Bring a third party character into League as a champion!

Arcus Diabolus·10/17/2016, 12:50:27 AM·11 votes·3,367 views

Name the character you'd like to see, where they're from, give them a role or two and a general idea how they would play. Add a picture if you can, not everyone is a expert on every fandom.

Making a whole kit for them is optional, but is strongly encouraged. Make it as OP or garbage as you wish. Go as far as making your own mechanics if you want! This isn't gameplay, throw out all that balance crap out the window and have some fun with it!

I'll start!

Noel Vermillion, the Successor of Azure (Blazblue series)

http://www.dustloop.com/wiki/images/2/2e/BBCF_Noel_Portrait.png

Fighter/Marksman. Melee and "ranged"

A melee combo fighter who's abilities and auto attacks have projectile properties at very short range. Limited poke options, Noel is better at getting into people's face and delivering high damage combos at close range.

Resource: Heat

Noel generates heat by dealing and taking damage, gaining half as much heat by taking damage. Heat resets to zero upon recalling, but not walking into shop.

Passive : Chain Revolver

After 3 consecutive auto attacks or abilities, Noel enters Chain Revolver for the next 4 auto attacks. During Chain Revolver, Noel's abilities refresh and change, her auto attacks carry her toward her target while dealing slightly more damage and have greater attack speed. Using an ability or not attacking anything will end Chain Revolver. Noel takes a second to "reload" before making another action. No cooldown on Chain Revolver.

P2: Bolverk

Noel's auto attacks have projectile properties.

Q: Type VII Chamber Shot

Noel quickly transforms Bolverk into a shotgun and blasts the target in a AOE in front of her, knocking the target back. Others caught in the blast are knocked back to the side only slightly. If a enemy would collide with a wall, they are stunned for .75 seconds.

Q2: Type II Bloom Trigger

Noel jams one of her guns into the target and fires in a point blank blast, dealing increased damage and knocking back enemies. Upon collision with a wall, instead of stunning the target, they instead bounce off the wall and back to Noel.

W: Type XI Optic Barrel

Noel fires Bolverk at a target location, creating a point in space that explodes after a short delay, damaging targets struck and very briefly giving vision in the area for .5 seconds.

W2: Type V Assault Through

Noel dashes to target opponent and shoulder bashes them. If the target is 200 range or less, Noel dashes to the far side and slightly knocks them back in the direction she came from. If the target is more than 200 range, Noel instead continues forward and slightly knocks them back in the same direction Noel is traveling.

E: Type XIII Revolver Blast

Noel jumps in the air and spins, firing at all enemy units in all directions at close range.

E2: Type III Spring Raid

Noel knocks the target opponent up into the air with a kick.

R: Zero-Gun Thor

Noel jumps back into the air and rapidly fires at the ground at her old location, finishing with a rocket that knocks opponents in the air before landing.

Costs 50% heat.

R2: Zero-Gun Fenrir

Noel transforms Bolverk into a minigun and jams the barrel forward. If the barrel connects with an opponent, that opponent is suppressed throughout the rest of Fenrir. In this case, Noel fires the minigun point blank and raises the opponent into the air, then transforms Bolverk into a crossbow to shoot the opponent out of the sky and knock them away from Noel. If the barrel does not connect with anyone, then instead Noel simply fires the minigun in the general direction in a narrow cone.

Costs 50% heat.

**TL:DR; Remember, don't take this seriously, and don't feel like you need to put any effort into this like I did. This is all in good fun. **

68 Comments

Alpha Samsuni10/17/2016, 3:24:02 AM15 votes

http://ia.media-imdb.com/images/M/MV5BMTg3MDI0NzAyMl5BMl5BanBnXkFtZTcwMTUxNTI0Mg@@._V1_CR0,25,266,150_AL_UX477_CR0,0,477,268_AL_.jpg

Bob the Builder

Role: Tank/Support

Secondary Resource: Brick Melee AA

Health: 547 + 73 per level Health Regen: 6 + 1.4 per level AD: 58 + 3.1 per level Attack Speed: 0.6351 per second Armor: 24 + 3.7 per level Magic Resist: 31.7 + 1.2 per level Movement Speed: 307 Melee Range: 165 units

Passive - Builder Bob can fix friendly structures using his building skills. Bob can right-click a friendly turret/inhibitor/nexus to start AA'ing the structure, healing it for (50+level) per second. Healing is doubled for structures with less than 10% hp. Healing costs 1 Brick per second. Bob can store up to 30 bricks at a time and 3 bricks will be collected every 20 seconds. Every 5th AA against an enemy structure will grant a special brick of that structure's type. Fixing friendly structures with the enemy counterpart type of that friendly structure will consume that special brick and instantly heal the structure for (150+10x where x=level). Structure types are Outer Turret-Outer Turret, Inner Turret-Inner Turret, Inhibitor Turret-Inhibitor Turret, Inhibitor, Nexus Turret-Nexus Turret, and Nexus-Nexus. Bob can store up to 5 different types of bricks at a time, no matter what type the special brick.

Hammer - Bob strikes an enemy unit with his hammer, dealing (10/15/20/25/30+50%/55%/60%/65%/75% AD) for his next attack. (CD:30/25/23/21/15)

Yellow Busby - Passive: Bob's protective helmet shields him from damage, granting him a shield that absorbs 50/100/150/200/250 + 10% of maximum hp every 20 seconds. Active: Bob throws his helmet to an ally, granting them a shield that absorbs damage equal to this ability's passive. Passive is disabled while helmet is given to Ally. (CD:30/28/26/24/20)

Scoop - Scoop races towards Bob from the base, causing all enemies caught in the path to get stunned for 1/1.5/2/2.5/3 seconds. Bob can mount & dismount Scoop. Scoop grants Bob +40% movement speed & will take all damage for him similar to Skaarl but disables his attacks. Scoop has 150% of Bob's health and will follow Bob around when not mounted. (CD:60 at all levels)

Vehicle Rush - Bob's vehicles are summoned, one per enemy champion nearby. Vehicles have 120% of Bob's health and will stun enemies they crash into for 1/1.5/2.5 seconds and they will continue to chase enemies down until they have stunned them three times. They gain +40% movement speed if Scoop is nearby. (CD:125 at all levels)

Starting Items:item 3302 item 2003 x3 item 3340 Essential Items:item 3047 item 2303 item 3142
Consumables:item 2138 item 2003 item 2043


Edit 10/16/16 7:36PM: Added Cooldowns

Edit 10/17/16 5:48PM: Added a "disable passive" for Yellow Busby and more description for Scoop

Edit 10/17/16 6:13PM: Added stats and modified Scoop

Edit 10/17/16 6:43PM: Added Items

Edit 10/19/16 7:44PM: Added a special brick function to passive

ItsOrval10/17/2016, 8:47:38 AM5 votes

http://vignette4.wikia.nocookie.net/cartoons/images/4/47/Spongebob.png/revision/latest?cb=20150913114858

SpongeBob SquarePants

Role: Top/Mid Melee/Ranged (R To switch similar to Jayce)

KARATE https://s10.postimg.org/50z5uayu1/402621b8f4b12324270a6f0294fdd7e5.jpg Passive: Karate SpongeBob equips his Karate gear to increase damage and armor by 10/15/20/25 (Levels 4/8/12/16).

http://images3.nick.com/nick-assets/shows/images/blogs/blogs-2/how-to-crush-sanjay-tmnt-spongebob-4x3-blog-image-3.jpg?width=520&format=jpg&quality=0.75 Q: Karate Chop! SpongeBob launches toward an enemy selected dealing 70/100/150/190/220/270 (+120% physical damage). Cooldown 20/16/13/10/7/5.

http://vignette1.wikia.nocookie.net/spongebob/images/9/93/Newimage.jpg/revision/latest?cb=20140702062144 W: Spin Machine SpongeBob grabs his target and tosses them 600 range away. Once the enemy is thrown, they are taunted for .25/.5/.75/1/1.25/1.5. Cooldown 18/15/13/10/8/7.

http://66.media.tumblr.com/tumblr_m0lfnxCWjs1qjhlhko1_500.jpg E: Karate Slice SpongeBob Slices through maximum 4 enemies dealing 30/50/70/90/110/130 (+100%) damage. While slicing, SpongeBob gains invulernabilty and gains a 20% increase attack speed for 5 seconds. Cooldown 12/11/10/9/8/7.

http://vignette3.wikia.nocookie.net/nicktoonstoonswars/images/d/d0/Main.jpg/revision/latest?cb=20111227211211 R: Bubble Blower SpongeBob takes off his karate gear and switches it to his bubble blower. Cooldown 10/8/6/4 (Level 4/8/12/16).

BUBBLE BLOWER http://vignette3.wikia.nocookie.net/nicktoonstoonswars/images/d/d0/Main.jpg/revision/latest?cb=20111227211211 Passive: Bubble Speed SpongeBob gains increased attack speed and increased speed when near enemies. Attack speed bonus 10/20/30/40% (4/8/12/16) & Movement Speed bonus 15/25/35/45.

http://www.spongebobia.com/spongebob-captures/content/episodes/galleries/166a%20-%20Bubble%20Troubles/166a%20-%20Bubble%20Troubles%20(181).jpg Q: Bubble Blower SpongeBob blows a bubble towards where he clicks dealing 200 (+100% ability power) magic damage. Range 1200/1500. If the bubble hits an enemy target, that unit is blinded for 2/2.5/3/3.5/4/4.25 seconds. Cooldown 20/16/12/10/9/8.

http://2.bp.blogspot.com/-NL8DFrOJjao/U6YC6WTm-jI/AAAAAAAACpA/dB7UUOEi-h0/s1600/bandicam+2014-06-21+22-40-27-059.png W: Bubble Shield SpongeBob blows a shield for an ally team mate. The shield last for 4 seconds and has a health of 100/150/200/225/250/300. Cooldown 15/12/9/7/6/5.

http://vignette3.wikia.nocookie.net/spongebob/images/5/50/SpongeBob_with_Bubble_Buddy.png/revision/latest?cb=20150818051932 E: Bubble Buddy! SpongeBob blows up his friend Bubble Buddy to join the battle. Bubble Buddy takes all damage delt to SpongeBob and once dead, drops a healing circle to heal 100/150/200/250/275/300 health. Bubble Buddies health is 1/4th of SpongeBobs current health. Cooldown 27/24/20/17/15/12. Bubble Buddy last 30/35/40/45/50/55 seconds, allowing SpongeBob to cast multiple Bubble Buddies. Mana required doubles each time if there is a bubble buddy currently casted.

https://s10.postimg.org/50z5uayu1/402621b8f4b12324270a6f0294fdd7e5.jpg R: Karate SpongeBob equips himself in his Karate gear gaining new abilities and attack. Cooldown 10/8/6/4 (Level 4/8/12/16).

Thanks for viewing http://i159.photobucket.com/albums/t135/BibleSue/Fun%20shots/200703130248.jpg

Fondling Gems10/17/2016, 1:53:22 AM5 votes

Shiroe, Log Horizon https://remembertheages.files.wordpress.com/2015/07/tumblr_nhqhe8ovbo1ttxnrmo1_1280.jpg

A mid ranged support style mid laner.


Passive: Analyst -Shiroe's abilities gain power based on the number of nearby visible allies and enemies.


Q: Electric Fuzz (Medium Mana cost, Low CD)

-Shiroe marks a nearby enemy for 3 + (0.5 per stack of Analyst) seconds. Any enemy they move near will also be marked. Each mark can spread to an infinite number of nearby targets but the new marks cannot spread.

-Electric Fuzz grants vision of the target and deals X damage over time. The original instance does 10% increased damage for each stack of Analyst.

This is an Aoe damage and clear ability that grows more powerful based on the number of nearby champions (up to 100% increased power on the main target)


W: Mana Manipulation (Low mana cost, Long CD)

-Shiroe burns mana to grant him, and all nearby allies (that use mana), a buffer that gets used up first when casting abilities. This buffer lasts 5 seconds and provides X + (X per stack of Analyst) mana. The mana cost of this ability is consumed before the buffer is granted.

This is a unique supporting style mana ability that allows allies to spam a good bit but only for a short time.


E: Astral Binding (Medium mana cost, Medium CD)

-Shiroe throws out a thin fast moving skillshot that roots the first enemy hit. If the target is marked by Electric Fuzz the line will then shoot skillshots towards other marked targets dealing half damage and silencing them for 0 + (.5 per stack of Analyst) seconds. This can only spread once.

This gives him a bit more CC and makes player have to decide whether to stay near other marked targets or to move away and spread the Electrical Fuzz more. Like all his abilities it is weaker when few people are around but can end up growing into a 5 second silence in a large teamfight.


R: Enchanter's Blessing (Medium Mana cost)

R will loop through one of 3 blessings: -Blessing of Haste: Allies gain a short burst of decaying Movespeed and AttackSpeed. -Blessing of Purity: Negative effects are removed from allies and they gain a sort period of enhanced Tenactiy. -Blessing of Rejuvenation: Allies gain a short burst of health regen, grievous wounds are removed and cannot be applied for the duration.

Activating the blessing will make this ability have to recharge. It recharges faster based on stacks of Analyst.

Short but powerful, and situational, buffs for the team. Ending on a buff that doesn't benefit your team as much make one decide whether to burn it and try to charge up a new one for the fight or to wait and not give the enemies an opening.


Welp, that is it, hope you enjoyed!

EvilUnicornLord10/17/2016, 1:53:13 AM5 votes

http://www.theniftynerd.com/uploads/3/7/8/5/37854903/7839457_orig.png

#Drizzt Do'Urden (Forgotten Realms series)

Role: Slayer (Skirmisher)

Second Bar: Mana Melee AA

Passive - Darkvision Drizzt Do-Urden can see camouflaged units (with the exception of wards) within a short distance. Spotted traps are not disabled. This distance increases based upon level.

Q- Twinkle Drizzt makes an attack with his left hand scimitar and blocks the next incoming basic attack. Twinkle resets his AA timer and deals 75%/80%/90%/95%/100% of his current attack damage, can crit, and applies on-hit effects. After using this ability, the next basic attack within 1.5 seconds is parried.

W- Dervish Drizzt spins forward in a skillshot dash, dealing 30/50/60/70/80 (+50% AD) physical damage to all enemies in the way. Drizzt can store up to two dashes and can use both of them within 1 second of eachother.

E- Icingdeath Drizzt's gains a spell shield for 0.5/0.5/0.75/0.75/1 seconds that absorbs an enemy ability. Drizzt's next basic attack slows the enemy struck by 50% for 1/1.5/1.5/2/2 seconds. If the spell shield blocked an ability, the target is instead stunned for the duration.

R- Guenhwyvar Drizzt summons in his otherworldy black panther ally that fights alongside him. And stuff. Stats, stats, whatever.

Blue Moon Wolf10/17/2016, 3:52:55 PM4 votes

https://artasgames.files.wordpress.com/2013/11/z9.jpg

Subject Delta (Bioshock 2) Role: Primary: Top Secondary: Jungler

Passive: Prototype Big Daddy As a prototype Big daddy, Subject Delta gains a passive (5/10/15%) Damage reduction from everything except turrets, lingering damage and neutral monsters.

Q: Drill Rush

https://i.ytimg.com/vi/u21WX_w-y-8/hqdefault.jpg

Charges Drill for 5 seconds. on activation, Delta charges forward, damaging, knocks away and causes bleed damage to the first enemy hit. the longer the drill is charged, the longer the target will bleed (.5/1/1.5 seconds). Using this automatically switches Deltas weapon to the drill.

W: Plasmid

http://img3.wikia.nocookie.net/__cb20110103080247/bioshock/images/2/28/Unstable_Teleportation_Plasmid.gif

When activated, Deta cycles through 4 plasmids; Fire, Ice, Shock and Swarm (the same way TwistedFate's wild card works) Each plasmid has a unique effect: Fire: burns an enemy, dealing damage and causing minor lingering damage Ice: Freezes an enemy, slowing and dealing damage to them Shock: damages an enemy plus up to 5 enemies close to that one Swarm: a swarm of bugs surround an enemy champion, dealing no initial damage, but causes lingering damage over a few seconds. If the enemy dies with the swarm around them, the swarm will wait up to 8 seconds for another enemy champion to come near them. If an enemy gets close enough, the swarm will jump to them. (Malzahar E essentially)

E: Drill/Shotgun

http://img3.wikia.nocookie.net/__cb20100319032245/bioshock/images/7/73/Drill1.png http://images.wikia.com/bioshock/images/e/e7/2BarrelShotgun-4.jpg

Subject Delta switches between his Drill and Shotgun: Drill: has reduced range, reduced damage, but has bonus attack speed and Does not use mana. Upgrade: extra bonus attack speed Shotgun: has increased range and deals more damage, but has less attack speed and uses mana when fired: Upgrade: every 2nd shot electrifies the target, dealing minor damage to 1 extra enemy.

R: Summon Eleanor

http://img1.wikia.nocookie.net/__cb20120405234633/bioshock/images/thumb/3/39/Summon_Eleanor/400px-Summon_Eleanor.jpg

Passive: upon unlocking ability, you are able to upgrade either the Drill or the Shotgun. Choose carefully, as you will be unable to change your decision later and will not be able to upgrade the other Active: Summons Eleanor to fight by your side. You are unable to control her, but she will come attack anyone who attacks you. When you use W, she also use the same plasmid, doubling the the effective range of the ability (like Taric/Lulu, but on a uncontrollable minion)

Mimy10/17/2016, 1:00:39 AM4 votes

http://images.akamai.steamusercontent.com/ugc/714162775344504638/B6AE38A433DBF5FC28ABB2C980E6B0F19D6B3437/

Rhendon (From Spiral Knights)

Is a long ranged Marksman toting a BLITZ NEEDLE

http://wiki.spiralknights.com/images/a/ab/Blitz_Needle-Equipped.png

Passive: Rendon has to stand still while firing a large amount of bullets, But his bullets gain Armor Penetration depending on level! (Because the gun actually does Piercing damage..)

#I don't know about abilities. o-o


Edit: Has a thing for Scarlet Hammer Poppy (Because the skin is based off a spiral knight presumably)

Kuzja110/17/2016, 5:09:04 AM4 votes

https://upload.wikimedia.org/wikipedia/it/4/42/Big_Boss.jpg Big Boss, the Man who Sold the World

Attributes: Primary - Marksman Secondary - Fighter

Abilities: Passive - Survival Viewer Survival Viewer takes one slot in his inventory. When Big Boss kills a monster or minion, they can be collected as food. Monsters and minions are edible to help Big Boss recover Stamina. Killed Champions drop rations which Big Boss can use to recover health. You can click the survival viewer or press its hotkey to select the foods you wish to consume. You can have up to 5 total food to consume. Click on the food you wish to eat to gain its effects. But depending on how effective it is, Big Boss will need some time to eat before resuming to combat.

First Ability - Side Arms Big Boss can switch between his primary rifle or his side arms. He starts off with his side arm which does basic attack damage like any other auto-attack. But when switched to his rifle, it fires rapidly against his target, dealing small amount of physical damage per tick but ignores 10% of the target's armor. This weapon has limited ammunition, 50 bullets per clip, 200 total.

Second Ability - Close Quarter Combat When active, Big Boss switches from range to melee attacks. Big Boss uses close quarter combat to fight targets in melee range, dealing a 4 hit combo at the cost of stamina, with the fourth strike stunning his target for 3 seconds. This form will deactivate if Big Boss uses Side Arms.

Third Ability - Grenade Big Boss tosses a grenade at a selected area, dealing both physical and magic damage to enemies within range. (Physical damage is due to the shrapnels from the explosion). Big Boss can throw further beyond normal range but it will cost stamina depending on the distance.

Ultimate - Metal Gear ZEKE Big Boss calls in the Metal Gear ZEKE and pilots this large sized machine, equipped with additional weapons he buys from the shop which he can use as basic abilities while Metal Gear ZEKE is active:

  • Machine Gun Rapidly fires at a straight long line which deals physical damage to all enemies within the line
  • Missiles Fires two missiles that lock on to Big Boss's main target, dealing magic damage but can be blocked by other enemy units
  • Railgun Fires a high kinetic energy projectile that bursts through all enemies it hits, dealing magic damage but can only be used once each time Metal Gear ZEKE is active. (More in the shop. Too lazy to explain them)
Meep Man10/17/2016, 1:38:58 PM4 votes

https://donkusgaming.files.wordpress.com/2015/02/image3.jpg

Duck Hunt Dog Role: Mage/Marksman Health- 472 (+73 per level) Health Regen.- 5 (+0.4 per level) Mana- 325 (+75 per level) Mana Regen.- 9 (+0.65 per level) Armor- 16 (+3 per level) Magic Resist- 30 (+0 per level) Movement Speed- 335 Attack Damage- 50 (+3.25 per level) Attack Speed- 0.655 (+3.4% per level) Attack Range- 625 (Ranged)

Passive- Duck Hunt Innate: Duck Hunt Dog's basic attacks are shot from a hunter off-screen. Basic attacks will knock the target 50-250 units away from Duck Hunt Dog over 0.1-0.5 seconds, but basic attacks within 450 units of Duck Hunt Dog will frighten Duck Hunt Dog, rooting them with surprise for 0.75 seconds. The knockback distance is increased the closer the target is to Duck Hunt Dog.

Ability 1- Trick Shot Active: Kick an explosive metal can forward through the air. Upon touching an enemy champion while flying through the air, the metal can will explode, dealing 115/150/185/220/255 (+80% AP) magic damage to nearby enemies and knocking them into the air for 1 second. If the can does not touch an enemy champion while flying through the air, it will land on the ground and stay there for up to 6/7/8/9/10 seconds. Reactivating this ability will cause the can to be knocked 250 units through the air towards the cursor, exploding if it touches an enemy champion this way. This ability can reactivated up to 5 times, upon which the metal can will explode automatically upon landing. If the can stays in the same place for 6/7/8/9/10 seconds, it will explode. If Duck Hunt Dog is within the explosion, he will also be knocked into the air for 1 second, becoming untargetable during this time. The cool down for this ability begins when the metal can explodes. Cost: 60/65/70/75/80 mana Cool Down: 15/12/9/6/3 seconds Reactivation Static Cool Down: 1.75/1.5/1.25/1/0.75 second(s) Range: 450 Reactivation Dash Range: 250 Initial Cast Projectile Speed: 450 Reactivation Projectile Speed: 1000 Explosion AoE Radius: 300

Ability 2- Clay Shooting Active: Toss a clay pigeon in the target direction, dealing 20/45/70/95/120 (+25% AP) magic damage to the first enemy unit hit and stunning them for 0.5 seconds. Upon colliding with an enemy unit, the pigeon will fly up into air for 3 seconds, gliding slowly up and down until it touches the ground. During this time, the pigeon can be basic attacked by Duck Hunt Dog and his allies to cause their basic attacks to deal the damage the pigeon took from the basic attack in an area of effect around the pigeon, including any bonus damage from on-hit effects. The pigeon can be basic attacked 1/1/2/2/3 times. The pigeon will break upon touching the ground. The pigeon provides vision in a small radius around it while flying through the air. Cost: 35/50/65/80/95 mana Cool Down: 10/9.5/9/8.5/8 seconds Range: 1250 Basic Attack AoE Radius: 250 Vision Radius: 250

Ability 3- Wild Gunman Passive: This ability can hold up to 1/1/2/2/3 charges. Active: Duck Hunt Dog summons an 8-bit gunman where he currently is that will fire in the target direction after a 1 second delay, dealing 80/105/130/155/180 (+55% AP) magic damage to the first enemy unit hit and knocking them back 300 units over 0.5 seconds. There is a small warning line in the direction the gunman is firing. The 8-bit gunman has 100/200/300/400/500 (+20% AP) health and will not shoot if he is killed before the end of the delay. The gunman does not have unit collision. The gunman can fire and hit both the explosive can and the clay pigeon. If it fires and hits the metal can, it will cause the metal can to be knocked through the air 300 units away from the gunman over 0.5 seconds. This does not count towards the metal can's bounce limit. If it fires and hits the pigeon, it will deal the shot's damage in the pigeon damage area of effect. This does not count towards the number of attacks needed to destroy the pigeon. This ability has no cast time and does not interrupt previous commands. Cost: 55/60/65/70/75 mana Recharge Time: 15/14.5/14/13.5/13 seconds Cool Down: 2.5 seconds Range: 1450 Projectile Speed: 5800

Ultimate- NES Zapper Posse Active: After a 1.25 second cast time, a flock of ducks will fly in the target direction. Upon the ducks hitting an enemy champion, the champion will take 150/200/250 (+20% AP) magic damage and be suppressed for up to 2 seconds. 1.5 seconds after the flock of ducks appear, a horde of gunman will appear where Duck Hunt Dog currently is and fire on all enemy champions hit by the flock of ducks, dealing 400/600/800 (+80% AP) magic damage divided up among the enemy champions hit by the flock of ducks. Enemy champions hit by the gunman are knocked into the air for 0.75 seconds. Upon being damaged by the gunman, the suppression is removed from the enemy champion. Cost: 100 mana Cool Down: 160/145/130 seconds Range: 1500 Projectile Speed: 1000 Duck Flock Width: 550


RECOMMENDED ITEMS Starting Items item 1056 item 2003 item 3340 Essential Items item 3006 item 3100 item 3115 Offensive Items item 3146 item 3085 item 3135 Defensive Items item 3116 item 3157 item 3102 Consumables item 2139 item 2003 item 2043

NotSpecialDude10/17/2016, 3:38:17 AM4 votes

Donkey Kong http://wiimedia.ign.com/wii/image/article/121/1213994/donkey-kong-country-returns-20111205115213537.jpg

Passive: "King of the jungle" Fears all nearby neutral creeps on first auto attack. Cooldown 15 secs

Q: "Coconut Gun" Passive- Jungle camps and champions drop a single ammo pack when killed. (Max ammo 5) Active- fires a single coconut as a skill shot. If has any ammo instead fires a targeted shot that does more damage.

W: "Seimian Slam" Active- Slams the ground doing damage and slowing to all enemies near donkey kong. If targets are otherwise un targetable I.e stealth/hourglass/bard ult, immediately end that effect and stun for 2 secs.

E: "Bannana Slama" Active- empowers and increases the range of the next auto. If the attack takes more than 5% of the victims maximum health, stun for 1sec.

R: "Blast Barrel" Active- Places a barrel that donkey and his allies can use to blast forward a certain distance When a champion who was blasted hits enemy players. Deals aoe damage to all hit and knocks up enemy with less current % health for 1 sec.

D3m37r110/17/2016, 3:00:59 AM3 votes

I see your Noel and i raise you Hakumen http://www.fightersgeneration.com/np5/blaz-cs/art/hakumen-cs.jpeg

Role: Slayer

Resource: None

Passive : Invincibility frames

Hakumen takes no damage during his ability animations but he can still be CCed

Q: Like Yasuo first Q but if it hits a projectile, the projectile will be nullified and leave a sphere. Spheres explode on contact with enemy champions, dealing minor damage and slowing them briefly. If a projectile hits a sphere, another sphere is created.

W:Demon leg

Deals damage in a circle around Hakumen twice. Knocks back anyone hit twice

E: Air dash

Hakumen dashes in the targeted direction. If he hits an enemy champ then he goes behind them and autos them once for big damage

R: Counterstance

Hakumen stands still for a couple seconds. If he is hit with a spell or basic attack he nullifiesit and deals massive damage to all enemy champions within an area

I'm too lazy to go to the wiki and get actual names.

Btw Valkenhayn is my fav character. Who's yours?

Ralanr10/17/2016, 2:06:47 AM3 votes

http://vignette3.wikia.nocookie.net/berserk/images/4/49/Struggler.jpg/revision/latest?cb=20121109143241

Guts (From Berserk).

Fighter (Juggernaut)

Resource: Resourceless/Rage bar.

Passive- Relentless: Damage inflicted on him increases his rage bar. The higher his rage bar, the more tenacity he has.

Q- Cleave: Guts swings Dragonslayer in a wide arc. In Berserk form he swings twice, the second strike deals double the original strike added up.

W- Frightful presence: Fears groups of minions and Neutral monsters. In Berserk form it also fears champions.

E- Cannon arm: Fires a cannonball from his left arm, but has a minimum range of 400 and deals less damage the farther it travels. In Berserk form the minimum range is removed.

R- Berserk: Only active when rage bar is full. The berserk armor takes control, granting him increased movement speed, attack speed, and extra effects on his abilities. However, in rage form Guts cannot tell enemies apart from each other, and sees all enemy targets as red silhouettes (like Rengar ultimate). The Berserk armor also has the tenacity gained from 100 rage for the full duration. Duration: 6 seconds.

Nami in Bush10/17/2016, 7:40:41 AM2 votes

Yours is weeb Mine is god http://imgur.com/a/eqA2y

Insanity Song10/17/2016, 1:08:26 AM2 votes

https://38.media.tumblr.com/tumblr_mb67kiHCvP1rsmkzoo1_400.gif

Quilbe The betrayer **_ Role assassin

Resource Mana AA Ranged Passive Boredom: after standing idle for 5 sec gains 15% movement speed

Q Wakfu portlet: Best way to describe it would be rek sai tunnel just not in a strait Line

W Wakfu flow: passively gain 5% mana regen while in combat

E Wakfu Shot: fires a ble beam dealing 100/150/175/200 {%10AP} (CD of 6 sec)

R Eliacube: activate Gains bonus attack reach, movment speed and CDR replaces Basic attacks with a wide swing basic attack of a scythe {sorter version of graves Auto is the best way to say it}

Golden Tager X10/17/2016, 2:36:30 AM2 votes

http://static.giantbomb.com/uploads/original/0/5892/270148-duke_nukem_004_1_.jpg

The Duke himself

Ranged Ad Carry

I have no clue what his abilities would be.

HzVee10/17/2016, 5:25:34 AM2 votes

This seems fun!

Akemi Homura (Puella Magi Madoka Magica)

Short range marksman/assassin

Resource: Soul gem This resource starts at fixed amount and depletes as time passes. Any successful objective by enemies (kills/turret/dragon/baron) also reduces it by some amount. Skills also costs few points.

Passive: Witch hunt Killed enemy drops grief seed that can be used to restore soul gem

Q: Homura fires her pistol (skillshot), can store 15 charges before going on 4s cooldown. 0.1s delay per shot. W: Homura throws a pipe bomb, dealing damage in an area after 3s and knocks enemy back. Can store 3 charges before going on 10s cooldown. E: <no idea atm> R: Homura stops time for 15s, only she is free to move and use skills. If soul gem is less than 100, using this skill resets the match instead.

Mogarl10/17/2016, 5:29:51 PM2 votes

Stalker from Warframe (Stalker in general, both shadow and original)

http://i.imgur.com/jT0UrRL.png

Role: Skirmisher Ideally used for split pushing tactics, excels when the enemy team is divided. Also makes Tenno face consequences, and doesn't drop War. Resource is energy Has a statline more similar to a ranged carry than a melee.

175 aa range

Passive: Damage adaptation When dropped below 30% / 30%, 50% / 30%, 50%, 70% health Stalker gains 60% damage reduction to the highest damage source(champion) for 60/120/180 seconds.

Q: Dread Minimum range of 500 Maximum range 700, 10 second cooldown, 150% total AD ratio, and applies on hit effects. Stalker pulls out his bow and shoots at the target.

W: Meditate Stalker selects a target and begins meditating becoming immobile and damage immune. After 2 seconds Stalker launches a projectile at his target's current location dealing an aoe blast that does flat damage as well as a percentage of all damage he was hit by during meditation.

E: Slash and dash Stalker dashes towards a target aa any enemies along his path

R: Dispel Turns off all ongoing passives, channels, buffs, and debuffs of all enemies within a radius of Stalker. Any passives not normally toggle-able will be turned back on after 1 second. Can be used through CC. Long ass Cooldown.

Jet Sett10/17/2016, 12:43:55 PM1 votes

http://vignette3.wikia.nocookie.net/bleach/images/5/57/277Starrk_enters.png/revision/latest?cb=20140824171836&path-prefix=en

Coyote Starrk

Role: Marksman/Fighter (Yes, another one)

Secondary Resource: Mana

Ranged

Passive: Every fourth auto attack, 5% of Starrk's AP is converted to true damage on the next auto attack, or 10% on the next ability.

Q: Charged Shots Starrk takes a moment to charge his guns gaining a shot for every .5 seconds spent charging. He can cancel it early to fire any charged shots available. His passive is only 75% effective for each shot, regardless of how many were fired.

W: Sonido

Starrk becomes invisible while gaining 80% bonus move speed decaying over 2 seconds. His next basic attack within 5 seconds of leaving stealth applies his passive bonus damage.

E: Assail Every 6 ability casts allows Starrk to cast Assail firing a magic shot through his enemies in a line, can be cast while moving and applies full passive bonus to all targets struck.

Ultimate: Los Lobos

Starrk transforms the pieces of his soul into wolf-shaped warheads and discards his guns, and instead drawing his Double Colmillo (energy blades) while in this state Starrk applies his passive every 2 autos and Charged Shots is replaced with Wolf Fang. Lasts 15 seconds.

Wolf Fang: While in his ultimate state Starrk can send out wolves to enemy champions, if they collide they will snare the first champion hit for .35 seconds and explode is a small AOE applying his passive damage to all enemies caught in the blast. Enemies who weren't the initial target, and minions only take 40% of the damage. He can send out a maximum of 3/4/5 wolves per ult use.

It was SO hard making a kit that didn't straight up infringe on either Xerath or Lucian too much since he has so many similarities with them.

DHZ10/17/2016, 4:47:02 PM1 votes

http://vignette2.wikia.nocookie.net/darksiders/images/d/d5/Vulg.jpg/revision/latest?cb=20120104024128

https://youtu.be/t3l_aMiCLX8?t=1m

Vulgrim, the Demon Merchant (From Darksiders (1 and 2)).

I'm too lazy to think of abilities right now, but it would be cool if he was a support that had some sort of interaction with gold. Maybe he can steal gold, give gold to his allies, or gets stats based on the amount of gold he is carrying.

Reaper559910/18/2016, 8:12:17 PM1 votes

http://vignette3.wikia.nocookie.net/aliens/images/f/ff/XenomorphXX121.png/revision/latest?cb=20141005001209

Xenomorph Fighter/Assassin Subclass: Skirmisher/Diver Passive: Xeno Followers Every 5th/4th/3rd/2nd (Levels 1/6/11/16) large monster/minion that Xenomorph kills becomes a chestburster, chestbursters have 300/400/500 health (Levels 1/7/13) (+20% Bonus hp) and 15/30/45 Attack damage (Levels 1/7/13) (+50% Ad), after they have assisted 4/3/2/1 (Levels 1/6/11/16) large monster/minion or one champion kill, they grow to an adult Xenomorph, gaining 40% increased health, Attack damage, and attack speed, Xenomorph can have 2/3/4/5 (Levels: 1/6/11/16) followers at once, champion kill/assists always give one chestburster, They prioritize the target that Xenomorph is attacking, Whenever Xenomorph dies, they begin to decay but double their attack damage and chase the target that killed Xenomorph Q- Facehugger (30/26/22/18/14 Second Cd) Xenomorph throws a face hugger in a line skillshot, it stops at the first unit hit and deals 60/90/120/150/180 Magic damage over 2 seconds (+60% Ad) (+40% Ap) while stunning for 1.5/1.75/2/2.25/2.5 seconds, If the target is a large minion/large monster/champion, and they die within the next 4 seconds, one chestburster is produced. W- Merciless (10 second cooldown) Passive- Every auto attack gains one stack of merciless, giving Xenomorph 2/3/4/5/6% increased attack damage and armor, max 3/4/5 (Levels 1/7/13) stacks, at 3 stacks the active can be used. Active- Strikes a target with his second pair of jaws, Dealling 3/4/5/6/7%-6/8/10/12/14% (+3% for every 100 bonus ad) of their max health as physical damage and heals himself for 7/8/9/10/11% of his missing health. E- Tail dash (16/14/12/10/8 Second Cd) Dashs in a line, Striking all Enemies with his tail and dealing 100/130/160/190/210 Physical damage (90% Bonus Ad), Stop at the first enemy Champion, %50 increased damage to that target and Silences them, Xenomorph followers leap to that target afterwards. R- Killer Queen (160/120/100 Second Cd) Passive- Xenomorph deals 30/60/90 true damage on every 3rd auto attack Active- Summons the queen to execute a target, the Queen suppresses target champion and deals 350/500/650 True damage (+50% Bonus ad), all Xenomorph followers attack the target the Queen is attacking, If the Target is killed, Xenomorph gain 60% Damage reduction for 3.5 seconds.

Strategy: A early pressure jungler, his main focus is to pick a target and blow them up as fast as possible with his high damage output, he has great at sustain with Xenomorph followers, So he can usually gank during or right after his first clear, mid game, he can start to split push well with his passive and late game this just gets even better.

PeanutButterFan10/18/2016, 3:30:41 AM1 votes

Taniel Two-Shot

Powder Mage Trilogy

AA Range: 350-700

PASSIVE Taniel's abilities will change every time they are cast and reset cooldowns.

Q: Powder Explosives

Every 5 seconds Taniel gains a charge with no cap. These act as GP Barrels but magic damage with armour pen passively and are always at 1 hp. When cast, swap ability to Infiltration for 3 seconds. They do 40/60/80/100/120 +100% AD

Q2: Infiltration Blink behind an enemy, kind of like Talon, and become invisible for 3 seconds. You will be revealed by pink wards. The next AA deals 75% of your AD as Magic damage. Deals 10/20/30/40/50 +110% Bonus AD

W: Guns Blazing CD 4/3/2 TOGGLE: When on, have 350 range but have 50% more AS and AD. When off, have 50% less AD but have 700 range. The first AA after swap will do Magic damage in an AoE equal to 50% of Taniel's AD.

E: Morale Boost When used, this ability raises the AP and AD of allies within 1000 range by 10%.

E2: Cavalry Call in some army support. 3 cavalry units will appear with 100/200/300/400/500 HP and 100 AD each. They will target the target you are targeting.

R: Two-Shot CD 160/120/75 Taniel lines up a shot, taking 5 seconds to line up with very thin and bland telegraph. After this, Taniel will fire two bullets in rapid succession. The first bullet does 100% MaxHP True Damage to anyone under 50% HP and normally will do 30% MaxHP True damage. The second bullet travels a little shorter but executes anyone under 60% MaxHP and normally does 35% MaxHP True Damage.

Someone give me base stats and costs, e.g. mana. I want him to be rewarded for playing smart or taking risks, and knowing when to swap W and stuff. Also yes no CDs for Q and E, but they have to burn mana fast if overspammed.

KrazyInstinct10/18/2016, 3:35:17 AM1 votes

Dude this new champ is so bad lol whats with the names

Veltox10/17/2016, 1:30:57 PM1 votes

Asura(Soul Eater) http://img2.wikia.nocookie.net/__cb20130813034205/souleater/images/7/75/Kishin-asura.jpg Ranged Mage/Support

Passive: MaDness

Every time he uses a ability he gains +20 At 50-100 his abilities gain increased damage or duration based on how much madness he got.

Q: Black fire

Asura can store 4 charges of black fire and can spit them with a hitbox and range around Nidalee q

W: Wavelength http://vignette2.wikia.nocookie.net/souleater/images/5/5f/Episode_22_-_Free_and_Eruka_affected_by_the_Madness_of_Fear.gif/revision/latest/scale-to-width-down/180?cb=20160527202542 Asura channels for 3 seconds to fear all enemy team with illusions around the range of Xerath ult

E: Dummy

Creates a clones of himself and knockbacks a chosen enemy champion.

R Vajra http://vignette2.wikia.nocookie.net/souleater/images/1/10/Asura-using-Vajra.gif/revision/latest?cb=20160526191658 Asura uses his devoured weapon companion to fire a beam similar with Nexus Siege obliterator but with a smaller hitbox. Feared or hit by black fire targets take double damage