Your top 3 mastery champions create one super-champion...

Top River King·2/22/2016, 3:02:09 PM·70 votes·10,082 views

How OP is the result? I want to see if anyone can actually beat my monstrosity. For this thought experiment, please try not to change the nature of abilities for the sake of combining them. For an example of what I mean, see the explanation for my creation's W. You could just toss components of the abilities together piecemeal, which is the only way these 3's ultimates could come together into one, but that's cheating, which is why I only threw that ultimate idea out there as a for instance.

TahmKench Nautilus Lulu

Autoattacks are ranged (Pix), can root (Staggering Blow), and apply a stack of Acquired Taste.

Q double-slows (Tongue Lash, Glitterlance), pulls you toward any enemy champion or monster hit, stunning the target (Dredge Line), and applies a stack of Acquired Taste (stunning if at 3 stacks).

W devours enemies/allies (Devour), shields you and causes your basic attacks to deal bonus magic damage (Titan's Wrath). Ally/enemy/self Whimsy would not apply, as you would no longer be able to W yourself, and its enemy/ally duration would end long before the enemy/ally exited you.

E either shields you (double shield) or an ally (Help, Pix!), creating a slowing triple explosion around person with said shield (Riptide) and popping your own (rapidly decaying) shield (Thick Skin), or it damages an enemy champion (Help, Pix!), likewise creating a slowing triple explosion around said champion and popping your own shield, on top of granting true site of that enemy for 4 seconds. Passively, it stores all damage taken as Grey Health, which you rapidly heal a portion of after taking no damage for 2.5 seconds.

Your ult passively gives your basic attacks and abilities bonus magic damage. When activated... well... I can't even think of a way these could be combined without tweaking them significantly, resulting in one of the most broken abilities in the game. You enlarge yourself, knocking up units around yourself for 0.75 seconds, gaining bonus health, and slowing nearby units for 7 seconds (Wild Growth). Then, after channeling for up to 15 seconds you teleport to a target location solo, or with an ally, after a 0.5 second delay (Abyssal Voyage). If enemy champions happen to be in the straight line of your voyage, they are hit by a depth charge and knocked up. See what I mean about having to just kinda play loose with the 3 ults to make combining them possible?

Even if you say only Tahm's passive can remain, as the rest cannot possibly function simultaneously, it's not like this champion isn't already the bane of every League player's existence.

395 Comments

Malicious Metal2/22/2016, 7:31:11 PM27 votes

Mordekaiser Nautilus Skarner

Passive; I convert 25% of the damage I deal into a temporary shield as well as applying a root with my AA's every second. Additionally I spawn Heavy Metal beacons around the map i can conquer to increase my stats while in their vicinity.

Q; My Next three AA's deal magic damage while the third hits twice as hard as the last two. AA'ing decreases my Q's cd by one second. Additionally my Q's pull in the first enemy champion in front of me.

W; A shield on top of a shield that gives me AoE damage on my AA's and on an aura around me as well as a speed buff. Reactivating the ability steals health from enemies surrounding me.

E; I deal damage in an AoE cone in front of me, filling up my passive shield as well as slowing enemies hit, applying a mark. Triggering the mark with an AA stuns them.

R; I surpress an enemy champion, followed by an AoE Knockup. While my ultimate's active I siphon a percentage of their max health and enslave the enemy champion if they die affected by my ultimate.

Seems balanced. A heavy CC Juggernaut with endless shields.

Truly Prideful2/22/2016, 6:16:29 PM26 votes

Caitlyn Bard Ashe

I don't even know what make of this.

Passive - Longest passive text ever.

Q - Some kind of crazy stunning Twitch ultimate when the Ashe Q portion is active.

W - A volley of traps that damage and snare enemies while healing allies?

E - Fires a hawk that creates a magical journey across the entire area it travels. Enemies touched by the journey are marked for a headshot?

R - Lock on to a target from global range with a crystal arrow that deals physical damage to all enemies in an AoE putting them into stasis based on distance traveled.

What a mess.

J Eevo2/22/2016, 6:08:27 PM18 votes

Xerath Poppy Ekko
So i guess my Q is a ridiculously long range spinner thingie that leaves behind an exploding zone of slow then retracts, having 4 seperate cases when it deals damage in addition to not being penalized for hitting more units, also hits ad/ap and % and can apply 4 stacks of ekko's thingie... And that's just the first skill.

W creates a zone of slow(Ekko) that you can't dash out(Poppy) and that explodes after a set amount of time(Xerath), oh and it can stun if you're in it while giving you a movement speed boost and a buff to armor/resists(Poppy's) and a shield.

E - a mother fucking stundash that also mauls people into walls

R - uh, semi global hammers that send enemies back in time, 3 charges, aoe xD

Madra2/23/2016, 1:27:04 AM13 votes

Janna Nami Zilean

I think I created Ao Shin.

TonsOfGains2/22/2016, 4:51:47 PM12 votes

Shaco Graves Udyr

Q teleports a short distance, stealthing you, and your next auto attack stuns enemies. Your attack speed is also increased after revealing yourself. W drops a jack in the box which can attack enemies. When the box is set off, it fears nearby enemies, shields you if you're in range, and reduces the vision of enemies while slowing them. E throws a blade which slows all enemies hit in a line. The blade causes an explosion in its path after a short delay, slowing enemies and dealing damage over time.

R Fires a clone down a line, splitting into multiple clones after hitting an enemy, and dealing damage to all enemies hit. You and the clones unleash waves of fire as well as burn all enemies in front of you on auto attacks.

Ayame Isaki2/23/2016, 12:02:18 AM12 votes

Akali Evelynn Kalista

I had a great deal of fun creating the next champion to hit the Rift!

Champion: Akalistalynn, The Dominatrix of Shadowed Vengeance

Primary Role: Assassin Secondary Role: Mage

Passive: Shadow Walk of Disciplined Poise

Akalistalynn enters stealth after being out of combat for 6 / 5 / 4 / 3 seconds, increasing energy recovery by 2% of her missing energy every second and ignoring unit collision while stealth. Entering combat or using an ability ends this effect. Akalistalynn can also be seen by nearby enemy champions even when stealthed, though being revealed this way or by True Sight icon true sight does not end this effect.

Akalistalynn cannot cancel her basic attack wind-up except by selecting a new target within range, and her attacks miss if she loses Sight icon sight of her target before they hit. Additionally, her basic attacks only deal 90% AD physical damage. If Akalistalynn enters a movement command while winding her basic attack or Q, she dashes a short distance in the target direction, scaling with her boot tier. While dashing, her basic attack wind-up is only reduced by 0.66% per 1% bonus attack speed, rather than the standard 1%.

OATHSWORN: Additionally, Akalistalynn begins the game with a unique item, The Black Spear. THE BLACK SPEAR - ACTIVE: Aalistalynn hurls The Black Spear at the target allied champion, beginning a short ritual, during which both Akalistalynn and her target are unable to act and her target performs their death animation. Upon finishing the ritual, the target becomes The Oathsworn to her for the remainder of the game.

Finally, Akalistalynn is affected by bonus AD and bonus AP in the following manner:

DISCIPLINE OF FORCE: Akalistalynn's basic attacks deal 6% 「 (+ 1% per 6 AP) 」 of her AD as bonus on-hit magic damage. DISCIPLINE OF MIGHT: Akalistalynn permanently has 6% 「 (+ 1% per 6 bonus AD) 」 spell vamp.

Q: Piercing Mark of the Hateful Assassin

ACTIVE: Akalistalynn throws her weapon at the target unit, dealing magic damage and marking them for 6 seconds. Basic attacks detonate the mark, dealing bonus magic damage and restoring 40 energy. If the projectile kills the target, it transfers to the nearest enemy champion. If no champion is nearby, it will target the nearest aggressive unit. All units hit along the path take magic damage.

W: Shroud of the Frenzied Sentinel

PASSIVE: If Akalistalynn and her Oathsworn ally land a basic attack against the same target within 2 seconds of each other, the target takes bonus magic damage.

Damage is capped against minions and monsters and executes minions at 125 health or less. This effect cannot occur on the same target more than once every 10 seconds.

ACTIVE: Akalistalynn throws down a smoke cover which lasts for 8 seconds, granting sight of the target area and slowing all units within it. Champions revealed by the shroud are marked by a Sentinel, which provides sight of the champion and stalks them for the next 4 seconds, revealing them for the duration.

Upon entering the smoke cover, Akalistalynn immediately gains stealth and a burst of movement speed that decays over 1 second and refreshes each time she re-enters the smoke cover.

If Akalistalynn uses a basic attack or ability in her smoke cover, she reveals herself for 0.65 seconds.

Finally, entering the smoke cover immediately removes all slowing effects.

E: Rending Ravaging Slash

PASSIVE: While Rending Ravaging Slash is not on cooldown, Akalistalynn's basic attacks and abilities each leave a stack on her target for up to 4 seconds, stacking infinitely.

ACTIVE: Akalistalynn flourishes her weapons, dealing physical damage to nearby units. Additionally, Akalistalynn gains increased attack speed for three seconds. Rending Ravaging Shash applies both on-hit and on-spell effects. Finally Akalistalynn consumes all Rend stacks from nearby enemies, dealing physical damage and slowing them for 2 seconds. Stacks beyond the first deal reduced damage.

R: Dance of Agony's Fate

Akalistalynn uses a stock system on this ability; she stores an Essence of Shadow periodically and upon taking down an enemy champion, up to a maximum of 3 stored at once.

ACTIVE: Akalistalynn dashes to the target unit, striking through it and dealing magic damage. Upon arriving, she will immediately attempt to land a basic attack on her target.

The strike-through distance increases the closer Akalistslynn was to her target before dashing, and is halved against targets affected by Piercing Mark of the Hateful Assassin.

Upon impact with the target unit, Akalistalynn impales enemies in an area around the target, dealing magic damage and slowing them for 2 seconds. Akalistalynn siphons her victims' pain, shielding herself for up to 6 seconds for every enemy champion hit within the area of effect.

If Akalistalynn's Oathsworn is within range, her Oathsworn is drawn to her and dashes to the target alongside Akalistalynn. Upon impacting the target enemy unit, the target is knocked up.

MavenSong2/22/2016, 3:08:41 PM11 votes

Sona/Ashe/Leona

Yo dawg I heard you like moving...

Quantum Lotus2/23/2016, 12:51:22 AM9 votes

Shaco TahmKench RekSai ...... O_O

The counter jungling god. Invisibility. being able to grab minions over walls. I can be everywhere!!!!

WykiLoki2/22/2016, 11:17:14 PM9 votes

Teemo Shaco Evelynn

Passive: Deal more damage if hitting enemy from behind.

Invisible until noticed by enemy champion.

Global Satanic laughter.

Q: A point and click linear aoe blind that slows the enemy. Cooldown: 1.5 seconds.

W: Set down an invisible jack-in-the box that fears enemy around it upon activation.

Gives the user a burst of movement speed upon laying box.

Movespeed burst is activated once the box is activated.

E: Passive: Do bonus damage-over-time with every basic attack

Active: Blink a short distance and become invisible.

Your next attack during stealth hits twice and both attacks are guaranteed to crit. Gain bonus attack speed.

R: Throws a shroom that becomes invisible upon landing. Upon being stepped on, it slows the enemy and gives a charge of Salt Shield per champion affected.

Throwing another shroom will consume the Salt Shield charges, granting a shield that resists slows and absorbs damage for 5 seconds. Throwing a shroom on a shroom will cause the second shroom to bounce off. Up to 3 shrooms may be stored.

Generate a double every 6 shrooms that takes 150% more damage. The double will gain the same stat buffs as the original. Upon death, the double explodes, granting a Salt Shield charge for every enemy hit.

Playstyle: Lay traps. Run and blind em to death. Assassinate. Be annoying as f**k.

Not my top 3, but someone had to do it.

ForgottenLuck2/22/2016, 6:29:27 PM7 votes

Zilean TahmKench Soraka NO ONE DIES

Davidt12342/23/2016, 1:05:20 AM7 votes

Nami Lux Lulu oh my fucking god the laugh spamming

euJHINius2/23/2016, 1:35:38 AM7 votes

Annie Ekko Karma

Welcome to Champion Spotlight featuring: Akka, The Enlightened Dark Boy that Shattered Time

Assassin-Support Fighter-Mage

Passive: _Gathering Pyro-Z _

Spells and Attacks reduce the cooldown of Mantra: ChronoTibbers and apply stacks on the target. The fourth stack applies extra damage and stuns targets afflicted by the proc-ing attack.

Q: _Disintegrating Time Flame _

Throw a skill shot that slows, deals damage, and returns to you after it hits a champ. Killing a unit refunds mana and shortens it cooldown by half.

Mantra Bonus: Deals extra damage and lives an AoE field in its trail, that will deal damage after its delay.

W: _Focused Convergence of Incineration _

Passive: Auto Attacks deal extra magic damage to enemies on low health, and abilities heal for 20% of your missing health.

Summon a field that will slow enemies in it after 4 seconds and deals AoE damage to them. Entering the area will root enemies, and give a shield and a movement speed buff to you.

Mantra Bonus: Supplies the buff to all allies in the area.


E: _Molten Inspired Dive _

Roll, giving you a shield plus magic resist and armor. The next auto attack is a blink.

Mantra Bonus: Grants a thornmail affect with the damage return scaling with AP while the shield is active,

Ultimate: _Mantra: ChronoTibbers _

Activating the ability will strengthen all abilities next cast.

Mantra Bonus: You rewind yourself back in time hitting your opponent's weak points for massive damage, which will summon ChronoTibbers afterwards, that applies constant burn around it, and slows enemies around it.

[Excuse the dark part :D]

Auroramancer2/23/2016, 4:58:26 AM7 votes

Bard Thresh Pantheon

Passive: Chimes containing lost souls spawn in the map around you. Nearby minion/monster/champion deaths also drop lost souls. Collecting a soul permanently increases your armor, ability power, and empowers your auto attacks. Additionally, collecting 4 souls gives you a shield that blocks the next auto attack directed at you.

Q: You throw out a Spear Shot with a chain attached to it. This Spear Shot pierces the first target and stops at a second target, dealing damage and hooking both of them, dragging them toward you. You can reactivate this ability to pull yourself toward the middle position between both targets.

W: You throw out your lantern, stunning enemies and shielding allies in its radius. If an ally clicks on the lantern, they are healed, and you pull them to your location. The heal is increased based on how long the lantern is left alone.

E: Passively, your auto attacks automatically crit against targets below 15% HP. On cast, you create a Magical Journey through terrain, available for allies and enemies alike to take. Enemies that take the Magical Journey are damaged by spectral spear stabs as they travel along.

While the Magical Journey persists and if you are not in the Journey, you can reactivate this ability once to reverse the direction. Those traveling in the Journey have their trajectories reversed as well.

Ultimate: You throw out a ball of divine light to a location, placing all minions, monsters, epic monsters, towers, and champions into a stasis, before leaping into the air for a grand skyfall. When the stasis ends, you immediately plummet to the ground from the sky, dealing damage in a large area and also creating a cage of spectral walls around the area of impact. Targets damaged by the skyfall are slowed, and targets that touch the spectral walls take damage and are slowed.

charcharmunro2/22/2016, 5:05:08 PM7 votes

Singed Zilean Sion. Knock-up poison bomb trail? Rewinding slow shield? Shouty fling super-speed/slow? Undying super-mode charge? 'kay.

Stars Shaper2/22/2016, 5:07:45 PM6 votes

Xerath + Mordekaiser + Yasuo

Boy get ready to the OVERLOAD... God I'm laughing so hard at each skill xD Its's a pain to write them though D: Please appreciate the time spent on naming them also.

Passive- Mana Way of the Iron Wanderer: Your attacks restore mana every 12 seconds, your skills give you a shield capped on %maxHP, you have double critical strike (but crit for 10% lower with AAs and 25% less with Q (Rofl prepare for the 3 cast Qs xD)) and walking gives you a shield when flow bar is full. (Hp Bar, Ironman Bar, Mana bar... so many bars 400 bars!!)

Q- Arcano-Mace of Tempest: First cast --> you charge your mace increasing the range of the skill Second cast --> release the power stored ina line AoE. The third cast in a short time has increased range, deals double damage and knocks up enemies hit.

W-Eye of the Harvester Wall: Passive--> you gain bonus experience when killing a minion near allies equal to 50% of the experience he lost due to them being there. Active--> (AHAHAHAHAHA!!!) Call down a mass of arcane-wind metal debrids that surround you and an allied champion/minion dealing damage and slowing enemies as they overlap with 50% increased damage and greater slow if in melee range. The barrier also blocks projectiles. Second Active--> Detonates the barrier sucking HP from max 2 enemies.

E-Shocking Syphon of the Blade: A targeted ability that does damage in a cone-wide area infront of you stunning enemies hit depending on distance and making you dash to the primary target. Damage increased by 25% at each cast capping at 50%.

R-Rite of the Arcane Grave's Children Last Breath: You lock yourself teleporting to knocked up enemies dealing enemies %maxHP damage in a burst and then applying a DoT both stealing HP. Upon landing you get 50% Armor penetration on the enemies hit and if they die during with the debuff still on you get their ghosts as pets. 3 Casts available after first initiation.

UNLIMITED POWER!!

Edit

Name: Xerdekasuo

EditV2

"You only need to face the secrects of magic once, fool!"

Baron of Bread2/22/2016, 8:05:01 PM6 votes

Alistar Nasus Karma

Alisusma, the Enlightened Minotaur of the Sands

Passive: Ability use causes Alisusma to trample enemies near it for magic damage and ignore unit collision for the next few seconds. If Alisusma damages an enemy champion with an ability its ult cooldown is reduced by 2/2.5/3 seconds, halved for auto attacks. Alisusma has lifesteal.

Q: Colliding linear skill shot that explodes into an AoE knock up then stun. For every unit it kills its damage increases. Ult enhance: Hits again after a short delay.

W: Dash to target and knock them back. Their move speed and attack speed are slowed and the slow increases over 5 seconds. Alisusma also applies a tether to the target that deals damage and roots the target after 2 seconds if it is not broken. Ult enhance: Alisusma heals for a percent of missing health and heals again if the tether is not broken.

E: Alisusma creates an area of spirit fire around itself. Enemies in the area lose armor and take damage, allies are healed. Alisusma also shields itself and grants itself a speed boost on ability activation. The cooldown is reduced by 1 second when an enemy unit dies near Alisusma. Ult enhance: Shield and speed boost apply to all allies in an area around Alisusma.

R: Alisusma's next ability used is enhanced. On activation Alisusma sheds any cc on it, reduces incoming damage by 70%, gains bonus health, deals percent max HP magic damage in an area around it, and gains bonus AD which increases with the damage that is dealt by the damage aura. These effects last 15 seconds.

I feel like this is pretty stinking OP. Even if the Q was still just an auto enhance it would be so stupid.

Wolfeur2/22/2016, 8:36:34 PM6 votes

Leona Braum Soraka #Braumeonaka

Passive: AA and spells marks enemies, subsequent damage dealt to them are increased and, after four stacks, stuns them. Also, give movement speed toward hurt allies.

Q: Zone that heals you for each enemy hit and stuns them.

W: Leaps to an allied unit, increasing their defenses, and yours by twice the amount, while healing them.

E: Leaps to an enemy, silencing everyone around him and gaining a buff makes you block projectiles and receiving reduced damage.

R: Global ability that knocks then stuns then slows enemies and heals you and your allies

ThatHaleState2/22/2016, 8:48:13 PM6 votes

Chogath Braum TahmKench

I slow you, stun you, eat you, and swallow you and you never come back

KekOfTheFinest2/22/2016, 10:40:25 PM6 votes

Darius Ryze Graves

Oh boy,oh boy...

Passive- Your damaging abilities grant a stack of Arcane mastery and Hemorrhage that stack up to 5 times. After 5 stacks,your hero becomes supercharged,gaining bonus ad depending on level,and your spells get reduced costs after each cast of a spell,for 5 spells or 2-5 seconds,depending on Q level. While in this mode,your damaging abilities grant 5 stacks of hemorrhage and instantly refresh your passive. You can only auto 2 times before recharging.Your autos deal dmg in a cone in front of you,and the closer the enemies are,the more dmg you deal.AA's cannot pass through units.

Q- Passive effect-leveling this ability passively increased the duration of your passive. Active effect-You throw around a spell in front of yourself and spin around yourself with your axe,damaging every enemy hit by the blade and healing for 12% of missing hp,up to 36%. The spell explodes,dealing dmg on it's way back.It explodes after 2 seconds,or 0.25 if you hit a wall.

W- Your AA becomes enhanced,rooting anyone you AA,and throwing a smoke screen on them in a radius,slowing them and making them blind while in the area. After the root expires,you are slowed down for 90% for 1 second.

E- Passive effect-You gain up to 5-25% armor pen,depending on level. Active effect-You dash out to a targeted enemy,pulling them to you,slowing them for 40% for 1 second,then throwing a magical flux dealing initial damage,bouncing off to nearby enemies before bouncing back to the enemy,dealing more dmg for each bounce.Enemies hit have their magic resist reduced.

R- Passive effect-You gain 10-30% CD depending on the lv of this spell. Active effect-You gain movement speed,Spellvamp and AOE effect on your abilities. You leap in the air,fire out a shell,knocking you back a small distance,dealing heavy dmg to the first enemy champion hit.After hitting a champion or reaching the end of it's range,the shell explodes dealing dmg in a cone. The DMG is increased the more stacks of Hemorrhage you have on your target,increasing by 20% per stack,up to 100%. If you kill an enemy with this spell,your cd is refreshed for a brief duration. After lv 3 on this spell,this spell unlocks. It costs 0 mana and if you kill an enemy with it,it completely refreshes the duration.

WHAT.HAVE.I.FUCKING.CREATED.

Edit:A fucking novel that's what.Jesus fucking christ,Saitama would have trouble going against this guy. Fuck.

MegaManYYZ2/22/2016, 11:46:22 PM5 votes

Garen Amumu Nautilus

Q - a gap closing silence that can work on terrain

W - armour of tears! an overshield with boosted resistances and %hp shread aoe tears

E - AoE for days, spinning tantrum riptide.

R - the ally-op dunk, naut's knock up to garen's justice and upon laning, into amumu's curse

Randomonium2/22/2016, 6:21:29 PM5 votes

Diana Malphite Shyvana

Passive: Gains bonus armor and magic resist, every third attack cleaves enemies, and she gets a shield equal to 10% her max HP if not attacked for 10 seconds.

Q: crescent shape strike that deals damage to all she hits, marking them with moonlight for 2 seconds. Steals movement speed from all targets hit. Her next attack strikes twice (counting as 2 hits for her passive.)

W: passively gain bonus armor. When activated, shields her and surrounds her with 3 orbs which explode if contacted. If all 3 orbs detonate the shield strength is doubles. Also gain movement speed and deal AoE damage to all targets around you. Finally, your basic attacks deal additional AoE damage.

E: Draws all targets towards you, deals AoE magic damage, slows them, reduces their attack speed, and marks them so each attack you make deals a percentage of their maximum health.

R: Dash to a target location while turning into a dragon and knocking everyone in your way backwards. When you land you knock up all enemies and deal AoE magic damage. If any of the targets hit are affected by moonlight the cooldown is instantly refreshed. While in dragon form all other abilities are empowered and deal AoE damage in a larger area.

And you thought regular Diana was impossible to get away from mwahahaha

CrazedPorcupine2/22/2016, 6:29:05 PM5 votes

Veigar Soraka Nami

Passive: Your mana regen increases by 1.5% for every 1% missing, and you gain 40% movement speed when moving towards allies with <40% HP. Hitting allies with abilities (Including yourself) increase their movement by 60(+.1 AP) MS for 1 second.

Q: You do a line skill shot that explodes in an AoE dealing damage and stunning enemies hit by the AoE. Killed units grant 1 AP. This bonus is doubled against large monsters, champions, and large minions. You also restore HP for every enemy champion hit by the end zone AoE. Kills and assists on champions grant 1/2/3/4/5 AP.

W: You release a bouncing heal that causes an AoE nuke to drop at the target location if the bounce hits an enemy as well as dealing damage to the unti hit. Allies hit are healed for a massive amount. This ability costs %Max HP, but you can target yourself.

E: Casting causes a silence field to appear in an AoE. Allies in the AoE are granted a buff causing their next 3 autos to deal bonus magic damage and slow, while enemies in the AOE are silenced while they remain. After .75 seconds, a stun ring appears stopping all dashes that try to go through. After another .75 seconds, enemies within the AOE are snared for 1 second. The Stun ring persists for 3 seconds after appearing.

R: Launches a tidal wave that surges forward. Enemies hit are knocked up and dealt damage equal to the casters AP, and 80% of their AP, while allies hit by the wave are healed by a large amount that increases by 50% when allies are below 40% HP. The movement speed granted by your passive is also doubled for allies hit.

Penta Penguin2/23/2016, 1:43:04 AM5 votes

Illaoi-Teemo-Udyr

Q - It's very painful W - It's very painful E - It's very painful R - Everybody dies painfully

Vellich0r2/23/2016, 3:06:04 AM5 votes

Ahri Orianna Nautilus Ahriantilus Passive: auto attacks deal bonus physical damage, root targets, deal scaling stacking magic damage, and every 9 spell hits the next spell heals for a flat (+%Ap)) amount per hit.

Q: Throws a ball out that returns to ahriantilus dealing true damage on the return and hooking enemies in, briefly stunning them.

W: A speed boost shield that deals damage in AoE and creates three targeted foxfires while also adding more magic damage to auto attacks in AoE. Leaves a slow zone that boosts ally speed.

E: On ally target- shields a play with a ball, causing a triple riptide slow to emanate from them, increasing their magic resist and armor passively as long as the ball remains on them.

On enemy target - places the ball on an enemy, charming them, and causing a 3 proc slow wave to emanate from them.

R: Ahriantilus dashes in a target direction sending out 3 AoE knock-up ball projectiles toward the nearest enemy champions in range. Upon connecting with them, a shockwave emanates from the balls, pulling enemy champions within range to the center and stunning them briefly. This may occur up to 3 times...

"We at Rito games believe this is a fair and balanced AP bruiser bully with incredible sustained burst CC mobility."

But seriously doe, can we talk about how utterly broken this ult would be??? I would never, ever, group against this champion. ever.

Odyssey852/23/2016, 3:14:02 AM5 votes

Braum TahmKench Maokai

Passive; Acquired Concussive Sap, Each of my auto attacks and spells apply a stack of this on the enemy, and at 4 (median between 3, 4 and 5 for the three) stacks I stun them and get a % of my max health healed. My allies and enemies can also apply this as well once I get it started.

Q; Winter's Tongue Smash, Ranged skillshot which slows, applies a stack of my ACS passive, and at close range knocks back enemies.

W; Twisted Devour Behind Braum, Move which can be used on both allies, minions/neutral monsters and enemies. For allies, a targetted dash to the clicked ally in which they are eaten, and after 4 seconds can remove themselves out of the TK-Braum-Mao monstrosity, in which they get a defense buff based on a % of your armor and MR. For minions/neutral monsters, a targeted dash towards them in which they are eaten and afterwards able to be thrown as a skillshot, does splash damage, and applies a stack of ACS on everything hit and the minion/monster thrown. On enemies, 4 stacks of ACS must be applied to dash and devour them for % max health damage. If 4 stacks are not applied, the attack is just a point & click root, which applies a stack of ACS. Damn that was a long one.

E; Unbreakable Thick Sapling, PASSIVE: TK-Braum-Mao stores damage they take as grey health, in which over a few seconds it heals over time. ACTIVE: The user throws down an empowered sapling which will lock on an ally, give vision, block one projectile and additionally take 30% reduced damage afterwords. At the end of the duration it will seek out an enemy, exploding in a small radius and applying a stack of ACS.

R; Glacial Maelstrom Voyage, PASSIVE: TK-Braum-Mao's AA's and abilities do bonus damage based on a % of its maximum health. ACTIVE: TK-Braum-Mao travels to a desired location, and able to take an ally with him, and then creates a large knockup to the first enemy hit and afterwords enemies are given a 40% slow along with a protective zone which soaks up enemy damage taken and reduces damage taken by allies in the zone, until finally reactivating the ability or reaching the end of the duration will explode, returning all stored damage doubled to foes still caught in the circle.

This champ combines everything I like about my most played three, in a tanky, AP, max health dealing, support, CC champ that would also look hella weird. What do you guys think of my creation?

Vaoo2/23/2016, 4:00:57 AM4 votes

Jinx +Ezreal +Caitlyn

Passive: Every 6 attacks i get super excited and move faster to get a headshot for my as steroid

Q: A Total on-hit shitshow that goes through creeps and increases my attackspeed if it hits.

W: Snaring traps with an insane ap ratio that procs my passive?

E: Relocation that leaves traps in my wake. Shoots a prioritizing bolt that procs my passive?

R: The most deadly projectile I could ever think of

But the forums would probably just say l2dodge

cloman1002/23/2016, 4:07:51 AM4 votes

Thresh Zed Ahri

Passive: Doesn't gain armor from leveling up. Instead, minions and neutral monsters drop orbs that give armor, ad, and ap (scales with how many orbs collected). Each time a skill hits an enemy, gain one stack. Upon reaching 8 stacks, the next skill heals for each enemy hits and does extra magic damage against enemies below 50% health.

Q:Fires out a skill shot that goes through enemies hooking the first champion hit and drags them to the summoner. Does AD(.5 ratio)AP(.5 ratio) and true damage.(Base is 45 damage AD and 20 AP and 45 true damage without scaling rank 1) 5 sec cd rank 1 with no cd reduction

W:Sends out a shadow in the target direction with 3 balls around the summoner and the shadow. These balls lock onto the nearest enemy(prioritizes champions) and grant the summoner a shield. Additionally, any skill used will be mimicked by the shadow. If a champion gets hit by both the summoner and the shadow's spells, the cd is halved. Also, an ally can click on the shadow bringing them to the summoner and refreshing the shadow's cd. The summoner can press the skill again while the shadow is active and in range to blink to it switching places. 18 sec cd rank 1 with no cd reduction

E:Passive: The next AA will deal extra damage (scaling with rank, (.5 AD), and (1 AP) Active:Sends out a wide skill shot that charms all enemies it hits and deals damage to everything around them and slowing. This also flay's the area around for extra damage sending enemies in the target direction. (Base is 50 AD and 30 AP flay damage with a 25% slow rank 1. AA base is 50 (50% AD 50% AP) damage) 7 sec cd rank 1 with no cd reduction

R:Blinks to an enemy becoming un-targetable for a moment and spawning 5(or is it 6?) shadows forming a box around the target champion and marks it. Leaving the box slows by 99% and deals (1 AP ratio). The summoner can blink to any of these 5/6 shadows 3 times before the ult ends. All these shadows copy the skills the summoner uses but deal reduced damage depending on how many shadows hit. After 3 secs, the mark activates dealing 20% of all damage dealt to the target champion. If it kills, the cd is lowered by 25%. 115 sec cd rank 1 with no cd reduction Summoner = 100% Shadow 1 = 100% Shadow 2 = 50% Shadow 3 = 40% etc

Itemization would be item 3146 item 3116 item 3074 item 3078 item 3004 item 3003 (Manamune before Arch Staff) item 3147 item 1331 item 3124

Lanning:item 2033 item 3070 item 3144 Mid-game:item 3146 item 3147 item 3004 Late-game:item 3146 item 3147 item 3042 item 3124 item 3158item 3116 item 3003
I tried to make this not as broken as it would have been. I can see the damage if this had all the powers of Thresh, Ahri, and Zed. Imagine double hooks that drag you and deal true damage. Then again, "Balance is weakness"

PelicanOfDeath2/23/2016, 12:34:50 AM4 votes

Chogath Soraka Warwick I get so much healing

Passive-I gain lifesteal and a movement speed buff against low health enemies that increases each time I auto them.

Q-An AOE slow with a lot of lifesteal on it

W-I inhale an enemy or ally, silencing enemies and healing allies

E-AOE silence that eventually causes spikes to pop up, dealing damage, snaring enemies, and then I get a movement speed buff on top of my passive when running towards enemies hit by the spikes.

R-I chomp on an enemy, dealing true damage and causing blood to be thrown all over the map if they die. This blood would heal any allied heroes who stepped on it.

Starfish H2/23/2016, 2:26:23 AM3 votes

Yasuo Blitzcrank Zed Help me god I'm creating a monster

Yasedcrank- The Unforgiven Steam Master of Shadows Passive: Grants him a mana bar and a wind bar that blocks damage based on level and can be filled up by moving around. It also grants him double crit but damage is reduced to 90% or 75% for his Q. If Yasedcrank gets below 20% he has a barrier equal to 50% current mana bar, and is able to do Percentage magic damage to units below 50% (cannot trigger on the same unit twice for a short time)

Q-Steel Shuriken Grab Yasedcrank throws out his sword in a straight line applying on hit effects to the first unit hit, applying crit, and stacks and will have special effects for each stack if it hits a unit 1st Q- Throws out a Shuriken dealing full damage to the first unit hit and reduced damage afterwards. 2nd Q- Throws out a Blitz grab that pulls the first enemy encountered to Yasedcrank. 3rd Q- Throws out a tornado that knocks up enemies in a straight line.

W- Overdriven Wind Wall Shadow Passive: Grants bonus percentage AD

Active: Yasedcrank sends out a shadow that holds a shield blocking all projectiles thrown and mimicking any moves done. The wall gets bigger per skill point and gives a burst of Movement speed and attack speed but slowing down Yasedcrank at the end of the buff. It can apply the current Q stack (hook, Shuriken, or tornado) apply the slash on E no matter the stack and can swap places with Yasedcrank at a certain range if Yasedcrank W's again

E- Sweeping Power Slash Yasedcrank dashes through a target dealing magic damage and gaining flow. He also can have special effects per stack and more base damage. 1st E- Yasedcrank spins dealing AD damage and slowing any targets of his shadow hits the (if Yasedcrank E's the shadow E's but only applying the stacking buffs) 2nd E- Yasedcrank knocks up the enemy target if he autos them again.

If Yasedcrank Q's during an E he can do a AOE Q doing bonus stuff 1st Q: Sends out Shurikens in all directions and slashes spins aroun 2nd Q: Sends out hooks in all directions and grants him the AA buff 3rd Q: Knocks up the enemy in an AOE

Ult- Death Breath Field Passive: Shocks an enemy once in a while

Active: Yasedcrank will only be able to do this to knocked up enemies. He first blinks to them suspending them before smashing them to the ground dealing damage and granting him bonus armor pen, he then uses his shadow over to appear behind an enemy ( and leaves one shadow at his last position before the suspending ) and leaves a mark that pops dealing his current AD and any damage dealt before the pop, and also sends a field of electricity around him silencing enemies and dealing magic damage in an AOE (only the shadow can do this part of the Ult)

This is not broken at all.

Awkward Couch2/23/2016, 5:17:45 PM2 votes

Singed Thresh Alistar

I'm not sure what I can even make out of that. lol

AceAlexander672/26/2016, 1:59:31 AM1 votes

Amumu Lux MasterYi I'm too lazy to do this.