Make your favourite super hero a champion!

Spooky Spooker·11/18/2014, 10:01:27 PM·2 votes·894 views

It's simple. It's like this:

The flash.

Passive: Speedforce For every champion killed grants bonus movement speed.

Q:Lightning dash Dashes to enemy doing 50/60/70/80/90 damage and stunning for 1 second.

W: Speed up Boosts nearby allies movement speed by 20/30/40/50/60

E: Flurry Passive: AAs double hit every three seconds Active: send out punches in a cone in front of you.

R: Mega Punch Channels and locks on to target enemy and no matter what does 90/100/123 damage. Goes through walls.

Now try it your self!

11 Comments

FarRockBF11/18/2014, 10:03:55 PM1 votes

I'm Batman

Mecha MaIphite11/19/2014, 12:57:35 AM1 votes

Batman.

Passive - Because I'm Batman Batman gains 30 movement speed when moving towards an enemy champion Q - Dash Batman dashes quickly in the cursor's direction. His next basic attack within 6 seconds deals bonus damage. W - Mark of the Bat The third consecutive attack against a target will deal bonus true damage. E - Batarang Batman throws a batarang at target unit, dealing physical damage and knocking the target back. If the target collides with a wall, it is stunned. R - The Dark Knight Batman's movement speed from Because I'm Batman is tripled, his AD is increased and his dashes grant invisibility.

Dreddeth11/19/2014, 3:22:03 AM1 votes

Othar Tryggvassen, GENTLEMAN ADVENTURER!!!

Melee Tank/Support

Uses Mana

Passive: Snuff the Sparks Othar gains bonus AD and MR when hit with an ability, equal to x%/x%/x%/x% of the caster's AP. This amount increases with ranks in Othar's R

Q: Extra Dashing Hero Othar dashes to a nearby allied champion, healing them for x/x/x/x/x (+x%MR). Can be cast twice within 1 second before going on cooldown.

W: Sidekick Team-Up Othar marks an allied champion for 1/2/3/4/5 seconds. During that minute, Othar and his chosen champion gain bonus AS and MS equal to 30% of Othar's MR.

E: Obnoxious Banter Othar taunts target enemy champion for 1 second and reduces their damage by 50%

R: FOUL! Can only be activated if Othar is under CC or has 30% or less health remaining. Othar falls into a portal and, after 2 seconds, falls on top of the enemy champion who last targeted him, dealing x/x/x damage, +1 damage for each 5 mana the target is missing.

Basically, Othar Tryggvassen, GENTLEMAN ADVENTURER!!! from the webcomic Girl Genius, is completely insane and driven to kill all "sparks," which are basically mad scientists, despite being one himself. Even so, he is one of the most genuinely nice characters in the entire series. Hence, the anti-magic nice guy shtick in his kit.

SecretAgentHulk11/20/2014, 4:21:19 PM1 votes

Hulk.

Gnar

Laughing Fish3/4/2015, 1:40:06 PM1 votes

#Batman - The Dark Knight Classification: Assassin/Fighter

Passive: Because I'm Batman Batman gains 10%/20%/30% Armor and Magic penetration

Q - World's Greatest Detective Batman reveals all units within 1000/1300/1600/1900/2200. He then gains +50% movement speed for 10 seconds when moving towards an enemy champion or turret.

W - Shadow of the Bat Batman instantly stealths and becomes untargetable for 2 seconds. While stealthed, this ability can be cast again to teleport to a nearby enemy champion, dealing 10/20/30/40/50 (+100% AD) physical damage to the target.

E - Silent Guardian Batman teleports to a nearby allied champion or minion, granting himself and them a shield for 4 seconds that protect for 100/150/200/250/300 (+30% AP) damage.

R - The Dark Knight Batman channels for 4 seconds. After channeling, Batman teleports to any visible enemy champion, summoning a flock of bats that blind his target for 2 seconds and deal 300/400/500 (+100% Bonus AD) Magic damage over the course of 4 seconds.

Laughing Fish3/4/2015, 1:59:28 PM1 votes

#Superman - The Man of Steel Classification: Tank/Fighter

Passive - Man of Steel Superman gains 10 Armor and Magic Resist per level (180 at level 18)

Q - Heat vision Superman shoots a beam from eyes, dealing 100/150/200/250/300 (+70% AP) Magic damage to all targets hit.

W - Solar regeneration Superman channels for 4 seconds, healing for 60 / 100 / 140 / 180 / 220 (+ 60% AP) health each second. This ability can be preemptively interrupted by recasting this ability

E - Raw power Superman punches a target, dealing 150/200/250/300/350 (+100% AP) physical damage, and knocking the target back for 300 units. Superman then gains +80% movement speed for 4 seconds.

R - Son of Krypton Superman charges in a target direction at 1000 Movement speed for up to 8 seconds, during which time he cannot cast abilities nor attack, but is immune to all crowd control effects. Superman's trajectory will update toward the cursor over the duration, but his turn rate is decreased. If Superman collides with an enemy champion or terrain, charges for the full 8 seconds, or re-activates the ability, he will slam the ground with tremendous force, dealing 300 / 600 / 900 (+ 60% AP) physical damage and slowing surrounding enemies.