the same target refreshing the duration of the effect but two times stronger, when applied a third time - 3 times stronger, refreshing the duration again and so on. OK, let's start with the introduction of some of the techniques I used to create the concepts, some are new, some are old or based on old ones, some are pretty simple, based more on the enhancement of raw stats in a champion, some are more complicated, serving a particular play style and relying on the form of the in-game meta. * First I'd like to start with the +1 on-hit stacking up over a period of time passives, which increase a certain stat on every successful basic attack or spell, which puts the player in a certain position of knowing he can rely on the constant increasing strength of a particular stat which gives him the freedom to choose different builds, also forcing the enemy in a position where they know that they have to deal with this champion early in a fight because if he gets the time to stack up his buff, things can get out of hand, which creates a more dynamic team fight scenario for both teams, one trying to stay in the fight longer and the other trying to win the fight early or disengage at a certain point. * Another is the +1/+3 on kill permanently stacking up stat bonus, we already have that with {{champion:45}}, so it's not something new, but it is something that makes players pay more attention to the farming, instead of running all around the map chasing enemy champions which is really an issue in low ELO matches and having more champions that directly scale of from farming would really help in getting the mass to understand how important it is to manage the resources on the rift. Of course it would be nice if you get 5 stacks from killing drake or baron, but I don't mention it because it's really not such a big deal, both are on a long **CD**, you can't rely on them. * The -1 second CD on BA or spell is a fine tool to set the play style of the champion and when it comes to skill shots you have to hit your target every time to keep the ball rolling, so you have to be confident in your skills if you want to be aggressive because missing only one spell will get you in a bad position. * A new type of summoning, the old one where you get direct control over the unit you have summoned is nice when it comes to focusing targets from a greater distance, but what I am proposing is to have summons that follow your actions so that you can have them more as a passive and enhance them with your spells, for an example, when you directly target an enemy your summons focus it until you make another action, when you press attack on a location they attack the closest enemy unit in their path to that location until they reach the targeted location, when you issue a "stop" command the summons align around you and do not attack anything, when you move to a target location they move with you and attack the nearest enemy targets only after reaching the location and only if the targets are in your range, in a way they are just like a passive damage increase but with a different mechanic, combined with a skill set for enhancement of the summons this brings a different gaming experience to the player and having such a diversity is vital for the satisfaction a player has from playing any game. * Two different versions of basic attacks that deal MD instead of PD and some examples of caster champions with a more carry-like skill set like {{champion:268}} where you have a constant damage distribution instead of the classical nuke, all skills at once, pray that the enemy dies skill set. This is why a couple of the attempts of creating a mid-lane nuke champion ended up in a more hybrid build, where you can go for a classical AP item build to enhance the MD of your skills or just buy AD items and turn into a caster based ADC relying more on skill shots between the attacks rather than building AS to get more attacks per second. * A couple of different types of stat replacement mechanics, such as gaining critical strike chance from CDR. * Some different types of scaling team buffing, shielding and even a reanimation mechanic. * A new {{champion:427}}-type jungling method that allows double jungling (Yes you didn't read it wrong and it's not a typo.). --- Now to the main part of the introduction, the idea is to have a set number of champions, in my example seven, on which you can choose their set of skills when the game starts, like the way {{champion:121}} evolves his abilities or like {{champion:141}} chooses his transformation. The difference comes from what you choose for your champion to use as weapons in this match, with the exception for The Druid who gains his strength from the path he chooses to follow in his druidism, respectfully wearing a different type of pelt to suit his beliefs. This type of mechanic of course leads the champion into a pick flexibility that is too much even for a 10 bans "Pick & Ban Phase" when it comes to ranked team games, because you would end up wanting to ban as much of these champions as possible, so it's best if you can ban all of them in one ban and if they are not banned you can pick only one of them on your team. Of course this will reduce the availability of the champions so these rules would better apply only in ranked games, so that if you just want to play the champion you would have the option of just joining a normal game where these regulations don't count. Another approach to this is to pick the specialty of the champion from your account even before you queue for a game, which would cut the flexibility, but it would force you into having the availability of only one style of the champion, when the sole idea of this is that you can have one champion that is equal to four, which makes its value around 25K IP or 3900 RP. Having such an expensive champion is a benefit for RIOT, because most of the people would choose to buy it with RP instead of waiting to get that ridiculous amount of IP. But if RIOT thinks the rift just isn't ready for something like this here are 28 champion concepts that I present to you. --- >#The Amazon >* Focused on a more simple skill set, relying more on raw stats, here is a damage dealer that you can fit on any lane. --- * #Demon Crossbow >* P - Every time you deal damage to an enemy **CLoEM** with an **Enchanted Arrow** or **BA** you reduce the remaining **CD** on your other **Enchanted Arrows** by 1 second. Every fourth **Enchanted Arrow** you fire **pierces** its targets, enabling it to deal damage to multiple targets in a line. --- >* Q - Launch a **Lightning Enchanted Arrow** at a target direction that deals **TAD** in **PD** plus **MD** **(flat + %AP)** to the first enemy hit. Applies **OHE** and the magic damage dealt can **critically strike** as well. --- >* W - Launch a **Fire Enchanted Arrow** at a target direction that deals **TAD** in **PD** and explodes on the first enemy hit, applying **OHE** to the main target and dealing **MD (flat + %AP)** to it and all nearby enemies. When the arrow does not connect with an enemy, or when it is **piercing** through enemies, it explodes on reaching its maximum range. If the arrow is **piercing** through enemies every subsequent explosion is larger than the previous. --- >* E - Launch a **Frost Enchanted Arrow** at a target direction that deals **TAD** in **PD** and shatters on the first enemy hit, applying **OHE** to the main target and freezing it in place for 1 second, dealing **MD (flat + %AP)** to it and all nearby enemies, slowing their **MS** for 1 second. --- >* R - When activated for the next 10 seconds you get increased **MS**, every **Enchanted Arrow** **pierces** its targets and your **Fire** and **Frost Enchanted Arrows** have their **range** increased to the same **range** as your **Lightning Enchanted Arrow**. --- >* **Explanation**: This is one of the mid-lane nuke champions that I mentioned, which you could build into a **caster ADC**. You can output tons of damage both with an **AP** or **AD** build if you can land your skill shots of course. The Q should be on a longer range than the W and E since it doesn't have AoE damage. * #Hydra Bow >* P - Every time you hit an enemy **CLoEM** with an arrow your **critical strike chance** is increased by **1%** for the next 5 seconds **stacking up**. --- >* Q - When activated your **basic attacks** deal **MD (TAD + %AP)** instead of **PD** and cost mana on every shot, cannot apply **OHE**, but can **critically strike** and apply the P. Can be activated or deactivated at any time. --- >* W - Launch a poison coated arrow at a target direction that hits the first enemy **CLoEM** in its path dealing **MD (flat + %AP)** over 3 secs to it, the last champion hit is permanently **marked** for execution until another is hit. You can have only one **marked** target. --- >* E - Dash away from a target enemy and quickly fire 3 arrows at it, each dealing **PD (flat + %BAD)** and applying **OHE**. --- >* R - Fire 1 ~ 3 **Guided Arrows** from a long distance at the champion **marked** by your W, each dealing **PD (flat + %BAD)** and applying **OHE**. **Guided Arrows** get around any obstacle to hit their target. --- >* **Explanation**: Simple **ADC** that can turn the match around just with the ability to convert all of your **BA** damage to **MD**. * #War Pike >* P - Every time you deal damage with a **spell** or **BA** you reduce the **armor** of your target by **1%** for the next 5 seconds **stacking up**. --- >* Q - Strike your target dealing **PD (flat + %BAD)** and double the stacks of your P that you have on the target. --- >* W - Slice the targets around you with your spear dealing **PD (flat + %BAD)** and slowing their **MS** for the next 2 seconds. --- >* E - Dash in a target direction dealing **PD (flat + %BAD)** to any target you pass through. --- >* R - Summon a **Valkyrie** under your direct control that has the same stats as you, goes on **CD** only when it's killed, otherwise when you die it is still under your control, and if not killed is instantly teleported to you when you respawn. Every time you cast a skill, while it is on **CD** you can cast it from the **Valkyrie**, going on **CD** for it for the same amount of time. --- >* **Explanation**: This is another option for direct control over a summon, rather than having passive effects that enhance the summon after you cast a spell or hit an enemy, you have the option to cast abilities from the summoned unit as well. Players with high **APM** would really enjoy such a champion, after all right-clicking, as effective it may be, tends to get boring. * #Matriarchal Javelin & Troll Nest (Javelin & Shield) >* P - Dodge every 5th **BA** and every 4th **direct spell** cast at you. --- >* Q - Throw a lightning enchanted javelin at a target direction dealing **MD (flat + %AP)** to all enemies in its path and launch **forks of lightning** towards nearby enemies every time it deals damage, dealing the same damage to every enemy hit by a **lightning fork**, stopping at the first enemy **CLoEM** hit dealing additional **TAD** to it and applying **OHE**. --- >* W - Throw a poison coated javelin at a target direction leaving a trail of poisonous gas in its path that disperses after 1 second, dealing **MD (flat + %AP)** over 3 seconds to every enemy it affects, stopping at the first enemy **CLoEM** hit dealing additional **TAD** to it, applying **OHE** and slowing its **MS** over the duration of the poison. --- >* E - Gain a **stack** of lightning every time you kill an enemy, 1 for **minions** and **small monsters**, 3 for **CLoEM** and **large minions** and deal **MD** equal to the number of **stacks** to the first enemy **CLoEM** that deals damage to you (this effect can occur only once per 15 seconds). When activated increases your **MS** for a short period, resets the **CD** on your Q and adds **MD** to the next Q equal to the number of **stacks** you have. --- >* R - Throw a javelin at a target direction that explodes on the first **CLoEM** hit or when it reaches its maximum range releasing a poisonous gas cloud that deals **MD (flat + %AP)** over the next 5 seconds to all affected enemies. If you hit a **CLoEM** that is already poisoned by your W, the damage of the W is dealt instantly and its duration is refreshed. --- >* **Explanation**: Another approach to the mid-lane **AP**-nuke / caster-**ADC** concept, but with a stacking **MD** spell and some defensive stats. Both with the crossbow and the javelins you would want to have an ally that can put some hard **CC** on the enemies so you can easily deal tons of damage to them, the crossbow has more situational damage rather than the zoning abilities of the javelins. --- >#The Assassin >* Being a master of martial arts The Assassin is skilled in using a large variety of weapons as well as hand to hand combat, that's why I threw in a Katana build, just because it's cool, again giving the high **APM** players room for improvisation. --- * #Elemental Fists >* P - Every time you hit a **CLoEM** you get a **stack** of **Tiger's Fury** for 5 seconds, reaching up to 3 **stacks**. --- >* Q - When cast, attacks your target with a **Fire Enchanted Attack** that deals **PD (TAD + %BAD)**, for the next 3 seconds the skill can be recast for another strike. After the second strike you have a 3 seconds window to cast the skill a third time for a more powerful attack, spinning in the air and hitting your enemy with such force it deals **PD (TAD + %BAD)** to the target and every enemy around it, knocking them away. If you do not use your 3 seconds window to recast the skill, or you hit all the three attacks, the skill goes on a 9 seconds **CD**. If you have not used the skill for 3 seconds after it returns from **CD** you can hold down the button for 3 seconds charging the element in the end **healing yourself (flat + %BHP)** and causing the skill to go on a 18 seconds **CD**. Every time you hit a **CLoEM** with the skill, you get a **fire stack** for 5 seconds, reaching up to 3 **stacks**. --- >* W - When cast, attacks your target with a **Frost Enchanted Attack** that deals **MD (TAD + %AP)**, for the next 3 seconds the skill can be recast for another strike. After the second strike you have a 3 seconds window to cast the skill a third time for a more powerful attack, spinning in the air and hitting your enemy with such force it deals **MD (TAD + %AP)** to the target and every enemy around it, freezing them in place. If you do not use your 3 seconds window to recast the skill, or you hit all the three attacks, the skill goes on a 9 seconds **CD**. If you have not used the skill for 3 seconds after it returns from **CD** you can hold down the button for 3 seconds charging the element in the end gaining additional **resistances (+%Armor; +%MR)** for the next 6 seconds and causing the skill to go on a 18 seconds **CD**. Every time you hit a **CLoEM** with the skill, you get a **frost stack** for 5 seconds, reaching up to 3 **stacks**. --- >* E - When cast, attacks your target with a **Lightning Enchanted Attack**, so fast you dash through the target, dealing **PD (%TAD)**, for the next 3 seconds the skill can be recast for another strike. After the second strike you have a 3 seconds window to cast the skill a third time, even from a distance, for a more powerful attack, slicing your enemy and dashing through them, dealing **PD (TAD + %BAD)**. If you do not use your 3 seconds window to recast the skill, or you hit all the three attacks, the skill goes on a 9 seconds **CD**. If you have not used the skill for 3 seconds after it returns from **CD** you can hold down the button for 3 seconds charging the element in the end dashing to a target direction and causing the skill to go on a 18 seconds **CD**. Every time you hit a **CLoEM** with the skill, you get a **lightning stack** for 5 seconds, reaching up to 3 **stacks**. --- >* R - Usable from level one, can be cast on a **CLoEM** after reaching 3 **power stacks** from one of your skills, dealing your **TAD** to the target plus an additional effect depending on the stacks you have. * 3 stacks from **Tiger's Fury** deal **PD** equal to your **TAD** to the target. * 3 fire stacks cause the same damage and effect like the third Q strike, but in a larger area. * 3 frost stacks cause the same damage and effect like the third W strike, but in a larger area. * 3 lightning stacks cause the same damage and effect like the third E strike, but can be cast from further away. * Whenever you hit a target with your ultimate, you can not hit it again with the same effects you have used for the next 120~60 seconds. --- >* **Explanation**: This one should bring you as close as it can to an arcade anime combat, desperately trying not to mess your 10 buttons combo so you can deal as much damage as possible, of course I have given as less numbers as possible because this one needs extreme balancing not to become a total face-roll champion. To explain the ultimate further, if you have 3 frost stacks and cast your ultimate on an enemy, if you cast the ultimate again on the same target in the next 120~60 seconds it will not hit it with a frost effect even if you have 3 frost stacks. * #Katars >* P - Every time you hit a **CLoEM** you apply **poison stacks** to the target **(10 stacks for each 1% MHP)**, dealing **MD (0.1~1.8)** over 5 seconds for each **stack** you have on the target. --- >* Q - Hit your target with both your Katars dealing **PD (flat + %TAD)**. Counts as two attacks, applying **OHE** twice. --- >* W - When cast boost your **MS** and **AS** for the next 5 seconds. Basic attacks reduce the **CD** of W by 1 second every time you hit a **CLoEM**. --- >* E - **Channel** for 1.5 seconds, at the end of the cast leaving a **seal** on the ground where you stand. For the next 6 seconds you can recast the skill to instantly teleport yourself back to the location of the **seal**. --- >* R - You cast a **Cloak of Shadows** over a target enemy champion, reducing it's vision to melee range and removing it's allied vision for the next 6 seconds, making you **invisible** for the duration of the spell and allowing you to pass through units. If you get into the targets melee range he can see and attack you, your **invisibility** does not brake when you attack the target or get hit by it, but will brake if you attack anything else and the effect of the spell on the enemy champion will brake as well. --- >* **Explanation**: Though the passive can be abused for a fighter/tank build you can still go for an all out assassin to go in and decimate a carry, what I fear is that you would likely kill him with a tank build as well, so this really needs some testing. The main thing here is the different type of **invisibility** that the ultimate offers, when it is cast on you, you would see The Assassin when it's already too late, but like any **invisibility** it is easily countered by true sight. * #Traps >* P - Every time you hit a **CLoEM** with a **BA** or **spell** it gets a **stacking debuff** for 3 seconds which increases the damage it receives from your **spells** by **1%** for every **stack** they have. --- >* Q - Throws a **Fire Bomb** at a target location dealing **MD (flat + %AP + %BAD)** in a small area, if you hit a **CLoEM** the **CD** of your next Q is reduced to 1 second. --- >* W - Throws a **Web of Lightning** at a target location that deals **MD (flat + %AP)** over the duration, applies the P every second and slows the **MS** of all enemies that are on it, lasts 5 seconds. --- >* E - Throws a **Spinning Blade** at a target direction, that flies a set distance and travels back and forth 3 times, from the place it was cast, dealing **PD (flat + %BAD)** and reducing the **armor** of every enemy it passes through by **5%** each time it's hit by the blade, stacking up to a **30%** reduction. --- >* R - Place an **invisible** trap at a target location, the trap activates only when an enemy **CLoEM** is nearby, at first sending a **shockblast** towards it, hitting the first **CLoEM** in its path, stunning it for 1 second. The trap has 5 charges of lightning which it fires, 1 every second, at the nearest enemy **CLoEM** in range, passing through and dealing **MD (flat + %AP)** to all enemies in a straight line. After expending all its 5 charges or sitting idle for 1 minute the trap brakes. If the trap is unable to fire all of its 5 charges, after 5 seconds of being idle it turns **invisible** again, reseting the ability to fire a **shockblast** again. You can hold up to 3 traps, recharging at a 40 seconds **CD** one at a time. To disable a trap enemies have to hit it three times with a **BA**. Every time a trap activates you get a flat **MS** bonus towards it. You can not place traps one on top of another. --- >* **Explanation**: Main idea was of a mid-lane, poke-zoning champion, but the nature of the traps suggested some **PD** as well, so I ended up with this hybrid. The passive ensures that no matter what type of offensive items you buy, you would still be able to rely on a decent damage output from your spells, but it is the utility that this champion brings that is the main thing here. To clarify, this is a ranged champion, my idea is to have The Assassin throw "Kunai" for a **BA**. * #Katana >* P - Every time you kill an enemy you get a **stack**, 1 for **minions** and **small monsters**, 3 for **CLoEM** and **large minions**. Every 10 **stacks** you have increase your **critical strike chance** by **1%**. Every **1% critical strike chance** you have above **100%** gives 1 point of **BAD** instead. --- >* Q - Dash at a target direction, dealing **PD (flat + %BAD)** to all enemies you pass through, at the end slicing all enemies in front of you with your Katana dealing **PD (flat + %BAD)**. Can **critically strike**. --- >* W - Kick a target enemy **CLoEM** away from you, dealing **PD (flat + %BAD)**. Every time you get a **critical strike** on a **CLoEM** the remaining **CD** on W is reduced by 1 second. --- >* E - Cast on a target enemy **CLoEM** in melee range to leave a **Shadow Clone** to fight the enemy, while you get **invisibility** for 1 second. The **Shadow Clone** lasts for 3 seconds or until it hits the target 3 times with a **BA**. It has the same stats as you and each time you or your clone get 3 **critical strikes** in less than 3 seconds the **CD** on your E is reset. --- >* R - Cast on a target enemy champion to **blink** on the opposite side of it and perform a fast Katana strike that deals **PD (TAD + %BAD)**, applies **OHE** and can **critically strike**. Every time you kill an enemy champion or get an assist the **CD** on R is reset. --- >* **Explanation**: {{champion:157}}, {{champion:62}}, {{champion:64}} and {{champion:11}} made sweet love with {{champion:67}} and this is what was born. Just imagine Faker playing this one and you will find out why it's cool. --- >#The Necromancer >* I definitely wanted to bring something different with this one and probably I went a little bit too far, but I'm not the one to judge, I hope I get from you a "What the Hell?!?" when you reach the abominations part. All the concepts of The Necromancer are ranged champions that shoot some type of a magic projectile from the wand. --- * #Yew Wand & Hierophant Trophy >* P - Every time you hit an enemy **CLoEM** with a **BA** they get a **stacking debuff** for 10 seconds, if they get 5 **stacks** of the debuff a **Clay Golem** is summoned at their location, attacking them for the next 10 seconds. The **golem** has to be hit 5 times by a **CLoEM** to be destroyed. The **golem's** attacks have the same **AS** as you, deal **MD (flat + %AP)** and slow the targets **MS** by **20%** for 2 seconds. Once a **golem** is summoned you can not summon another on the same target for the next 40 seconds. If the target dies, the **golem** attacks the nearest **CLoEM**, prioritising targets that have a debuff, if no **CLoEM** is nearby attacks the closest enemy. --- >* Q - Cast at a target location affecting all enemy **CLoEM** on it for the next 5 seconds with a **curse** that gives **%x (flat% + %AP%) life steal** to all units that attack the **cursed target**. A **CLoEM** can only have one **curse** on it at a time. --- >* E - Cast at a target location affecting all enemy **minions or small monsters** on it for the next 1~5 seconds with a **curse** that confuses them, making them attack the nearest unit, whether it be a friend or foe. If there is a **CLoEM** in range they will focus it first, but if it walks out of range, they will switch to the nearest unit. --- >* W - Cast at a target location affecting all enemy **CLoEM** on it for the next 5 seconds with a **curse** that reduces their **armor** for **x% (flat% + %AP%)**. A **CLoEM** can only have one **curse** on it at a time. --- >* R - Cast on an enemy champion it deals **x% (flat% + %AP%)** of their **THP** in **MD** over 10 seconds, if the target dies while under the effect of the spell its corpse will explode dealing **x% (flat% + %AP%)** of the targets **THP** in **MD** to all enemies in a large radius around the target. --- >* **Explanation**: A futile attempt for a support champion, I probably didn't give it enough utility for such one and the **AP** scaling part on everything suggest a different item build, but still the point was to get something different in the bottom part of the map. The sole purpose of the ultimate is to be able to turn a fight around if executed properly. * #Lich Wand & Preserved Zombie Head >* P - Every time you kill an enemy you get a **soul stack**, 1 for **minions** and **small monsters**, 3 for **CLoEM** and **large minions**. You gain a **shield** for **x (flat + %AP + number of soul stacks)**, refreshing if you have not taken damage for the last 10 seconds. --- >* Q - Launch **2~6 + x (1 for every 100 AP + 1 for every 100 soul stacks)** projectiles at a target direction, expanding in a cone, dealing **MD (flat + %AP)** each. Every projectile stops at the first target hit, if the target is an enemy champion, the **shield** from your P is refreshed and the amount of damage dealt to the champion is added to the **shield**. Multiple projectiles hitting the same champion ensures a greater effect. --- >* W - Launch a **Bone Spear** at the target direction, dealing **MD (flat + %AP)** to all enemies in its path. For every enemy **CLoEM** hit the **CD** of your spells is reduced by 1 second. --- >* E - Cast at a target location to form a **Bone Wall** around it for the next 5 seconds. The enemy champions can brake it with basic attacks, the wall has hit points equal to the **shield** amount of your P. --- >* R - **Channel** for 3 seconds to cast a powerful **Bone Spirit** at a target enemy champion, dealing **MD (flat + %AP + number of soul stacks)** to the champion and all enemies around it. --- >* **Explanation**: Finally I managed to get a normal mid-lane poke/nuke champion, or as I call them "ARAM Terrors", that shine with their wave-clear and siege potential. The E should be something like {{champion:83}}s Dark Procession, that has the purpose of keeping the enemy in place for enough time so that you can get them low enough to cast your ultimate as a finisher. * #Tomb Wand & Succubus Skull >* P - Every time you kill an enemy you get a **soul stack**, 1 for **minions** and **small monsters**, 3 for **CLoEM** and **large minions**. When you kill a **Large Monster** you raise its corpse back to life. **Risen Monsters** last for half the time their live versions respawn, have the same stats except for their **resistances (their base armor and MR + your total armor and MR)** and attack the nearest jungle camp in their part of the jungle, giving **gold** and **XP** to you when they get a kill. --- >* Q - Every time you kill a **minion** or **small monster** you raise a **Skeleton Warrior** to fight by your side (**Skeleton Warriors** are prioritised over **Skeleton Mages**, unless you have more skill points on your W or have maxed out the W first). **Skeleton Warriors** deal **PD (flat + %BAD)**, have a base **AS** of **0.50**, the same **MS** as you and **9 maximum health (increased by 1 for every 30 soul stacks)**, can not attack towers or be hit by towers or spells, but take 1 damage from **minions** and **small monsters** and 3 from **CLoEM** and **Super Minions**. You can have up to **1~5 Skeleton Warriors** at a time. When you cast Q on a target **CLoEM** your **Skeleton Warriors** charge at your target and focus it for the next 3 seconds with increased **AS**. --- >* W - Every time you kill a **minion** or **small monster** you raise a **Skeleton Mage** to fight by your side (**Skeleton Warriors** are prioritised over **Skeleton Mages**, unless you have more skill points on your W or have maxed out the W first). **Skeleton Mages** deal **MD (flat + %AP + 1 for every 10 soul stacks)**, have a base **AS** of **0.50**, the same **MS** as you and **9 maximum health**, can not attack towers or be hit by towers or spells, but take 1 damage from **minions** and **small monsters** and 3 from **CLoEM** and **Super Minions**. You can have up to **1~5 Skeleton Mages** at a time. When you cast Q on a target **CLoEM** your **Skeleton Mages** will focus it for the next 3 seconds and their attacks will reduce its **MS** by **5%** for each **Skeleton Mage** that hits it for 1 second. --- >* E - When cast on an enemy **CLoEM** deals **MD (flat + %AP)** over 3 seconds and causes your **skeletons** to focus it for the duration. When cast on a **Risen Monster** you take direct control over it. While you have a **Risen Monster** under your control you can use your E to move it to a target location or order it to attack a target. --- >* R - **Channel** for 3 seconds to summon a powerful **Blood Golem** at a target location. While **channeling** all enemies around the target location have their **MS** slowed and take **MD (flat + %AP)** over the duration, if the **channeling** is interrupted the effect in the area stops and 3 seconds are added to the time the **Blood Golem** needs to be summoned. At the end of the duration the **Blood Golem** comes to life under your direct control (you can use your R to move it to a target location or order it to attack a target). The **Blood Golem** deals **PD** equal to your **TAD**, has the same **MS** as you, a base **AS** of **0.50~1.50**, **resistances** equal to double your total **armor**, double your **MR** and has **health** equal to double your **THP** plus double the number of **soul stacks** you have. While active the **Blood Golem** has **100% life steal** which he shares with you on a **Blood Link**. * **Blood Link** distributes the amount of **HP** you and your **Blood Golem** receive from its attacks depending on the percentage of **MHP** on both of you. --- >* **Explanation**: I think that this is one of the builds that really hit the "different concepts" goal I was aiming at. **AD**, **AP**, whatever you choose, team fighting and tower dives is what this guy is made for, no matter if you play him in a lane or in the jungle, just get some stacks on him and be ready to output tons of damage and secure objectives all over the map. * #Unearthed Wand & Severed Demon Head >* P - **Human Form**: Your basic attacks deal **MD (AD + %AP)** instead of **PD** over a 5 seconds duration, if the same target is hit while under the effect of the P, the amount of damage left to be done is done immediately and the P is applied again. If the target is a **CLoEM** it receives a **stack** of **Overstacking Poison** which increases the damage the target receives from the P by **x% (flat% + %AP%)** for each stack it has. The P is considered a poison effect. * **Demon Form**: Your basic attacks **leech x% (flat% + %AP%)** of the targets **THP** in **MD** and reduce the remaining **CD** on your spells by 1 second, if your target is a champion the duration of your **Demon Form** is increased by 1 second. Whenever an allied champion around you dies, you raise an **Abomination** from its corpse that is under the direct control of the ally for 10 seconds. --- >* Q - **Human Form**: **Curse** a target **CLoEM** reducing its **MR** by **x (flat + %AP)** for 5 seconds. A **CLoEM** can only have one **curse** on it at a time. * **Demon Form**: **Curse** all enemies at a target location reducing their **MR** by **x (flat + %AP)** for 5 seconds. A **CLoEM** can only have one **curse** on it at a time. --- >* W - **Human Form**: Inflict a poison on a target enemy that deals **MD (flat + %AP)** over 5 seconds. If the target dies while affected by the poison it explodes releasing toxic gas that poisons nearby enemies as well. * **Demon Form**: Inflict **Living Flames** on a target enemy **CLoEM** dealing **x% (flat% + %AP%)** of their **THP** over 5 seconds to them and all enemies in melee range around them. While a target is under the effect of your W it leaves behind a trail of flames for 3 seconds which deals **MD (flat + %AP)** over the duration to all enemies or gives **x% (flat% + %AP%)** bonus **MS** to all allies while they are on the affected ground. --- >* E - **Human Form**: Release a **Poison Nova** around you that deals **MD (flat + %AP)** to all enemies it hits infecting them with a fast effect poison that deals **MD (flat + %AP)** over 1 second, refreshing the duration of any poison effect you have on them. * **Demon Form**: Release a **Fire Nova** around you that deals **MD (flat + %AP)** to all enemies it hits and coat yourself in flames dealing **MD (flat + %AP + %THP)** over the next 5 seconds to enemies in melee range, leaving behind a trail of flames for 3 seconds which deals **MD (flat + %AP)** over the duration to all enemies or gives **x% (flat% + %AP%)** bonus **MS** to all allies while they are on the affected ground. --- >* R - When cast at a target location after 3 seconds a massive explosion deals **MD (flat + %AP)** to all enemies in the area and a powerful **Fire Golem** is spawned from the flames. The **Fire Golem** is under your direct control (you can use your R to move it to a target location or order it to attack a target). The **Fire Golem** deals **MD (flat + %AP)**, has the same **MS** as you, a base **AS** of **0.50~1.50**, **resistances** equal to double your total **armor**, double your **MR** and has **health** equal to double your **THP**. The **Fire Golem** also deals **MD (flat + %AP)** every second to all enemies around it. Summoning the **FIre Golem** requires you to draw too much of the **Severed Demon Heads** energies transforming you over 3 seconds, in which you are silenced, into a demon with increased **THP (THP + %AP)**, **armor (armor + %AP)**, **MR (MR + %AP)** and new abilities. The **Demon Form** lasts 20 seconds. * **Abomination**: Same stats and bonuses from items as the dead ally champion from which it is risen. * P - When the 10 seconds duration of the **Abomination's** life pass or when it is killed, it explodes dealing **MD (flat + %AP + %BAD + %THP)** to all nearby enemies. * Q - Claw at your target dealing **PD (flat + %BAD + %AP)** and healing yourself for half of the damage dealt. * W - Enrage yourself and other **Abominations** around you increasing **MS** and **AS** by **10%** for 5 seconds, **stacking up** when other **Abominations** enrage you. * E - Charge at a target direction dealing **PD (flat + %BAD)** to all enemies you pass through stopping at the first enemy **CLoEM** hit, slowing its **MS** for the next 2 seconds. * R - You immediately explode adding **%CHP** to the damage of the explosion. --- >* **Explanation**: Did I get a "What the Hell?!?" from you ? I wanted the ultimate to be an instant "turn the fight around" button, that forces you into a completely different play style and yes, things went too far, it really feels like there are too much resources available for a single champion, but thats why these are only concepts, their main purpose is to inspire the creation of something that is enough balanced and interesting to actually appear on the rift. --- >#The Barbarian >* As I mentioned earlier you just can't have a barbarian that is casting spells all around, summoning evil minions or blinking and dashing all around the screen, it just doesn't fit, so here is my concept for a barbarian, simple and effective, just make him pick up the largest hammer or sword lying around and have him jump right into the fight to wreck havoc. I placed some kind of stacking method on all of his concepts to have something that gives him an edge on other similar champions, to make up for the fact that all have a shout dedicated to help the team in some way. --- * #Double Champion Swords >* P - Every time you hit an enemy with a **BA** your **AS** is increased by **1%** and your **MS** is increased by 1 for the next 5 seconds **stacking up**. Kills or assists additionally grant 10 **stacks**. --- >* Q - Dash a short distance forward slicing with your swords dealing **PD (flat + %BAD)** to an enemy target and all enemies in melee range. Your Q has 2 **stacks** and you can cast the second one 0.5 seconds after the first one. If you manage to hit 3 or more enemy champions with one cast of the Q its **CD** is not triggered. --- >* W - Unleash a battle cry that increases the **THP** of you and all ally champions in range by **x%** of your **THP** for the next 5 seconds. --- >* E - Jump in a target direction causing a **shockwave** on impact that deals **PD (flat + %BAD)** to all enemies in front of you slowing their **MS** for the next 2 seconds. The range of the jump and the **shockwave** blast length increase with the **stacks** of your P. --- >* R - On activation doubles the **stacks** you currently have on your P and for the next 10 seconds all enemies in melee range will be **interrupted** on use of **gap closing** spells. Additionally you get a magic **shield** for **x%** of your **THP** for the duration. --- >* **Explanation**: This is {{champion:2}}s best friend and dive buddy, just get those speed buffs, jump on the carry and watch how the support is desperately trying to save him. I don't think there is really much to explain in The Barbarian concepts, tried to make them simple as him. * #Giant Ogre Maul >* P - Every time you deal damage to an enemy champion with a **spell** or **BA** you reduce their **armor** by 1 for the next 5 seconds **stacking up**. --- >* Q - Hit a target **CLoEM** in melee range dealing **PD (flat + %BAD)** and increasing your **armor** and **MR** by **x (flat + %BAD)** for the next 3 seconds. --- >* W - Unleash a terrifying shout that fears all enemies that are facing towards you for 1 second or reduce their **armor** by **x (flat + %BAD)** if they are facing away for 3 seconds. --- >* E - Jump at a target location dealing **PD (flat + %BAD)** to all nearby enemies on impact, briefly knocking them up. --- >* R - Spin around in a whirlwind dealing **PD (flat + %BAD)** and applying **OHE** to each enemy in melee range every 0.5 seconds for the next **4~6** seconds. You can move while the ability is being cast and you can cancel early for a shorter **CD**. --- >* **Explanation**: I wanted to have him at least cover more roles, I hope this can be interpreted as an assassin. * #Colossus Sword & Blade Barrier (Sword & Shield) >* P - Every time you take damage from an enemy **CLoEM BA** or **spell** you get **stacking buff resistances** to the type of damage that is being dealt to you. Every time an enemy **CLoEM** deals **PD** to you, your **armor** is increased by 1 for the next 5 seconds **stacking up** and every time an enemy **CLoEM** deals **MD** to you, your **MR** is increased by 1 for the next 5 seconds **stacking up**. --- >* Q - Bash a target enemy **CLoEM** in melee range dealing **PD (flat + %BAD + %EnemyCHP)** and knocking them a short distance away from you. --- >* W - Unleash a battle shout that increases the **armor** and **MR** of you and all ally champions in range by **x%** of your total **armor** and **x%** of your total **MR** for the next 5 seconds. --- >* E - Create a frightening totem at a target location for 5 seconds that fears all enemies that are in its range for 1.5 seconds. --- >* R - Hit a target enemy champion in melee range with massive force dealing **PD (%TAD + %armor + %MR)** and additional **MD** equal to **x%** of the targets **MHP**. Investing too much in such a powerful blow cripples your defenses, reducing your bonus **armor** and **MR** by half for 2 seconds. --- >* **Explanation**: Another futile attempt for a support champion, I just don't like champions that don't scale from anything, if you can use it for a support go for it, otherwise do whatever you like. * #Double Throwing Winged Axes >* P - Every time you hit an enemy **CLoEM** with a **BA** you get 1 **BAD** for the next 5 seconds **stacking up**. --- >* Q - Throw an axe at a target direction dealing **PD (flat + %BAD)** to the first enemy hit slowing their **MS** for the next 3 seconds. While melee attacks are active, if you hit an enemy with your Q you can recast the skill to jump to the target dealing **%TAD** on impact. The **CD** on your Q resets on kills and assists. --- >* W - Unleash a war cry that increases the **BAD** of you and all ally champions in range by **x%** of your **TAD** for the next 5 seconds. While melee attacks are active, on cast additionally you receive a **heal (flat + %BAD)** which is stronger depending on the number of enemy champions in range. --- >* E - After activation throw an additional axe at the target of your next **BA** which deals **%TAD** and applies **OHE**. While melee attacks are active, after activation your next attack on an enemy **CLoEM** generates an equal additional strike. --- >* R - Switch from ranged to melee attacks and back on a 5 seconds **CD**. Switching to melee grants you bonus **MS** for the next 3 seconds, switching to ranged grants bonus **AS** for the next 3 seconds. --- >* **Explanation**: This is me forcing myself to create an **ADC**. Had a problem with keeping it a ranged **ADC**, this is a barbarian, he really wants to jump into the fight. --- >#The Paladin >* This was probably the hardest champion concept to create, since the original doesn't really offer diversity. Still with some basic League of Legends champion mechanics it turned out as diverse as I intended. --- * #Mighty Scepter & Sacred Rondache (Scepter & Shield) >* P - Your **base attack damage** is increased by an amount equal to **2%** of your **THP**, but each attack costs the same amount from your **CHP**. --- >* Q - On cast you randomly deliver **1~5** fast basic attacks to all enemies in melee range. The attacks are delivered in a **0.66~2.00** seconds interval and cannot strike the same target twice in a row unless there are no other targets around. --- >* W - When activated, for the next 5 seconds you **block x (flat + %armor)** damage from all non-periodic **PD** and **x (flat + %MR)** damage from all non-periodic **MD** inflicted on you. --- >* E - Charge at a target direction dealing **PD (flat + %BAD)** to all enemies you pass through knocking them aside, colliding with the first enemy **CLoEM**, dealing the same amount of damage, knocking it back a short distance and slowing its **MS** for 1 second. --- >* R - Passively increases the **AS** of you and all allied champions in range by **10%~30%**. When activated you receive double the **AS** and every attack against an enemy **CLoEM** heals you and all nearby allies for the same amount as the damage dealt. --- >* **Explanation**: I miss old {{champion:14}} and how you could get in the middle of a team fight, start hitting the nearest thing and still contribute to your team. Here is my vision of him transfered onto this zealous paladin. You have all the things a zealot needs and you are effective both in split-pushing and team fighting. * #Phase Blade & Vortex Shield >* P - All negative over-time effects have their duration decreased by **20%**. --- >* Q - After activation your first attack and every third after it will **heal** you for **(flat + %AP + %BHP)** over 3 seconds and deal **MD (flat + %AP + %AD)** over 3 seconds to all enemies in range, **overstacking** the effects. --- >* W - After activation your first attack and every third after it will root your primary target in place for 1 second and deal **MD (flat + %AP)** to it and all enemies in range and slow their **MS** for 1 second. --- >* E - **Blink** to a target location causing your first attack and every third after it to be a **critical strike** and deal **PD** to all other enemies in range equal to **30%~50%** of the damage dealt distributed between all affected targets. --- >* R - After activation your first attack and every third after it will deal **MD (flat + %AP)** to the attacked target, increase your **MS** for 1 second and knock back all other enemies around your target. --- >* **Explanation**: This {{champion:77}}-like concept is all about hitting your opponent as many times as possible. You can put him in different roles just by executing different item builds. The only dilemma I have about him is should the R be leveled like a standard ultimate or the skills distribution should be the same as {{champion:77}}s. * #Holy Water Sprinkler & Gilded Shield >* P - Reduce the **MR** of all enemy champions in range by **x (flat + %AP)**. --- >* Q - Launch a **Holy Bolt** in a target direction **healing** all allies and dealing **MD (flat + %AP)** to all enemies. Consecutive allied targets receive less from the healing and consecutive enemy targets receive less damage. If you hit an enemy champion that is currently on **Consecrated Ground** he gets stunned for 2 seconds. --- >* W - **Consecrate** a target location dealing **MD (flat + %AP)** over 5 seconds to all enemies and grant immunity to **CC** effects to all allies that are on it. --- >* E - When cast on an ally champion for the next 3 seconds **30%~50%** of the damage inflicted to them is redirected to you, but if cast on an enemy **CLoEM** causes the target enemy to receive **30%~50%** of the damage you take for the next 3 seconds. If you cast the spell on yourself for the next 3 seconds you receive **30%~50%** of the damage dealt to you back as healing. --- >* R - Cast on a target location after 1 second a lightning fist falls down from the heavens dealing increased **MD (flat + %AP)** to enemies in the center of the impact and lesser **MD (flat + %AP)** to all other affected enemies slowing their **MS** for the next 2 seconds. If the targets in the center are under some kind of hard **CC** effect they get stunned for an additional 2 seconds after the other **CC** effect expires. --- >* **Explanation**: The third futile attempt at creating a support. The **CC** immunity from your W and the utilization diversity of your E give you the opportunity to go to any lane and still be a viable pick. I know that RIOT remove the **MR** reduction from most of the champions and gave them different mechanics to deal more damage, but the P can be a deciding factor when you are picking the champion roster for the next match, not to mention how much it benefits carries that deal more **MD** and there are still a lot of skills in the game that reduce armor. This is a ranged champion, shoots some type of holy magic projectile from the Holy Water Sprinkler. * #Divine Scepter & Protector Shield >* P - All allied champions in range regenerate **x%** of their maximum health and mana upon killing a unit. --- >* Q - Slam a target enemy **CLoEM** in melee range with your shield dealing **PD (TAD + %armor + %MR)** and stunning them for 1 seconds. --- >* W - Release a burst of holy energy from your shield dealing **MD (flat + %AP)** and blinding all enemies in front of you for 2 seconds. When cast you gain a **shield (flat + %BHP)** for 5 seconds. --- >* E - Rush to a target allied champions location removing any **CC** effect on them, **taunting** all nearby enemies to attack you for the next 1.5 seconds and making you and your ally **immune** to **critical strikes** for the next 3 seconds. --- >* R - All allied champions in range have their **armor** increased by an amount equal to **x%** of your **armor** or their **MR** by an amount equal to **x%** of your **MR**. Casting the skill switches between the two auras on a 5 seconds **CD**. --- >* **Explanation**: I hope I finally got it right, I don't see how you wouldn't want to play this one as a support, the two auras help your team even while you are staying behind protecting your **ADC**, you can even go stun or blind someone in the front and rush back to your back-line all while increasing the **armor** or **MR** of your team. --- >#The Sorceress >* This is The Sorceress. You will like it. Pretty much trying to utilize the **CDR** in a bunch of different ways. All of The Sorceress concepts are ranged champions, launching magic projectiles from their orbs or rods corresponding to the school of magic they are using. --- * #Elder Staff >* P - The unique strength of the mind that the sorceress has enables her to bend some of the rules of the rift to her own liking. Your normal abilities are on a flat 0.5 seconds **CD** and are not affected by **CDR**. Your **CDR** stat does not have a cap. **Bonus health** from all sources increases your **bonus mana** instead, **bonus health regeneration** increases **base mana regeneration**, **CDR** increases your **base mana** by the same percentage, every 10 **AP** increase your **maximum mana** by **1%** (this effect is applied last). At the beginning of the game you create a **direct link** towards an ally champion for the remaining of the game. The **linked champion** will receive the **gold bounty** for all **minions or monsters** you kill instead of you. The amount of **gold** you receive from **gold income items** is doubled. An **Energy Shield** protects you all the time causing **15%~100%** of all the damage dealt to you to be taken from your **mana** instead of your **health**. The **Energy Shield** is disabled only when you are below **10% mana**. --- >* Q - Hit a target enemy with the power of your mind dealing **MD (flat + %TM)** and knocking them a short distance away. You cannot hit the same target more than once every 6 seconds. --- >* W - **Blink** to a target location. You have **1~5 stacks** of **blink** each recharging for 6 seconds one after another. --- >* E - **Shield** a target ally champion for **x (flat + %TM)** for 3 seconds. You cannot **shield** the same target more than once every 6 seconds. --- >* R - Unleash a powerful mind blast in all directions that deals **MD (flat + %TM)** to all enemies around you knocking them a large distance away from you, on landing the targets have reduced **MS** for the next 3 seconds. **120~60** seconds **CD** not affected by **CDR**. --- >* **Explanation**: At this point you probably are thinking "Why is he still trying to make a support?!?". Because they always end up being played in other lanes, at least with this one you know that whatever you build you will get a decent shield up on your **ADC** and you can get enemies away from it just with the click of a button. If you think the 5 stacks of **blink** are too much, don't forget that you have only one damaging skill every 6 seconds, and your ultimate isn't really about the damage, so you don't have what to capitalize upon those blinks, they are just meant to make you feel like an OP champion, when in fact you would probably use them to put wards 95% of the time. * #Swirling Crystal & Monarch Shield >* P - Your normal abilities are on a flat 0.5 seconds **CD** and are not affected by **CDR**. Your **CDR** stat does not have a cap and increases your **armor** and **MR** by 1 for each **1% CDR** you have. Every time an enemy takes damage from one of your spells it is **Chilled** reducing its **MS** for the next 1 second. Every time you take damage from an enemy **CLoEM** an **Ice Bolt** is launched at their direction hitting the first enemy in its path dealing **MD (flat + %AP)**, if the target is already **Chilled**, it gets stunned for **x (0.1 + 0.1 for each 10% CDR you have)** seconds. --- >* Q - Throw a **Frost Ball** at a target direction, the ball can hit only enemy **CLoEM** dealing **MD (flat + %AP)** and shattering on impact releasing up to 6 **Ice Bolts** towards nearby enemies. If the target is already **Chilled** it gets rooted in place for 1 second, if it is already rooted gets stunned for 1.5 seconds. Hitting the same **CLoEM** with two **Frost Balls** in a row forces the spell on a 6 seconds **CD**. If your **Frost Ball** is on **CD** every time an **Ice Bolt** hits an enemy champion the **CD** is reduced by 1 second. --- >* W - Cast at a target location to create a snow storm after 1 second that deals **MD (flat + %AP)** over 5 seconds to enemies that stand in it. You can have only one active snow storm at a time, casting a second one immediately cancels the first. --- >* E - Every time an **Ice Bolt** hits an enemy you get an **Ice Stack**, when you reach 6 **stacks** you can throw a **Glacial Spike** at a target location dealing **MD (flat + %AP)** to all enemies in the targeted area. Those who are in the center get rooted for 1 seconds, those hit by the splash are rooted only if they are **Chilled** in the moment of impact. --- >* R - Release a fast rotating **Frozen Orb** in a target direction that launches **Ice Bolts** in all directions as it rotates, dealing **MD (flat + %AP)** to all enemies it passes through. **120~60** seconds **CD** not affected by **CDR**. --- >* **Explanation**: Now we are talking nuke power, if you get hit by the center of an E, you are pretty much dead. If a **Frozen Orb** passes right through you, you will get hit by so many **Ice Bolts** that if you are an **ADC** even a full **AP** build {{champion:25}} shield wouldn't help you survive. * #Archon Staff >* P - Your normal abilities are on a flat 0.5 seconds **CD** and are not affected by **CDR**. Your **CDR** stat does not have a cap and increases the size of the explosion of your **Fire Ball**, the length of your **Fire Wall**, the duration of your **Flame Hydra** by 1 second for each **10% CDR** and reduces the time your **Meteor** needs to fall down from the sky. Every time an ally champion is in range their **BA** is **Enchanted**, dealing **MD (flat + %AP)** on hit for the next 6 seconds, in addition your attacks are constantly **Enchanted**. --- >* Q - Launch a **Fire Ball** in a target direction burning all enemies in its path and exploding if it hits an enemy **CLoEM** dealing **MD (flat + %AP)**. Targets hit by **Fire Ball** receive less damage from every consecutive **Fire Ball** afterwards, effect expires after 6 seconds. --- >* W - Create a **Fire Wall** at a target location for 6 seconds burning all enemies that stand on it dealing **MD (flat + %AP)** over the duration. Any enemy that passes through the **Fire Wall** gets ignited for 3 seconds receiving **x% (flat% +%AP%)** of their **MHP** as **MD** over the duration. You can have only one active **Fire Wall** at a time, casting a second one immediately cancels the first. Champion kills and assists allow casting an additional **Fire Wall** within 3 seconds. --- >* E - Create a **Flame Hydra** at a target location for the next 3 seconds that spits **Fire Bolts** at nearby enemies, prioritising champions, dealing **MD (flat + %AP)** to the first target hit. You can have up to 3 charges of **Flame Hydra** that recharge for 6 seconds each. The **Flame Hyrda** has a base **AS** of **1.00** which is increased by your **CDR**. --- >* R - Cause a **Meteor** to fall from the sky after 2 seconds at a target location dealing massive **MD (flat + %AP)** to all enemies in the targeted area, targets that are in the center of the impact get stunned for 2 seconds. The explosion leaves behind a burning ground that deals **MD (flat + %AP)** over the next 3 seconds to all enemies that are on it. **120~60** seconds **CD** not affected by **CDR**. --- >* **Explanation**: This is one mana hungry "ARAM Terror", as you can see all you have is zoning, poke and tons of damage, if only there are some allies that can make the enemies stand still. * #Eldritch Orb & Hyperion Shield >* P - Your normal abilities are on a flat 0.5 seconds **CD** and are not affected by **CDR**. Your **CDR** stat does not have a cap, gives your abilities a **critical strike chance** and reduces the **chance to be critically hit** by enemy attacks by an amount equal to the percentage of **CDR** you have. Falling below **20%** health instantly teleports you to the nearest allied champion, this effect has a 30 seconds **CD**. --- >* Q - Cast a **Chain Lightning** to strike a target enemy dealing **MD (flat + %AP)** and jumping onto nearby enemies prioritising champions. Each jump happens 0.5 seconds after the target takes damage, one target cannot be hit twice by the same **Chain Lightning** and the jumps continue up to 6 targets or until there are no targets in range. Each consecutive jump does less damage. Only the initial target can take a **critical strike**, afterwards the damage is based on the damage taken by the previous target. You can not have two **Chain Lightnings** dealing damage at the same time, you must wait for the first to finish so that you can cast a second. Champion kills and assists allow casting an additional **Chain Lightning** within 3 seconds. --- >* W - Every second a random enemy in range gets shocked by lightning receiving **MD (flat + %AP)** prioritising champions. The same target cannot be hit twice in a row, except if it is the only enemy in range. If the same target is hit 3 times in a 6 seconds window, it gets stunned for 1 second. Activating the spell restores **1%~5%** of your **missing mana** but you lose the passive part of the spell for the next 6 seconds. --- >* E - Cast a **Forked Lightning** at an enemy dealing **MD (flat + %AP)** to it and all enemies around it, dealing **100%** of the damage if the target is alone otherwise **50%** to the main target and **50%** separated between the other enemies around it. --- >* R - **Channel** to teleport to a target location, the longer the distance is, the more time it takes to finish the cast. Upon appearing at the target location all enemies in range are shocked by the static energy released by the teleportation for **x% (flat% + %AP%)** of their **CHP** in **MD** and clouds of lightning charges are released from you in all directions dealing **MD (flat + %AP)** to the first enemy they hit. For the next 6 seconds after the teleportation your W deals its damage on 0.5 seconds intervals. **120~60** seconds **CD** not affected by **CDR**. --- >* **Explanation**: Being able to **critically strike** with spells is something we already have in the rift, this is just taking it to another level, The Lightning Sorceress brings a whole new meaning in the term **AP** carry. The ultimate instantly teleports you at the end of the channel, so if you cast the skill close enough the channel time would be so small, that it would feel like an instant cast, giving you the opportunity to deal the ultimates damage immediately. I have an idea for a new item that would nicely fit this champion, something like "+100 **AP**, +30% **AS** and a passive that gives you +20% **CDR** if you have 0% **critical strike chance** or +20% **critical strike damage** if you have 1% or above **critical strike chance**", this will benefit all champions that rely both on **AP** and **AS** and you can use it differently depending on the type of champion. --- >#The Druid >* When you think "Druid" it just feels like this champion should be "main jungle". At first I was focused on the {{champion:427}}-type jungling, with the scaling **cleansed spirits stacks**, I had the idea that you would use the stacks as a resource for the summons, but that just seems unreliable, as there are situations in the late-game where your positioning on the map is more important than running around farming, one approach to fixing this problem is to have increased distribution of the stacks so that you end up making more than you can spend, but then the whole idea of them being a resource is pointless, so I got to the point where I decided it is better if you just get bonus stats from the stacks that empower your summons or your abilities. Another different technique here are the **spirit buffs** you grant allied champions with, making them receive in some form the scaling stat that you receive, in the third and fourth concept even being the deciding ability for your double-jungling partner. Before you think that in a double-jungling scenario your team would overly earn more gold, think on the fact that you would have to get one of the bot-lane champions with you in the jungle, which would leave the other in a 2v1 lane where he would lose on farm and if you don't have a double lane that means no one would be able to effectively benefit of the gold income effects on the support items. --- * #Wolf Head Mask >* P - **Human Form**: While in **Human Form** you can't attack anyone and **non-epic monsters** can't attack you. Targeting a jungle camp starts a x seconds **channel** to **cleanse the spirits** of the monsters, on completion receiving their full **gold** and full **experience bounties**. **Smiting** a camp while **channeling** will **cleanse** it immediately. If you or the camp that you are **cleansing** are attacked, you get **interrupted** and the camp gets **enraged** towards the attacker focusing him with increased **damage, movement and attack speed**. For the next minute after being **interrupted** if the jungle camp is still alive you can continue the **cleansing** from the point you were **interrupted**, otherwise starting the **ritual** from the beginning. You get one **Cleansed Spirit stack** for every **small monster** and 3 **stacks** for every **large monster cleansed**. * **Wolf Form**: Killing a **minion** grants one **Disturbed Spirit stack**, killing **champions, large minions or epic monsters** grant 3 **stacks**. **Disturbed Spirit stacks** are **converted** to **Cleansed Spirit stacks** upon cleansing a jungle camp. Your **Wolf Form** gains **+1% AS** for every 10 **Cleansed Spirit stacks** you have. --- >* Q - **Human Form**: Summon **1~5 Spirit Wolves** to fight by your side. **Spirit Wolves** deal **PD (flat + %BAD)**, have a base **AS** of **0.50**, the same **MS** as you and **9 maximum health (increased by 1 for every 30 Cleansed Spirit stacks)**, can not attack towers or be hit by towers or spells, but take 1 damage from **minions** and **small monsters** and 3 from **CLoEM** and **Super Minions**. * **Wolf Form**: A ferocious attack that deals **PD (flat + %BAD)** and wounds the target dealing **PD (flat + %BAD)** over 3 seconds. While the target is wounded your **Spirit Wolves** additionally gain the same amount of **AS** that your **Wolf Form** gets from your passive towards that target and focus it over the duration. --- >* W - **Human Form**: Summon a **Spirit of the Wild** on a target ally champion that increases its **AS** for the same amount that your **Wolf Form** gets from your P. Spirit of the Wild follows the target ally champion until you decide to cast it on someone else. * **Wolf Form**: You go into a wild frenzy that doubles the amount of **AS** you get from your P for the next 5 seconds. If the target of your **Spirit of the Wild** is in range their **AS** bonus from it is also doubled for the next 5 seconds. --- >* E - **Human Form**: Summon a **Poison Creeper** that randomly applies a long duration poison on nearby enemies, prioritising enemy **CLoEM**. The poison deals **MD (flat + %AP)** and makes the targets more susceptible to **Rabies**. The **Poison Creeper** is always somewhere around you waiting for new targets to infect and because it attacks from underground cannot be attacked or killed, dies only a short amount of time after you die. * **Wolf Form**: Bite the target enemy infecting them with **Rabies** which deals **MD (flat + %AP + number of Cleansed Spirit stacks)** over 5 seconds. If the target is affected by the creepers poison, the **Rabies** flares up into an **epidemy** carrying onto nearby targets affected by the poison. Hitting a target with flaring **Rabies** with your Q refreshes the duration of the **Rabies** on it and its **MS** is also slowed for the next 3 seconds. --- >* R - The powers of the spirits physically transform you into a being more resembling a wolf than a man. Casting the skill again returns you back to your human self, the spell is on a 5 seconds **CD** between casts. While in **Wolf Form** you have increased **MS**, while in **Human Form** you have increased life and mana regeneration. Available from level one. --- >* **Explanation**: The lack of hard **CC** on this one gives you the impression that it would be better off in a lane than in the jungle, but his damage output makes him a fine choice for counter-jungling, though you do want to get as much stacks as you can so that you can empower the **AS** of a chosen allied champion. * #Bear Head Pelt >* P - **Human Form**: While in **Human Form** you can't attack anyone and **non-epic monsters** can't attack you. Targeting a jungle camp starts a x seconds **channel** to **cleanse the spirits** of the monsters, on completion receiving their full **gold** and full **experience bounties**. **Smiting** a camp while **channeling** will **cleanse** it immediately. If you or the camp that you are **cleansing** are attacked, you get **interrupted** and the camp gets **enraged** towards the attacker focusing him with increased **damage, movement and attack speed**. For the next minute after being **interrupted** if the jungle camp is still alive you can continue the **cleansing** from the point you were **interrupted**, otherwise starting the **ritual** from the beginning. You get one **Cleansed Spirit stack** for every **small monster** and 3 **stacks** for every **large monster cleansed**. * **Bear Form**: Killing a **minion** grants one **Disturbed Spirit stack**, killing **champions, large minions or epic monsters** grant 3 **stacks**. **Disturbed Spirit stacks** are **converted** to **Cleansed Spirit stacks** upon cleansing a jungle camp. Your **Bear Form** gains **+1 BHP** for every **Cleansed Spirit stack** you have. --- >* Q - **Human Form**: Summon a **Spirit Bear** to fight by your side. The **Spirit Bear** has health equal to your total health in **Bear Form**, the same **MS** as you, deals **PD (flat + number of Cleansed Spirit stacks)** with a **0.50~1.50 AS** and **armor** and **MR** equal to the number of **Cleansed Spirit stacks** you have. Every fourth attack against the same target stuns it for 1 second. * **Bear Form**: Hit an enemy target in melee range with great force dealing **PD (flat + %BAD)** to it gaining a buff for the next 6 seconds that increases the damage of your next Q by **1%** of your **THP**. Hitting an enemy **CLoEM** with your Q causes your **Spirit Bear** to focus it for the next 3 seconds. While your Q is on **CD** every time your **Spirit Bear** hits an enemy **CLoEM** its remaining **CD** is reduced by 1 second. While the buff lasts if you manage to cast another Q the duration is refreshed and the damage increase **stacks up**. --- >* W - **Human Form**: Summon a **Spirit of the Forest** on a target ally champion that increases its **BHP** for the same amount that your **Bear Form** gets from your P. **Spirit of the Forest** follows the target ally champion until you decide to cast it on someone else. * **Bear Form**: Unleash a challenging roar that **taunts** all nearby enemies to attack you for the next 1.5 seconds and grants you a **shield (flat + number of Cleansed Spirit stacks)** for the next 3 seconds. If the target of your **Spirit of the Forest** is in range it receives the same amount of **shielding** for the next 3 seconds. If while an enemy champion is **taunted** your **shield** falls a challenging roar is unleashed by your **Spirit Bear** as well **taunting** all nearby enemies to attack it for 3 seconds. --- >* E - **Human Form**: Summon a **Carrion Vine** that eats the corpses of nearby enemies to replenish your life, because it consumes the corpses from underground it cannot be attacked or killed, dies only a short amount of time after you die. * **Bear Form**: Passively gain **MS** towards ally champions, if there is an enemy champion near the ally this **MS** buff is doubled. When cast knocks away all enemies in front of you dealing **MD (flat + %AP)**. --- >* R - The powers of the spirits physically transform you into a being more resembling a bear than a man. Casting the skill again returns you back to your human self, the spell is on a 5 seconds **CD** between casts. While in **Bear Form** you have increased **armor** and **MR**, while in **Human Form** you have increased life and mana regeneration. Available from level one. --- >* **Explanation**: A tank version of the previous Druid concept, this one is more leaned towards effectiveness in team fights rather than the early pressure of the first one. * #Sun Spirit Sacred Feathers >* P - The **Druids of the Flame** believe that all evil must be cleansed with fire so that its ashes can feed the earth and its spirit be sacrificed to the **Sun God** that brings warmth to all life. Targeting a jungle camp starts a x seconds **channel** similar to the **ritual** the **Druids of The Forests** use to **cleanse the spirits** but right before the end of the **ritual**, when the spirits are most vulnerable, you **ignite** them with **Wild Fire** which burns their spirits, dealing **30%** of their **THP** in **MD** every second until they are dead. **Smiting** a camp while **channeling** will burn the **large monster** immediately and **ignite** the **spirits** of the small ones. If you or the camp on which you are performing the ritual are attacked, you get **interrupted** and the camp gets **enraged** towards the attacker focusing him with increased **damage, movement and attack speed**, the monsters get **enraged** towards you when you **ignite** their **spirits** at the end of the **ritual** as well. For the next minute after being **interrupted** if the jungle camp is still alive you can continue the **channeling** from the point you were **interrupted**, otherwise starting the **ritual** from the beginning. You get one **Sacrificed Spirit stack** for every **small monster** or **minion** and 3 **stacks** for every **CLoEM** or **large minion** killed. You cannot attack towers, instead **channeling** a **ritual** from a longer range that brings down **small meteors** on the tower every 3 seconds dealing **MD (flat + %AP + number of Sacrificed Spirit stacks)**. At the beginning of the game, before you level up any ability, you must bless an ally champion with a **Spirit of Fire**, making him your **acolyte** for the rest of the game. An **acolyte** can help you with the **ritual** on a jungle camp by **channeling** with you which reduces the time it takes for the **ritual** to be successfully performed. The **acolyte** receives up to the same amount of **gold** and **XP** from the camp as you, depending on the time at which he joined the **channeling**. You and your **acolyte** receive **+1 AP** for every 3 **Sacrificed Spirit stacks**. --- >* Q - Passive: Every time you kill an enemy with your Q you restore **x% (flat% + %AP%)** of your **life** and **mana**. * Active: Send a burst of molten lava at a target direction hitting the first enemy it encounters dealing **MD (flat + %AP + number of Sacrificed Spirit stacks)**. Champion kills and assist reset the **CD** of your Q, as does killing minions or monsters with your Q. --- >* W - Cause the ground at a target area to explode dealing **MD (flat + %AP)**, knocking enemies away from the center of the explosion, creating an **impassable** fissure that deals **MD (flat + %AP)** to enemies that pass right by it over 5 seconds. --- >* E - Wings of fire propel you to a target location. On impact you deal **MD (flat + %AP)** to all enemies around you. The closer you cast the spell from your current location the more you lift up in the air increasing the area of effect and damage on landing. The affected area burns dealing **MD (flat + %AP)** over the next 5 seconds and slows the **MS** of enemies that are on it. --- >* R - Ignite the ground at a target location dealing **MD (flat + %AP)** and slowing the **MS** of enemies that are on it over the next 3 seconds in the end exploding into a massive volcano dealing **MD (flat + %AP)** on explosion, knocking everyone away from the center of the explosion and causing an additional **MD (flat + %AP)** over the next 5 seconds to nearby targets. Standing on the affected ground causes you to **heal** for **1~3** for every 10 **Sacrificed Spirit stacks** you have every second. --- >* **Explanation**: I'm not really sure is it the demon necromancer that is the most broken or this one, I'll just leave it for the comment section. I'm also not really sure if the fissure that the Q creates should be in a circular form or rather in a line, one would serve more like a {{champion:48}} pillar and the other like {{champion:34}}s wall. Pay attention that the acolyte receives money and XP only when he is a part of the ritual, but he still receives the **AP** bonus from the amount of **Sacrificed Spirit stacks** The Druid has. * #Sky Spirit Griffon Headdress >* P - You can't attack **non-epic monsters** and they can't attack you. Targeting a jungle camp starts a x seconds **channel** to **cleanse the spirits** of the monsters on completion receiving their full **gold** and full **experience bounties**. **Smiting** a camp while **channeling** will **cleanse** it immediately. If you or the camp on which you are performing the **ritual** are attacked, you get **interrupted** and the camp gets **enraged** towards the attacker focusing him with increased **damage, movement and attack speed**. For the next minute after being **interrupted** if the jungle camp is still alive you can continue the **channeling** from the point you were **interrupted**, otherwise starting the **ritual** from the beginning. You get one **Cleansed Spirit stack** for every **small monster** and 3 **stacks** for every **large monster cleansed**. You cannot attack towers, instead channeling a ritual from a longer range that brings down lightning strikes on the tower every 3 seconds dealing MD (flat + %AP + number of Sacrificed Spirit stacks). At the beginning of the game, before you level up any ability, you must bless an ally champion with a **Spirit of Nature**, making him your **acolyte** for the rest of the game. An **acolyte** can help you with the **ritual** on a jungle camp by **channeling** with you which reduces the time it takes for the **ritual** to be successfully performed. After the **ritual** is performed and the spirits are **cleansed** a **swirling ball of spiritual energy** is left behind for 2 minutes, for the **acolyte** to pickup giving him the same amount of **gold** and **XP** as the druid has received, no matter if he was a part of the **ritual** or not. You and your **acolyte** receive **1%** of **CDR** for every 10 **Cleansed Spirit stacks** you have. --- >* Q - Release a tornado in a target direction, dealing **MD (flat + %AP)** to all enemies it passes through. If the tornado hits a champion it sticks to him for the next 3 seconds slowing its **MS** and dealing **MD (flat + %AP + number of Cleansed Spirit stacks)** over the duration. --- >* W - Causes steady winds to blow in a target direction for the next 5 seconds, increasing the **MS (flat% + %AP%)** of friendly units who are going in the direction of the winds and slows the **MS (flat% + %AP%)** of enemies who are going against the winds. --- >* E - Cast a rejuvenating spell on a target ally champion **healing** them for **x (flat + %AP + number of Cleansed Spirit stacks)** over a 3 second duration. If the target of your **Spirit of Nature** is in range the same healing effect is applied to it as well (casting the spell directly on your acolyte has the same effect as casting it on yourself). When cast on an enemy deals **MD (flat + %AP)** over 3 seconds and if your **acolyte** is in range increases his **MS** over the duration. --- >* R - Perform a **ritual** creating a cloud above you that causes **healing rain** to fall on the area around you, restoring **x (flat + %AP)** to all affected allies every second. The cloud spins around its center and increases in size every second, after the 5th second transforming into a **typhoon** that continues to grow in size for the next 5 seconds with the **healing** area **shrinking** giving way to harsh winds that move units around and lightning strikes that deal **MD (flat + %AP + number of Cleansed Spirit stacks)** to enemies caught by the storm. After the 10th second of **channeling** you no longer have control over the storm, the **healing rain** that has been reduced to a small circle in the center dissipates forming into an eye of a massive **cyclone** that starts moving in the direction you were facing when performing the **ritual**, laying waste to everything in its path increasing in speed and size until it flies away from the map. --- >* **Explanation**: This one is supposed to be a support jungler, thats why his spells are focused more on utility, the idea is that you can double jungle with a counter-jungle champion and still be effective. P.S. - I tried to make the post as readable as possible from what I understood on "how to write in boards", the content seems to be just too much for a single post.
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