Champion Ideas
Just a few champions kit concepts I've come up with, have fun browsing! League simple champion concepts
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Durable hap-hazard mercenary (short range) (work in progress) Passive: adaptive armor, being damaged by enemy champions gains stacks of this passive up to a cap. Each stack reduces the % of damage taken. Q: infernal grenade, throws a grenade that lands and explodes if it hits an enemy. If no target is hit the grenade rolls until it reaches the end of its range or hits an enemy. On explosion creates an AOE fire that deals damage for 3 seconds. If the grenade hits an enemy with out rolling it deals initial damage and briefly silences along with the Fire AOE.
W: blood sight: gains attack speed and move-speed. These bonuses are doubled while E is active. Taking damage lowers this ability's cool down. E: combat knife, pulls out a combat knife, gains full passive stacks, and gains a movement speed boost. AA loose range but gain % magic damage and applies a small stacking slow. Ult: final shot. next AA against an epic monster or a champion deals bonus true damage with missing hp damage. If the target dies you gain attack damage and refresh all cool downs, if not then you are stunned. (The next AA gains range, while using E the AA does not gain range but gain a 15% over all damage buff) -
Fawn mobile fighter/assassin Passive: the longer he doesn't AA the more damage he does, caps at a silence. Q: two sword throw (passes through minions) Throws two sword that slow and damage champion, if both hit 2X damage and a root. W: quick hooves. Passive take reduced damage from AOE abilities. Gains movement speed and can jump one wall. E: blade weave, for a short time aa apply grievous wounds, ignore unit block and deals bonus magic damage overtime. Your next attack applies full passive damage and silence. R: dashes forward dealing max hp damage to a single target and knocking aside all other enemy units near the target and dealing flat damage.
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Democian disruption Mage Passive: after casting an ability takes reduced damage from all sources Q: AOE damage around the champ leaves behind a mark that re detonated for double damage after a delay. W: AOE slow and damage. Re-detonates and knocks up and damages. E: AOE silence and damage gains a shield that gives a speed boost. Ability re-detonates at cast location rooting all enemies, if any enemy is rooted regains the shield and boost. R: creates a wall with its own HP. Can use abilities cost mana per second. Ult has no cool down but has to regenerate HP.
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Mounted Lancer guard. Passive: gains move speed when in combat and Ignores unit collision but reduces move speed when walking through minion. Q: Lancer: thrusts you lance forward in a line dealing damage and applying on hit effects. W: war horse: your horse kicks his legs forward slightly knocking back and stunning an enemy E: charge: passively gains move speed. Active, dashes forward heavenly slowing the first enemy hit and dealing damage to enemies behind the target. Ult: War horn: blows your horn, increasing ally's attack speed and ability power by a flat percent and gives them a regeneration buff that rapidly restores hp. Activating this below 30% hp gives the stats a 50% boost.
5.magic cowboy Passive 4 shot: after landing 6 AA in a medium time on enemy champions gains attack speed for 6 shots and refreshes cool downs (except ult) Q: skill shot that steals armor and magic resist from first champion struck and deal less damage for every target it passes through down to 50%. W: Elemental shot: the next AA does burn damage and gives true sight (fire) or slows the target and heals you. (Water) E magic whip: skill shot that stuns and damages the first thing hit and deals 33% damage to everything else along the path. Ult: quick draw: next aa gains range and does massive Execute damage. Triggers passive. (This ability can stack with your w)
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Mage mental blades Passive: AA scale off of ability power and restore a small amount of mana. Q: skill shot that restore missing hp if it kills a unit (max hp % if it's a champ) E: single target target spell that deals damage and 50% AOE damage to surrounding targets. (This works off an ammo system) W: drops a ring of blades at a location silencing and shredding magic resistance. The blades stay where they land for up to 3 seconds and slows enemies walking over them consuming that blade. R: point and click fires a spear that Impales an enemy champion dealing damage. Reactivation the ability retrieves the spear dealing extra damage but damages you on its return. (This ability can be intercepted.) ( if the ability kills the target originally it just stops existing.)
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Beginner friendly Balance spirit Passive: mind over matter regenerated extra mana out of combat with champions Q: mystic ball, fires a ball of mystic energy that damages and reduces magic resistance by 4-8 you gain half of the stolen resistances and can stack up to 5 times. Aa and other abilities refresh the stacks
W: spirit revival, shield your self or an Allie making them take a percent less damage. after 4 seconds the shield explodes dealing damage and healing the wearer for a percent of the damage done and damage blocked. E: pool of unity, creates an area on the ground for 5 seconds that damages and slows enemies. The slow increases the longer the enemy stays in the zone. Ult: spirit pulse. Chanel's for 1 second then Fires a cone of energy out in front of him dealing damage and slowing targets, targets below 50% hp are rooted, targets below 25% hp are stunned. -
Merle Dark magic Assassin scared and twisted Passive: death curse: upon death channels for up to 2 seconds then explodes dealing damage. Can be canceled early but deals less damage in a smaller range. Q: black arrow: fires a skill shot that damages all enemies it passes through. Stops on the first champion and applies a poison de-buff. Applies on hit effects. W: night blade: dashes to an enemy dealing damage and causing nearsightedness. Extended range against champions hit with Q. E: cloak and dagger: your next AA deals bonus damage and you enter stealth. Upon exiting your next AA deals bonus damage. Ult: elder magic: draws up ancient forbidden magic that passively deals bonus magic damage every 2 AA. active fires a long range skill shot that deals true damage slows the target and leaves behind a dark zone along its flight path that deals damage for 4 seconds
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Highway man ADC Passive: every 3rd shot applies a bleeding effect and slows the target. Q: fire bomb, throws a fire bomb that exploded on impact the leaves behind a firefly zone for 3 seconds that damages enemies. W: trick shot, fires a bullet that bounces up to three times the first damages the second slows the third roots. This ability targets champions E: piercing rounds, toggle on to give your AA bonus damage in a line behind your target and gains armor penetration Ult: Dual Pistol, gains attack speed on the next 4 shots, gains move speed, and all AA apply his passive. Works off an ammo system. Toggles on to consume stacks.
10: simple assassin highway man Passive: Does not use mana instead uses "aggression" which is gained from killing units and dealing damage mana items increase max aggression and mana regain items increase aggression gained from damage and kills. Critical strikes gain bonus aggression. Q: slash and gash. passively gains crits chance. Active performs a Melee ranged slash that slows the target reactivation the ability again to throw your hatchet. Hatchet deals extra damage to cc targets. (Can crit) W: smoke bomb. Throws a smoke bomb at you feet applying nearsighted and damaging all enemies. you enter stealth. While under stealth you gain move speed. (Stealth duration is decreased per enemy champion hit) E combat roll: performs a short dash during which you are untargetable. Upon exiting the roll your next attack fires you pistol in a small cone. Ult: run them through/ gun them down: thrusts you sword forward in a line dealing true damage to the first enemy champion struck and a percent of the damage to subsequent targets. If you have the second half of Q is up or the active from E this ability is changed to gun them down. Your next 2 AA fire your pistol dealing heavy bonus damage and range is increased. Damaging a target with the first shot marks them, the marked target takes 50% less damage from your second shot.
11: "just" assassin (simple) Passive: In the Kings name, gains a short burst of move speed after casting an ability. Q:chained knife, throws a knife that stops on the first champion or large minion hit and slows them. Reactivate the ability to deal extra damage but remove the slow. W: precision strike, single target Melee spell that damages and deals a percent of the targets current hp. Refunds manna on kill. E: Evasive roll, dashes in a target direction and gains a shield. Your next aa give you attack speed and deals damage based on how much shield you have left consuming the shield. Ult: death order, marks a target, they take take damage on application, takes max hp damage from you, and you gain unit walking when near them. If the target dies before the mark expires refunds a percent of the cool down.
12: spore the mushroom support/ADC (scales with ap and ad) Passive: poisoned knives, every 10 seconds spore's next AA deals bonus damage over time and applies a slow that gains strength over its duration. Landing AA shortens this timer. Uses hp not mama for abilities. Q: spore bomb, spore throws out a bomb that exploded dealing damage and leaving behind a field that slows enemies. Enemies hit with the initial damage are silenced. W: regenerative cells: drains hp to heal surrounding allies. When not active increases hp regeneration. E: evasive walk: dashes forward and gains move speed, attack speed and permitted passive. R: together we go: passively regenerates a portion of max hp after killing a large minion monster or assisting In killing a champion. Active: stealths you and a targeted Allie you both gain unit walk. When coming out of stealth refreshes all non ultimate abilities for both of you.
13: cursed Mage augment support Passive: every 3rd ability against a champion or epic monster degrades them causing them to take a 3-10% of all damage as dot over 5 seconds. Q: terrible bolt: skill shot that explodes on impact and leaves behind a trail that damages enemies who walk over it W: fear of death: crushed a target with dark power rooting them for 1-2 seconds. If the target dies deals AOE damage and fears surrounding units. E: amp: tethers to an Allie, slowing you but increasing their damage and giving them your passive. Ult: death curse: passively gains bonus ability power based on missing Heath. Active ( can only be used under 25% hp) kills you to deal a massive area damage and buffs your allies damage. If the blast kills a champion you revive with a portion of their max health.
*14: hex-tech pack Mage. Passive: battery, abilities uses a battery that regenerates over time, regenerated faster when moving. You gain a temporary shield after pack hits full charge. Q: channels a cone of energy in front of you the damage and range ramps with time. Costs battery each half second. W: magic spark: increases your move speed, activates your shield, and reduces the channel time for you q and e to reach max ramp. E: jump: launches into the air, reactivate the ability to land in a target area damaging and silencing. Channeling the ability increase his range silence duration and damage. Ult: catastrophic build up: over loads your pack with magic energy increasing the power of all you abilities, at the end of the ability deals AOE damage and true damage to yourself. If you die before the ability ends the pack explodes dealing a portion of the damage.
- Fish/man brawler easy Passive: when ever a unit does near by you gain blood lust. At 50 you gain a shield after next ability cast. Q flash bomb: AOE that applies near sight to enemy champion hit. W: ocean pull: skill shot that pulls an enemy towards you or you to the target and slows them. Distance traveled is based on your max hp compared to theirs, the more hp they have over you the more you are pulled towards them. E: serrated strike: your next 3 AA apply a bleed effect and heal you. Ult: ocean breaker: slows and reduces the damage of all enemy Champions around you. You gain armor and magic resist per champion hit. Allies with in the ability gain 1/3 of the defenses you gain.
16: ADC Passive. Stacks based on dead champions. Dead allies give you defense dead enemies give you attack damage. stacks fall off every 5 seconds Q: fires 2 shots every aa. Each shot deals 55-75% damage. W: Rolls in a target direction your next aa slows and bleeds the target for max hp damage. Activating your q doubles the slow and bleed time. E: explodes an area then lights it on fire. Creates 2 zones if q is active. Ult: rally to me: places a banner on the ground that gives attack speed, move speed to allies approaching the banner and healing on all damage done. These effects are given to nearby allies