Make a Character From Another Game You've Played Recently into a Champion

NinjaToad99·12/13/2014, 6:43:43 PM·4 votes·4,022 views

I remember seeing this on the old forums, so I figured why not start it again here? The only kind of rule/suggestion is maybe explain why you put things in for the people who've never played/seen the game you're basing it off of.

I've been playing a lot of Dishonored recently (Ghost + Non-lethal ftw) and figured I'd make Corvo. However, as Dishonored has many play styles I figured I'd make two variations of Corvo (One based off of the running around and killing people style, one based off of magic using stealth style).


Corvo (Stab first, sneak later)

Melee (Uses his folding blade)

Passive: Blood Thirsty

Every basic attack adds a stack of Blood Thirsty, once you reach five stacks of Blood Thirsty your next basic attack (as long as you still have all five stacks) deals bonus magic damage (Scaling by level). Blood Thirsty stacks decay when not in combat (As in, 5>4>3>2>1>0). The same target cannot be damaged by Blood Thirsty multiple times in a short time period.

The passive comes from the passive power in Dishonored by the same name. The passive lets you do finishing moves by building up adrenaline from attacks. These finishing moves instantly kill enemies, however some enemies are immune to this, and instead just take more damage from it then a normal attack.

Q: Pistol Shot (If any of you can think of a better name then plz help cause that's not the best name ever made)

Corvo fires his pistol, cause a small AOE cone attack (High-ish base and probably .5 - .7 bonus AD ratio) and shoots a single bullet out, damaging the first target hit (Low base, 1.0 all AD ratio). The ability works off of an ammo system (Like Heimer's Q, or Corki's R), having a low CD for using the ammo up, but longer CD for getting more ammo (Both can be lowered with CDR). When leveling up his Q (More base damage) he gains a secondary level up for the pistol (Think Kha R, and level 1 doesn't get the upgrade). The options are for pistol accuracy (Bullet range, can be used once), pistol reload (Lower the cooldown of your ammo gain, can be used once), and magazine (Lets you carry more ammo, can be used twice)

This is based off of Corvo's pistol, and it's upgrades

W: Spring Razor

Places a trap (Like Cait's, also like Cait's, it provides a small amount of vision) that when stepped on causes a small AOE explosion (Small base, low scaling, AD based). When it explodes it provides more vision then when it was placed. Spring Razors can also be placed on units, which, after a small delay, explodes and deals the same mount of damage if it was placed on the ground (Still gives the vision)

Based off of the spring razor item from Dishonored. Tbh the only thing different about it is that it doesn't deal a huge amount of damage.

E: Grenade

Upon the first activation Corvo begins to "cook" a grenade, using up the time it takes before it explodes (Time would be around 1.5 - 2 seconds). The second cast throws the grenade (Large base damage, decent scaling, AD based). If Corvo doesn't throw the grenade by the time it would explode, it explodes while he's holding it, damaging himself (For half of the amount it would deal to others) and enemies around him. If he kills himself with the grenade and has taken no champion damage, it counts as being executed.

The same as the grenades from Dishonored. But in Dishonored it has slightly more cooking time, and will damage you if you're in range of the explosion, not just if you are holding it.

R: Explosive Bullet

Corvo fires an explosive bullet from his pistol, dealing more AOE damage from the cone, and causing the bullet to do more damage, and cause an AOE explosion (All AD based)

You probably get the idea by now... But it's the explosive bullets from Dishonored with bonus shred damage


Corvo (Sneak first, stab while sneaking)

(Still) Melee

Passive: Bone Charms

Corvo can purchase bone charms from the store, these bone charms do not add into his inventory, and instead have a small separate inventory (Consisting of 1-3 slots, based on level). Bone charms provide small bonuses and are inexpensive (Though prices differ).

The bone charms you can buy are (In no particular order),

Blood Ox Heart: Increased maximum mana Falling Star: Killing units restores a small amount of mana Spiritual Pool: Increased mana regen Swift Shadow: Increased movement speed Tough Skin: Increased health Twist of Fortune: Potions effectiveness increased (Cheapest)

Based off of the bone charms, which provide various bonus, most small. Although there are a few bone charms which provide HUGE bonuses in Dishonored (Such as strong arms, which makes choking-out nearly instant).

Q: Windblast

Fires an AOE blast of wind (A wind blast, if you will) dealing magic damage (Low base, decent scaling), and knocking targets back. If and targets knocked back hit a wall, they take the damage again and are (very briefly) stunned.

Based off of the active power Windblast, which only differs in that they are always stunned (Knocked onto the floor), regardless weather or not you hit a wall.

W: Devouring Swarm

Corvo summons a swarm of rats at target location dealing an initial blast of magic damage (Decent base, low scaling). The rats then attack enemies (Focuses targets that Corvo is attacking) dealing AD damage. The swarm of rats act as one unit, and their attacks speed is based off of the rats' remaining health. (Leveling up increases the initial blast, the swarm's HP, and the swarm's AD, which is also based off of Corvo's bonus AD)

Based off of the active power of the same name. It differs from Dishonored in the fact that the Rats won't attack Corvo if there isn't anything else to attack, unlike in Dishonored.

E: Blink

Corvo teleports to target location, gaining attack speed (Scaling) and guaranteeing 1/1/2/2/3 critical strikes after the blink (Until the buff runs out).

Based off of Corvo's blink, and how time slows down (Briefly) at the end of it, as the enemies just see him swinging faster. In addition, your sudden appearance (Even if they saw you before hand) and slowed down time will generally cause you to assassinate them instead of just hitting them (Hence the crit).

R: Bend Time

Corvo freezes time (Including your allies) and replaces Corvo's basic abilities with new ones for the duration. (NOTE: Nobody can move, use basic attacks, or abilities while time is frozen, [because that would be OP] but Corvo can use his secondary abilities during this)

Secondary Q: Crossbow: Bolts Shoots a crossbow bolt in the target direction, flies a small distance before freezing along with everything else. Will continue on it's long path once time has begun again. Can be used 1/2/3 time(s) in Bend Time. Deals AD damage (High Base, 1.0 all AD ratio)

Secondary W: Crossbow: Sleep Darts Shoots a sleep dart in target direction, flies a small distance before freezing along with everything else. Will continue on it's long path once time has begun again. Can be used 1/1/2 time(s) in Bend Time. Stuns targets for a brief period.

Secondary E: Crossbow: Incendiary Bolts Shoots an incendiary bolt in the target direction, flies a small distance before freezing along with everything else. Will continue on it's long path once time has begun again. Can be used 1/2/3 time(s) in Bend Time. Burns target for magic damage over time. (Stacks, decent base damage, good scaling)


Well that's it. You can write your own if you like, or just creepily stalk this thread. Never posting, never voting, always watching.

72 Comments

Texicant12/13/2014, 11:33:43 PM4 votes

"I'm Commander Shepard and this is my favorite thread on the citadel" too busy killing reapers but my boy has mad skills

Stephenizgod12/14/2014, 8:16:04 AM3 votes

Artorias the Abysswalker

Dark Souls

#Passive - Ring of the Wolf
Artorias gains a small amount of tenacity for every enemy champion around him.

#Q - Greatsword of Artorias

Artorias stabs his sword forward dealing physical and magic damage to everything hit. If he hits an enemy champion they will be marked. If Artorias hits them again with Greatsword of Artorias after stabbing them he will spin hitting them again and everything around them.

#W - Knight of Gwyn

Artorias raises his Greatshield and charges forward a short distance dealing damage to everything he hits and knocking enemy champions to the side. At the end of his charge, Artorias will gain bonus armor and magic resist.

#E - Sif, the Great Grey Wolf

Artorias calls on his loyal friend Sif to attack an enemy champion and root them in place for a short time.

#R - The Abysswalker/Puppet of the Abyss

  • Passive: When Artorias is in Abysswalker he gains bonus armor, magic resist, and health.

  • Active: The Abyss flows into Artorias corrupting him and turning him into its puppet, he casts away his Greatshield and gains a new set of abilities.

    • Passive: When in Abyss Puppet mode Artorias' basic attacks will gain Abyss Corruption dealing a small amount of physical damage over time. Artorias loses his bonus armor, magic resist, and health and instead gains bonus AD and movement speed

#Q - Spinning Slam

Void of reason Artorias front flips into the air and slams is sword down on target location. If it hits an enemy champion it becomes targeted and can be recast two more times within a short amount of time.

#W - Dark Bead

Artorias launches three balls of Abyss at target location, dealing magic damage to all enemies hit.

#E - Scream of Corruption

Artorias channels darkness into his body for a short amount of time, then explodes outward dealing magic damage to all enemies hit. Hitting enemy champions with Scream of Corruption reduces all Artorias' cooldowns.

Its been awhile since i made a champion concept so im a little rusty, wont bother with numbers haha. I have to say i would love for an Artorias-like character to join League of Legends.

Klatn Yelox12/15/2014, 4:16:49 AM3 votes

Sora, The Keyblade Master.

From Kingdom Hearts.

Passive-[MP Rage]- Dealing damage with basic attacks, and taking damage from enemy champions restores 5% of the damage dealt/taken as MP.

Q- [Fire]- Shoots a small ball of fire towards target enemy. The ball will detonate on the first enemy it hits, dealing 20/40/60/80/100 (+30% AP). (Mana Cost= 30, Cooldown= 2/1.75/1.5/1.25/1)

W- [Aero]- Summons a shield of wind around Sora for 10/12/14/16/18/20 seconds, reducing damage taken by 15%, and dealing 20/30/45/60/80 (+10% Armor, +10% MR) damage to nearby enemies (within melee range) per second. (Mana Cost= 80, Cooldown=30/28.5/27/25.5/24)

E- [Vortex]- (Passive) Upon attacking an enemy champion or large/epic monster, if the target is out of range, (but within double melee range) Sora executes a wide, sweeping slash with the Keyblade, closing the distance and dealing double damage to all enemies hit. After using this strike, Sora cannot use basic attacks for 0.5 seconds, and the ability goes on cooldown for 5 seconds. If the ability is not on cooldown, every fifth auto attack against an enemy champion or large/epic monster will perform the same attack.

R- [Insert Clever Name]- Changes Sora's abilities into more powerful ones, until the next ability cast. The cooldowns listed indicate the cooldown this ability will be placed on after use. (Mana Cost=0)

  • Q- [Thundaga]- Summons a hail of lightning in a target area, dealing 100/300/500 (+100% AP) to all enemies over 1 second. (Mana Cost=120 Cooldown= 60/50/40)

  • W- [Heal]- After a brief channel (1 second), restores 50/150/250 (+100% AP) health. Taking damage will cancel the channel, refunding the mana cost. (Mana Cost= 150, Cooldown= 100/80/60)

  • E- [Sonic Blade]- Sora dashes a fixed distance in the direction of target enemy, dealing 100/170/240 (+80% AD) damage to all enemies hit. This ability can be cast up to 5 times in succesion, and Sora loses the ability to move after each cast until the ability goes on cooldown. The ability will go on cooldown (1 sec) after each cast, or upon issuing a move command.

  • R- [Block] (Yes, I have to put it in, or be forever shamed in my own eyes for failing to accurately represent Sora's style(s) of fighting) After a (very) brief delay, Sora stops moving, and raises the Keyblade in front of him, returning all projectiles to hit him during to the sender. Being hit by a projectile during this time will increase the time spent blocking by .3 seconds, reducing the bonus time by .1 seconds for each subsequent increase. Upon being attacked by a melee basic attack while blocking in that direction, damage will be prevented, the block will end, and both Sora and the attacker will be knocked back a (very) short distance. During the knockback, Sora can reactivate this ability to perform a counter attack with the Keyblade, dealing 10/40/90 (+50% bonus AD) bonus damage on hit. (Mana Cost= 0, Cooldown= 12)


I know this might not be very understandable, so if there are any questions, please reply to ask them. Give me feedback about my idea, and whether this would be a (somewhat) balanced champion. I tried to balance it as much as I could, but I might have missed some (alot) of things. 

P.S.: This is based on Sora from the original game, to avoid confusion. Anyone want to post hating comments can first think about the fact that I haven't played any other Kingdom Hearts games besides the original, and Kingdom Hearts II. I also only played the latter once though, because I had borrowed it from a friend, and needed to return it within the month. So this is both my favorite version of Sora, and the one I am most familiar with.

P.P.S.: Oh, and I couldn't think of a good name to use for the activation of the ult. Any suggestions?
dustwind812/14/2014, 1:00:05 AM3 votes

Master Chief

A completely auto attack focused champ, who's attack style changes based on last ability used.

Passive : Cortana : Cortana grants you an innate 6/8/10% increase to all of your bonus stats

Q : Pistol : The Chief attack range is set to 500, his stats are unaffected. He gains the passive ability steady shooter where for each 9/8/7/6/5ths auto attack on the same target will crit dealing 250% damage.

W : Sniper Rifle : The Chief's attack range is boosted to 650, he deals an increased 30% damage, but suffers a 50/45/40/35/30% reduction in attack speed. He gains the ability active cameo, He enters a semi stealth upon entering a brush and retains his stealth for 5 seconds upon exiting. He would appear almost clear with a slight shimmer. If an opponent hovered over you the cursor would not change.

E : Assault Riffle : The Chief switches to his assault riffle, His attack range is reduced to 200 with an increase to his attack speed by 30/35/40/45/50%, but his damage output is reduced to 60%. Master Chief gets the passive buff of over shield, every time you visit the base you get a shield equal to 15% his Max health. Killing a minion grants him a boost to his over shield equal to 1% your max house to a max total of 20% (total includes the home base shield).

R : Killing Spree : If master Chief earns 5 kills without dying he gains access to Killing Spree. Upon activation, Master chief drops his weapons, his attack range is decreased to 125, he deals a bonus 50% to his AD, 30% to his MS and 30% to his AD for 10/15/20 seconds

HamDunkin12/16/2014, 1:45:47 AM2 votes

Alright, here's a few from Mortal Kombat

Scorpion, The Hellspawn Of The Netherrealm

AA: Slashes with sword.

Crit: Gives a fiery punch.

Passive: Vengeance is mine! When an enemy champion is killed by Scorpion, Scorpion gains 2 AD and restores health.

Q: Spear Scorpion sends out a spear, and pulls his target back, stunning them for 2 seconds.

W: Hellfire Scorpion targets an opposing champion, dealing flat magic damage and leaving them on fire.

E: Fiery Dash Scorpion teleports a short distance, lighting surrounding enemy units at the start and end point on fire.

R: To Hell With You! Scorpion grabs an enemy champion and drags them into the Netherrealm, dealing magic damage and removing both him and the enemy champion from the fight for 4 seconds. After the duration, the enemy champion is lit on fire.

Sub-Zero, The Lin Kuei Cryomancer

AA: Slashes with Kori Blade.

Crit: Slashes with Kori Blade fancier.

Passive: Fist Of A Cryomancer When Sub-Zero crits, the target is frozen for .5 seconds, and deals half the damage to nearby enemy units.

Q: Ice Ball Sub-Zero fires a blast of ice, freezing the target for 2 seconds and damaging enemy units around the target.

W: Ice Clone Sub-Zero creates a clone of ice, freezing enemy units nearby it when they touch it.

E: Ice Puddle Sub-Zero makes a puddle of ice at a target location. Enemies on the ice cannot attack and cannot stop moving.

R: Freeze! Sub-Zero fires a beam of ice in a target direction, going across the map and freezing all enemies hit for 3 seconds.

Might make more.

Chaotic Reks12/16/2014, 3:37:56 PM2 votes

Viper... from Dota...

Dreddeth12/14/2014, 3:30:15 AM2 votes

Slenderman

From Slender: The Arrival

Melee Assassin/Jungler

Passive: Mythic Horror. Slenderman enters stealth after 3 seconds of being concealed (not in enemy vision, essentially). Slenderman exits stealth upon entering any enemy champion's field of vision.

Q: Madness Slenderman applies a powerful DoT with a medium duration to every enemy with vision on him, manifesting as minor interference on the edges of the screen, similar to the Slender games. This cannot be cast if Mythic Horror is active, and its damage is halved once the affected enemies no longer have Slenderman in vision.

W: Implacable Slenderman heals a medium amount of health. This ability can only be used when Mythic Horror is active.

E: Longshanks Slenderman stretches his arms and legs, gaining a large increase in attack range and MS until he shrinks back down. This ability cannot be used when Mythic Horror is active.

R: Abduction Slenderman teleports to target location, growing tentacles that suppress and damage champions within a small radius. This ability can only be used when Mythic Horror is active.

No numbers, just a concept. It is my intention that catching sight of Slenderman should provoke one of two reactions: "RUN!" or "KILL IT NOW!"

Spooky Spooker12/16/2014, 12:01:06 AM2 votes

Ok ill do it:

TF2 Scout

Passive: Speedy Quick If has taken no damage in 7 seconds his next AA or Scatter Shot will boost his move speed by 75% for 5 seconds

Q: Scatter Shot Fires a skillshot nuke that deals splash damage on the first enemy it hits. (40/53/61/72/79 phys dmg) (scales with 5% of AD)

W: Double Jump Bounces twice (is untargetable) and gains AS boost equal to (20/25/30/35/40%)

E: Clip Empty Is channeled for 2 seconds dealing (10/23/31/36/43 magic dmg) (30% of AP)

R: Bonk! Leaps on to an enemy champion deals (120/264/400 phys dmg) and stuns for (1.5/2/2.5) seconds (20% of AD)

Sirsir4/18/2015, 9:36:24 PM1 votes

Titan Souls so...

Kalista DAMMIT!

DrathTurtle3144/19/2015, 2:31:36 AM1 votes

CL4P-TP: Claptrap (Based on the robot from the Borderlands franchise)

melee support/tank

Passive: Come on Get Down: CL4P-TP can move while dancing and gains +5 move speed while dancing. Taking damage, issuing an attack command, or activating an ability cancels the dancing.

Q: P-PROTECT ME SQUIRE: CL4P-TP retracts his appendages and disables his movement and attacks gaining +20 armor and mr and granting nearby allies +20(+10 % AP) Attack Damage and Ability power for 1/3/5/7/10 seconds or until all enemies within 1000 units are dead. This ability cannot be canceled.

W: AAAAANNNNNNDDDDDD OPEN: Disables target base gate or tower for 1/1.5/1.75/2/2.25 seconds after a .75 second channel.

E: ROBOLUTION: CL4P-TP begins spouting propaganda for the robolution taunting nearby enemies and reducing their armor and magic resist by 10/12/15/17/20 for .5/.75/1/1.25/1.5 seconds. Additionally, allied Blitzcrank, Victor, Orianna, and any allies with a battlecast or mecha skin gain +10 physical damage on hit to taunted enemies.

R: VaultHunter.exe: First cast, selects a champion at random from the pool of champions in that game(any of the other nine). Second cast: Copies the ult of the selected champion.

So what do you guys think? Is it useless enough for Claptrap?

Drackolus4/19/2015, 2:45:59 AM1 votes

The Nerevarine.

I ain't gotta explain shit.

Qwertycwer4/19/2015, 3:39:55 AM1 votes

Michael Jackson The Moonwalker

Mage Secondary: Fighter

(Michael Jackson's Moonwalker)

[Auto attack has a range similar to Urgot's]

**Passive - (Not quite sure what to call it) ** Michael can move through units

Upon activating Robotic Transformation, Michael gains 10% increased ability power

Q - Hat Toss / Rocket Launch

Human Form - Michael throws his hat, damaging enemies in a line in front of him.

Robot Form - Shoots a rocket a long distance, damaging the first enemy hit and inflicts grievous wounds for 2 seconds

W - Dance! / Charge Toss

Human Form - After channeling for (1.5?) seconds, Michael forces a nearby champion to dance for 1.5 seconds

Robot Form - Scatters explosives on a targeted area, slowing enemies hit

E - Moonwalk / Surge

Human Form - Michael moonwalks for __ seconds, gaining __ movement speed and reducing incoming damage by __%

Robot Form - Dashes forward into the air (can pass through terrain)

R - Robotic Transformation

Michael transforms into a robot for __ seconds and gains new abilities

Needs more work, but I thought I'd share the basic idea

P.S. - You can play the game here - http://www.ssega.com/play/michael-jacksons-moonwalker/1062

OhthePiplup4/26/2015, 1:24:35 AM1 votes

Alice, from alice in wonderland.

Passive- Queen of Wonderland:Whenever she hits an ability on an enemy the enemy gets a stack of Insanity. Her chess pieces can use proc/ apply them. (If there is a stack they proc it, if there isnt they apply it). Alice can auto, or use another spell on an enemy with insanity to fear them for 1/1.5/2 seconds and deal bonus damage. Insanity lasts for 5 seconds or until proc'd. Enemies cannot be hit with insanity for 10 seconds after the end of the fear/ debuff.

Q- Take a bite/ Take a sip: Toggle on: Alice has greater size, and more armor and mr. She becomes melee when in this form. Her chess pieces also gain these bonus's.

Toggle off: Alice has smaller size, and more movespeed and attack speed. She becomes ranged with this one on. Her chess pieces gain all the bonus's except for the range. They stay melee

W- Charge of Madness!: Alice charges forward, going until the first unit hit, or the range ends She can also be stopped by terrain. Alice's chess pieces all charge with her. In a V formation (geese, hecarim, ect.) They go through units, dealing damage and slowing. They only stop when alice stops.

E- Human Chess!: Alice can summon soldiers of chess. They each have 3/4/5/6/7 health, and attack for 1/4 of her AD she can have 5 soldiers max and they last for 2 minutes or until destroyed . These soldiers can be used by other abilities and if they get too far from alice they teleport to her. If alice right clicks a soldier , she teleports to them. Destroying the soldier instantly. She can hold 2 stacks and gains stacks every 20/18/15/12/10 seconds. She can control them with Alt- Right Click.

R- OFF WITH THEIR HEAD!: Alice decides a champions judgement, which of course is GUILTY! Alice and every soldier slice at a unit. Dealing true damage based on AD and missing health. She does 50 bonus true damage per soldier. If she gets a kill she gains 50/60/70% movespeed and attack speed bonus for 5 seconds and the cooldown is halved

Well thats my Champion LOL

This is from Alice, madness returns. but not really taken from it. The things are new.

GI Jho5/9/2015, 4:24:56 AM1 votes

Grima, the Fell Dragon (Fire Emblem Awakening) Primary: Mage

You mostly control the Vessel, using a levin sword for basic attacks while the dragon itself flies above you.

Passive- Dragonskin: Grima inherently takes 10% less damage from enemy champions and 5% less damage from other sources.

Q- Thoron: The Vessel fires the Thoron spell forward 850 units, dealing 75/95/115/135/155 (+70% AP) magic damage to all enemies hit and slowing said enemies by 30% for 1.5 seconds. 7 second cooldown. 40/35/30/25/20 second recharge time Grima uses a unique resource system. Each individual skill has 30 charges at the start of the match. Each use consumes one charge, and running out of charges causes the ability to go on an extended cooldown.

W- Levin Bolt: Using the Levin Sword, the Vessel strikes target enemy with lightning, dealing 60/85/110/135/160 (+65% AP) magic damage and stunning the target for 1 second. 9 second cooldown 45/40/35/30/25 second recharge time

E- Nosferatu: The Vessel strikes target enemy with dark magic, dealing 65/80/95/110/125 (+50% AP) magic damage and healing the Vessel for 50% of the damage dealt. 11 second cooldown 50/45/40/35/30 second cooldown

R- Expiration: The Vessel signals for Grima to let loose his breath upon a 300 unit wide, 700 unit long area with a starting point within 850 units. Units in the area initially take 50/75/100 (+35% AP) magic damage per second and are slowed by 60%. After 1.5 seconds, spikes erupt from the area, dealing 150/225/300 (+105% AP) magic damage and stunning them for 2 seconds. 150/130/110 second cooldown. Expiration is exempt from the charge system, and resets all basic skills to full charges when activated.

GI Jho6/13/2015, 4:23:24 AM1 votes

Dovahkiin, Hero of Skyrim(Guess.) Primary: Fighter Secondary: Mage

Passive- Force Without Effort: Dovahkiin's basic attacks deal 20+2 per level bonus physical damage and knocks the target back for .5 seconds. This can only proc on the same target once every 8 seconds.

Q-Unrelenting Force: Dovahkiin speaks the words of power Fus Ro Dah, firing a blast forward 700 units. The first enemy hit is knocked back 600 units, all other enemies are knocked back half that amount. All enemies hit take 60/90/120/150/180 (+60% bonus AD) magical damage. Dovahkiin does not use a resource. 13 second cooldown.

W-Become Ethereal: Dovahkiin speaks the words of power Feim Zii Gron, entering a state in which he cannot be injured and can move freely. He cannot attack or use abilities or activate items during this state. This state lasts 1 second. 17/16/15/14/13 second cooldown.

E-Fire Breath: Dovahkiin speaks the words of power Yol Toor Shul, firing a blast of fire forward 800 units. Enemies hit take 100/120/140/160/180 (+70% bonus AD) magic damage and are burnt, taking 20/25/30/35/40 (+20% bonus AD) magic damage per second for 3 seconds. 14 second cooldown.

R-Call Dragon: Dovahkiin speaks the name of the dragon Odahviing, commanding him to sweep a 1000 unit long area anywhere on the map, gradually torching the area with his fire breath. Enemies hit by the flames take 200/300/400 (+75% bonus AD) magical damage and are slowed by 40% for 1.5 seconds. Enemies can be hit multiple times, and the damage stacks. 150/130/110 second cooldown.

The Absent Coder6/18/2015, 2:07:29 AM1 votes

Phoenix Wright: Ace Attorney Mage

Passive:Psyche-Locks Phoenix's AAs passively apply psyche-locks to his target, stacking up to 5 times, but they disappear after 5 seconds. Upon being struck with an ability from Mr. Wright, a lock will shatter, dealing 25/50/75/100/125 (+.05 AP) True damage to his target. If he removes 3 psyche locks in the span of 20 seconds, the target will lose 5/12/19/25/30 armor and magic resist. Q: Evidence 60 Mana, 12//11/10/9/8 second cooldown Phoenix shoves his evidence in the opponents face, having his next AA gain 400 range, and deal 20/30/40/50/60 (+.5 AP) bonus magic damage and slow the target by 12/14/16/18/20% for 2 seconds. W: Endless Questioning Passive:Every 3rd consecutive autoattack on a unit will be an OBJECTION!, dealing 30(+.085 AP) bonus magic damage and stunning the target for 1/1.25/1.5/1.75/2 seconds. This cannot occur more than once on the same target every 15 seconds. Active: Phoenix gains 10/20/30/40/50% Attack speed, and deals 1/1.5/2/2.5/3(+1% per 75 AP) of the target's current health in bonus magic damage for 6 seconds. (Think KogMaw, Kindred or item 3153 ) E: Review the Record 45/50/55/60/65 Mana, 22 Second cooldown Phoenix will take a quick gander at his evidence, blocking the next enemy ability in the next two seconds. If he is struck with an ability in this duration, he will call out his enemy, dealing 60/75/90/105/120 (+1 AP) Magic damage to that enemy and all enemies within 300 units of the target. He can move while looking at the evidence, and 3 times every second, while looking at the evidence, he will thump his finger against the evidence, dealing 25/40/55/70/90 (+.25 AD) PHYSICAL damage to all enemies in front of him. He also negates unit collision. R: Revelation Phoenix pieces together everything that's happened, coming to a conclusion. For 13 seconds afterwards, he gains 25 AD, 50 AP, 10/20/30 Movement Speed, and gains access to Turnabout. With this ability, Phoenix will put a guilty verdict on a target champion, Suppressing them for 2.5 seconds, and dealing 200/300/400 (+.75 AP) Magic damage to targeted champion.

GI Jho8/5/2015, 5:25:49 PM1 votes

Today, I shall post a triple feature of Tenno! (Warframe)

Rhino, Tenno Brute Fighter-Tank

Passive-Trailing Doom: After 3 basic attacks, Rhino's next attack will have increased range and cause Rhino to dash to his target.

Q-Rhino Charge: Rhino charges forward up to 850 units with aggression. Enemies he collides with take 80/100/120/140/160 (+55% bonus AD) physical damage, are knocked aside, and are stunned for .75 seconds. 50 energy, 8 second cooldown.

W-Iron Skin: Rhino hardens his skin granting him a shield with 100/125/150/175/200 (+7.5% max health) health that does not decay or wear off. While the shield is up, Rhino gains 25% tenacity. The ability cannot be recast until the shield is gone. 75 energy, 11 second cooldown

E-Roar: Rhino bellows, granting him and all allies within 750 units of him 10/15/20/25/30% increased damage output for 3 seconds. 75/70/65/60/55 energy, 10 second cooldown.

R-Rhino Stomp: Rhino stomps the ground with sufficient force to disrupt time, dealing 300/400/500 (+75% total AD) physical damage to all enemies within 900 units of him and causing the victims to float helplessly in the air for 2.5 seconds.

Rhino wields Furax.

Volt, Tenno Dynamo Mage

Passive-Stormbringer: After 3 basic attacks, Volt's next basic attack electrocutes the target, dealing 50/70/90/110/130 (+25% AP) bonus magic damage and slowing the target by 15% for 1.5 seconds.

Q-Shock: Volt fires a lightning bolt 850 units forward. If it strikes an enemy, it deals 100/130/160/190/220 (+70% AP) magic damage to that enemy and up to 5 enemies within 500 units of the first enemy. 60 energy, 9 second cooldown.

W-Speed: Volt energizes himself and all allies within 750 units. Affected units gain 15/20/25/30/35% bonus move speed for 3/3.5/4/4.5/5 seconds. 50 energy, 10 second cooldown.

E-Electric Shield: After a .5 second channel, Volt creates an electric barrier 400 units wide that lasts 4 seconds. Enemy ranged basic attacks that touch it are destroyed, enemy ranged abilities that touch it will deal 35% less damage to anything they hit after going through the barrier. Allied projectiles that go through the barrier will deal 35% more damage to anything they hit. 100/95/90/85/80 energy, 12 second cooldown.

R-Overload: Volt discharges a pulse of energy that starts at 700 units wide and will expand to cover 1200 units over 3 seconds. Enemies in the field at any point will take 300/350/400 (+80% AP) magic damage and get slowed by 75% for 1.5 seconds. When an enemy is damaged by the field, arcs of electricity will hit up to 5 enemies within 600 units of them. Enemies hit this way take 100/150/200 (+50% AP) magic damage and are slowed by 30% for 1.5 seconds. 140/130/120 second cooldown.

Volt wields a Burston.

Chroma, Tenno Dragon

Passive-Elemental Spectrum: At the beginning of the game, Chroma may choose between Fire, Cold, Shock, or Toxin. His abilities gain bonus effects based on the element chosen. Fire: Chroma's abilities burn away at enemy defenses. His abilities reduce armor and magic resist of enemies hit by 15% for 5 seconds. Cold: Chroma's abilities chill enemies, slowing them by 15% for 1.5 seconds. Shock: Chroma's abilities electrocute enemies and shred shields. Chroma's abilities slow enemies hit by 10% for 1 second and deal double damage to shields. The following text is an example of how shock's double damage to shields works. Chroma hits an enemy with a 300 damage spell. The enemy has enough magic resist to reduce the damage of the spell by 25% and has a 100 health shield. 300-25%=225 Due to damage multiplier, it only takes 50 damage to destroy the shield. 225-50=175 damage to enemy's health. Toxin: Chroma's abilities poison enemies. dealing 50(+5 per level)(+25% AP) magic damage to them over 5 seconds.

Q-Spectral Scream: Chroma exhales a deep breath of elemental destruction, creating a continual stream of damage 1250 units long. Enemies in the stream's wake take 20/25/30/35/40 (+8% AP) magic damage per second for as long as Chroma chooses to maintain the ability or until he runs out of energy. The ability drains 20 energy per second when active. 14 second cooldown.

W-Elemental Ward: Choma imbues himself and all allies within 700 units of him with power that changes based on Chroma's chosen element for 5 seconds. Regardless of element, imbued units will deal 20/25/30/35/40 (+20% AP) magic damage with the bonus effect of Chroma's chosen element per second to enemies within 450 units of them. Fire: Imbued allies gain 100/125/150/175/200 (+5% max health) bonus health for the duration. Cold: Imbued allies gain 10/12/14/16/20% bonus armor and magic resist for the duration. Shock: Imbued allies gain a shield with 120/150/180/210/240 (+30% AP) health for the duration. If a shielded unit takes damage and the enemy responsible is within 700 units of them, a lightning bolt hits the attacker, dealing damage equal to 25/30/35/40/45% of the damage dealt by the hostile attack. Toxin: Imbued allies gain 10% increased move speed and +10% cooldown reduction. 75/70/65/60/55 energy, 12 second cooldown.

E-Vex Armor: Passive: Chroma gains a shield with 120/140/160/180/200(+5 per champion level)(+5% max health) health that regenerates at a rate of 60 health per second after 8 seconds of having taken no damage. Active: Chroma enters a state of primal rage, gaining bonus armor and magic resist equal to 7.5% of shield missing and gaining AP equal to 10% of his missing health for 7 seconds. Bonus values adjust every second. 65 energy, 10 second cooldown starting when the active wears off.

R-Effigy: Chroma turns his pelt into a sentry with 1000/1500/2000 (+20% Chroma's max health) health.The sentry will cast a variation of Spectal Scream that deals the damage of a 5 second scream in 3 seconds when an enemy gets within 1000 units of it, with a 4 second pause between casts. It will prioritize enemies that damage it or Chroma over all else. The sentry lasts for 10/15/20 seconds. While the sentry is active, Chroma moves 25% faster but loses 25% of his armor and magic resist. 150 second cooldown.

Chroma wields a Cronus and has a 175 unit range.

Vistha Kai8/5/2015, 7:01:59 PM1 votes

This is gonna be easy.

#Saryn from Warframe http://img4.wikia.nocookie.net/__cb20141124023331/warframe/images/d/d9/SarynNewLook.png

#Q - Contagion Saryn tags the target with a toxic spore that does poison damage over time. Destroying the spore will spread a viral infection to nearby enemies. Every tick of the poison has 50% chance to halve targets health for the next 6 seconds.

Context: Spores would either break akin to Fiora's new passive mechanic or/and when a damage threshold is reached.

#W - Molt Shedding her skin like a snake, Saryn leaves a decoy behind, drawing non-champion aggro (fuck you Malzahar and caster minions, lmao) and removes all non-airborne crowd control effects. Molt has a precentage of Saryn's health and explodes at the end of duration or when destroyed, dealing additional 50% of the initial damage as a DoT. Saryn can reactivate it prematurely to deal reduced damage - either doesn't apply DoT or overall damage is reduced by 33-50%.

#E - Venom Saryn channels high levels of toxicity into her melee weapon, transmitting disease and plague with each strike that connects with targets.

Context: Somewhat of an Melee carry ability. A mix between Wuju Style and Seastone Trident/Titan's Wrath basic attack part, I'd say.

#R - Miasma Through noxious exhalation, Saryn pollutes the atmosphere with a lethally poisonous mist that corrodes all enemies in range over 4 seconds, effectively disintegrating organic and synthetic matter instantly. Saryn is immune to any crowd control effects durning the cast time (cast time is 1 second or below, though). Ignores a % of targets' Armor/Magic Resistance. The ability is a PBAoE. Enemies hit are stunned - I suppose, not for 4 seconds like in Warframe, but maybe 1-2 seconds.


I suppose she'd need some kind of a Movement Speed passive and be played as an AP bruiser, maybe a jungler although she lacks meaningful CC.

PS. I swapped names of Q and E, because it's only logical. I have no idea why Warframe developers haven't done this yet.


Hey, look. I just "designed" a poison mage, lmao.

GI Jho9/7/2015, 3:30:41 PM1 votes

Evolve free weekend on Steam.

Goliath, Bane of Shear Primary:Fighter

Passive-Gluttonous Power: Goliath can devour the corpses of enemy large minions, monsters, and champions to gain buffs based on what was devoured. These buffs last 60 seconds by default, the duration increasing by 30 seconds with each point in his ultimate, maxing at 150 seconds. Goliath cannot eat Dragon, Baron, or the Rift Scuttler. Eating takes 3 seconds, and taking damage during the eating process ends it forcefully. Once something dies, Goliath has 15 seconds to eat the corpse before it decays. Siege Minions: +15% damage dealt to minions and structures Super Minions: +30% damage dealt to minions and structures Ancient Krug: -15% damage taken Crimson Raptor: +15% movement speed Greater Murk Wolf: +35% attack speed Gromp: Regenerate 10% missing health every second Red Brambleback or Blue Sentinel: Increase the duration of their buff by the duration of your buff. Enemy Champion: Buffs from enemies are based on their highest stat out of the following: AD, AP, MR, or Armor. AD: +50% damage dealt by basic attacks AP: +15% damage dealt by abilities MR or Armor: +35% bonus to the respective defense stat Only one buff may be active at a time.

Q-Rock Throw: Goliath Tears a large chunk of rock out of the ground and hoists it over his head, channeling continually to increase the range from point blank up to 1200 units. Once the rock is thrown, it will fly to the target location, and, on impact, deal 90/120/150/180/210 (+70% bonus AD) physical damage within a 350 unit radius and stun enemies hit for a minimum of 1 second, and increasing up to 1.75 seconds depending on how long the ability was channeled. If Goliath moves while channeling, the ability is cancelled and half of the ability's cooldown is refunded. Goliath is cooldown only. 15/14/13/12/11 second cooldown.

W-Leap Smash: Goliath leaps into the air, going flying up to 800 units to target location. On impact, Goliath deals 70/90/110/130/150 (+50% bonus AD) physical damage within a 400 unit radius. Enemies hit are knocked 300 units away from Goliath. 11 second cooldown

E-Fire Breath: Goliath begins to breathe fire, causing a 450 unit long jet of flame to continually roast enemies in front of him for 4 seconds. Enemies in the flames take 20/24/28/32/36 (+25% bonus AD) magic damage every half second. 10 second cooldown, beginning when the fire dissipates

R-Charge: Goliath charges 800 units in target direction. While charging, The front of Goliath creates a 500 unit wide hitbox in front of him. Enemies that are hit by the center 150 units take 200/250/300 (+80% bonus AD) physical damage and are stunned continually and carried with Goliath's charge. Enemies that are hit by the outer 175 units on either side take half damage and are sent flying 500 units diagonally away from Goliath. 120/110/100 second cooldown

The Absent Coder11/8/2015, 4:24:00 PM1 votes

Jimmy Hopkins: The Pride of Bullworth

Fighter Secondary: Marksman

Passive: Fizz it! When ever Jimmy consumes an item, he gains 10% movement speed over the item's duration, stacking up to 2 times. However, he will only gain 5% MS from flasks. Q: Lightweight Jimmy does not use a resource, 14/13/12/11/10 second cooldown Jimmy's next melee AA against a minion or monster will pick up the unit and throw them, dealing (1.5 AD) physical damage to all units penetrated, scaling by 10% down to (.7 AD), and dealing (.5 AD) to the thrown unit for each enemy penetrated. The thrown unit's damage does not scale. W: Slingshot Jimmy transitions to his slingshot, gaining 400 attack range, increasing his attack range to 550, but each AA will deal (.7/.75/.8/.85/.9) AD. E: Skateboard 22/20/18/16/14 second cooldown. Jimmy hops on his skateboard, gaining 20% movement speed that escalates to 50% over 5 seconds. Recasting this ability will allow you to kick-flip through enemies or over obstacles. The dash distance is equal to your current movement speed. Kick-flipping through an enemy will deal 60/80/100/120/140+(.8 AP) physical damage. Kick-flipping will immediately force a dismount after you land. R: Dynamite Jimmy lobs a stick of dynamite into an area, dealing 175/187.5/200 (+.35 AD) (+.3 AP) physical damage and 175/187.5/200 (+.35 AD) (+.3 AP) magic damage. Enemy champions will also be set on fire, dealing 40/70/100 damage every second over 3 seconds.

sourpower35111/10/2015, 12:13:41 AM1 votes

Warframe!!!

Mag - Warframe

Provoked Mod (Passive): While under 10/15/20% max health, you deal 15% more damage. (Level 1/7/13)

Pull (Q): Pull in enemies nearby, dealing 35/70/105/140/175 (+50% AP) magic damage, stunning enemies pulled in for 0.33 seconds. (30/40/50/60/70 Mana) (16/14/12/10/8 second cooldown) (300/350/400/450/500 range)

Shield Polarize (W): Grants Mag a shield for 5 seconds, absorbing 70/130/190/250/310 (+60% AP). This will also destroy any shields in the radius. (30/45/60/75/90 Mana) (26/23/20/17/14 second cooldown) (500 range)

Bullet Attractor (E): Create an area where bullets will fly at random enemies in the field for 8 seconds, 1 bullet flying every 0.9/0.8/0.7/0.6/0.5 seconds. Enemies inside are slowed by 30/35/40/45/50%, and can only take 1 bullet every 0.75 seconds. Bullets deal 35/60/85/110/135 (+30% AD) (+30% AP) damage. Enemies can take 5 bullets max. (80 Mana) (33/29/25/21/17 second cooldown) (700 Casting Range/350 Radius range)

Crush (R): Crush the bones of nearby enemies, dealing 175/225/275 (+50% AD) (+50% AP) damage, slowing them by 80% for 3.5 seconds. Enemies 200 units close are stunned for 2.75 seconds. (100 Mana) (100/90/80 second cooldown) (500 Range/200 Perfect Range)

The Absent Coder2/7/2016, 12:36:54 AM1 votes

Sans: Judgement's Retribution

Support

Passive: Unyeilding Dodges Sans' health bar represents his stamina rather than HP. If he is hit at less than 1% stamina, he will die as normal. However, as he is unable to be hit, as his stamina depletes with every dodge of anything, even turret attacks, he is immune to on hit effects. (In short, Sans cannot be killed unless he has less than 1% HP, and is immune to on-hit effects.) Q: Karmic Retribution 12 second cooldown, 60/70/80/90/100 Mana Passive: Any enemy that kills an allied minion, champion, or tower within 2000 units of Sans gains one stack of Sins on your Back. These stacks will disappear after 30 seconds, and killing an enemy will refresh the duration. Active: Sans consumes all enemy stacks of Sins on your Back, dealing 30/35/40/45/50(+.65 AP) Magic damage per stack to every enemy that killed something recently. W: Blue Attack 15 Second cooldown, 30/40/50/60/70 mana Sans will fling a target in any of four directions, sending them 250/400/550 units in a direction and stunning them for 1/1.2/1.4/1.6/1.8 seconds. Any enemies they collide with will be carried with them. E: Gaster Blaster 13 second cooldown, 60/80/100/120/140 mana Sans will summon a laser cannon that fires a beam in any direction. This beam deals 70/100/130/165/200(+.4 AP) Magic damage in a 800-unit line over 2 seconds, and will slow any enemies hit by 20% for 3 seconds. In addition, Sans can recast this ability to turn the laser blue, dealing an additional 33% damage to those who move through the beam, but dealing 50% total damage to those who stand still for an additional 50% of the mana cost. R: Inhuman Determination 140 seconds cooldown, 130/115/100 mana. Sans will conjure up his own Determination into a save point, which is invisible by all means, and untargetable by all means to all but himself and his allies. If he dies while this ability is still on cooldown, he will revive with full HP at where he cast the ability.

The Absent Coder2/21/2016, 1:39:12 AM1 votes

Dust: The Sen-Mithrarin

Assassin Secondary: Fighter

Passive: Twin Souls Jin: Every assist grants 3 points of AP Cassius: Every 2 kills grants 5 points of AD Q: Parry Counter 60/70/80/90/100 mana, 12 second cooldown If Dust strikes an opponent while they are shielded, or have basic attacked him in the last 1 second, he can followup with this ability in the next two seconds, sending him forward 350 units in the direction of his target and dealing 60/100/140/180/220 (+.45 Bonus AD) Physical Damage to all enemies he hits. W: Dust Storm 10 mana per second, toggle Dust flourishes his blade, redirecting all enemy projectiles back at their targets and dealing 50/70/90/110/130 (+.1 AD)(+.3 AP) Physical damage to all enemies with basic attack range. However, he is rooted while this is in use and cannot redirect ultimates unless they are multiple projectiles. E: Flame Shot 50/60/70/80/90/100 mana, 8 second cooldown Dust's companion Fidget fires a ball of flame, dealing 30/50/70/90/110 (+.7 AP) Magic damage to 3 enemies. R: Super Ballistic Fidget Button of Power! Dust intercepts Fidget's lightning shot with the Dust Storm, channeling for 2 seconds and dealing 300/500/700 (+.4 AD) (+.9 AP) Magic damage to all enemies within 2000 units of him. (Hidden Passive: Will apply 2 stacks of Mark of the Storm, if stacks are already present.)

GI Jho1/17/2015, 7:42:49 PM1 votes

Is it OK to post multiple concepts on here? If it is, I'll be here regularly, since I really like designing champions. Anyway,

Isaac, the Sacrifice (The Binding of Isaac)

Passive- Strange Artifacts: Isaac has multiple unique trinket variations that modify his basic attacks in various ways.

Ipecac: Basic attacks now damage enemies within 250 units of the target.

Technology: Attacks connect instantly, and deal damage to enemies between Isaac and his target.

Common Cold: Isaac's basic attacks poison enemies, dealing 15/25/35/45 (+20% AP) magic damage every half second for 1.5 seconds.

Q- The Necronomicon: Isaac uses The Necronomicon to deal 90/115/140/165/190 (+75% AP) magic damage to enemies wthin 525 units of himself. Enemies hit are also slowed by 25/30/35/40/45% for 1 second. Isaac does not use a resource. 10 second cooldown

W- The Book of Belial: Isaac empowers himself for 4/5/6/7/8 seconds, gaining 20/25/30/35/40% bonus AP and AD and 15/20/25/30/35 additional AP. 14 second cooldown

E- Monstro's Tooth: Isaac summons Monstro to crash down on a 550 unit area within 1000 units. This deals 55/70/85/100/115 (+45% AP) magic damage and stuns targets for 1.5 seconds. Afterwards, Monstro will fire 3 blood shots in a 70 degrees cone in the direction of the nearest enemy. These shots deal 60/80/100/120/140 (+40% AP) magic damage and slow targets hit by 35/40/45/50/55% for 1.5 seconds. Each shot after the first to hit a given enemy deals 50/45/40/35/30% less damage. 12 second cooldown

R- Brimstone: Isaac briefly takes a demonic form, winding up a powerful blood beam over 2.5 seconds. When fired, the beam covers the length of the map in the direction it was fired instantly. The ground the beam will soon cover is shaded a darkened blood red. The beam can be continually aimed as it winds up, following the cursor. The beam deals 250/300/350 (+80% AP) damage and is continually fired for 2 seconds. A target can take damage twice, once each second. If the windup is interrupted, the cooldown is halved. 140/125/110 second cooldown

makkii1/25/2015, 10:41:52 PM1 votes

Edward Kenway: the pirate assassin Assassin Passive: Loads of booty- Edward Kenway earns double gold for kills and assists. Q: Counter no cooldown Edward counters any attack coming his way dealing 100%+ (1 bonus ad) back to the enemy W: Flintlock mayhem 10 - 9 - 8 - 7 seconds Edward unleashes a barrage of 4 flintlock shots randomly at enemies within 600 units dealing 30/50/70/100 + 1.5 bonus AD to the targets per shot E: Air assassination no cooldown This ability is only usable when Edward is knocked up. Edward instantly moves to and kills target champion. R: multiple killmove only usable after getting a triple kill and there are two enemies withing 500 units of Edward, instantly kills two targets.

BTW I collaborated with certainlyT on this one.

Embertine1/27/2015, 1:19:20 AM1 votes

The commando from C&C3 Kane's Wrath. Oh god his attack rate, plus he does massive damage to infantry units, which is what champions are!

GI Jho2/7/2015, 7:11:03 PM1 votes

Dark Mantis, Deadly Blade of Darkness (Mega Man X8) Primary: Assassin Secondary: Fighter

Passive- Shadow Warrior: Dark Mantis gains 2.5/3/3.5/5% bonus move speed when enemies can't see him. In addition, if he enters the sight range of an enemy straight from a state of invisibility, he remains stealthed for 1.5 seconds after he would normally become visible.

Q- Shadow Runner: Dark Mantis tosses a shadowy boomerang to a point within 800 units of him. As it travels to its destination, it deals 80/110/140/170/200 (+60% bonus AD) physical damage and slows enemies hit by 25/30/35/40/45% for 1 second. Once it reaches its destination, the boomerang spins in a 300 unit circle for 5 seconds. Enemies in the area take 40/50/60/70/80 (+40% bonus AD) physical damage per second and are slowed by 40/45/50/55/60% while in the area and for 1 second after leaving it. 75 mana, 12 second cooldown

W- Wall Jumping: Dark Mantis leaps forward up to 800 units. If he comes into contact with a wall, he clings to it for 3 seconds. During this time, he can reactivate the ability to leap again. If he keeps hitting walls, he can leap up to 3/4/5/6/7 times before the skill goes on cooldown. If he hits an enemy champion mid-leap, he attacks them, dealing 100/120/140/160/180 (+65% total AD) physical damage, stunning the target for 1 second, and healing for 30/35/40/45/50% of damage dealt. The ability can be reactivated mid-leap to attack all enemies within 250 units of Dark Mantis, dealing 50/60/70/80/90% damage. 50 mana initially, 15 mana per additional leap, 40 mana on mid-leap activation 14 second cooldown

E- Black Arrows: Dark Mantis tosses a 6 black arrows onto a 200 to 700 unit long, 150 unit wide area within 950 units. Enemies hit by the impact of an arrow take 80/95/110/125/140 (+60% bonus AD) physical damage and are stunned for 1 second. Enemies hit by multiple arrows take more damage, but each consecutive arrow deals 15% less damage than the last. The arrows linger for 5 seconds. enemies that touch an arrow take 90/95/100/105/110 (+45% bonus AD) physical damage and are slowed by 20/25/30/35/40% for 1 second. Enemies that touch multiple arrows at once take full damage from all arrows. 65 mana, 10 second cooldown

R- Rasetsusan: Dark Mantis enters a stance for 10 seconds. Pressing Q activates a slash that effects a semicircular area to the left of him that stops slightly to the right of him after a 1 second delay. This deals 100/125/150 (+100% total AD) damage and slows the target by 25/30/35% for 1 second. Pressing E activates a slash that mirrors the Q slash, dealing the same damage and applying the same slow. Pressing W activates an instant cross slash, that hits the full range of the other 2 slashes, but deals 50/60/75% damage while slowing enemies hit by 50/60/70% for 2 seconds. Up to 3 slashes may be executed per activation. 100 mana, 130/115/100 second cooldown

Halester3/11/2015, 10:10:57 PM1 votes

Jackie Estacado: The darkness host (The darkness 2) Marksman/mage

P: Darkling. like voidling but talks. Q: Whips out with a darkness tendril. heals a small % of overkill damage. P: Darkness tendril auto attacks with a .65 attack speed. lost when silenced. W: gun channeling. Attacks deal bonus magic damage and attack speed is increased for a short time. E: swarm. Slows enemies for a duration. Silences them for half of the time. R: Black hole. Sucks enemies closer to the center. The closer to the center the more damage they take. During this time, Jackie gains armor and mag. resist from darkness armor.

Moving: You can't outrun fate, but you sure as heck gotta try. Attacking: You have no idea what you're messing with. Dying: darkness voice NO! You must LIVE! Taunt: I was 16 the first time I killed a man. Slept like a baby ever since. Joke: When you mess with the bull, you get the horns. Mess with me, and you get these things. (motions toward darkness tendrils)

tifas left elbow3/12/2015, 1:56:11 AM1 votes

Ooooh, this will be fun.

Champ Name: insert here Title: Bearer of the Curse (Dark Souls 2) Role: Fighter/Mage

AA: Changes based on W -Either sword or staff.

Passive: Hollowing (just playing around with this one, not exactly canon) -When you are killed, you respawn with a percentage of your maximum health locked. While hollowed, your abilties gain extra effects. -Each time you die, you respawn with less health, down to 50%. For each 10% missing, gain 10/15/20/25/35 AP.

  • When voluntarily returning to base, you regain your humanity and all locked health. Stats reset to normal per level.

Q: Dark Pyromancy Flame: (Cool down: 8 sec)

  • Deal damage in a cone in front of you based on AP
  • While Hollow, this becomes a ranged skillshot that deals damage over time.

W: Weapon Swap (Cool down: 4 sec)

  • Change weapon to either Sword (melee) or Staff (ranged magic).
  • When swapping to sword, gain a small movement and attack speed bonus
  • When swapping to staff, gain a small armor and magic resist bonus.

E: Estus Flask (Cool down: none)

  • Start with one use and gain an extra use with each level put into the skill.
  • Heal for a set amount over a set amount of time, stacks with itself.
  • Regain max charges when returning from base.

R: Lag stab (Cool down: 60 sec)

  • Short range teleport to behind an enemy for an automatic critical strike.

item 3069 Praise the sun!

Kuzja13/12/2015, 3:00:50 AM1 votes

http://www.tf2.lv/images/tf2crafting/medic.png Medic, the Doctor Assistant Homicide

Attributes: Primary - Support Secondary - Mage

Abilities: Passive - Mann Co. Medic's Loadout Medic can buy weapons from Mann Co. through the shop, modifying his abilities and basic attacks.

First Ability - Syringe Gun Medic switches from melee attacks to ranged attacks. Medic starts off with a Syringe Gun that can rapid fire and deal magic damage to the selected damage overtime. This can be upgraded to different types of weapons. Blutsauger> Each rapid fire shot heals medic overtime. However, while equipped, Medic loses health overtime as well Crusader's Crossbow> Rapid fire shots are converted to basic ranged attacks. However, Medic can fire healing bolts from a long range, healing or dealing additional damage based on the distance traveled. Overdose> While equipped, Medic gains additional movement speed depending on the amount of Ubercharge he has contained. However, it deals 10% less damage than the Syringe Gun

Second Ability - Medi-Gun Medic equips the Medi-Gun which heals his ally overtime as long as he remains close to his target patient connected to the medi-gun's healing chain. Medic cannot attack while Medi-Gun is being used. Medi-Gun fills an Ubercharge meter in order to activate the Ubercharge ability once it's full. Kritzrieg> Ubercharge fills up 25% faster Taunting heals Medic by 10% Quick-Fix> Healing rate increased by 40% Ubercharge fills up 25% faster Matches movement speed of healing target Warps with healing target Vaccinator> While active, you can cycle through resist types, either magic or attack damage, by pressing the ability key again. 10% damage resistance to the matching damage type Medic is healed 25% health if the healing target is hit by the matching damage 50% additional ubercharge rate

Third Ability - Bone-Saw Medic starts off with a Bone-Saw for his basic attacks. Frying Pan> Makes a bonk noise upon hit Saxxy/Golden Frying Pan> Target turns to gold upon kill Ubersaw> Each hit gives 25% Ubercharge 20% slower attack speed Taunt will deal an instant kill if landed on an enemy champion Vita-Saw> 20% Ubercharge retained upon death 10% less total health Amputator> 3% health regeneration while active Using the taunt heals allies near the medic

Ultimate - Ubercharge Medic can only use this if Medi-Gun is active. Medic and the healing target will be invulnerable for 8 seconds. If Medic is not healing a target, he will form a shield that blocks all projectiles in front of him. Kritzrieg> Invulnerability is replaced with the healing target being able to deal critical strikes. Quick-Fix> 50% Less Invulnerability time Vaccinator> Invulnerability is replaced with the healing target being able to resist 75% damage of matching damage type.

Special Passive - Voice Command By pressing the z,x, or c keys, you open up a selection of voice commands that can be triggered by pressing the number keys 0-9. All nearby allies and enemies will hear you.

Yes. He OP as fuck! So the weapons and upgrades are all gonna be expensive as fuck, too!

The Absent Coder4/18/2015, 8:49:52 PM1 votes

Does a character from a 2D shooter sound reasonable? Because I got a moveset for Shinra from Ikaruga. Shinra: The Ikaruga's Pilot Marksman Passive: Polarity System After using an ability, Shinra's barrier switches polarity. When it's white the barrier reduces all projectile damage by 20 percent, counting turrets. When the barrier is black, Shinra takes 20 percent reduced damage from melee attacks. Q: Bullet absorption 50 Mana 12/11/10/9/8 Second cooldown When activated, Shinra powers up his barrier for 5 seconds, attracting and absorbing all minion projectiles, taking 30% reduced damage as opposed to the normal 20%, and each projectile increasing his AD and AP by .2/.4/.5/.7/1 for 4 seconds and reducing Energy Max!'s cooldown by one second. W: Machine-gun Fire 13 Second cooldown, 60 Mana Shinra activates rapid fire, gaining 10/20/30/40/50% Attack speed for 4 seconds, and having all his attacks be double shots, attacking the closest unit to the target for 40/50/60% (2nd percent increases each 2 ranks for the ability.) E: Switch-out Toggle, 5/7/9/11/15 Mana per second Shinra tags out with Kagari, taking 10/12.5/15/17.5/20% reduced damage from all sources, including true damage. Kagari has 10/12.5/15/17.5/20% bonus movement speed, but deals 5% reduced damage. R: Energy Max! 125 Mana, 150/125/100 Cooldown Shinra fires off all of his stored homing lasers, sending out 12 homing projectiles, with each one dealing 30/50/70(+.3 AD and +.5 AP) magic damage. However, each subsequent laser only deals 60% damage after the first when a target takes damage from multiple lasers.