Boxing Champion

ªRiven·11/10/2017, 9:57:51 PM·1 votes·334 views

It would be awesome if Riot made a traditional boxer type champion, with a crazy lore about how humans weren't enough for him in the ring so he had to to take his right hook to the rift. He would be a melee champ with a parry heavy kit and an execute punch for his ultimate or something like that.

3 Comments

Terakali11/11/2017, 12:24:50 AM2 votes

I'm feeling lazy, so I'm not naming anything or giving numbers, but I will tell you that Lee Sin and Vi kinda take up most of the 'boxing' niche.

Passive: X gains a burst of attack speed briefly upon attacking an enemy champion. Attacking a new champion refreshes this duration. After it ends, attacking the same champion grants a little bit of movement speed.

Q: X decks his target on the next attack, dealing extra damage and displacing them (interrupts channels/dashes).

W: Passively, X gains a stack Bob every time he deals damage to an enemy champion. Once he has 5 stacks, he can activate this ability to temporarily become immune to auto attack damage and reduce damage from projectile abilities.

E: X guards himself, gaining a % of his AD in armor and magic resist but reducing his attack speed for the duration. This is a toggled effect and costs no mana, but has a brief cooldown between changes.

R: X channels for a brief moment, gaining increasing range on a dash. Clicking sends him shooting forward, dealing damage to all units he passes until he strikes a champion, dealing the same damage again with an added amount based on missing HP which scales based on his attack speed.

Lord of Math11/11/2017, 8:28:23 AM1 votes

Passive: Gains Tenacity/ slow resist stacks for autoattacking lasting for six seconds a piece. Q: Right Hook ignores a flat amount of armor and deals damage W: Toggle that makes you hit them in the Face/Head with Autoatacks these deal bonus damage and slow the target. Costs energy for each hit. E: Uppercut the enemy into the air. Knocks them up for time relative to how long it was charged and deals damage relative to how long is was charged. Knockup capped at 4 seconds after charging for ten seconds. Damage scales for 100 per level per second charged with no cap. numbers need to be changed R: For the next fifteen seconds Auto attacks apply stacks of Concussion. The next Hook deals damage multiplied by the number of stacks of concussion on the target.