Some Random Champion Ideas

alextafur22·5/13/2016, 5:23:24 PM·1 votes·483 views

Hi guys! Riot loves to talk about how much they want to make champions that feel unique and interesting to play, and so I thought I might try out some unique or interesting mechanics/ideas and see how they turned out. I've come up with three general champion ideas with fleshed-out lores, basic ideas, looks, and kit designs. Some of it all is purposefully vague because I wasn't sure about an ability's effect other than a general idea, and there are no images because I'm not a drawer and very few numbers because I'm probably not the best person to talk to about balance. But I think the rough ideas are cool and have potential! Let me know what you think.

  • Name- Volmund, the Smith of Ages

    • Lore
      • Deep in the icy depths of the Freljord whose true name none but its inhabitants know. From all over the world people make the dangerous journey to visit this village, traveling miles and miles of deadly ice and snow to petition the master smiths of the village for weapons or armor beyond compare. The city endured through centuries of conflict in the Freljord, safe in their knowledge that both sides relied on them. One day, however, this peaceful existence was shattered as Sejuani’s forces, seeking to control the strange magic that granted these smiths such power, attacked and burned the small town to the ground. Of the entire town’s people, only two survived: a young goatherd, who had been out in the fields when the attack occurred, and his older brother, the town’s foremost smith, cut down and left for dead. with a brutal scar marring his face as testament to the horror he had endured, the young man vowed revenge and joined the League of Legends to seek retribution against the woman who murdered his family and people.
    • Look
      • Similar to Braum, but a bit more stern
        • clean shaven
        • more narrow face
        • also bare-chested
        • heavily muscled and tattooed
        • wears a simple tunic
        • stained all over with grease and ash
        • bad scar running down the side of this face
        • Fights with a smith’s hammer thats got incredibly intricate
    • Basic Idea
      • He’s a tanky support champion with some cc, but whose real perk is that he can interact with the shop in unique ways, and save allies substantial amount of gold
    • Kit
      • Passive: Enchanted Hammer
        • Every third auto attack against an enemy champion debuffs their armor and magic resist by 5. This effect can stack up to three times on the same champion, and stacks fall off every five seconds
      • Q: Hammer Toss
        • Volmund throws out his hammer, which deals damage in a straight line before returning to his hand, slowing as well on the way back. Any enemies hit by both parts of the hammer’s motion are stunned
      • W: Batter
        • Volmund grips his hammer with both hands and makes three wild swings, each of which does bonus damage scaling off of this extra health and also knocks back all enemies caught by them
      • E: Armorer
        • Buffs armor and mr of an allied champion and also provides a speed buff or damage boost. Mele Range.
      • R: Magicsmith
        • Passive: Instead of finishing them at the shop, allied campions can “give” components of an item (once they have them all) to him and after a while they can come back to him and pick up the finished item. They loose the items for this duration, but don’t need to pay the recipe price when they get them back, and the items don’t take up slots in his inventory as he “forges” them.
        • Active: Volmund leaps to a nearby wall and slams his hammer against it, sending out a wave of sound that silences all enemies it passes through for five seconds. The wave has a slow travel time and limited range. Enemies in between are slammed into the wall and stunned
  • Arseminus, The Voice of Magic

    • Lore
      • Magic. It’s a central fact of life for anyone who lives on Runterra. From the devastating power of Luxanna Crownsguard’s final spark to the magical lamps that gently light the streets of Noxus, almost every native of the continent takes it entirely for granted. No on has ever questioned its existence. No one has ever thought to ask, in all their years of use and exploration, exactly what this strange force is. No one has asked where it comes from, if it’s a force of nature or a living thing, if it wants anything. It is to remind us that we should have been asking these questions all along that Arseminus has appeared. He is here to shown us what we have ignored, and to tell us that there are indeed things that magic wants. Very, very badly.
    • Look
      • Ethereal
      • blue should be the thematic color
      • humanoid, but only vaguely
      • should look as if its made up of wisps of smoke
    • Basic Idea
      • Supportive mage, that influences the spell casting of his allies and enemies alike, and works with the mana of others
    • Kit
      • Passive: Animating Force
        • He has no mana, even though his spells all have mana costs. Instead, he can only casts spells by drawing on the mana of the nearest allied or enemy champion (ally range 2000, enemy range 1000, passive will prioritize enemies if both allies and enemies are in range)
      • Q: Magic’s Gift
        • The next spell an ally casts will use no mana, and will have half of its cooldown refunded
      • W: Manatheft
        • Channels for up to three seconds, drawing in mana from all enemies in range. Upon reactivation, or upon reaching the end of the channel, deal a base damage + scaling amount based on Mana stolen to all enemies in range, and returns the mana.
      • E: Implosion
        • After half a second, deal damage in a target area and create a small pulling zone, that pulls any enemies caught in it a short distance toward the center of the zone.
      • R: Arcane Awakening
        • Some kind of spell buff ability, that effects all allies inside a zone around him that also moves with him. 1-second channel time.
  • Nyrissa, The Enca Witch

    • Lore- Noxus has not always existed. For eons before city was ever established, an ancient tribe known as the Enca inhabited the land. Over time they have been pursued from their homeland by the Noxians that now claim it as theirs, but the Enca live in hiding still. Deeply steeped in the ancient magics of Runterra, the Enca long ago perfect the art of involving their own bodies in the magic they work, through tattoos and piercings and myriad other body modifications. A people that value magical power above all else, their leader is simply known by the title “witch,” and can only become witch by defeating the previous witch in mortal magical combat. Nyrissa, a self-taught master of tattoo magic, is the strongest witch the Enca have seen in centuries, and she entered the league to fight for her people, confronting the empire that has occupied her tribe’s land for far too long. Only time will tell if she can succeed in securing the safety of her people for generations to come.
    • Look
      • She’s not your typical willowy mage, but rather a burly woman who could easily hold her own in any kind of fight. Her clothes are stark white, a sleeveless top and short skirt, both woven of natural fibers. Tattoos in intricate designs all over her body and dress, black when inert but that change colors depending on the magic she is currently working through them.
    • Basic Idea
      • She’s a heavily tattooed mage who uses these tattoos as the basis of her power and the central component of her kit. She’s a brawly mage, who wants to get in close to people and stay close to them while dishing out close range damage that escalates the longer she can stay close to an enemy
    • Kit
      • Passive: Thicker than blood
        • Nyrissa’s auto attacks scale off of her AP with repeated hits to an enemy, gaining magic damage equal to (0, 10, 20, 30, 40, 50%) of her AP. She loses one stack every three seconds, but does not need to be hitting the same enemy to stack
      • Q: Living Barrier (Tattoos glow yellow)
        • Nyrissa gains a shield that scales off of her AP. As long as the shield is active, her movement speed is increased by a small amount
      • W: Inklash (Tattoo in use glows dark blue)
        • Nyrissa lashes out with her arm, sending one of her tatoos forward in a straight line. If the tattoo strikes an enemy, that enemy takes medium damage and Nyrissa is immediately pulled toward them.
      • E: Dark Tides (Tattoos glow green)
        • Ink spreads from Nyrissa’s feet, slowing enemies around her for three seconds. After three seconds the ink explodes upward, rooting any enemies still in range.
      • R: Ancient Power (Tattoos glow red)
        • For 5 seconds, Nyrissa’s tattoos unleash their full power, granting her increased movement speed and attack damage. At the end of the ultimate’s duration or upon death, Nyrissa’s death if she dies with ultimate active, the tattoos explode one last time, dealing extra damage based on the amount of damage dealt by Nyrissa with the ultimate active.

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