[Champion Concepts] a whole team of 5 champions, complete with recommended builds and lanes!

Crysomere·6/23/2014, 6:40:29 PM·1 votes·830 views

Alright, so, I've already put up two of these on the forums already, but I've made slight changes to one of them. It's taken me a while, but I've finally finished all 5 champion concepts, except for backstories on some of them, which will come later. Anyway, here are all 5 of my own champion ideas!

Top lane: Mae: the void master

Base health: 442 (+93/level) 2116@level 18

Base health regen: 4.42 (+.93/level) 21.16@level 18

Base AD: 50 (+2.5/Lvl) 95@lvl 18

Base Attack speed: 0.648 (+4%/Lvl) 1.115 @lvl 18

Basic Attack Range: 125(melee)

Base movement speed: 335

Base armor: 15 +(4/level) 87@level 18

Base MR:30(+1.25/level) 52.5@level 18

Passive: void shift: Mae uses void energy as a secondary resource, his max void energy is equal to half of his current HP. When Mae loses or gains health his current %of void energy is kept. (If he has max void energy getting healed wont make it so he doesn't have max, he will keep his 100%) Mae does not regain void energy passively, instead gaining void energy by dealing damage to enemy units, void energy gained is dependent on his max void energy, for every 300 max he gains an extra multiplier(600 2x, 900 3x, etc.) At max void energy Mae's next basic ability becomes empowered at the cost of all void energy upon casting. Empowered abilities do not give void energy, but instead give back all damage dealt as health.

Q: shadow strike: Cost: 8/16/24/36/40 health

CD: 7 seconds

range: 700

Mae dashes forward, dealing 40/80/120/160/200 (+4% of Mae's max health) damage and pushing aside all enemy units he passes through.

Void strike: Cost: all void energy

Mae dashes forward and knocks up all enemy units he passes through, dealing 40/80/120/160/200 (+4% mae's max health)

W: shade eruption: Cost: 12/20/28/36/44 health

CD: 9 seconds

range: 750

radius: 350

Mae causes a target area to erupt after 1 second, dealing 60/100/140/180/220 (+5% maes max health) damage to all enemies in the area and slowing them by 20/25/30/35/40% for 3seconds.

Void eruption: Cost: all void energy

mae causes a target area to erupt after 1 second, slowing enemies by 20/25/30/35/40% for 3 seconds and dealing 90/150/210/270/330 (+5% maes max health) and shielding allies for 45/ 75/ 105/ 135/ 165 (+2.5% maes max health) for 5 seconds.

E: dark armor: Cost: no cost

CD: 30 seconds

Mae summons a heavy suit of armor around him, losing 20 movement speed but gaining 10/20/30/40/50 additional armor and MR for 8 seconds. Being attacked during this time causes the attacker to be rooted for .25 seconds. The same target cannot be rooted more than twice every two seconds.

Void armor: Cost: all void energy

Mae summons a suit of armor from the void, granting him 20 movement speed and 10/20/30/40/50 armor and MR for 8 seconds. Being attacked during this time causes the attacker to be rooted for .5 seconds. The same target cannot be rooted more than twice every two seconds

R: void collapse: Cost: all void energy

CD: 90/75/60 seconds

radius: 600

passive: Mae gains 50% more void energy as he deals damage. Getting a kill or assist on an enemy champion gives Mae full void energy.

Active: Mae uses the power of the void to force all enemy champions in an area to walk towards him harmlessly for 2 seconds while he channels. At the end of the channel he collapses the area around him, dealing 100/200/300 (+4/7/10% of mae's max health) damage to all enemies around him and stunning them for 1 second.

Recommended top lane build:

Starting items: item 1054 item 2003 item 3340

essential Items: item 3158 item 3083 item 3005

Offensive Items: item 3022 item 3071 item 3139

Defensive Items: item 3068 item 3143 item 3065

Jungle: Cry: the luminescent reaper

Base Health: 450(+85/Lvl) 1980@ lvl 18

Base Health regen: 7(+1/Lvl) 25@ Lvl 18

Base Mana: 180(+30/Lvl) 720@ Lvl 18

Base Mana regen: 7(+.5/Lvl) 16@ Lvl 18

Base AD: 54(+3.5/Lvl) 115@lvl 18

Base AS: 0.63 (+3%/Lvl) 0.9702 @ Lvl 18

Basic Attack Range: 175 (melee)

MS: 345

Base Armor: 15(+3/Lvl) 69@ Lvl 18

Base MR: 30 (+1.25/Lvl) 52.5 @ lvl 18

Passive: soul mark: cry's basic attacks and abilities apply soul mark to enemy units for 3/5/7/10 seconds (at levels 1, 6, 11, and 16)

Q: luminarch swing: cost: 40/45/50/55/60 mana

CD: 5

cry swings his scythe in a wide arc, dealing 50 / 90 / 130 / 170 / 210 (+100% bonus AD) physical damage to all enemy units hit by the swing. Cry is healed for 20% of the damage dealt to any enemy marked with soul mark

W: soul tug: cost: 50/60/65/70/75 mana

CD: 15/13/12/10/7

Range: 1050

cry jumps to an enemy and stuns them for 1 second. if the enemy is marked with soul mark cry slices them with his scythe, dealing 60 / 100 / 140 / 180 / 220 (+80% bonus AD) physical damage

E: spin sickle: cost: 75/80/85/90/100 mana

CD: 20/17.5/15/12.5/10

Range: 1050

cry spins his scythe for 1 second than throws it forward, dealing 40 / 80 / 120 / 160 / 200 (+75% bonus AD) physical damage to all enemy units hit. upon collision with an enemy champion cry switches places with them and steals 2.5/5/7.5/10/12.5 armor and MR for 5 seconds.

R: soul crush: cost: 150 mana

CD: 100

Range: 750

cry calls upon the divine powers given to him to smite enemies around him. All enemies within range that are marked with soul mark have the mark consumed after .5 seconds and take 250 / 400 / 550 (+150% bonus AD). For every minion killed the cool down for soul crush is reduced by 3 seconds, for every monster or champion killed the cool down is reduced by 5 seconds.

Recommended Jungle Build:

Starting Items: item 1039 item 2003 X5 item 3341

Essential items: item 3009 item 3160 item 3004

Offensive items: item 3172 item 3142 item 3153

Defensive Items: item 3065 item 3022 item 3156

Background: the tales of the chain warden are told even today, and everyone knows just how cruel thresh was to his victims. However, no one remembers his brother, Cry, who worked along side him. Cry was thresh's younger brother, and was much more compassionate than thresh; he preferred to execute the inmates quickly rather than torture them like his brother did. Using his favorite weapon, the scythe given to him by his father, he would decapitate inmates quickly, often without them knowing he was there until after they died. Though they had their differences they were a great pair, thresh chaining the wards down while cry sharpened his scythe, waiting for the right time to end their suffering. Many of the wards liked cry and respected him, but when they broke out they knew he would turn on them for killing his brother, so a few wards took his scythe and pierced his heart, ending him as well as his brother. The burning passion he felt for ending dark lives kept him alive however, and he ascended, sprouting his wings and taking the scythe from his chest, he was able to now heal his wounds with ease, and than he saw his brother, hung by his own chains. Cry used his new healing abilities to revive his brothers soul into a new form; it's current form, than flew off in search for new victims. Now he comes to the league to find more dark souls to reap, and to once again stand beside his beloved brother. "everyone knows of the chain warden, but no one remembers his brother." -Cry

Mid lane: Ris: the auramancer

Base Health: 416(+80/Lvl) 1856 @lvl18

Regen:5/sec(+.75/Lvl) 9.5/sec@lvl18

Mana:220(+50/Lvl)1120@lvl18

Regen:4.4/sec(+.4/Lvl)13.6/sec@lvl18

Base AD:48(+2/Lvl)84@ lvl 18

Base AS:0.68(+3.6%/Lvl) 1.12 @ Lvl 18

Basic Attack Range: 150 (melee)

MS:350

Base Armor:14(+3/Lvl)68@lvl18

Base MR: 30 (+1.25/Lvl) 52.5 @ lvl18

Passive: auric weapons: ris' sword and shield are made of aura, granting him bonus AD equal to 10% AP, and bonus armor and MR equal to 2% AP.

Q:shatter shield: cost: 40/50/60/70/80 mana

CD: 8/7.5/7/6.5/6seconds

Range: 900

ris throws his shield forward, which shatters either upon impact or reaching the end of its range. The unit struck takes 40 / 90 / 140 / 190 / 240 (+40% AP)magic damage and is stunned for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Enemies in the area of the shatter take 75% of that damage and are slowed by 20% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Ris looses his passive bonus armor and MR while this ability is on cooldown.

W:aura share: cost: 60/80/90/100/120 mana on ally, 30/40/45/50/60 mana on enemy

CD:16/15/14/13/12 seconds

Range: 750

on ally: ris dashes to an ally and shields them with his aura, shielding them for 50 / 90 / 130 / 170 / 210(+50%AP) for 5 seconds.

On enemy: ris dashes to an enemy and pours aura into them, dealing 50 / 100 / 150 / 200 / 250 (+60% AP) magic damage. Half the cool down is refunded upon casting on an enemy.

E: rain of blades: cost: 40/50/60/70/80 mana

CD:5 seconds

Range: 350

Ris makes many small blades of aura which fall around him, dealing 50 / 95 / 140 / 185 / 230 (+60%AP) magic damage and slowing enemies around him by 20/25/30/35/40% for 2 seconds.

R: auraport: cost: 150 mana

CD: 120/100/80 seconds

Range: 2200

Ris sends aura through the ground in a large area around him, granting true vision of all enemies in the area. After 2 seconds of channeling ris teleports all enemy champions in the area directly to him, stunning them for 3 seconds and granting him 50/75/100% bonus attack speed and giving his basic attacks 50/75/100 (+10% AP) bonus magic damage for 10 seconds.

Recommended Mid lane build:

Starting items: item 1056 item 2003 X2 item 3340

Essential Items: item 3020 item 3100 item 3089

Offensive Items: item 3146 item 3128 item 3135

Defensive items: item 3157 item 3151 item 3001

ADC: Drac: the yordle ranger

Base health: 399 (+82/Lvl) 1875@ Lvl 18

Base health regen: 4.4 (+.54/Lvl) 14.12@ Lvl 18

Base mana: 252 (+36/Lvl) 900@ Lvl 18

Base mana regen: 6.5 (+.5/Lvl) 15.5@ Lvl 18

Base AD: 56 (+3/Lvl) 110@ lvl 18

Base attack speed: 0.700 at Lvl 1 (+3%/Lvl) 1.057@ Lvl 18

Basic Attack Range: 425 (ranged)

Base movement speed: 330

Base armor: 18 (+2/Lvl) 54@ lvl 18

Base MR: 30

Passive: rangerangs Drac's basic attacks come back to him after hitting the target, dealing 33% of his AD in physical damage and applying on hit effects to all enemies in between him and his target on his rangerangs' return.

Q: ranger's love: Cost: 40/50/60/70/80 mana

CD: 7 seconds

Drac throws both of his rangerangs out which converge onto a point in front of him than return to him in a line, each one dealing 40/80/120/160/200 (+15% total AD) physical damage

W: ranger traps: cost: 30/45/60/75/90 mana

CD: 20/19/18/17/16 seconds

Drac takes 1 seconds to set a rope trap. The trap, once activated, sends the enemy flying 450 units in the direction the trap was set for .5 seconds, who than takes 30/60/90/120/150 (+30%AP) damage upon landing. If the enemy collides with another enemy that enemy also takes the damage.

E: ranger's training: cost: 100 mana

CD: 50/45/40/35/30 seconds

Passive: drac gains 10/20/30/40/50% bonus attack speed.

Active: drac focuses, granting him true vision of everything within a 600 unit radius for 10 seconds.

R: ranger's companion: cost: no cost

CD: 1 second

Passive: drac starts the game with a point in rangers companion. A dire wolf accompanies drac. The wolf has 25% of drac's max health, 100% of his health regen, 110% of his movement speed, 50% of his AD, 100% of his attack speed, 150 attack range, and 100% of his armor and MR. When the wolf dies it's death timer is half of drac's current death timer. The wolf's priority changes depending on Drac's actions:

on using Q the Wolf jumps to the converge point and focuses on enemies in that area.

when his W is sprung within 1000 units the wolf jumps 500 units towards the enemy that sprung the trap, focusing on that enemy alone.

when Drac activates his E the wolf targets revealed items(wards, shrooms, etc.) first, than revealed champions.

after 5 seconds from one of the above conditions being met the wolf can change targets by either being controlled, fulfilling another condition, or by Drac targeting an enemy himself, if the wolf is ordered to attack a separate target than Drac than the wolf will stay on that target until ordered otherwise or one of the above conditions are fulfilled.

Active: flight stance/fight stance:

Flight stance: drac gets onto his wolf, the wolf loses it's ability to move and attack on it's own, but the pair gains 15/30/45/60 movement speed and 0/5/10/15 armor and MR.

Fight stance: drac gets off the wolf, the wolf can move and attack as it's own entity, and can be controlled with the alt key or by targeting an enemy unit or structure.

Recommended ADC build:

Starting Items: item 1055 item 2003 item 3340

Essential Items: item 3006 item 3153 item 3046

Offensive Items: item 3142 item 3087 item 3071

Defensive Items: item 3139 item 3022 item 3026

Support: Sylvia: the elementalist

Base health: 437 (+76/Lvl) 1805 @lvl 18

Base health regen: 3.8 (+.95/Lvl) 20.9 @lvl 18

Base AD: 46 (+3/Lvl) 100 @lvl 18

Base attack speed: 0.594 (+6%/Lvl) 1.236 @lvl 18

Base movement speed: 340

Base armor: 15 (+2.5/Lvl) 60@lvl 18

Base MR: 30 (+1.25/Lvl) 52.5@lvl 18

Passive: water pulse: every time Sylvia casts an ability she sends out a pulse of water from herself, healing herself and her allies for 20/30/40/50/60/70/80/90/100/110/120/130/140/150/160/170/180/190 (+15% AP)

Q: vine whip: cost: no cost

CD: 8 seconds

Active: Sylvia summons a vine whip, granting her 550 attack range(still counts as melee) and causing her basic attacks to inflict grievous wounds for 1.5 seconds. upon activation her next basic attack deals 30 / 60 / 90 / 120 / 150 (+AD) (+40% AP) magic damage and stuns the target for 1.5 seconds.

W: flame blast: cost: no cost

CD: 8 seconds

Active: Sylvia uses her control of fire to throw balls of flame at her enemies, granting her 425 basic attack range and causing her basic attacks to burn her targets for 5/10/15/20/25 magic damage per second for the next 5 seconds. upon activation her next basic attack ignites a small area around her target, dealing 50 / 90 / 130 / 170 / 210 (+60% AP) magic damage to all enemies in the area and applying the burn.

E: air cutter: cost: no cost

CD: 8 seconds

Active: Sylvia summons a sword made out of wind, giving her 10/20/30/40/50% attack speed and 5/10/15/20/25% crit chance. Upon activation her next basic attack sends forth a blast of wind, knocking enemies behind the target back and dealing 40 / 80 / 120 / 160 / 200 (+AD) (+20%AP) magic damage to all enemies struck.

R: nature's power: cost: 20/15/10 elemental stacks

CD: 80 seconds

Passive: Sylvia gains stacks of elemental power by basic attacking with her weapons. Each attack with her weapons gives her 1 elemental stack, each enhanced basic grants two elemental stacks. If Sylvia hasn't basic attacked for 10 seconds she starts losing 1 stack per second. Sylvia loses all stacks upon death. At max stacks Sylvia heals for 10% more. (Max 20 stacks)

Active: the effect of this ability depends on the weapon Sylvia has out upon activation:

Vine whip: leaf storm:

Sylvia summons a storm of sharp leaves around her, dealing 50 / 62.5 / 75 (+10% AP) magic damage per .5 seconds for 5 seconds to all enemies in the area. All enemies hit are afflicted with grievous wounds and are slowed by 50% for 1.5 seconds.

Flame blast: eruption:

Sylvia charges for 1 second than causes a volcanic eruption under a target enemy, knocking up the target and dealing 400/550/700 (+80%AP) magic damage to all enemies in an area, all enemies hit are burned for 20/40/60 magic damage per second for the next 5 seconds.

Air cutter: razor wind:

Sylvia sends out a shockwave of wind that cuts through everything and gets wider as it travels, dealing 300 / 450 / 600 (+AD) (+ 50% AP) physical damage.

Recommended Support Build:

Starting Items: item 3303 item 2044 item 2003 item 3340

Essential Items: item 3092 item 3504 item 3115

Offensive Items: item 3100 item 3146 item 3124

Defensive Items: item 3190 item 3157 item 3022

About the champions:

Mae: Mae is supposed to be a health tank, soaking in damage while still dishing some out on his own. His passive forces him to make decisions: Shield my teammates, knock up enemies, or run like hell. While he isn't going to easily solo enemy teams or in some cases enemy team members, he is able to set up kills for his own team easily.

Cry: Cry is a full AD fighter, able to solo up to 3 champions with enough items. Cry can be considered an assassin due to his E-W-R combo, but his scalings shouldn't allow him to burst down enemies until late game. In a team fight Cry is a monster, using his E to put an enemy directly inside his team before using his Q to mark the rest of them enemy team, than ulting to shred enemies' health and possibly pick up a kill.

Ris: Ris is a melee Mage/Fighter, getting in your face before ripping it off with his moderate burst and sustained damage. his passive allows him to build full AP and a gunblade to make sure he remains at max health throughout a fight as well as giving him some protection, effectively letting him solo anyone. His basic abilities have decent CC, making sure that once he's caught up to you he won't let you escape easily. Once his ult is ready he becomes a force of pure evil, if only 1 enemy is caught they can kiss themselves goodbye, if the entire enemy team is caught and Ris is alone he can kiss himself goodbye, so using his ult is extremely risky, but if executed right can get him easy doubles or triples.

Drac: Drac is my newest concept,and the thought of a yordle with boomerangs amused me to no end. Drac as a marksman from the get go, his passive and Q allowing him to poke enemies and clear minions simultaneously, his W allowing him to literally throw enemies into an unintentional baron fight, and his E making sure he doesn't step on any of those pesky teemo shrooms or shaco boxes (and help his support in the struggle for vision control). His companion, while cute as a button, is a major source of damage, so his scalings are lower than a normal marksman's scalings. As well as doing damage his companion is an amazing escape route, giving him movement speed and protections to get him out of a fight alive, but the limiting factor on his flight stance is that he takes ALL of the damage, so while his wolf gives him better stats, it doesn't tank for him.

Sylvia: Sylvia was originally made to be a support, but with her kit she could be just about anything. With all of her essential items she has full CDR, allowing her to spam her abilties and heal her whole team quickly, along with the censer giving her team attack speed for their own sustain. her Gunblade and rageblade allow her to dish out immense AA damage while her abilities are all on CD, and the lich bane makes it so her enhanced attacks truly hurt. Her Q stun is a great initiate for her ADC while the greivous wounds keep them from healing up, her W burn allows her to keep enemies low by bullying them, and her E allows her to disengage for her ADC by attacking a minion to knock the enemies back. Her ult gives her multiple ways to be effective: get in the middle of the enemy team with leaf storm, assassinate this dude from the bush with eruption, or snipe a low health enemy from across the map with razor wind.

I know it's a lot of information, but I would appreciate any comments and feedback you guys have, thanks, and good luck on the Fields of Justice ^_^

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