The Lost Archives

fugertech·7/10/2015, 1:25:20 AM·2 votes·887 views

Good day, my fellow community members! My good friend Kinshaw and I have been working for months, scheming and dabbling in dark arts. Through this, we have created 25 different champion concepts that we are sharing with the community...all in one big bundle! So without further ado, let us begin with our first champion.

NOTICE: None of these champions have lores. That is because there are 25 champions here with 25 different lores. If I posted it all on one page, it would be a behemoth of a discussion. If I can get 10 people to say: "I want the lore for this champion or that champion, I will post a different page detailing the abilities (also shown here), lore, and appearance of the champion.

Exavier, Master of Range Role: Marksman Type: Ranged

Health: 325(+12.46) Health Regen: 1.0(+0.13) Mana: 210(+10.3) Mana Regen: 0.9(+0.098) Attack Damage: 54(+2.23) Attack Speed: 0.4(+0.012) Movement Speed: 320

(Passive): Long Barrel: Exavier uses a high powered and extremely long-range sniper rifle. Thus he has 70% more range than other ranged champions, but starts with 0.4 attack speed and can only reach a maximum of 1 attack every second.

(Q): Scope: (Passive) Exavier uses the X'Ray mode of his scope, gaining an additional 10,15,20,25,30% critical hit chance and damage. (Active) Exavier scans an extremely large nearby area, revealing any stealthed enemy champions and brush for 5 seconds. Revealed champions are marked, which Exavier's next autoattack will consume to deal an additional 40,50,70,90,120 damage. Mana Cost: 50, 55, 60, 70, 75 Cooldown: 20, 19, 18, 17, 16

(W): Penetrating Shell: Exavier fires a bullet that will pierce deep inside of the target enemy. After a 2 second delay, the bullet will explode, dealing100,115,130,145,160 physical damage to the target and nearby enemies. It will also apply Grevious Wounds for 3 seconds. Mana Cost: 65, 70, 75, 80, 85 Cooldown: 24, 23, 22, 21, 20

(E):** Cyber Dash**: Exavier dashes to the nearby target enemy, knocking them up and sliding under them before firing a high powered round to propel them away from him. The shot will deal 90, 110,130,160,200 physical damage. The sudden burst of energy on the enemy champion will cause nearby turrets to ignore the target for 1 second. Mana Cost: 80, 85, 90, 95, 95 Cooldown: 30, 29, 28, 27, 25

(R): Bombing Run: Exavier grants nearby allies vision of the surrounding area for 4 seconds.During this time, he can target a visible enemy champion anywhere on the map to have his gunship target. After a 2 second delay, the enemy champion is barraged with missiles and a large beam attack. The missiles land randomly in close proximity to the target and deal 45-75 physical damage, while the beam always hits and deals100-200 physical damage. There are a total of 8-14 missiles fired at 0.75 second intervals.

Virelso, the Dark Spellbinder Role: Mage Type: Ranged

(Passive):** Dark Energy**: All magic damage done by Virelso is increased by 3,6,9%. Additionally, all magic damage done to Virelso is decreased by 3,6,9%.

(Q):** Corrupt Strike**: Virelso unleashes a torrent of dark lightning in a target direction. He blast 2-6 times, each blast dealing 40-60 magic damage. He blasts every 0.5 seconds. Mana Cost: 60, 60, 65, 70, 70 Cooldown: 12 (at all ranks)

(W): Malevolent Power: (Passive) Every time Virelso uses an ability, he gains a charge of Force. He can have three charges. Every stack of Force gives him 4,7,10% physical damage reduction, and 5,8,11% magic damage reduction. (Active) Virelso targets a location and channels for 2 seconds. After the channel, enemies in the area are rooted for 1-3 seconds, and take 50-170 magic damage. Each charge of Force consumed increases the root duration by 0.2,0.4,0.6 seconds. Mana Cost: 75, 80, 80, 85, 85 Cooldown: 23, 22, 21, 20, 18

(E): No Escape!: Virelso creates a leash on a target champion. The leash deals 30-110 magic damage every second, and lasts 3 seconds. Virelso can move and attack during the leash. If the target stays in range for the full duration, they are feared for 0.5-2.5 seconds. Mana Cost: 70, 70, 80, 90, 90 Cooldown: 25, 24, 23, 22, 21

(R): Pure Energy: Virelso channels for 3 seconds, gaining double his passive reduction. After the channel, he unleashes 3 torrents of Corrupt Lightning that deal 200-600 magic damage each. He unleashes torrents every second. Enemies caught in the area are slowed by 40-50%. Mana Cost: 250, 240, 225 Cooldown:100, 115, 130

Gorgreth, The Overlord Role: Fighter/Tank Type: Melee

(Passive):Minion Master: All nearby minions have 5-15% increased stats. Additionally, Gorgreth gains 1-3% attack damage for each nearby friendly minion.

(Q): Power Struggle: Gorgreth summons dark power to himself, reflecting 10-50% damage for 3 seconds. After the duration, he can use the ability _Death Stroke _for 5 seconds. (Q): Death Stroke: Gorgreth unleashes powerful corruption onto a target enemy, dealing 50-300 magic damage and silencing the target for 3-5 seconds. Mana Cost:60, 65, 75, 80, 90 Cooldown:15, 14.5, 14, 13.5, 13

(W): Gaze Evil: Gorgreth stuns a target enemy and enemies around it for 1-4 seconds, dealing 23-103 magic damage each second for 3 seconds. Mana Cost: 70, 80, 85, 95, 100 Cooldown: 25, 23, 21,19,17

(E): Circle of Power: Gorgreth focuses his malice on a target area for 6 seconds, gaining 10-20% increased damage, armor, and magic resist while in it. All allies gain half the effect. Enemies that stand on the area take 23-67 magic damage each second and are slowed by 25-65%. The slow persists for 2 seconds after leaving the area. Mana Cost: 50, 65, 70, 75, 80 Cooldown: 23, 22.5, 22, 21.5, 21

(R): Nether World's Call: Gorgreth calls upon the minions of hell, summoning 5,7,9 Nether minion brutes to seek nearby enemy champions. If Gorgreth should fall below 5% of his maximum health, he uses a Netherworld portal to transport himself to the summoning platform. Nether minion brutes have 50,60,70+(25% of AD) damage, and 450 movement speed. All other stats are 25% of Gorgreth's. Mana Cost: 100, 120, 140 Cooldown: 300, 295, 285

Aiden, Daedrid's Heir Role: Fighter/Assassin Type: Melee

(Passive): Crimson Arc: Every 16 seconds, Aiden's next autoattack will cause an arc of energy to leap out, striking up to an additional 3,4,5 targets. The arc deals 120% of Aiden's attack damage, and his autoattacks reduce the cooldown by 1 second.

(Q): Ascent: Aiden sweeps his scythe upwards, subsequently knocking enemies up and dealing 70-220 physical damage. Additionally, they are slowed by 20-60% for 2 seconds. Mana Cost: 50, 55, 60, 60, 65 Cooldown: 12 (at all ranks)

(W): Fragment: Aiden slams the ground with his scythe, fracturing the ground around it. Enemies caught in the area take 50-150 physical damage initially, and half of that in magic damage every second while they stand on the area. Enemies are drawn to the point of impact and stunned for 1-3 seconds. Area duration: 8 seconds. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 17, 16, 15, 14, 14

(E): Soul Edge: (Passive) Aiden's autoattacks deal an additional 13-39 damage, slow by 3-25%, and heal for 9-13% of the damage he deals. (Active) Ruin: Aiden calls down a blast of crimson energy at the target location, striking after 2 seconds. The blast deals 90-260 physical damage and reduces enemy armor by 5-29%. Once Ruin is used, Aiden loses the bonus from Soul Edge while the ability is on cooldown. Mana Cost: 85 (at all ranks) Cooldown: 24, 23, 22, 21, 20

(R): Dark Storm: Aiden calls a rain of Ruin upon a target location, causing 90-235 physical damage per strike, slowing by 30-60%, and reducing enemy armor and magic resist by 13-40%. These effects last for 3 seconds after being hit, and Ruin falls every 0.4 seconds for 8 seconds. Additionally, Aiden can reactivate the ability, flying up and slamming down at the location, dealing 100-300 physical damage to enemies in the area. Every enemy champion killed reduces the cooldown by 3-9%. Mana Cost: 100 (at all ranks) Cooldown: 280, 270, 260

Losfar, The General Role: Tank/Support Type: Melee

(Passive): Demolishing Blows: The General's mighty blows shatter the armor of his enemies. He gains 10,30,50 armor penetration while considered in combat. Additionally, if he should attack an enemy with a shield of any sort, he attacks twice, destroying the shield, stunning the enemy for 3 seconds, and putting his passive on cooldown for 24 seconds.

(Q): Golden Assault: The General slams the ground, causing a golden shield to fly forward. If if comes in contact with an enemy, they take 40-160 physical damage and are stunned for 1.3- 3.4 seconds. Mana Cost: 60, 65, 70, 75, 80 Cooldown: 16, 15, 14, 13, 12

(W): Great Fortitude: (Passive): The General has an additional 100-320 health. (Active): The General heals all allies near him for 8-16% of his maximum health, and shields them from 100-260 damage for 3-4 seconds. Mana Cost: 70, 75, 80, 85, 85 Cooldown: 20 (at all ranks)

(E): Relic Shield: The General impales his sword in the ground, erecting a lane-width golden wall that blocks enemy movement for 2-4 seconds. Mana Cost: 90, 90, 95, 95, 100 Cooldown: 30 (at all ranks)

(R): For the King!: For the next 10 seconds, Losfar and nearby allies gain an additional 30-60 armor and magic resist, regain 100-250 health, receive a 300-500 health shield, and gain 35-50% tenacity. Mana Cost: 100, 105, 110 Cooldown:: 270, 265, 260

Lyle, the Royal Guard Role: Marksman/Assassin Type: Ranged

(Passive): Luck of the Draw: Every autoattack Lyle makes gives him a stack of 5% increased critical strike chance. He can have a bonus of up to 100%. Every critical strike he lands will reduce his stacks by 2 (10%).

(Q): Harrowing Strikes: Lyle calls upon his bloodline's magic affinity, empowering his next 3 autoattacks. Each deals an additional 25-105 damage and refreshes all of his cooldowns by 1.5 seconds. Mana Cost: 40, 45, 55, 60, 65 Cooldown: 15 (at all ranks)

(W): Tuck and Roll: Lyle slows himself by 10-21% and begins charging his dive. The longer he charges, the longer range the dive becomes. Once it is reactivated or 3 seconds passes, he dives towards a target location, becoming untargetable during the dive. When he rolls back to a standing position, he has a 20-36% movement speed boost for 4 seconds. Mana Cost: 50 (at all ranks) Cooldown: 24, 23, 22, 21, 20

(E): Puretide Dexterity: For 4-7 seconds Lyle gains 40-70% additional attack speed, 20-50% critical strike chance, and 50% tenacity. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 30 (at all ranks)

(R): Descendant: Lyle calls all his reserves of strength, becoming immune to damage for 1-4 seconds. Additionally, he gains 40-80 damage, 15-45% life steal, and 30-50% attack and movement speed for 8 seconds. Mana Cost: 100 (at all ranks) Cooldown: 300, 280, 260

Rivel, the Split Code Role: Mage/Tank/Fighter Type: Melee

(Passive): Mutated Helix: Whenever Rivel kills a minion or neutral monster he gains one stack of Mutated Helix. Champions, large minions, and large neutral monsters give him two stacks. At 15 stacks, his next ability will have an additional effect. Succumb becomes Leech. Plague Canister becomes Bio-Weapon. Hemo-Virus becomes Systematic Compromise. Harvest become Rapture. Healing effects on Rivel are reduced by 50% for 4 seconds after using one of his Mutated abilities.

(Q): Succumb: Rivel launches tendrils of blood towards the target location, dealing 60-220 physical damage. If they encounter an enemy minion or neutral monster, half the cost is refunded and he heals for 3% of his own maximum health plus 10% of theirs. Enemy champions and large monsters hit by Drain are additionally rooted for 2-4 seconds and refund 100% of the cost. Leech: Rivel targets an enemy, rooting them in place and channeling for 3 seconds. During this time, he heals for 5-15% of his maximum health and deals the same amount in physical damage to them. He additionally will heal for 15% of their current health, and the target enemy will deal 30-50% reduced damage for 4 seconds. Health Cost: 5% of current health Cooldown: 16, 15, 14, 13, 12

(W): Plague Canister: Rivel kicks a canister filled with deadly gas towards a target area. The area lasts for 6 seconds, and enemies inside will suffer 23-85 magic damage (+8% of Rivel's maximum health) every second, and be slowed by 24-72%. Additionally, he can reactivate the ability to detonate the Canister, dealing 8-14% of his maximum health in magic damage to enemies in a large radius and slowing them for 3 seconds. Bio-Weapon: Rivel vents chemicals from his body for 6 seconds, dealing 46-123 magic damage to all enemies near him and slowing by 25-65%. Enemies that step in the area will additionally be infected as well, creating an area around them that will damage and slow by the same amounts for 3 seconds. The same enemy cannot be infected twice. Health Cost: 3-6% of current health Cooldown: 23, 22, 21, 19, 18

(E): Hemo-Virus: Rivel combines several of his blood samples together inside of himself, giving himself a Hemo-Virus. While it is toggled, he deals 5-15% of his maximum health as extra damage, and consumes 2-7% of his current health per strike. Systematic Compromise: Rivel adds more samples to the mix, completely compromising himself. His autoattacks will now deal 30-45% of his maximum health as extra damage and slow his target by 35% for 3 seconds. Allied minions and champions near him receive a 30-50% attack and movement speed boost that lasts for 5 seconds. He consumes 3-9% of his current health per strike and can only compromise himself for a total of 10 seconds. Cooldown: 0.5

(R): Harvest: Rivel sends out tendrils of blood a moderate distance in front of himself and begins channeling. He channels for 2 seconds. Once the channel is over, he drains the area of all blood samples, knocking up and damaging all enemies inside. It deals 100, 200, 300 true damage and stuns enemies for 3 seconds afterwards. Rapture: Rivel sends the tendrils out an even larger distance and adds the area to both of his sides. Enemies in the area after the 3 second channel are dealt 110, 220, 330 true damage plus 10% of Rivel's maximum health. He additionally heals for 3% of the damage dealt, and enemies have their armor reduced by 40-70% for 3 seconds afterwards. Health Cost: None Cooldown: 180, 175, 160

Rogan, the Warmonger Role: Fighter/Tank Type: Melee

(Passive): Onslaught: Rogan's autoattacks cleave all enemies in front of him. Additionally his autoattacks build 5-15 damage every strike. This effect stacks three times. Stacks last for 3 seconds.

(Q): War Banner: Rogan summons a banner at a target location that taunts enemies for 1-3 seconds. If the banner is struck, enemies around it are stunned for 0.5-1.3 seconds. Cooldown: 24, 22, 20, 18, 16

(W): Brutality: (Passive) After using an ability, Rogan's next 3 auto attacks gain 30% attack speed, and they give back 1-5% of the damage dealt as health. (Active) Rogan summons a balistae at a target location that will fire at a nearby enemy every 2 seconds. Prioritizes Champions. The arrow deals 40-200 physical damage and applies Grievous Wounds to the target. The Balistae has 12(+24 per level) health. (Max 3 Balistae) Cooldown: 18, 17, 16, 15, 14

(E): Seige Weaponry: Rogan summons a Trebuchet that fires upon enemy champions. The Trebuchet deals 60-260 physical damage to the champion, has 0.5 attack speed, and has 4000 range. It will switch targets if the original is out of sight. The Trebuchet has 40 x (1.56 per rank) health and lasts for 10-30 seconds. Cooldown: 20 (at all ranks)

(R): Arrow Storm: Rogan fires an arrow to signal his army to fire on a target location. Arrow volleys fall at 0.5 second intervals, with each volley dealing 40-80 physical damage and slowing by 45-65% for 2 seconds. This lasts for 3-5 seconds. Cooldown: 120, 110, 100

Scaindair, Dragon Kin Role: Fighter/Tank Type: Melee

(Passive): Dragon's Greed: Scaindair gains an additional 3-9 gold from killing minions and neutral monsters. Additionally, minions or neutral monsters that die within a small area around him give him 100% of the gold they drop. This does not rob allied champions of gold they would normally earn.

(Q): Fiendish Claws: (Passive) Every attack Scaindair makes will inflict Grievous Wounds upon his target for 2 seconds and heal him by 8-34 health per hit. (Active) Scaindair bathes his claws in fire for 5-9 seconds, dealing an additional 30-130 physical damage per strike and half of that over a 3 second duration. Mana Cost: 12, 22, 32, 42, 52 Cooldown: 14, 13, 12, 11, 10

(W): Eruption: Scaindair slams the ground in front of him, causing the ground to erupt in front of him. There area total of three eruptions, each moving forward. The first two knock up and deal 80-260 physical damage. The third stuns for 0.5-2 seconds in a larger area and deals 70-320 physical damage. Eruptions occur every 0.75 seconds. Mana Cost: 60, 65, 70, 70, 80 Cooldown: 20, 19, 18, 16, 14

(E): Molten Breath: Scaindair shoots a compact ball of fire a large distance in front of him. When the ball hits an enemy, it explodes in a cone behind them. Initially, it deals 60-240 physical damage, and enemies in the cone take 75% of that. The enemy struck is dealt both instances of damage. Mana Cost: 75, 80, 85, 90, 95 Cooldown: 27, 24, 21, 18, 15

(R): Dragon Fire: Scaindair completes his dragon transformation, taking flight and becoming untargetable for 4 seconds. During this time, he breathes fire on a large area around himself and in a wide line in front of him. Enemies caught in the blaze suffer 100-450 physical damage initally, and 70-200 physical damage over 3 seconds afterwards. Every second and enemy stays in the area, the duration is refreshed. The afflicted area lasts for a total of 6 seconds. Mana Cost: 100, 105, 110 Cooldown: 275, 250, 225

Halcrid, the Cursed Hand Role: Fighter/Assassin Type: Melee

(Passive): Dark Power: The corruption on Halcrid's hand spreads, giving him an extra 3 attack damage per level. At level 18, the corruption consumes him, granting an additional 15 attack damage.

(Q): Challenge: Halcrid taunts a target enemy for 1-5 seconds, taking only 75% of the damage they deal to him for the duration. After the taunt, he deals 50% of the damage to all nearby enemies, stunning them for 0.6-3 seconds. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 15 (at all ranks)

(W): Feign: Halcrid makes it appear as though he has been critically injured, fooling enemies into thinking he has only 50-30% of his health left for 3 seconds. If he is attacked, 40-70% of the damage is reflected back into the attackers, additionally increasing his attack damage by 20-50% for 4-8 seconds but removing the injured effect. Mana Cost: 90, 90, 95, 100, 100 Cooldown: 25, 24, 23, 22, 20

(E): Barrage: Halcrid invokes his chaotic power, sending a flurry of phantom blades in a line. The flurry lasts for 3-7 seconds, causing 25-73 physical damage every second, and slowing by 20-72%. Mana Cost: 50, 60, 65, 70, 75 Cooldown: 17, 16.5, 16, 15, 14

(R): Finale: Halcrid unleashes his full chaotic power, making all of his attacks against champions deal an extra 60-150 damage and allowing every attack to propel him forward. Additionally, he becomes immune to magic damage and slowing effects for a total of 5 seconds. Each kill he scores while this is in effect refreshes the duration. Mana Cost: 100 (at all ranks) Cooldown: 230, 215, 200

Beomer, the Grand Monk Role: Support/Mage Type: Melee (autoattacks)/Ranged (healing)

(Passive): Healing Hands: Beomer has the ability to autoattack his allies. When he does, the target ally is healed by 23-69 health every attack. Critical hits will heal his target by 40-100 health. Additionally, allied minions receive 1-2 health regen per second while near him.

(Q): Lost Winds: Beomer summons a cloud of mist that he can redirect by reactivating the ability. The mist moves slowly, but deals 60-100 magic damage every second to enemies in the cloud and slows them by 30-44%. Allies in the cloud are healed by 50-105 health every second and gain an additional 11-35% movement speed that lasts for 3 seconds after leaving the cloud. The cloud lasts for 5 seconds. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 20, 20, 20, 15, 15

(W): Eye of the Seer: Beomer creates a totem at the target location that reveals a large area and stealthed unit around it. Allies near it gain an additional 40-60 an armor and magic resist, while enemies lose the same amount. While the totem is alive, Beomer has a greater sight range and his wards last twice as long. The totem has 100-200 health. Mana Cost: 80 (at all ranks) Cooldown: 30, 30, 25, 25, 20

(E): Fade: Beomer targets himself, an ally, or an enemy. If he targets himself, he becomes immune to disables and moves 20-48% faster for 1-4 seconds. Allies become stealthed and replenish 250-400 health and 100-200 mana over 5 seconds. Enemies are slowed by 30-70% and suffer an additional 10-26% damage from all sources. Mana Cost: 30, 28, 26, 24, 22 Cooldown: 90, 90, 90, 95, 95

(R): Forgotten Teachings: Beomer casts a powerful spell, the likes of which have been forgotten by most scholars. After channeling for 3 seconds, a very large area around him is revealed for 4 seconds, and allies in the area are healed for 20-35% of their maximum health. Enemies inside the area are slowed by 40-60%. Mana Cost: 100, 125, 150 Cooldown: 340, 330, 320

Lostorius, the Divine Protector Role: Fighter/Tank/Support Type: Melee

(Passive): Armor of the Angelic: Lostorius absorbs enemy skill shots every 7.5 seconds, giving him a stack of divine protection. For every stack, he gains 1.25-3.6 attack damage and 0.75 armor and magic resistance.

(Q): Cast Down: Lostorius consumes 3 stacks of divine protection to send out a pulse of energy from his sword. It deals 70-270 physical damage, slows by 30-60% for 4 seconds, and passes through enemy minions. If the stacks are unavailable, he instead consumes mana. Mana Cost: 60, 65, 70, 75, 80 Cooldown: 15, 14, 13, 12, 11

(W): Guidance: Lostorius rushes to the target enemy or friendly unit. If the target is an enemy, he deals 50-180 physical damage and gains two stacks of divine protection. If the target is an ally, they both gain 15-45 armor and magic resistance for 5 seconds. Mana Cost: 30, 40, 50, 60, 70 Cooldown: 20 (at all ranks)

(E): Be Smitten!: Lostorius consumes 1-3 stack(s) of divine protection or, if they are unavailable, he consumes mana to imbue his sword with holy energy. For 4-10 seconds, his attacks deal an additional 30-90 physical damage plus 5-20 damage for every stack consumed. Additionally, if his target is an enemy champion, every attack will generate a 30-45% chance of receiving one stack of divine protection. Mana Cost: 60, 70, 75, 80, 85 Cooldown: 25, 23, 21, 19, 17

(R): Blessed Might: Lostorius rushes into the air and leaps down at the targeted location, proceeding to charge a short distance in a targeted direction. During his charge, he deals 200-450 physical damage and will knock enemies aside. He additionally will absorb all of his stacks of divine protection to increase the damage and charge range. Each stack absorbed increases the damage by 20-45, and consuming more than 10 stacks will cause Lostorius to leap twice, knocking up enemies he hits. Mana Cost: 100 (at all ranks) Cooldown: 250, 225, 200

Mersus, the Engineered Weapon Role: Fighter/Tank Type: Melee

(Passive): Fabricated Tissue: Mersus' tissues have been replaced with lab created, nano-machine enhanced counterparts. His organs are more resilient and work harder and more efficiently, granting him 50% increased health regen. His muscles are stronger and more resilient as well, making damage his enemies deal 10% less effective. These effects double when he drops below 40% health and last for 5 seconds after he regains up to 41% health.

(Q): Grand Slam: (Passive) Every 3rd autoattack will deal an additional 30-70 damage and stun his target for 2-3 seconds. This effect cannot occur on an enemy champion more that once every 10 seconds. (Active) Mersus grabs his opponent and forcefully slams his head into theirs, dealing 90-230 physical damage and stunning for 1-4 seconds. The force of the blow is so much that Mersus himself has to take 1 second to recover. Cooldown: 25, 24, 23, 22, 21

(W): Nano-Machine Overdrive: The nanomachines in Mersus' body briefly increase their productivity, hardening his muscles further and making his organs work faster. This grants him an additional 20-50 armor and magic resist, 40-90 damage, and he regains 10% of his health over the 8 second duration. Cooldown: 35, 34, 33, 32, 30

(E): Ground Pound: Mersus jumps a small distance forward, striking the ground as he does so. As a result, a large shockwave spreads from the point of impact. Enemies near the epicenter will be stunned for 0.5-1.5 seconds and take 75-190 physical damage. Enemies in the outlying area will take 60-175 physical damage and be briefly knocked up, disrupting them. Cooldown: (15 at all ranks)

(R): Pile-Drive: Mersus rushes to a nearby target enemy champion, lifting them up in the air and slamming them back into the ground 3 times. The champion becomes untargetable for the duration, and suffers a total of 300-750 physical damage. Additionally, nearby enemies will be delt 120-200 physical damage based on how close they are to the point of impact. Cooldown: 220, 210, 195

Count Steam, the War Machine Role: Mage Type: Ranged

(Passive): Quad-Mount/Thermo-Nuclear Core: Quad-Mount: The four arms protruding from the Count's back allow him to cast four abilities at a time. Each arm has a cooldown of 15,12,9 seconds, and the Count gets one more ability cast that, when used, puts the ability on cooldown. Thermo-Nuclear Core: Every ability the Count casts increases his energy build-up meter. Once the meter is full, the Count's power-source overloads, causing nearby enemies to receive 70-130 physical damage and be stunned for 5 seconds while he loses his transformed state. After 6 seconds of not casting an ability his energy overload bar decreases by 4 every second.

(Q): Gauss 99/Gauss Flux: Gauss 99: The Count fires a beam of Gauss energy a short distance, causing 10-90 physical damage and reducing enemy armor by 3-9. If an enemy is hit more than once, they take 15% reduced damage from the others. Gauss Flux: The Count concentrates a mass of Gauss energy and fires it at a target location, dealing 70-160 magic damage to enemy units caught in the blast. It builds 20 energy. Mana Cost: 15, 16, 17, 18, 20 Cooldown: 15 (at all ranks)

(W): Immolation/ Radiation Dump: Immolation: The Count concentrates a large amount of heat at a target area, causing enemies in the area to receive 60-130 magic damage every second and have their magic resist reduced by 4-9% for 4 seconds. Radiation Dump: The Count empties excess radiation from his reactor, causing a large area in front himself to be afflicted. Enemies in the afflicted area take 90-150 magic damage and are slowed by 40-60% every second for 6 seconds. It builds 35 energy. Mana Cost: 40, 45, 50, 55, 60 Cooldown: 20 (at all ranks)

(E): Boiler-Power/ Water-Assisted Cooling: Boiler-Power: Count Steam's internal power source boosts itself temporarily, granting him an additional 30-55% movement speed, 24-48% attack speed, and 10-35 attack damage. The boost lasts for 5 seconds. WAC: Count Steam vents excess heat that has built up in his reactor, losing up to 50 heat and gaining an additional 0.75% movement speed for every point of heat vented. The movement speed boost lasts for 7 seconds, and he gains an additional 20-50% attack speed for the duration. Mana Cost: 35, 40, 45, 45, 45 Cooldown: 30 (at all ranks)

(R): Change Form: First Cast: The Count rearranges his body structure to be that of a war machine, gaining new abilities, a capacity for 100-200 heat, and an additional 15-35 attack damage. If the Count overheats his reactor, then his system re-forms him in his normal visage. Second Cast: The Count channels for 5 seconds before switching back to his normal form. In this form, each of his abilities (save for Boiler-Power) can be cast a total of 5 times, an he gains an additional 15-35 ability power and armor. Mana Cost: 3 (at all ranks) Cooldown: None

Mettias, Embodiment of the Justicar Role: Marksman (Mettias) Tank/Fighter (Justicar) Type: Ranged (Mettias)/Melee (Justicar)

Unique Trinket: Mettias starts out the game with a unique trinket, the Divine Sword. It has two actives: the first allows him to place a 60-120 second ward at the target location (120 second cooldown). The second allows him to target himself and transform into the Justicar or back to himself (120 second cooldown). There are no stat changes between the two forms, but there is a 7 second channel.

(Passive): Pass Judgement: Mettias's arrows detect the unjust in his enemies, and will deal an additional 10,20,30 true damage. Additionally, Mettias projects an aura which increases nearby ally movement speed and armor by 3,7,11% and decreases enemy's by half that amount. (Justicar): Blade of the Fallen: The Justicar's blade cuts not only the flesh, but the soul as well, making his autoattacks deal an additional 15,30,45 true damage and shred his enemy's armor by 13-30%.

(Q): Sea of Purity: Mettias stuns all enemies in a cone in front of him and pulls back his bowstring, gathering energy. After 1.5 seconds, he releases the energy to deal 70-200 physical damage to all enemies caught in the cone. Mana Cost: 55, 60, 65, 70, 75 Cooldown: 17, 16, 15, 13, 12 (Justicar): Divine Wrath: The Justicar gathers his strength for up to 4 seconds. At the very end, or if this ability is reactivated, he takes flight and becomes untargetable for 2 seconds. Over this time he can select a target spot to land, dealing 100-420 physical damage to all enemies in the area. The damage and area he can land scale with the time he gathered his strength, with the max charge time damage being 150-560 damage. There is a 0.5-1.5 second delay from the time he chooses a place to land and when he actually lands (scaling with charge time). Cooldown: 20 (at all ranks)

(W): Sigil of Restoration: Mettias attaches an ancient sigil to a target enemy for 8 seconds. During that time, autoattacks that Mettias makes will heal him for 25-90 health plus 10-20% of his missing health. Additionally, if the enemy should die while the sigil is on them, it refreshes the duration and places it on the nearest enemy, prioritizing champions. Mana Cost: 80 (at all ranks) Cooldown: 20 (at all ranks) (Justicar): Holy Blessing: The Justicar molds his power to create a shield around the target ally. The shield lasts for 4-10 seconds, and has varying effects and strength based on the target. If the target is a friendly champion, the shield protects them from 120-400 physical and magical damage and reflects 40% of the damage the shield takes. If he target's himself, the shield protects him from 200-600 damage of all types and gives him 20-45% life steal. Cooldown: 15 (at all ranks)

(E): Fight or Flight: Flight: Mettias gains an additional 20-45% movement speed boost when out of combat for 8 seconds. If an enemy champ attacks him during this time, the boost is doubled for 4 seconds, but it goes on cooldown for 20 seconds. Fight: Mettias gains an additional 10-40 attack damage, 10-25% attack speed, and 12-24% life steal. However, he loses 15-20% of his movement speed as a result of the energy drained. Mana Cost: 20 (at all ranks) Cooldown: 8 (at all ranks) (Justicar): Blades of Retribution: The Justicar launches two blades from his sword that curve towards the target location. Enemies along their path take 50-170 physical damage and are slowed by 30%. At any point, the Justicar can reactive the ability to draw the blades back to him. If he does this, the blades travel directly back to him, dealing 70-210 physical damage. However, if he does not reactivate the ability, the blades will continue on their path, eventually meet, and plot a new curved path back to him. Enemies hit by the initial curve can be hit again by the reactivation. Cooldown: 18 (at all ranks)

(R): Divine Smite: Mettias targets an enemy champion for Ultimate Judgement, materializing a huge arrow and channeling for 2 seconds. After the channel, he releases the arrow, dealing 200-450 physical damage to the enemy plus 8% of the damage they recently took and delt as true damage. If the champion dies from this ability, 15% of the cooldown is refunded. Mana Cost: 100 (at all ranks) Cooldown: 300, 290, 280 (Justicar): Heavenly Ruin: The Justicar directs his full wrath onto the target champion. After 3 seconds, the target champion is delt 150-230% of his physical damage, 10-15% of his maximum health, and 8% of the damage delt around the Justicar in the last 8 seconds. The resulting blast also deals 80% of the total damage to nearby enemy champions. Cooldown: 320, 310, 300

Fla'Ek, the Biological Terrror Role: Assassin Type: Melee

(Passive): Acidic Spit: Every second, Fla'Ek builds 4 stacks of acid vomit. At 100 stacks, his next attack will be a ranged cone attack that causes all enemies hit to suffer 150-200% of his attack damage over the next 5 seconds. Additionally, it shreds 10-23% of their armor for the next 5 seconds.

(Q): Devour/Digest: Devour: Fla'Ek prepares himself for 2 seconds before eating the target enemy minion or neutral monster whole. If the target is a champion, he will quickly take a bit out of them, dealing 60-230 physical damage and applying half of his passive effect on them for 3 seconds. Digest: If Fla'Ek targets himself, he will digest the targets he has devoured. Every minion or neutral monster devoured will fill up his resource bar with 8% of it's health. Bites taken out of champions fill 3% of theirs. He can hold a total of 1200-2000 health. Activating digest will restore all the health the bar has over a 5 second period. Cooldown: 15 (at all ranks)

(W): Predatory Instincts: (Passive) Fla'Ek can detect nearby stealthed enemies within 700-1900 range of himself. He additionally gains 13-30% life steal. (Active) Fla'Ek himself becomes stealthed for the next 5 seconds, gaining a 20-55% increase in movement speed. If he should enter a brush while stealthed, enemy champions are unable to see him in the brush for 5 seconds after the stealth wears off. Cooldown: 23, 22, 21, 20, 19

(E): Lob: Fla'Ek vomits a large globlet of acid that flies towards the target area. It will bounce randomly a short distance away from the impact point 3 times. The globlet deals 75-195 physical damage and causes enemies to suffer 75% of that over a 3 second duration. Enemies can only take the initial damage twice, but each hit refreshes the damage over time. Cooldown: 25, 25, 23, 22, 22

(R): Terraform: Fla'Ek transforms a very large surrounding area into thick brush, gaining stealth and a 40-65% movement speed boost. The area lasts for a total of 5-7 seconds, and reduces enemy vision while stealthing allies. Additionally, Fla'Ek's attacks deal 20-35% increased damage while he is in the area, and he has vision of all enemies that step into the area. Cooldown: 340, 320, 310

Zyrix, the Archangel of Torment Role: Fighter/Assassin Type: Melee

(Passive): Piercing Strikes: All of Zyrix's autoattacks will pierce through his enemy, dealing damage to enemies a short distance behind his attack and ignore 15% of their armor.

(Q): Vengeful Might: Zyrix rises into the air briefly before flying toward the target area. Enemies at the epicenter are feared for 1-2.5 seconds, and all enemies within a moderate radius of the area where he lands take 90-340 physical damage. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 25, 24, 22, 21, 20

(W): Scepter of Anguish: For 5-10 seconds, Zyrix's autoattacks gain range and lightning arcs between up to 4 enemies. Enemies afflicted by the chained damage take only 70% of his maximum damage. Mana Cost: 34, 47, 60, 73, 86 Cooldown: 23, 21, 19, 17, 15

(E): Siphon Pain: Zyrix imbues all nearby enemies and allies with the debuff/buff Tormented. 15-25% of the damage allies with this buff deal will return to him as mana, while 20-35% of the damage enemies suffer with the debuff returns to him as health. The buff/debuff lasts for a total of 10 seconds. Mana Cost: 80, 85, 90, 95, 95 Cooldown: 30 (at all ranks)

(R): Word of Power: Zyrix begins chanting in a forgotten language, invoking a deadly power. For the next 3 seconds, nearby enemies will be slowed by 55-85%. After the 3 seconds, all enemies in a larger radius will suffer 200-550 true damage. If Zyrix is interrupted during his chant, 70% of the mana cost is refunded and the cooldown is reduced to 5 seconds. Mana Cost: 100, 120, 130 Cooldown: 350, 345, 340

Alric, the Twin Soul and Sarah, his other half Role: Fighter/Marksman (Alric) Assassin (Sarah) Type: Melee/Ranged (Alric) Melee (Sarah)

(Passive): Immortal: Alric's body has an increased regeneration factor. When he dies, his body reconstructs itself at double the normal speed (halved respawn time). (Sarah): Soul-Guard: Alric's soul protects Sarah's reborn body. While considered in combat, Sarah takes 2-10% reduced damage from all sources.

(Q): Sanguine Killer: Alric switches between his pistols and his sword. The pistols allow Alric to attack 10-50% faster. His sword gives him 10-80 extra damage. His abilities will change based on his weapon. Mana Cost: 25 (at all ranks) Cooldown: 3, 2.5, 2, 1.5, 1 (Sarah): Night Walk: (Passive) Sarah becomes stealthed after 12 seconds of being out of combat. Dealing or receiving combat damage removes this effect. (Active) Sarah transforms into a dark mist, gaining the ability to move through units with 30-50% increased movement speed for 4-6 seconds. Cooldown: 15, 14, 13, 12, 11, 10

(W): Eviscerate/Reposition: Evicserate: Alric thrusts his sword through the heart of his opponent, causing 50-170 physical damage initially, and 30-117 over 3 seconds. Reposition: Alric leaps towards the cursor a short distance, firing 1-5 bullets that deal 35-55% of his attack damage at a nearby target, prioritizing champions. Mana Cost: 40, 45, 50, 55, 60 Cooldown: 7, 6.5, 6, 5.5, 5, 4.5 (Sarah): Mind Wipe: Sarah takes control of her target's mind, switching their abilities around for 2-6 seconds. Additionally, it deals 60-110 damage. Cooldown: 25, 24, 23, 22, 21, 20

(E): Cleanse/Rejuvenate: Cleanse: Alric bathes the target area in magic fire, causing 30-90 magic damage a second for 5 seconds. Rejuvenate: Alric enacts a spell which heals him for 70-190 health, and protects him from disables for 1-4 seconds. Mana Cost: 60, 60, 60, 75, 90 Cooldown:: 26, 25, 24, 23, 22 (Sarah): Blood-Lust: Sarah blinks behind her target, stunning them for 2-4 seconds, dealing 80-160 damage, and healing for 150% of the damage delt over the next 5 seconds. Cooldown: 23, 22, 21, 20, 19

(R): Reborn: Alric switches places with Sarah, replacing his soul for hers. Sarah takes the place of Alric, granting a new ability set and an extra 5-15% life steal. Cooldown: 3 (at all ranks) (Sarah): Return: Sarah's soul switches with Alric's returning Alric to the battlefield. Cooldown: 3 (at all ranks)

Vegore, the Werelord Role: Fighter Type: Melee

(Passive): Lycanthropy: Every attack Vegore makes against enemies puts a stack of Lycanthropy on them. At 5 stacks, his next attack will cause the target champion to turn for 1.5 seconds. Turned champions attack nearby allies for the duration and apply stacks to enemies they attack. At 3 stacks on a minion or neutral monster, it has the same effect but for a duration of 5 seconds.

(Q): Infected Bite: Vegore bites deeply into his target, dealing 55-175 physical damage and applying 2-3 stacks of Lycanthropy. This attack applies on hit effects. If the bite applies more stacks than 5, it deals an additional 40-80 damage and doubles the duration. Cooldown: 15, 14, 13, 12, 11

(W): Crazed Frenzy: Vegore sends afflicted enemy minions and nearby allied minions into a frenzy, increasing their speed, health, and damage by 20-50%. Additionally, their attacks heal him for 40-65% of the damage they deal. Cooldown: 30, 28, 26, 24, 22

(E): Feral Outburst: Vegore lashes out with his claws in a cone in front of him, dealing 30-75(+100% of AD) physical damage and applying a stack of Lycanthropy to all targets hit. For the next three seconds, he can recast the ability to slash again, dealing 25% reduced damage but slowing enemies hit by 10-35%. Lycanthropy is only applied on the first slash. Cooldown: 5 (at all ranks)

(R): Slaughter Craze: Vegore becomes drunk on the blood of his foes, gaining 30-70% life steal, 20-55 attack damage, and 5-15% increased attack speed per attack. The attack speed buff can stack up to 5 times, and 50% translates into additional movement speed. Additionally, all of his abilities and autoattacks apply an additional stack of Lycanthropy. These effects last for 10 seconds. Each kill increases the duration by 5 seconds. Cooldown: 200, 185, 160

Nar'lix, the Void Titan Role: Tank Type: Melee

(Passive): Ether Skin: Nar'lix is naturally resistant to all forms of magical energy and has thick, armor-like skin, granting him an additional 10-25 armor and magic resistance. Additionally, Nar'lix drains the life energy of nearby allies an enemies, gaining an additional 0.1-0.2 health regen for each nearby ally and enemy.

(Q): Void Breath: Nar'lix begins channeling for three seconds, targeting a cone in front of him. During the channel, he blasts enemies in the cone with void energy, causing them to suffer 30-75 magic damage a second, be slowed by 30-55%, and reduce their resistances by 13-37%. The slow and reduction last for 3 seconds afterwards. Mana Cost: 40, 44, 48, 52, 56 Cooldown: 10 (at all ranks)

(W): Titanic Rage: (Passive) Nar'lix drains nearby enemies of their magical energies, causing nearby enemies to lose 1-2.5 mana per second while around him. (Active) Nar'lix becomes enraged for 10 seconds, gaining 10-30% increased armor, magic resistance, health regeneration, and damage. Additonally, his first attack against a target every 3 seconds will stun them for 0.5-1.4 seconds. Mana Cost: 50, 56, 62, 68, 74 Cooldown: 25, 23, 21, 20, 18

(E): Fault: Nar'lix slams the ground with his full might, sending a long-range shock-wave outwards that knocks up enemies hit. A fault line opens up half the distance that the shock-wave traveled, possibly rooting enemies for 1 more second. The shock-wave will deal 50-145 physical damage to enemies, and the fault will deal an additional 40-115 physical damage. Mana Cost: 70 (at all ranks) Cooldown: 15 (at all ranks)

(R): Rampage: Nar'lix channels a portion of the strength of the Void into himself, gaining 100-450 health, 60-100 armor and magic resistance, 20-55 damage, and 35% tenacity for a total of 6.5 seconds. As an addition, nearby minions transform into Rampaging Minions, gaining turret shields, 40-70% increased health, and 30-45% increased damage. Super minions and Siege Minions are unable to benefit in any way. Mana Cost: 100 (at all ranks) Cooldown: 250, 225, 200

Henric, the Master Bladesman Role: Fighter Type: Melee

(Passive): Indomitable: Henric thrives in the heat of battle, maintaining control of the battlefield. With this control, he naturally has a 15% chance to completely resist all the effects of crowd control. Also, this chance triples when the crowd control is a stun.

(Q): Sunder Arms: Henric's next attack is aimed to disable, not to kill. It deals an additional 50-175 physical damage and reduces the damage the target enemy deals by 15-35% for 1.5-4.5 seconds. Mana Cost: 30, 45, 50, 55, 60 Cooldown: 7 (at all ranks)

(W): Stunning Blows(Toggle): Henric strikes with such force that all of his attacks deal an additional 10-40 damage and gain a 5-15% chance to stun his target for 1.5 seconds. However, his attack speed is reduced by 3-9% Mana Cost: None Cooldown: 1 (at all ranks)

(E): Golden Spirit: Henric gains 10-40 flat armor and magic resistance, 20-45% increased armor and magic resistance (after the flat is added), and doubles the effect of his passive for 7 seconds. Mana Cost: 70, 75, 80, 85, 90 Cooldown: 35, 34, 33, 32, 31

(R): Vanquish: Henric deals a mighty blow to the enemy champion, dealing 150-400 physical damage and slowing them by 30-55%. The damage increases by 1-3.5% for every 5-2% health an enemy is missing. Mana Cost: 100 (at all ranks) Cooldown: 100, 90, 80

Razga'dūl, the Heretic King Role: Mage/Assassin Type: Melee

(Passive): The Black Hand: All of the attacks Razga'dūl makes cause his target to suffer 20% of his attack damage plus 30% of his AP as additional damage over the next 4 seconds. This effect can stack up to 10 times.

(Q): Stream of Lies: Razga'dūl begins to channel in a cone in front of himself. During the 3 second channel, enemies inside the cone will be dealt 40-110 magic damage each second and restore 30% of the damage they are dealt to him as health. Additionally, for each stack of The Black Hand they are afflicted with, he restores 3-7% of his current mana (a maximum of 30-70%) each second. Mana Cost: 65, 70, 75, 80, 85 Cooldown: 23, 22, 21, 20, 19

(W): Pool of Decay: Razga'dūl creates a medium-sized pool full of black liquid at the target location for 6 seconds. During that time, enemies on the area will be slowed by 40-85% and take 3-5.5% of their current health in magic damage each second. Mana Cost: 75, 80, 85, 90, 95 Cooldown: 20 (at all ranks)

(E): Unyielding Devotion: Razga'dūl has an extreme devotion to his masters, the Dark Gods. For every 3-2% of health he is missing, he gains an addtitional 3-6 ability power and 0.5-1.5% movement speed. When activated, Razga'dūl fires a black iron chain in the targeted direction. The first enemy hit will be rooted for 1-3 seconds, and be dealt 70-225 (+3% of Razga'dūl's missing health) magic damage. If the enemy hit is a minion or neutral monster, then a 25% chance is generated that they will become Razga'dūl's thrall, and fight for him until death. Cost: 3% of current health Cooldown: 18 (at all ranks)

(R): Corrupt Invocation: Razga'dūl unleashes his power, forcefully entering the minds of enemies within a large radius of himself, also beginning to channel for 4 seconds. Over the duration, enemies within the radius are slowed by 33,66,88% and lose 25-50% of their armor and magic resistance. Once the 4 seconds are up, enemies still remaining in the area are dealt 300-750 magic damage (the resistance reduction is only applied to damage done before the ability detonates). If no enemies take damage, Razga'dūl instead takes 50% of his current health in true damage. Mana Cost: 100 (at all ranks) Cooldown: 320, 310, 300

Maverick, the Beast Master Role: Fighter/Jungler Type: Melee

(Passive): The Elder Spirits: Maverick's passive is split into three parts: 1) A glowing sigil will appear above all large monsters in the jungle. These sigils are only visible to Maverick. Each large monster has a different sigil, signifying the power that Maverick can acquire from the monster. Ancient Golem= Blue Sigil Brambleback= Red Sigil Greater Krugs= Grey Sigil Raptors= Orange Sigil Baron= Purple Sigil dripping with acid Dragon=Orange flaming Sigil Wolves=Dark Grey Sigil These Sigils are important only to Maverick, and tie directly in with his Q and W abilities. 2) When considered in combat with neutral monsters, Maverick gains 5-10 health regen per 5, 4-8 mana regen per 5, and 10-25 armor. This stacks with other jungling items that give passives based on combat with neutral monsters. 3) When Maverick slays a large monster, he absorbs their sigil and gains the smite buff for 1/2 of the total duration. He can have all of the buffs absorbed, but killing a large monster afflicted by his Q does NOT give him the smite buff. If an enemy champion kills Maverick, they gain the smite buffs but for only 1/3 of the duration.

(Q): Emblem Lock/Emblem Steal: Maverick fires a burst of spirit energy from his wrist apparatus, dealing 30-150 (+100% of AD) physical damage to the first enemy hit.

  1. If the target is an enemy champion, the skill-shot roots them in place for 1.5 seconds.
  2. If the target is a large neutral monster, the skill-shot roots them in place for 2 seconds and begins to siphon their life for 12 seconds. Over this time, the sigil on the monster will begin to glow with ethereal fire, signaling that Maverick is attempting to steal their sigil. He restores a total of 13-26% of their maximum health to him over the duration, and reduces the damage they deal to him by 3-9%. If he successfully gets the assist or kill on the monster, he steals it's sigil and gains a buff to his Q and autoattacks based on which monster he's slain.

Ancient Golem= His Q no longer takes mana and restores 5-10% of his current mana. Brambleback= His autoattacks gain 6-15% life steal, and his Q heals him for 5% of the Krugs= His Q will root enemies in a small radius around the initial hit, and his autoattacks Raptors= His Q places a ward on the enemy hit for 30 seconds, and his autoattacks will Baron= His Q will explode upon reaching the enemy, causing 50% more damage in a large radius, Dragon= His Q will make his target burn for 40% of it's damage over 5 seconds, and his autoattacks Wolves= His Q will slow his target by 30% and increase his movement speed by the same amount, and his autoattacks will damage enemies around his target.

Maverick is only capable of handling one Sigil at a time, though he can store all of the Sigils. Upon death, he loses them all. The first Sigil he receives will be the one that he keeps until he expends it with his W. Then, the next Sigil he acquired will take its place. Additionally, the color of his Q and blade change to match the sigil he has equipped. Mana Cost: 40, 45, 50, 55, 60 Cooldown: 15, 14, 13, 12, 11

(W): Essence of the Beast: Maverick summons a beast at the target location. The beast has different attributes based on which sigil Maverick has equipped. Additionally, enemies in the area where the beast is spawned will take 45-200 physical damage and be stunned for 1.2 seconds. Mana Glutton= 300-1560 health, 23-65 AD, 320 Movement, 0.6 attack speed. Blaze Ent= 90-360 health, 40-125 AD, 355 Movement, 0.75 attack speed. Diamond Back= 400-2000 health, 13-24 AD, 290 Movement, 0.5 attack speed. Rage Fiend= 80-270 health, 30-80 AD, 425 Movement, 1.2 attack speed. Abyssal Ravager= 120-350 health, 20-70 AD, 380 Movement, 0.85 attack speed. Drake= 200-400 health, 30-50 AD, 340 Movement, 0.7 attack speed. Wild Warg= 100-300, 24-48 AD, 420 Movement, 1.0 attack speed. Maverick is only capable of sustaining two beasts at a time. If a champion kills a beast, they gain the smite buff for the corresponding monster. Beasts will attack the same target that Maverick has last attacked, or random enemies if he has not attacked. Additionally, Maverick gains bonuses from having certain beasts summoned, and are as follows: Mana Glutton- +10% mana and mana regen Blaze Ent- +10% health and health regen Diamond Back- +10% armor, magic resist, and tenacity Rage Fiend- +10% attack and movement speed Abyssal Ravager- Gives Maverick a shield for 10% of his maximum health Drake- +10% AD and deals 10% of his AD over 3 seconds Wild Warg- +25% movement speed when unseen by the enemy Mana Cost: 70, 75, 80, 85, 90 Cooldown: 25, 24, 23, 22, 20

(E): Cripple: Maverick delivers a debilitating blow to a weak point on the target enemy, causing 60-180 physical damage and slowing them by 40-85% for 2 seconds. Mana Cost: 30, 34, 38, 42, 46 Cooldown: 20 (at all ranks)

(R): The Behemoth: Maverick summons the ultimate beast, the Behemoth. The Behemoth has: 400-2300 Health 50-135 AD 0.6-0.9 attack speed 340-375 movement speed The Behemoth gains 1.5-3% increased stats for each sigil Maverick has stored when it is summoned. 442-2783 Health 55.25-163.35 AD 0.663-1.089 attack speed 375.7-453.75 movement speed Mana Cost: 100 (at all ranks) Cooldown: 300 (at all ranks)

Sadly, we are missing two of the 25 champs; Dread, the Waylayer of Death, and Sypher, Inventor Extraordinaire. Dread has a few kinks in his ability set, and Sypher was simply too big to add to this page. I will be creating separate pages for both of them detailing lore, abilities, and their appearance. You will also notice that only one or two champs has info detailing more of their stats. I'm leaving that for their separate pages.

If you like any of the champions on this page, make sure to leave a comment requesting a separate page for them. One of the champs a little too OP? Tell us how and we'll look at fixing the stats. If you find a mistake, tell us what it is so we can fix it. So with this page ended, we wish you a good day.

Best of wishes -Fugertech and Kinshaw

2 Comments

Kinshaw7/10/2015, 8:20:50 PM1 votes

Heh, this is Kinshaw, Fugertech's partner in the creation of these champions wanting to tell you that if you like a champion tell us, we can tell you more about them and how we thought they should look like, if you have an idea that branched off one of the champions abilities tell us! We are happy to have discussion, anyways have a nice day, tell your friends, and good luck on the Fields of Justice!

fugertech7/15/2015, 10:40:38 PM1 votes

I regret to inform you all that, due to some complications with my current computer and network provider, I will not be able to post Sypher or Dread's pages on the boards for a while. Sorry for that.

I also wanted to say this: leave us a comment. If you see something you like here, please make sure to stop at the end of the page and leave a comment telling us what you like. Believe me or not, it really does help us make changes to our work. As always, best of luck to you in life and on the Fields!