Make a champion out of your favorite character from any other game!

MigYalle·8/30/2016, 5:02:36 AM·6 votes·1,210 views

I want to see what people think from other games to League and what characters could be like! For me personally i'd go with my Hunter from Destiny in BladeDancer subclass.

Passive; ![item 3046](https://ddragon.leagueoflegends.com/cdn/16.11.1/img/item/3046.png)  BladeDancer, This unit can move through units and auto attacks have extended melee range from 125 to 200 with every auto attack on champions (Think Ekko E) This does not work on Minions and has a maximum auto attack speed of 1.25 and does not gain auto attack speed per level.

Q: Blink,summoner 1 Teleports unit (you) from one location to another at max range of 600 (LeBlanc max W) W: Arc-Bolt grenade,item 3462 Chains lightning damage between all units caught in the radius increasing damage based by number of units and can hit invisible units. E: Blink Strike, summoner 6 Increases next auto attack damage, and if it kills a unit the Mana cost is refunded and health regenration is boosted by a significant amount for 3 seconds. Health factor varies on killed unit from Minion/Small monsters, Large Monster/Siege Minion, Champions/Epic Monsters from 5% of Maximum health, 10% of Maximum Health, 15% maximum health. If Blink Strike is used after Blink (Q) within a small window, Blinks (Q) cooldown is refunded. R: Active,item 3101 Razors Edge Gains the ability to charge 3 waves of Electrical damage for a maximum of 1,500 units placing the unit (You) in a unbreakable animation (Animation must be completed before being able to use any items,abilities, and auto attacks excluding summoner spells) (Charges like Akali ultimate)

Passive, Killing units (Enemy or Neutral) reduces cooldown of Razors Edge by 1 second. summoner 13

17 Comments

Lordllo8/30/2016, 5:07:06 AM1 votes

Every Anime Character Ever: Luffy Natsu Naruto Toriko On and On and On

TheGodAwfulUdyr8/30/2016, 5:16:07 AM1 votes

Name: Male Player Character (From Sunset Overdrive) Passive - Atomic Amp: when killing a unit, a small chance of a large explosion around the target. q - Nothing but the hits: basically sivir's aa buff. w - TNT Teddy: Shoots a teddy bear bomb, that explodes after 2 seconds. e - Taunt Bot: shoots a holographic projector that mocks enemies, making nearby enemies attack it for 1 second. r - Traversal (passive): when moving through any unit, gains a 20% movement speed increase for .5 seconds. (Active): Traversal's movement speed increases to 30% and lasts for 1.5 seconds, Male Player Character is immune to slows while the movement speed buff is active, lasts 8 seconds.

I guess he would be an ADC, and his first skin would be Female Player Character.

Handy Sandy 8/30/2016, 5:40:20 AM1 votes

challenge accepted

**Lucario **

Class Mage Subclass Assassin Resource Bar Mana Passive Every 2 skills, Lucario's next skill becomes empowered, having bonus effects.

Q - Aura Sphere Lucario sends out a sphere of blue energy dealing damage and moving through units dealing 50/75/100/125/200 (+70% AP) Empowered: Aura sphere is doubled in width and explodes when it reaches the end of it's range, or when this spell is activated again. This skill stuns enemies hit by the explosion.

W - Force Palm Lucario becomes invisible and reappears in front of an enemy, silencing them and dealing 80/100/150/225/250 (+65% AP) Empowered: Force Palm will knock the target back and deal 5% increased damage.

E - Double Team Lucario becomes invulnerable for .75 of a second and is unable to move. If he is hit by any attacks during this time they will reflect and deal the same amount of damage back to the target(s) reduced by 25% as true damage. This does not block any form of cc, but will return the damage if the cc does damage. All attacks during Double Team ignore armor. If an attack is blocked, the cooldown is refunded by 70%. Empowered: Lucario can move while using Double Team and has movement speed increased by 45% for the .75 second duration.

R - Aura Storm Lucario becomes immobile and shoots out a beam of aura doing 200/250/350 (+60% AP) per second lasting for 4 seconds. This is a channeled ability and can be stopped. The beam moves with your cursor. Empowered: Aura Storm will burn enemies by 3% of their health each second.

IDK WHAT I DID

DemoGuide8/30/2016, 5:46:30 AM1 votes

Can i just import Rook from Demigod? I miss him :( http://demigod.wikia.com/wiki/Rook https://www.youtube.com/watch?v=0b6gRNKryX0

PeanutButterFan8/30/2016, 6:09:47 AM1 votes

mmmmkkkk.

I have to go with Pokemon... Again

Arceus

q - Block

Target enemy champion, up to 950 units away. Target Champion will be blocked by an artificial box that is 300x300 units for 1.25/1.5/1.75/2/2.25 sec. Blinks or Dashes may not be used for 420 seconds.

w - Quickscoping God - Passive effect - If Arceus looks in a direction he was not facing, his next attack will deal 5/15/25/35/45/50% MaxHP True Damage. Innate CD of 12.

E - Throw - Throws a random item you own at the target. Does not use item. The more gold it costed, the more damage it would do.

R - Judgement - ez lane ez lyfe. Will deal 9001% MaxHP True Damage to any target on the map. Arceus has permanent vision of the entire map.

Passive - Deal With It - Every 60 seconds Arceus will drink Mountain Dew and eat Doritos which heals him 100% MaxHP, unaffected by Grievous Wounds. Gains resists equal to HP. Also looks MLG.

As you can tell, Arceus is a sustain tank damage quickscoper that cannot be killed with an extremely powerful defensive ability.

Bârd8/30/2016, 7:24:11 AM1 votes

http://vignette1.wikia.nocookie.net/ssb/images/5/59/Sheik_Clear_SSBB.png/revision/latest/scale-to-width-down/200?cb=20160118005142 One of my mains in Smash, Sheik.

Movement speed: 340 Attack range: 220

Passive: Needles While standing still, Shiek accumulates Needle charges (one per 0.75 seconds), up to 6 charges.

Tapping "alt" will toggle between 4 attack techniques. Techniques that use needles extend your attack range by 225. The first needle in any strike deals (100% AD) physical damage in addition to the bonus damage of the strike. Needles are fired at a rate of one every 0.05 seconds, and each needle can be intercepted by champions.

Needle Storm 2 second cooldown, 20 energy Consumes all Needle charges to deal 4/8/12 (+.15 bonus AD) bonus physical damage for each needle thrown. Each needle hit stuns for 0.01 seconds and knocks the target back by 25 units over the duration of the stun.

Piercing Needle, 20 energy Consumes up to 3 needle charges to deal 30/60/90(+.3 bonus AD) bonus physical damage.

Paralyzing Needle 10 second cooldown, 20 energy Consumes one needle to deal 20/40/60 (+.5 AP) bonus magic damage and stun the target for 1 second

Fist 0 second cooldown, no cost Your basic attacks do not make use of needles but has no bonus effects.

Q: Pisces 6 second cooldown, 50 energy Perform a flip-kick in a target direction, dealing 40/50/60/70/80/90 (+.2 AD) physical damage to all units hit and knocking all units into the air and in the direction of the kick. The distance of the knockback is 5 units for every 1% health they are missing, and the duration of the knockup is 0.75 seconds.

If you hit a champion with Pisces, you may recast it within 1 second of landing for 20 energy. Once you fail to re-cast it, the spell goes on cooldown.

W: Burst Grenade 13 second cooldown, 75 energy Sheik throws out a grenade, which deals 20/25/30/35/40 (+.05 bonus AD) physical damage to anything it hits. After 2 seconds, or upon reactivating the ability, the grenade explodes, drawing in all nearby enemies, stunning them for 0.5 seconds, and dealing 50/75/100/125/150 (+.5 AD) (+.75 AP) magic damage over the duration.

E: Vanish 6 second cooldown, 100/95/80/75/70 energy Disappear in a puff of smoke before arriving at a target location after a 1 second delay. Sheik is untargetable during this delay. The disappearing explosion deals 100/120/140/160/180 (+.25 AP) magic damage and knocks nearby enemies back 250 units. The reappearing explosion deals half that damage and applies half the knockback.

R: Light Arrow no cost 100/90/80 second cooldown Shiek channels for 1.5 seconds before firing a massive arrow (350 units wide) in a target direction for 2500 units. This arrow deals 200/300/400 (+.25 AD) (+1.0 AP) magic damage to all units hit, and carries them with it until either they hit terrain or reach the end of the arrows range.

Blue Moon Wolf8/30/2016, 8:31:30 AM1 votes

hmm... my Dragon Ball Xenoverse character:

Passive: Elder kai's soul- after 15 minutes, mana regen increases by 200%. when mana is full, health regen is increased by 200%

Q: Milky cannon- fires a ball of energy that slowly moves forward and blocks projectiles for a few seconds. after a few seconds or when the ball of energy hits an enemy, the ball explodes, dealing magic damage to all near by enemies.

W: perfect shot- after a short channel, fires a quick moving long ranged projectile that explodes on impact with an enemy champ, dealing a large amount of magic damage

E: Gigantic Omega- Fires off multiple projectiles at the enemy dealing light magic damage. each shot can be charged to deal extra damage

R: Super Saiyan 2/ 100X Big Bang Kamehameha - Turns Super Saiyan, increasing and AD, AP by 20%. Mana drains in this form, but all spells cost no mana for the duration and gives access to the 100X Big Bang Kamehameha

100X Big Bang Kamehameha - after a short channel, fires a large short ranged energy attack dealing heavy magic damage over time for anyone caught in the blast. any enemy attacks/projectiles are blocked during the duration of the attack

... Yea, I think he might be a bit OP .__.

Dicerson8/30/2016, 9:40:50 AM1 votes

Kameo, The Elemental Warrior (From Kameo: The Elements of Power)

Passive: The Wotnot- The Wotnot is the source of Kameo's transformation abilities. As such her Ultimate is automatically unlocked at level 1, which allows her to swap between her 4 forms: Kameo, Pummel Weed, Chilla, and Major Ruin. Each form has 3 unique abilities (Q, W, and E). *Note: I would do 11 forms but its 2 am and i dont got time for that! Also, since she only technically has 3 actionable abilities at any given time, they will generally be more powerful compared to the Qs, Ws, and Es or other champions! You choose the form by pressing R once, then pressing either Q, W, E, or R again to select. Kameo also uses an Energy system like shen, kennen, akali, and zed.

Kameo Abilities (R -> R): This is her weakest form offensively and defensively, but has the second most mobility and is the only form capable of rapidly restoring lost energy (Which regenerates very slowly over time). Q- Flip Kick: Kameo performs a quick backflip, kicking out forward with her legs and moving her slightly backwards. Enemies struck by her legs are knocked slightly backwards, stunned, and dealt moderate damage. Kameo gains a large amount of energy for each enemy hit. W- Jump: With help from her wings, Kameo quickly jumps in a target direction for a short distance. She can cross any wall or barrier in this way, even if it is wider than her jump distance. E- Hover (Passive): If she hasn't received damage from champions within the last 5 seconds, Kameo passively gains a large movement speed boost and immunity to unit collision.

Chilla Abilities (R -> Q): This form has middling offensive and defensive capabilities compared to the other 2 warriors, but also brings a fair amount of control as well. Q- Ice Spear (Toggle): If toggled on, Chilla's attacks become long-ranged, deal extra damage, and slow on hit. But cost a large amount of energy per attack. If he hits the same target twice, they become chilled. If he has units on his back from Punch/Throw, his attacks will instead throw these units, dealing damage to them as well but causing his attacks to no longer cost mana, or to slow/chill his targets. W- Punch: Chilla punches units in front of him in a small, close-range cone. If any non-champion units hit are chilled, they are thrown onto his back for up to 10 seconds. Otherwise all units hit are dealt moderate damage and knocked up slightly into the air. E- Charged Ice Spear: If Chilla's Ice Spear is toggled on, he can activate this ability to "Aim" his spears for 7 seconds. While aiming he cannot move or use Punch, but not attacking will cause his Ice Spears to "Charge". They will charge for up to 2 seconds, gaining up to doubled damage, range, energy cost, and slow. Fully charged spears will also chill targets after only a single hit.

Pummel Weed Abilities (R -> W): This form has the best Offensive capabilities, but is the weakest of the 3 warriors defensively (Though still more durable than Kameo herself). It is also the slowest of all 4 forms. Q- Left Jab: Pummel Weed jabs with his left arm. Gaining a stack of "Combo!" and dealing moderate damage to a single target. W- Weed Creeper (Toggle): Pummel weed descends under the ground, becoming untargetable (He can still be hit by abilities that do not require direct targeting). While in this form he does not collide with units, and can pass through player-made terrain only. This form drains a large amount of energy per second. E- Right Jab: Pummel Weed jabs with his right arm. Gaining a stack of "Combo!" and dealing moderate damage to a single target. If he has 5 stacks of combo when he activates this ability, he instead performs a series of rapid jabs that each deal that same damage, ending with a single more powerful jab that knocks the target and Pummel Weed into the air (Though Pummel Weed isn't knocked as high up as the target).

Major Ruin Abilities (R -> E): This form has the lowest offensive capabilities, but is the strongest defensively. It also brings a small amount of control and has the highest mobility. Q- Roll Out! (Toggle): Major Ruin rolls up into a ball, draining a small amount of energy per second but gaining a small movement speed bonus. He also gains a momentum mechanic similar to aurelion sol but far more exaggerated. If he hits an enemy non-champion while at high speeds, they will be dealt a small amount of damage and be knocked back. If he is at max speed when he hits even champions will be dealt moderate damage and knocked back. At max speed non-champions will also instead stick to his back for a short time, taking a large amount of damage per second for that duration. W- Boulder Rush: Major Ruin stops dead and begins to spin up, charging for up to 5 seconds. Depending on how long he charged, major ruin will upon release be launched in a target direction at maximum Roll Out! momentum and unable to change course for 2 seconds. If he hits a wall all momentum is lost and he is knocked away from the wall slightly. E- Spiky (Passive): Major Ruin's back is covered in spikes. While in Roll Out! form nearby enemies will take Physical damage equal to half the number of units Major Ruin moves when near them. While not in Roll Out! form he gains a thornmail like effect.

As far as Damage Types and scalings are concerned, every form (Except Kameo, duh) would have a mix of Physical and Magic damage and appropriate scaling. Chilla for example would have normal Ice Spears do physical, but charged ones do magic. Pummel weed's combo finisher would deal magic damage, and Major Ruin's Bolder Rush would deal magic.

TheSequelsRBad8/30/2016, 1:44:05 PM1 votes

Gordon Freeman.

Passive: Weapons stash: Weapons stashes are randomly spawned around the map, giving Gordon HP, energy, and refreshing his ammo if he goes to one. There is always ammo in the spawn fountain.

Q. Weapons swap: Gordon has three weapons he can switch from at any time. A pistol, which deals 75% of his ad, and has 250 ammo. A machine gun, which has bonus attack speed, does 100% of his ad per hit. and has 150 ammo. And finally, a shotgun, which has reduced attack speed, does 130% of his ad,deals damage to all units in a cone in front of him, and has 32 shots. If Gordon freeman runs out of ammo for any gun, he can't fire it until he finds an weapons stash.

W. Sprint: A toggled speed boost, Sprint drains energy per second, but Gordon can maintain the sprint indefinitely as long as he has energy.

E. Crowbar: Gordon strikes out at a unit in melee range in front of him, dealing damage and stunning them. Does bonus damage to undead units. Because zombies and crowbars.

R. Rocket Launcher: Activating allows Gordon to use his ultimate weapon, the rocket launcher. He gains massive range, can control the rocket while it is moving, and upon hitting an enemy, the rocket explodes, dealing splash damage equal to 250% of his AD. Gordon only has 3 ammo charges on his rocket launcher. And there is a short cooldown before he can refire it, even if he obtains more ammo.

Even tho this was a joke, I honestly feel like a champ based entirely off of a limited ammo supply, who is super powerful, but constantly has to resupply, would be fun.

Decrit8/30/2016, 3:33:58 PM1 votes

Froom any game huh? Balthier from Final Fantasy XII

Ranged with 550 range ( like Draven) with a rifle. Passive: Swooning piracy - Balthier always gets the full share of a gold from an assist.

Q : Fires of War: Balthier conjures a ball of energy, that build up in time up to 4. It can then activate again the spell to damage a conical area, with each ball increasing the total range, dealing damage and slowing the enemy caught.

W: Element of Treachery - Balthier selects an ally for up to 10 seconds. After being hit by a enemy spell or attack Balthier can use this spell for 2 seconds, blinking near the targeted ally.

E: Tides of Fate - Balthier passively deals additional damage after attacking an enemy with health lower than 50%, but that additional damage can' t deal a killing blow or reduce it less than 10% or something like that. Balthier can activate this spell to cause his next attack recover 150% of the unmitigated damage dealt as health.

R: Strahl: Balthier calls his Airship, the Strahl, targeting a linear line. Champions can jump over the Airship as if it were walkable terrain, while the ship slowly moves along the targeted line ignoring all collision. Balthier can use the spell again to quicken the movement by the double, and yet again to quadruple it causing the ship to landcrash, dealing damage to every champion, allied or not, caught in the explosion.

probably techy and overpowered as hell xD

Quannari8/30/2016, 4:14:56 PM1 votes

Sora from Kingdom Hearts Sora is melee combatant who specializes in varying ranged and melee combos. Played as a Caster skirmisher.

Passive: Combo Plus- Landing any part of an ability on an enemy champion gives Sora a "Combo Stack". Stacks will diminish over time. Upon reaching Max needed Combo Stacks, his next cast ability will increase in strength. His Max needed Combo stacks decrease with level. This passive does have a cooldown.

R: Form Swap- Sora has two modes, Warrior Stance and Magus Stance. His abilities change based on what stance he is in. Switching stances grants him bonus armor and magic resist for a short duration.

Q: 1) Strike Raid (warrior stance)- Sora hurls his Keyblade in a straight line, dealing full damage to all units hit. At the end of its range, the Keyblade returns to Sora, dealing reduced damage on its way back. 2) Firaga (Magus Stance)- Sora casts a targeted fireball that deals magic damage to the targeted unit.

W: 1) Vortex (warrior stance)- Sora strikes all enemies surrounding him, dealing damage, slowing, and slightly knocking back. 2) Stopga (magus stance)- creates a zone in targeted area that slows all enemy units, while increasing ally movespeed. The movespeed change rapidly decays.

E: 1) Sonic Blade (warrior stance)- Sora quickly dashes a short distance, dealing damage to all units hit with his Keyblade. If Sora hits an enemy champion, he may recast this ability again before it goes on cooldown. This ability may pass through walls. 2) Aeroga (magus stance)- Sora summons a whirlwind shield that reduces damage taken for a short duration. Passively provides Tenacity.

Woodakoodashooda8/31/2016, 12:31:25 AM1 votes
Busty Demoness8/31/2016, 12:44:00 AM1 votes

Lightning (Final Fantasy XIII) Assassin/Fighter

Melee combatant that uses energy

P: Ravager Each time Lightning hits an enemy with a skill, they take 5% increased damage for 4 seconds. This effect may stack up to 4 times. At 4 stacks, the target takes an additional 10% damage for 4 seconds, is grounded and Ravager stacks cannot be accumulated.

Q: Spark Strike (Energy Cost: 60/55/50/45/40; Cooldown: 2) Lightning's next basic attack deals additional magic damage and increases her move speed for 2 seconds.

W: Blitz (Energy Cost: 60; Cooldown: 1.5) Lightning Whirls about, damaging all enemies around her for physical damage (0 cast time/animation)

E: Bolt (Energy Cost: 60/55/50/45/40; Cooldown: 1) Lightning sends a homing bolt of electricity at her target, dealing magic damage and slowing their movement by 20%.

R: One Woman Army (Cooldown: 120/105/90) Lightning picks her target, striking them 5/7/9 times over 2 seconds and Lightning cannot be targeted for the duration. Strikes from this skill refresh the 4 stack ravager effect.