Turn a character from a non-MOBA game you played recently into a champion

GI Jho·5/19/2016, 1:23:24 AM·10 votes·2,016 views

The title says it all. A discussion like this was one of my favorite places on these boards, but it's old and forgotten, so I'm reincarnating it. Feedback is encouraged. Make it detailed, too. Where would they go? What would they build? Synergies? Counters? Go wild! However, don't bash something because you dislike the source. (So no salt when something Undertale inevitably shows up here. Not that I'll mind that, I eagerly await it, actually. Also, before I stop, can I get more than just Sans in that regard?) Credit for the original discussion goes to NinjaToad99. Anyhow, I'll get us started.

Dusknoir, Guide to the Afterlife (Pokémon) Primary- Tank Secondary- Support

Passive- Pressure: Enemies within 700 range of Dusknoir spend 25% (Increases by 5% with each point in ultimate) more mana, health, or energy on using abilities.

Q- Shadow Sneak: Dusknoir fades into the ground, becoming an untargetable shadow before hastily creeping up on a target enemy within 800 range, rising behind them before striking, deaking 70/100/130/160/190 (+30% AD) physical damage to them and slowing them by 35% for 2 seconds. 75 mana, 14/13/12/11/10 second cooldown

W- Will-O-Wisp: Dusknoir fires a 750 range bluish-white flame forward. The flame ignores minions and most monsters, but burns the first champion or epic monster hit. The burn deals 140/180/220/260/300 (+25% AP) magic damage over 5 seconds and cripples the target as it burns, reducing their damage output by 15/20/25/30/35%. 90 mana, 14 second cooldown

E- Shadow Punch: Dusknoir's next basic attack within 5 seconds deals 60/90/120/150/180 (+45% AD) bonus physical damage and knocks the target back 350 units. 55/60/65/70/75 mana, 13/12/11/10/9 second cooldown

R- Pain Split: Pain Split can only target an enemy with higher HP percentage than Dusknoir or an ally with lower HP percentage than Dusknoir within 750 range. If used on an enemy, Dusknoir channels to suppress them for 2 seconds while he equalizes their HP percentage. If used on an ally, Dusknoir channels for the same duration to do the same, but, obviously, doesn't suppress allies. Half of the cooldown and mana cost is refunded on an ally cast. 100 mana, 120/90/60 second cooldown.

31 Comments

Bergk5/19/2016, 1:27:51 AM2 votes

Arthas Menethil, The Lich King (From World of Warcraft)

Passive) Frostmourne Hungers Your next Basic Attack strike deals 100% increased damage, and restores 30 Mana. (12 seconds Cooldown)

Q) Death Coil 50 Mana Cooldown: 9 seconds Deals 360 (171 + 4% per level) damage to target enemy. Can be self-cast to heal for 522 (248 + 4% per level) Health.

W) Howling Blast 70 Mana Cooldown: 12 seconds Root enemies within the target area for 1.5 seconds and deals 149 (71 + 4% per level) damage.

E) Frozen Tempest Cooldown: 1 seconds Mana: 15 per second Deals 106 (50 + 4% per level) damage per second to nearby enemies. Slows enemy Move Speed by 6% per second, stacking up to 30%.

R) Army of the Dead 100 Mana Cooldown: 100 seconds Summons Ghouls that last 15 seconds. Sacrifice Ghouls to heal for 586 (278 + 4% per level) Health.

https://hydra-media.cursecdn.com/heroesofthestorm.gamepedia.com/thumb/a/a5/ArthasArt.jpg/600px-ArthasArt.jpg

Ironclad Dragon5/19/2016, 1:35:36 AM2 votes

I like threads like this.

I'll be back when I have something.

Rendarkan5/19/2016, 2:18:42 AM2 votes

Krieg, The Psycho. Uses Rage Passive - Salt the Wounds - Taking damage gives Krieg cooldown reduction, 1% per 2% missing HP. Krieg is also immune to knock up and knock back.

Q - Empty the Rage - Passive - Krieg gains bonus attack damage based on current rage/ Active - Consumes all stored rage to double the bonus and increase attack speed by 20% W - Hellfire Halitosis - Deals magic damage in a cone in front of Krieg. when at full rage applies a 40% slow and DoT for 3 seconds. E - Burn baby Burn - toggle - Light yourself on fire, dealing damage in an area around you and deals damage to self. Kills while on fire heal self and cause a small fire to spawn for 5 seconds. Generates rage while active/ loses rage while inactive. R - Buzzsaw Rampage - passive - Rage bar is increased to 100/150/200 / Fill yourself with rage for 10 seconds, becoming a super psycho and increasing melee power by 100%, reduces damage taken by 50%, increases attack speed by 100% but can only use Burn Baby Burn and auto attacks.

http://vignette4.wikia.nocookie.net/borderlands/images/d/db/Krieg.jpg/revision/latest?cb=20130326020708

ZT Xperimentor5/19/2016, 3:52:40 AM2 votes

Abomination (class from Darkest Dungeon) http://darkestdungeon.gamepedia.com/Abomination Love playing this class, though so few LPers use him.

Note he'd be melee with reach, like tahm & thresh, though on the shorter end of the spectrum. **Uses the Heat system like rumble, just renamed to be stress. **Reminder that heat is basically the reverse of mana, using abilities generates heat, and maxing out silences himself while it cools off. Using rumble as a guide, if memory serves; max heat is 100, and each ability generates 20 heat per use, cooling off at a rate of 5 per second after no ability uses for 3 seconds, silence lasts 1.5 seconds as heat returns to 0. It'd also allow him to make some kind of afflicted comment when he's silenced from maxing out Stress for some clarity & amusement. Also I'm not going to list most values exactly, it's a thought experiment, not formal proposal to cross over :P

~ ~ ~ ~ ~ ~ ~

Passive - Cursed Existence; Gains damage reduction of 1.5% for every 1,000 Max Health he has. Any healing other than his own is only 1/3 as effective (except the fountain), but he is immune to grievous wounds. Uses the Heat system (renamed Stress).

Q - Human Form - Manacles; Sweeps his chain in narrow arc, dealing mediocre physical damage, and stunning. The stun is longer the farther they are from him. Eldritch Beast - Rake; Swipes the close area in front of him with his claws, dealing significant physical damage and bleeding those hit, for a small flat percentage of initial physical damage over time.

W - Human Form - Beast's Bile; Spews a disgusting poison to target area (+medium AP ratio), if it hits an enemy unit, it splashes towards another to create an additional smaller field for each unit initially hit. These splashes prioritize enemy champions. Eldritch Beast - Rage; Swings his claws in a curved forward skillshot, dealing massive physical damage. Angle/arc of the swing alternates with each use, as he's ambidextrous.

E - Human Form - Absolution; Consumes half of his stress to heal 5 times the amount (+some small fraction of AP). Eldritch Beast - Slam; Tackles target enemy, launching both airborne for a distance, dealing moderate physical damage to them on both impacts. Then slows himself briefly afterwords.

R - Transform; Only activatable if above 50 Stress regardless of form, and briefly slowed during the transformation animation, however is immune to Crowd Controls during it. When switching to eldritch beast, he gains 500 max health & 25 AD & 50 AP, resets his stress to 0. His abilities only generate half Stress, but gains stress continuously over time (just a reversed rate). When switching to human form, he looses the bonus max health from eldritch beast, and Stress returns to draining constantly, instead of gaining.

TheFancySkeleton5/19/2016, 4:07:47 AM2 votes

Springtrap, The Animatronic Amalgam Passive: Springlocks. Springtrap converts all of his suffering into a bar that enhances his abilities. Caps at 100. Q: Sparks: Springtrap lets out sparks around him, dealing damage around him, of course. W: Dismantle: Springtrap charges forward mangling his opponent, slowing them and adding a bleed effect, E: Jumpscare: Springtrap lets out a roar, fearing enemies near him. R: Burning Down: Springtrap ignites himself, giving him a flaming aura. Springtrap is slowed while it is active but he can't be cc'd. It deals more damage the longer Springtrap is on fire.

xxxDogmanxxx5/19/2016, 1:12:22 PM2 votes

Pikachu is already a champion Kennen

Surge065/19/2016, 1:24:22 PM2 votes

Sonic, The Fastest Thing Alive (Sonic Generations) Primary-Assassin Secondary- Fighter

Passive: ring counter Sonic collects rings by killing enemy units. Minions grant one ring each, neutral monsters are 10 rings, dragons, herald and baron are 15 rings and champions are worth 20 rings. The rings shield Sonic from champion and monster attacks for 2 seconds and the shield regenerates after collecting 10 rings. Champion attacks drain Sonic's rings in relation to how much damage they do.

Q: Spin Jump-Homing attack Sonic jumps into the air, dealing damage to enemy units and neutral monsters he lands on. Activate Q a second time to home in on enemy units. THe cooldown and mana are refunded if Sonic kills an enemy unit.

W: Spin dash A charge ability that sends Sonic rolling in a target direction. This does damage to all enemies in his path, and stops when he hits a wall, structure or champion.

E: Quickstep Sonic sidesteps to his left or right.

R: Super Sonic Sonic is endowed the power of the Chaos Emeralds, gaining invincibility faster speed and higher attack damage. Sonic does not lose health in his super form, but it does drain his ring counter. Enemy attacks will drain his rings faster, and he returns to his vulnerable state.

Asudurga5/19/2016, 3:54:19 PM2 votes

The Medic, Doctor without a license (TF2)

Passive: Prepare for your examination! Medic passively offers bonus morale in the form of increased armour and magic resist which increases by level.

Q - Medigun Medic tethers himself to a target and heals the target, this is increased by how low the allied champion's health is. Moving out of range cancels the healing but refunds a small amount of cooldown.

W-Blutsauger Medic arms himself with the Blutsauger and fires rapidly in a straight line (similar to Lucian ult), each hit restores 3 health for each syringe struck.

E- I will saw through your bones! Medic enters an enraged state and takes out his Ubersaw, dealing increased damage with his basic attacks at a melee range with a speed boost but reducing his self healing.

R-Ubercharge Passive- Each time Medic heals an allied champion, he gains a percentage of 'Ubercharge'. This can be increased faster by using the Ubersaw and striking enemy champions consecutively.

Active- At 100% Ubercharge, Medic will tether himself to a selected ally champion, making them and The Medic invulnerable for 8 seconds. The Ubercharged champion can still be targeted by CC and knock-back effects are doubled against the invulnerable Medic and Champion. However if The Medic moves out of tether range, only he will be invulnerable while leaving his patient to die.

Drunk Rummate5/20/2016, 4:23:18 AM2 votes

My Dark Souls 3 character ^_^

Energy Based (Stamina Bar) Passive: Sovereignless Souls - When minions, monsters, and champions die around you, you acquire souls. based on their size and strength. Returning to base converts these souls into experience, but dying before recalling loses them forever.

Q: Swordplay - slash as many times as you desire, limited by your energy bar. Each slash costs 20 energy, but can be charged for extra damage at an increased energy cost (up to 40 energy and 1.5x damage). Hold Q to charge. Passive: Using Q against a target facing away from you performs a backstab, granting you both momentary invincibility during the animation but stunning them momentarily while you deal a critical strike.

W: Block - Hold up your shield to absorb 100% of physical damage, or 60% of magic damage. Each attack blocked costs energy based on the damage absorbed. Running out of energy while blocking will stagger you momentarily.

E: Roll - Expend some energy to quickly maneuver in a direction. You are granted a short window of invincibility during your roll. Using Q after a roll will perform a special animation.

R: Crystal Magic Weapon - Buff your sword with sharp crystals to significantly increase damage and add magic damage to your attacks and abilities.

therealdragon5/20/2016, 11:03:15 PM1 votes

Charizard:

Passive: When he goes below 30% health, all his abilities do double damage

Q: Breathe fire in a cone for 4 seconds W: Send a gust in a line that steadily grows and does damage in an aoe. E: ......Iron Tail R: .....Fly

Drakylon5/20/2016, 11:54:43 PM1 votes

Etna, Vassal to the True King

Passive: "Elite" Prinny Squad Etna is accompanied by a squad of three explosive, uncontrollable Prinnies. These Prinnies wander around Etna and attack nearby enemies. Prinnies can be targeted by basic attacks and single-target targeted spells (taking 1 damage per attack/spell, and are immune to everything else). When a Prinny's health reaches 0, it returns to Etna's side and becomes unable to attack for a duration.

Q: Chaos Impact Etna charges a massive fireball and detonates it at her location, dealing physical damage to all enemies nearby.

W: Lift/Throw Lift: Etna lifts a target Prinny, minion or monster. While lifted, Etna is slowed, but the lifted unit becomes invulnerable and untargetable. After 3 seconds of lifting, Etna starts taking periodic damage and becomes rooted in place.

Throw: Etna throws her lifted unit at a target area, dealing damage to enemies nearby. If a Prinny is thrown, the Prinny explodes, increasing both the damage radius and the damage dealt, and damages all units instead of just enemies. If a monster is thrown into a higher-leveled monster, those two monsters combine their levels (base monster remains the one not thrown).

E: Sexy Beam (I'm not kidding, this is the skill name in the source game) Etna fires a pink beam of... something... in a cone in front of her, dealing magic damage to enemies struck. Enemies struck are Charmed and walk harmlessly towards Etna.

R: Prinny Raid Etna launches all remaining Prinnies, dead or alive, at a target enemy from long range. Each impact deals high physical damage and slows the target.

Drakusatheon5/22/2016, 12:38:19 AM1 votes

Lucatiel, Swordswoman of Mirrah (Dark Souls)

Passive: Knight's Oath Lucatiel lays down a summon sign at a random location on the map. If an ally activates this sign, Lucatiel is teleported to to sign after a short channel.

Q: Hollowslayer Passive: When Lucatiel kills or assists in killing a champion, they gain a stack of Darksign. For each stack of Darksign, Lucatiel's Hollowslayer active deals an additional 5%/10%/15%/20% percent of their maximum health as Physical Damage. Caps at 4 stacks.

Active: Lucatiel swings her greatsword in an arc, dealing damage in a semi-circle in front of herself and increased damage to enemies with the Darksign.

W: Estus Flask Lucatiel drinks from her Estus flask, restoring health to herself. The flask refills when she visits the fountain, and gains a single charge when she kills an enemy champion. Holds up to 5 charges.

E: Staunch Defense Lucatiel raises her shield, taking reduced damage slowing the attack speed of enemy units that strike her. While this spell is active, Lucatiel may activate it again to stun all enemies that are currently attacking her.

R: Curse of the Dark Sign. Passive: When Lucatiel dies, she loses all of her currently accrued gold and leaves a blood stain where she died. Lucatiel must return to this blood stain to acquire her lost gold. If she dies before reaching her blood-stain again, her old blood stain disappear (as does the lost gold) and a new one is created.

Active: Can only be used if Lucatiel is dead. Lucatiel respawns instantly and may place her Summon Sign anywhere on the map.

Lucatiel would be a durable utility front-liner/off-tank. With her ult, she can quickly return to the battlefield if her allies yet live. She would likely build juggernaut items like Sterak's and Titanic.

Ghyr5/19/2016, 8:49:31 PM1 votes

Master Chief anyone? (Didn't have time for a description)

Shroom Junkie5/22/2016, 1:56:26 AM1 votes

I was gonna do Junkrat, but quite frankly putting him together seemed like an AD version of Ziggs, lol.

WyvernEgg5/19/2016, 3:30:23 AM1 votes

http://www.smashbros.com/images/og/pit.jpg

melee range

Passive - Hot Springs - while in the river, he gains 20% tenacity and recovers 10 health per second. (disabled while in flight)

Q - Light Arrow - after its cooldown it will fly farther the longer you wait to cast it (medium low mana cost, short cool down, ap scaling) W - Guardian Orbitars - for 1 second all projectiles that hit him, pass through him harmlessly, and damage enemy units instead. (long cooldown, no cost) E - Snack Time - movement speed is reduced by half while he eats sugary sweets. Restores 5% HP + 2% ap while being channeled (medium cooldown, no cost) R - Power of flight - for 5 seconds he is airborne being able to pass over walls and is only targetable by spells and ranged auto attacks. Light Arrows cooldown is reduced by half and is the only spell he can use while in flight.

ICANTFEELMYLEGS5/20/2016, 9:14:07 PM1 votes

Well, if we're doing Pokemon ^.^ (I'm not good with numbers, however.) Milotic

Passive: Marvel Scale- When afflicted with any form of CC, Milotic takes reduced damage from enemy units. Q- Aqua tail- Milotic lashes a water infused tail in a cone in front of it, slowing enemy units closer to it. W- Recover- While out of combat, Milotic gains bonus health regen. When activated, Milotic instantly gains Marvel Scale's damage reduction. E- Ice Beam- Milotic lets loose a beam of ice in a line, harshly slowing any enemy champions hit. R- Aqua Ring- Milotic creates a large ring of water around itself, healing allys and dragging enemies towards its center.

AnonymousPoro5/20/2016, 10:51:41 PM1 votes

Geralt, the White Wolf(The Witcher 3)

P- Wolf's Pay: Geralt gains an extra 4/6/8 gold for every monster he kills. This effect can be stacked 3 times.

Q- Steel Slash/Silver Strike: Steel: Geralt blinks behind his target, striking them with his steel sword and slowing by 50% for 2 seconds that decays over time

Silver: Passive: Geralt heals 5% more from healing potions Active: Geralt slings his silver sword in a target direction, dealing physical damage. CD is greatly reduced if Geralt picks the sword up where it landed

W- Signs: Geralt chooses what sign to cast, rolling over Axii, Igni, Aard, Yrden, and Quen(think TF's W). Reactivating this ability will choose which sign you may use. Axii: Stuns target enemy for 1/1.2/1.3/1.4/1.5 Igni: Sends out a wave of fire. Length grows with CDR and level. Aard: Knocks back nearby enemies. Length grows with CDR and level. Yrden: The area around Geralt becomes a purple cloud. Enemies who enter this field become grounded and are slowed by 30%. Last 3 seconds Quen: Reduces the damage of the next attack by 45% and slows the attacking enemy by 30% for 1.5 seconds. Last 4 seconds. Half the CD of the ability is refunded if Quen is not triggered.

E- Meditation/Brew: Steel: Geralt meditates, recovering 5/10/15/20/25 health per-second and removing all debuffs. Effect lasts 6 seconds and cannot be interrupted once it's started unless Geralt is attacked.

Silver: Geralt passively gains stacks of ingredients for killing monsters. At 5 stacks, he can brew a potion that increases his attack damage by 10/20/30/40/50 for 20 seconds. Maximum amount of potions are 3. Multiple potions do not stack the effects.

R- Dual Swords: Gerald can swap between his Silver and Steel swords, giving him new abilities for each respective sword. His silver sword does 5/10/15% increased damage against monsters, but deals 15% less damage against champions. His steel sword does 5/10/15% increased damage against champions, but deals 15% less damage against monsters.

CannonLordFreed5/19/2016, 11:16:42 AM1 votes

Yamato Hotsuin- Master of the Dragon Stream

Passive- Cerberus: Yamato travels with his demon, Cerberus. Cerberus is a melee pet, and targets all champions Yamato auto attacks. Cerberus can be controlled by pressing alt and right clicking as well. Cerberus has his own set of spells that can be cast by pressing and and Q or W. These share a cooldown with Yamato's abilities.

Q- Leyline Strike / Charge: Yamato calls upon the natural flow of the dragon stream dealing 11/12/13/14/15% AP true damage to all enemies in a small circle and slow them 25% for 2 seconds. / Cerberus dashes to a target enemy champion, inflicting them with Grievous wounds and dealing 60/70/80/90/100 + 80% ap damage to them. Cooldown: 13/12/11/10/9 seconds

W- Megidolaon / Berserk: Yamato deals AOE damage to all enemies within his auto-attack range dealing 90/95/100/105/110 + 60% AP damage to all enemies in range. / Cerberus strikes an enemy then charges to 4 random nearby enemies, dealing 100 + 40/45/50/55/60 % ap damage to all enemies hit. Cooldown: 15/13/11/9/7 seconds

E- Knight Soul / Attack All: If Yamato would take lethal damage, Cerberus will rush to him to defend him. This passive has a 90 cooldown. This does not save him from damage over time effects. / Cerberus's basic attacks now cleave all enemies in a cone behind his target and deal 2/3/4/5/6% missing hp damage. Only one of these passives may be active at once. Press E to switch. Attack All cannot function if Knight Soul is on cooldown.

R- Physical Manifestation: Dragon Stream: Yamato gives the Dragon Stream a physical form, ordering it to charge. A skillshot that stretches between two walls and follows a given path for (Lux ult distance), dealing 100/120/140/160/180 + 75% ap magic damage to all enemies hit. [Target a point on the map and the Dragon stream will take the fastest path to reach that location and continue straight if it is passed.] Cooldown: 180/150/120 seconds

http://static.zerochan.net/Hotsuin.Yamato.full.746752.jpg

Blue Moon Wolf5/19/2016, 12:27:20 PM1 votes

Fallout 4 (insert name here), the Sole Survivor: Primary: Marksman Secondary: Fighter Passive - V.A.T.S. - every 15 seconds, an enemy is marked by the Sole Survivors pip boy. landing a basic attack on the enemy crits and slows them by 10% for .5 seconds

Q- Shotgun/ Railway rifle - Toggle ability. Shotgun: every basic deals aoe damage in a cone with reduced damage and range, but gains a bonus (5/7/8.5/10/15%) crit chance. Railway Rifle: every basic attack has extended range and deals bonus damage on an enemy marked with V.A.T.S.

W- Shishkebab - for 10 seconds or till reactivated, Sole Survivor switches to his melee weapon, reducing his range, but increasing his movement speed for 5 seconds. enemies hit with a basic attack burn for 2 seconds, dealing 5/7/9/15/20 in physical damage. while activated, he gains 2.5% his of AD as bonus armor and magic resist

E- Plasma grenade- Sole Survivor tosses a grenade that deals 60/80/100/125/155 (+.25% AD). if the grenade hits terrain, it will bounce off and change it's trajectory.

R- FatMan- Sole Survivor fires a mid ranged mini nuke, dealing 300/400/500 (+2.5% of AD) in physical damage to all enemies. After the mini nuke explodes, it's AOE becomes Irradiated, grounding and reducing the armor of everyone standing in it by 10/15/20 for 5 seconds.

http://cdn.newsapi.com.au/image/v1/c7d75d11585c445d00b859c0d4d9d29a

Hooksus5/19/2016, 1:10:29 PM1 votes

Delta-RC1138 "Boss"- Republic Commando

Primary- Marksman Secondary- Assassin Resource- Mana

Passive: Tactical Switch- If Boss gets close enough to an enemy, if he auto attacks it, he will use melee attacks with his vibro-blade instead of ranged ones with his DC-17 rifle. Auto attacks do the same amount of damage no matter the range.

Q- Breach- 60 mana- 22 second cool down Passive- Whenever Boss leaves or enters a bush, he gains movement speed Active- Boss switches to his Pistol for 15 seconds. Pistol: Decreased AS by 25%, increased critical strike chance by 10%, Shortened range by 40 units, additional AD on (.3/.4/.5) scaling

W- Weapons Training- 40 mana- 10 second cool down Active: Deals Damage in a small line, consisting of 6 AA's doing additional AD with (.2) scaling

E- Battle Foresight- 70 mana- 25 second cool down Active: Boss evades the next point-click ability that targets him (enemy)

R- Mobile Mortar- 100 mana- 120 second cool down Active: Boss Attaches a demolitions attachment to his DC-17 and fires 5 skill shots of AD damage in an AOE radius the applies slow and burn effect for 1.25 seconds.