[Champion Concept] DhaMa, The Force of Balance

Rakoon Jesus·5/11/2015, 2:49:55 AM·1,424 votes·599,105 views
http://i.imgur.com/zk1Ktce.jpg

EDIT: Might as well post my other champion concepts on here too ^^. Cezzaro the Barren Conqueror http://i.imgur.com/vHcMvbn.png http://i.imgur.com/SubbsHF.png

Alfina the Voice of the Storm http://i.imgur.com/J3oPJVl.png http://i.imgur.com/grekodz.jpg

You can find some of my work at artstation.com/artist/samuelyoun9 and samuelyoun.com

Thank you Iniquitee for clarifying! The nail's in the coffin :(. But sincere thanks to all the people that boarded the DhaMa hype train, helping create the skillsets and lore. It was a very interesting week!

This is Dha Ma, a League of Legends character that I concepted. They are supposed to represent yin and yang and they are a paired duo/team that sort of plays like Ice Climbers in Super Smash Bros. The basic storyline: Karma and Syndra had a very powerful battle, and after their most powerful attacks collided, two beings were born. These two are truly neutral, being both good and evil, and stopped the battle. But, they aren't perfect, as they are still young, so they are very playful and chaotic. They have a duty of keeping balance in the Fields of Justice.

I haven't thought of a skill list yet, but it could literally be anything. If you guys can think of anything, feel free to post suggestions and comments.

Here are some images that I've done.

http://i.imgur.com/zk1Ktce.jpg http://i.imgur.com/Rq2opzn.jpg http://i.imgur.com/8uWLonQ.jpg http://i.imgur.com/36vwNBj.jpg http://i.imgur.com/sZejYi7.jpg http://i.imgur.com/g1cCJUv.jpg

EDIT: Here's a Blood Moon skin that was inspired by my cousin. http://i.imgur.com/ni0KA2N.jpg

931 Comments

RiotRiot Baconhawk5/16/2015, 2:02:55 AM427 votes

Wowowowowow! So gorgeous! Totally forwarding this thread on to the Champion team ^_^

Ironclad Dragon5/11/2015, 3:11:54 AM275 votes
RiotIniquitee9/8/2015, 11:18:41 PM103 votes

Hey folks (and Rakoon Jesus in particular)!

I wanted to jump in here and drop a quick note now that we're headed full steam into the new champ hype train (yes, these mask assets on the PBE are teasing a new champ, confirmed!).

Dha and Ma is a super cool concept, with a lot of compelling elements. The yin & yang, dark & light dual nature has a lot of very novel thematic and visual flair that hasn't been explored in League yet. I wanted to quickly dispel the notion that this was a direct inspiration, however - in fact, the first concept for our next champion was created January 26 of this year.

Champion ideation draws inspiration from many places, and often incorporates common and uncommon themes, concepts, and archetypes. There are thousands of champion concepts out there and it's common that we can find one or many that mirror some of the themes that end up making it into a released champion. Innovating in the space via art, gameplay and theme can be a real challenge, and it's common to be able to point to another character from other games, comics, movies or other media and be able to say that there are similarities. In the end, though, we strive very hard to create something truly unique to our game and universe, and I hope that of all the things you can call new League champions, "derivative" is not one of them.

We love that players are passionate and engaged enough with League to come up with super cool concepts like these, so don't stop! I look forward to getting all the juicy details into your hands so you guys can learn all about how we came up with and delivered the champion concept and who it turned out to be (I think you're gonna dig it).

In the mean time.. they are coming...

Rand0mH3r0X5/11/2015, 5:03:04 AM94 votes

Nice design.

I would imagine the ultimate theme is balance.


Another cool ability layout: ( If DhaMa (MaDha) is AP )

http://i.imgur.com/Rq2opzn.jpg

Dha Ma - The Force of Balance

Base Health: 430 + 90 per level Base Health Regen: 4 Base Mana: 380 + 40 per level Base Mana Regen: 8 + 1.6 per level Base AD: 49 Base AS: 0.595 Base Movement Speed: 330 Armor: 23 + 3.6 per level Magic Resist: 33 + 0.8 per level Attack Range: Dha: 430 Ma: 125

Passive - Speed & Feed

Dha: Speed. Gains movement speed based on the amount of enemy champions. ( 10 x champions ) Ma: Feed. Gains passive AP based on the amount of damage recently traded in an area to enemies, allies, minions or monsters. ( 1 per >level + ( Damage(1.002)^Level - Damage ) that lasts for 6 seconds.

Q - Inescapable Truth 40/50/65/80/100 mana

Dha: Fires a small ball of light energy surrounded by dark energy. Deals 30/50/70/90/110 + (0.6 AP) and applies a lasting effect that deals 1% of max health over 3 seconds. Ma: Fires a small ball of dark energy surrounded by light energy. Deals 60/80/120/180/260 + (0.4 AP) an applies a lasting effect that slows 99% and decays rapidly over 3 seconds. Cooldown: 14/13/12/11/10 Range: ( Skillshot ) Dha: 450 Ma: 900 Speed: Dha: 1600 Ma: 800 Cast Time: Dha: .08 Ma: .02

W - Soft Touch / Evil Mark 60/70/80/90/100 mana

Dha: Dha takes 75/80/85/90/95% reduced damage for 0.5 seconds Ma: Ma marks his opponent, increasing damage dealt by 5/10/15/20/25% for 1.5 seconds. Cooldown: 20/18/14/10/4 Range: ( Self/Point-Click ) Dha: Self Ma: 650 Cast Time: .05sec

E - Too Close / Closer 35/55/70/85/100 mana

Dha: Dha knocks enemies back in a small cone with his tail dealing 30/35/40/45/50 + (0.6 AP) Ma: Ma pulls enemies in large cone with her tail dealing 60/70/80/90/100 + (0.4 AP) Cooldown: 12/11/10/9/8 Range: (Skillshot) Dha: 200 Knockback = 150 Ma: 600 Pull = 50 Cast time: Dha: .02 Ma: .08

R - Peace / War 50 mana

Dha: Switches to Dha, restoring 3/5/10% of Dha Ma's missing health and grants access to Dha's abilities. Ma: Switches to Ma dealing 3/5/10% of Dha Ma's maximum health to enemies and grants access to Ma's abilities. Dha and Ma have separate cooldowns Cooldown: 10/7/6/5 Range: Self Dha: Self Ma: Splash Self 500 Cast Time: .0333

Champion Character:

Dha Ma is created from unstable energies that have collided. These energies are in balance, but require even more energy to become unbalanced. Dha is male energy who is playful, defensive, and prefers a safer playstyle. Ma is female energy who is serious, offensive, and prefers a riskier playstyle. Dha and Ma keep each other in balance by mere existence. They trade off certain qualities to make a unique champion that highlights the >differences of an offensive strategy and a defensive one.

Playing Dha Ma:

Dha Ma requires a lot of mana for his/her combo. At level 3 their combo can easily cost 305 mana consuming over half of Dha Ma's mana. Using Dha Ma's abilities for farming become very expensive mana-wise, so saving a large amount of mana will always be a necessity. Dha Ma has passives which are self sustaining, but the need for mana means that Dha Ma will have to build mana items and mana regen. Dha Ma is recommended as a tank, but can be squishy AP.

Using Dha - allows for a larger ranged auto attack, but a lower amount of ability range. For laning, he will be a safer option naturally, but he does not have a long ranged poke. He would be able to farm safely but not trade with enemy laners. Dha offers limited damage options that scale with AP. Dha can run from danger when the jungler comes to gank with the passive and knock back. He will also be able to avoid a lot damage taken from abilities for a brief period if he can time his ability just right. Switching back into Dha also heals him so he >will be able to survive and evade.

Using Ma - allows for a shorter melee auto attack, but a higher amount of ability range. Her short auto-attack range opens her up to receiving damage from her opponent since she does not have a ranged auto attack. She can trade with the enemy laner with her damaging abilities that have range and flat damage. Her passive builds up AP that fuels off of damage being traded in an area. To best use this, it is best to wait till a minion wave. Her passive also can be a fight changer since it can be built it really quick if an ally dies from a burst. Ma doesn't have any escape potential, so it's best to use her for an all out offensive rather than a laner. It's best to switch into Ma once you >have locked down an enemy, since she can deal a percentage of her max health as damage.

Advanced Techniques

To maximize damage potential, use Dha to AA then Q and Quickly E. Flash on top of the enemy and switch to Ma, W the enemy to increase the damage, E then Q and end with AA until you can switch to Dha and W to escape any damage.

When laning, use Dha to last hit minions and Ma to kite the enemy laner away. Dha will have 350 movement speed without boots if the enemy jungler comes for a gank. Using Ma should only be for an all-out offensive since she lacks mobility and an escape. Be mindful of cooldowns and mana at all times.

Dha Ma has a built in kit that allows a lot of damage, but a high mana cost. Switching to Ma can sometimes be more damage efficient if a poke needs more punch. Dha Ma has to have a long term presence in order to be effective due to their long cooldowns and passives. In order to achieve this, Lots of mana, health, armor and magic resist would be needed. This would effectively make players have to build tanky. A typical tank build may look like this: summoner 21 summoner 4 item 3259 item 3151 item 3102 item 3027 item 3068 item 3116 item 3361

Alternatively, Building Dha Ma squishier may raise his/her burst potential, but at a cost of survivability and mana. A typical glass cannon build may look like this:

summoner 14 summoner 4 item 3255 item 3003 item 3089 item 3157 item 3285 item 3165 item 3361

Going Against Dha Ma

Dha has the escapes, Ma has the damage. Be ready to pounce whenever Ma is activated because the damage is coming. Ma has a longer range and more damage, but has to continue with a melee attack. Attacking while Ma is active is the most effective because Ma will be focused on an all-out offensive and isn't able to be defensive. Whenever Dha is reactivated, he gains health, but this can be negated with a simple ignite or grevious wounds. Saving ignite to execute Dha Ma will be crucial in getting the kill. Dha is not very great at soloing, so it's best to 1v1 him at that point rather than to try to chase him down as a team because he will get away. Watch Dha Ma's mana carefully, they will need at least 600 mana to burst at max level. Dha Ma has long cooldowns so avoiding their abilities will set them back tremendously. Dha Ma is scaled Mid-Late Game despite their early game potential. Taking advantage of Dha Ma early and not allowing them to buy the >most expensive items available to Mages will keep their overall output low. Ironically, Inescapable Truth is escapeable when Ma uses it.

Ideas Surrounding the Concept

1. I want Dha Ma to be a defensive and an offensive character. Two extremes in a symbiotic relationship. 2. Dha Ma must have high mana costs. In Chemistry, unstable atoms take little energy to bond to another (Hydrogen and Sodium) and stable atoms ( Argon and Neon ) require even more energy to separate. Knowing that Dha Ma is a balance character, I feel as if the high mana costs should be a part of them because they require lots energy to manifest any imbalances that can be turned into abilities. 3. I want Dha to be male and Ma to be female. To better contrast the two. Also the gender assignment helps break a gender appropriation rule, so it's kickass. 4. Dha should prioritize defensive ability, excelling at mobility and damage reduction. Because of this, Dha pushes away enemies, runs from them, laughs and screams high pitch during his abilities, has a quick ranged attack and does minimal damage. 5. Ma should prioritize an all-in offensive ability, excelling at damage and retention. Because of this Ma pulls enemies toward her, grunts, growls and roars (tiny roars) in her abilities, has a melee attack and does maximum damage. 6. To keep Dha Ma from building pure AP, because that's boring, I started with a 1.0 AP ratio, and split it unequally, to give Dha a higher AP ratio and Ma less. Ma does more damage then Dha, so being safe with farming with Dha means that you don't do much damage. Switching between Dha and Ma costs mana at early ranks to avoid constant harass. 7. I wanted the passives to reflect the nature of Dha and Ma. Dha feeds off danger to be more slippery ( adds to clowny nature ) and Ma feeds off damage ( adds to malevolent nature ). 8. To keep Ma from being extremely powerful, her abilities have more damage, but less speed and CC. Avoiding Ma's abilities will mean that she is already screwed and cannot afford to keep throwing misses at you.
9. To keep Dha from being the most used half, the damage is reduced and has no CC counter. Dha is easy to catch if you chase with 1 person only. If the team chases he will get away. 10. A thematically interesting character. Dha or Ma will hover behind the active half just meandering. The stark contrast in sound >and visual effects I believe will make them a very eye catching.


That's my AP Dha Ma concept, let me know what you think.

Volt Cruelerz5/12/2015, 3:38:08 PM35 votes

Here's my idea for a kit. Basically, you have a unique bar mechanic called Alignment that starts out at 50% full. At 100% full, they are fully Light, causing Ma's abilities to be empowered. At 0%, they are fully Dark and Dha's abilities are empowered. In other words, the farther from the midpoint they are, the more they want to try to return to it.

Passive: Harmonic Oscillation

Every ability cast shifts the Alignment of Dha Ma in the direction of the caster. Auto-attacking causes Dha and Ma to trade out. Ability strength scales with Alignment

  • 100% Alignment scaling would be an increase Dha's ability's power by 50% if alignment were 0%,
  • 50% Alignment scaling would increase an ability's power by 25% if alignment were all the way at the other end,
  • Alignment yields no increase in ability strength if it is neutral or toward the current actor's own

Basic Attack Range: 625 Basic Attack Type: Beam (like Azir and Vel'koz)

Q: Oder/Chaos

Dha - Order: fires a bolt that creates a slowing field that slows movement speed by 20/25/30/35/40% and attack speed by 10/12/14/16/18% of all non-allied champion entities (so this works on enemy champions, enemy minions, all turrets, all neutral monsters, and allied minions). Ma - Chaos: fires a bolt that creates a Corrupting field a stack of Corruption every second to enemies within the field Corruption: causes the target to burn for 5% of their current health over five seconds. If a target receives 5 stacks, they are stunned for one second 50% Alignment Scaling Cooldown: 12/11/10.5/10/9.5 Alignment Shift: 5% Range: 900 Radius: 375 (scales with alignment)

W: Exonerate/Condemn

Dha - Exonerate: heals (based on alignment and AP) an ally (or self) and applies 15% tenacity to the target player for 2/3/4/5/6 seconds Ma - Condemn: deals high damage (based on alignment) and increases the duration of crowd control effects on the target enemy champion by 20% for 2/3/4/5/6 seconds 100% alignment scaling Cooldown: 14 Alignment Shift: 10% Range: 900

E: Exorcise/Possess

Dha - consumes all stacks of Corruption on the target to deal damage (based on alignment, stack count, and AP) and self-heal (based on alignment and AP only). Self-heal is reduced if the target of Exorcise is a champion. Ma - deals damage (scales on alignment and AP) and applies 3 stacks of Corruption to all enemies within 400/500/600/700/800 units 60% alignment scaling Cooldown: 8 Alignment Shift: 8%

R: Equalize

Dha - Fires a slow, wide, penetrating skillshot that heals allies that scales with your current health (and Alignment and AP) Ma - Fires a slow, wide, penetrating skillshot that deals damage that scales with your missing health (and Alignment and AP) 150% Alignment scaling Alignment Shift: 50% Range: 1100

This would make Dha Ma a rather unique champion in that they could quite possibly do any role except ADC. With Order's intrinsic ability to control minion waves, it will be effectively impossible to gank Dha Ma, so enemy junglers will have to focus their efforts elsewhere or at least wait until after Dha Ma decides to go aggressive after the first few levels. To compensate, Dha Ma has a rather weak laning phase when alone because Possess starts off with a very short range and without it, Dha Ma can't stun. Dha and Ma are likely to be selected for games where tank busting is necessary due to their intrinsic %health damage. Unlike Brand, they don't burst and unlike Malzahar, they aren't a lane bully.

Top: probably going to go with a hybrid light/dark style to sustain item 3152 item 3151 item 3116 item 3020 item 3135 item 3157 Once Dha Ma gets WoTA and Liandry's, Dha Ma will have scaled up into a monster that can shove the lane with impunity. I expect R->E->Q->W after a level 1 point in Q. It's likely that first picking Dha Ma would result in an enemy picking someone with range or escapes so they won't get ganked to oblivion before Dha Ma goes on the aggressive.

Jungle: dark style using amplified heals to sustain. Likely a farm jungler as hard CC or a burned flash is basically mandatory for a kill. item 3709 item 3151 item 3116 item 3020item 3065 item 3157 Laning phase will likely be spent focusing on farming, requiring use of Chilling Smite as otherwise Dha Ma has no hope of catching the target for a stun. I expect the leveling will be R->E->Q->W as E provides clear speed and healing while Q provides even more clear speed.

Mid: dark style, using amplified Exorcisms to deal damage item 3151 item 3100 item 3020 item 3135 item 3157 item 3089 Probably similar to top lane, but assassins like LeBlanc and Zed would absolutely destroy Dha Ma as they can both tower dive with impunity and Dha Ma has high sustained damage, but has no instant response to burst, so a mid Dha Ma is very unlikely to be picked until the enemy mid laner has selected their champion. I assume the order will be a R->Q->E->W. Laning is likely to be spent spamming Q on minion waves to hide under your turret while poking periodically. If/when Dha Ma finally does go aggressive, it'll be after Possess gains enough range in the mid game to actually be of use offensively.

Support: tanky light style to spam defensive spells yet still apply reasonable damage item 3401 item 3151 item 3116 item 3020 item 2045 item 3001 While none of the starter items are ideal, Face of the Mountain and Talisman of Ascension at least give relevant end-game stats. They'll probably max abilities in R->W->Q->E after level 1 which will probably be Q. Dha Ma will focus on heal and poke of enemy champions with Q fields in lane and probably only use Condemn if the jungler comes to gank.

A person using a tanky build may decide to max CDR so that they can charge in and use Possess and Chaos and immediately start burning away enemy health, possibly with a Zhonya's in there to survive. On the plus side, Dha Ma has no engage, so while The Force of Balance can't get to you easily, if they do they'll probably destroy your team with AoE stuns. Additionally, not targeting Dha Ma means they can apply a larger heal to their allies while targeting them means that they can deal more damage to your team, so depending on your disengage, heals, burst, and whatnot you'll have to decide how to handle them.

Aelvr5/11/2015, 7:32:18 AM13 votes

P: Dha Ma's basic spells differ depending on which twin is currently active. Whenever one of the twins casts a basic spell, the other immediately becomes the active twin. [i.e. they take turns casting spells.]

Q (As Dha): Dha sends out a bolt of energy, dealing magic damage to the first enemy hit. Q (As Ma): Ma sends out a bolt of different energy, slowing the first enemy hit. [intensity scales with AP?]

W (as Dha): Dha deals damage in an AOE burst around Ma as she becomes the active twin. W (as Ma): Ma grants Dha a shield as he becomes the active twin.

E (As Dha): Dha damages and pulls in target enemy. E (As Ma): Ma pulls herself and her twin away from target enemy. [distance scales with AP?]

R (Passive): Whenever Dha and Ma change places, they gain a ripple stack. R (Active): Deals damage based on the number of ripple stacks.

A ranged AP mid that focuses on constantly interchanging between yin (damage) and yang (utility). Important to note is that Dha Ma would not be a transform champion; casting q would put the ability on CD for both twins, for example. Thus, you have to choose which twin you want to start a trade or teamfight with. The Q would have a short CD to help with choosing in lane.

Also, it should not be two women who create Dha Ma; it would break the Yin/Yang symbolism. I know there aren't really any male Ionian casters, but still.

Rakoon Jesus8/27/2015, 2:11:27 PM12 votes

WOW I am shocked how big this thing blew up! My friend told me that my concept had over a thousand upvotes on Reddit so I checked it out. This is crazy! I haven't been active on these forums because I am very busy at work, but I see that there are alot of people posting their skill sets and helping flesh this character out so I can't give you enough thanks. I hope this champion sees the light of day (probably not), but at the very least there were a lot of exciting speculations. Thank you guys again!

Dªy8/27/2015, 12:10:20 AM11 votes

**They are coming... **

vC48YNoGbJ5/13/2015, 10:45:08 PM11 votes

please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please this or something similar I just want a dragon or cute mythical draconic creature to play as in the mid lane.

PtVSWSFOB8/27/2015, 1:49:03 AM10 votes

A lot of people are saying that DhaMa should change forms like jayce or Elise, however I don't think s/he should. This betrays the concept of them being Yin and Yang. They need to balance each other. One without the other is simply not how his champ was meant to be designed, especially considering the art op made having them together most of the time.

Lanchka5/11/2015, 4:09:56 AM10 votes

Q (the laser thingie you drew firing out of Ma’s eyes) - Ma fires short burst of energy at a unit, dealing XX% of ap. I’m imagining a range of the laser to be like Annie Q? It could fire in a straight line, used to farm or poke.

W (The picture you drew of DhaMa snaking through the air) Perhaps a movement speed increase? Idk by how much, I’m fairly new to the game.

E (the shield of Dha protecting Ma) Dha empowers himself (herself?) to take the brunt of the damage, creating a shield for the duo. I’m thinking similar to Morg’s spell shield, not like Janna’s. It can block a magic spell and then it’s gone.

R (the yin yang of both of them you drew) - I don’t know if you’ve ever played wow, but there’s a spec. of druids that is called “Moonkins” that can harness solar power and lunar power. They have a power bar that shifts from lunar power to solar power. Once one side reaches “full” those spells are enhanced. Perhaps DhaMa’s ult could be like Gnar’s rage, where it’s a bar of balance (lol) that constantly shifts throughout the game. When it’s in, for lack of better words, Karma mode, Dha is the primary dude, giving a lot of utility. When Ma is active, he damages. It would be like a passive? Idk...

Btw, I suck at being creative, so no names for these :P

Also, this looks absolutely fabulous, you did an amazing job. I can follow up if you like the empowered idea :)

PeachyBubbleStar5/11/2015, 3:23:21 AM8 votes

THIS NEEDS TO EXIST SUCH AN AMAZING IDEA :O you should check out my most recent champ concept, i can't afford a drawing tablet so i wish i could do those cool things like you did :( but here have a look c: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/sJJIq3gb-champion-concept-zhani-the-young-talentupdate

Voidzilla5/11/2015, 6:15:46 AM8 votes

Wow, this is super impressive.

Love the unique design of these two, and the style made me think this was an actual concept by Riot. I only wish there was a kit attached to this and that they'd be actual Champions.

Fantastic job here.

Castermere5/15/2015, 3:10:09 AM6 votes

Skill Set Proposal - Identity Crisis This proposal describes a skill set that is similar to Gnar's but more of a style switch than a mode switch (if that makes any sense), as well as being magic-based. DhaMa should be a capable midlaner or support with this proposal.


Passive - Self Expression Identity checks occur every 70/60/50 seconds of combat. /laugh at the beginning of the game grants Well-Spirited while /taunt grants Mean-Spirited. (Afterwards, manual form changes are done with a function key like DJ Sona.) This effect recharges after maintaining identity for 3 durations. These form changes have a 1.5 second cast time. If neither occurs, a random identity is chosen upon first entering combat.

If (magic damage) x a1 + (healing done) x b > a (logarithmically?) growing constant, then DhaMa maintains Well-Spirited. If not, DhaMa reconsiders identity, switching to Mean-Spirited. If (magic damage) x a2 > a (logarithmically?) growing constant, then DhaMa maintains Mean-Spirited, otherwise switching.

Well-Spirited grants f1 mp5 and g1 chance of circular healing pulse for h1% of DhaMa's max mana upon spellcast. The healing pulse is less effective on DhaMa and minions. The pulse also lingers around DhaMa for 0.5 seconds but only heals allies once per proc.

Mean-Spirited grants f2% movement speed and g2 chance of applying a DoT for h2% of DhaMa's max mana upon spellcast for every unit hit as well as a small movement speed buff upon every spellcast.

An amazing idea would be to have Self Expression to instead have a growing chance of being one side over another based on a ratio using the formulas above, not a boolean, so there could be several unplanned "identity changes". Unplanned changes would remove the stored manual change, if attained. Scaling is based on the same stats in this proposal so that this affects playstyle changes, not effectiveness. In other words, doing more damage and healing increases the chance of maintaining identity. A UI gauge could be implemented to help show the odds of the sides being selected and when "identity checks" occur.


Q - Tail Swipe DhaMa slithers, gaining a%/a%/b%/b%/c% increased movement speed for 1.0 seconds and swipes its' tails forward. A ground-targeted skillshot is also fired based on DhaMa's identity.

If Well-Spirited is active, Dha's energy overpowers, firing a ball of ordered energy to a nearby target location, persisting for 3 seconds. This ball damages enemies on contact and heals nearby units. The heal is less effective on DhaMa and on minions. The ball may be destroyed with enemy damaging abilities, even before it reaches target location. Scales with max mana.

If Mean-Spirited is active, Ma's energy overpowers, shooting forth a stretched tail to a nearby target location. This damages all units in the area and the champion hit closest to DhaMa is pulled half of the distance Ma's tail travelled and stuns for a very brief time. Scales with max mana.


W - Spirit Burst DhaMa manifests a ball of spiritual energy behind it (purely graphical, ball follows behind and slightly above) and fires small energy bursts in a cone.

If Well-Spirited is active, Dha's energy overpowers, firing more bursts and over a longer distance, dealing no damage, and marks collided champions, revealing them and reducing their Magic Resist. This can be body-blocked by champions. Scales with a combination of AP and max mana. or If Well-Spirited is active, Dha's energy overpowers, firing a laser for up to 2.5 seconds, slightly growing in range and damage for the duration. (Please reply which of these two you prefer. If the second one, then the ball from DhaMa's Well-Spirited Q could grant vision for the 3 seconds it's up)

If Mean-Spirited is active, Ma's energy overpowers, dealing moderate damage, firing dark shards that apply a DoT and a minor slow. Scales with a combination of AP and max mana.


E - Spiritual Upheaval DhaMa unleashes spiritual energy in a circular target location. Activating DhaMa's teleport/burst, respectively, has an additional chance of proc'ing DhaMa's passive.

If Well-Spirited is active, Dha's energy overpowers, unleashing a purifying pillar of light, dealing moderate damage to all enemies in the area. May be activated again to teleport DhaMa to the center of the pillar within 3.5 seconds of activation, removing slows and debuffs on allies in the area (removes half of the max duration of debuffs on DhaMa). Scales with AP.

If Mean-Spirited is active, Ma's energy overpowers, unleashing a chaotic frenzy of darkness, dealing moderate damage and launches DhaMa to the target location, building up another burst of darkness, which explodes around DhaMa after a short period of time, dealing low to moderate damage. The second burst may be interrupted by hard cc. DhaMa is immune to soft cc between the teleport and the burst. Scales with AP.


R - Matured Identity DhaMa becomes one in body, halting the identity check system, losing Well-Spirited and Mean-Spirited, gaining Wisened-Spirit. Matured Identity may be reactivated multiple times while Wisened-Spirit is active to freely switch between forms. Form changes have a .2 second cast time and a 1.0 second mini cooldown. Wisened-Spirit also causes DhaMa to take 40% less damage for 4 seconds, as well as the boosts associated with the selected skills. Cooldowns between forms are not shared but are slightly increased and mana costs are decreased. Lasts... idunno, 20 seconds at rank 3?

Podge5/14/2015, 1:45:00 AM6 votes

I just want to take a moment to seriously commend you on how official your art looks. I have so many questions for you!

  1. What program do you use, do you use multiple? Additionally, what tablet do you use?
  2. Are you self taught? What are your inspirations, what kinds of art or artists influence your art or this art in particular?
  3. What other ideas are in your head that'd you like to see come to fruition?
  4. WHERE CAN I CHECK YOU OUT?!?

Thanks dude, seriously. Awesome art I love it so much!

RexMonstro5/15/2015, 12:22:57 AM6 votes

Can they be buddies with bard?

Zehs8/27/2015, 3:46:02 PM6 votes

Pisces is that you?

red panda z5/13/2015, 3:45:03 PM5 votes

Wonderful concept. The design is really interesting and I love the idea of two separate beings existing as a single champion. There are a ton of ways to imagine how they would function, but I really hope we get some rioter views on this. This could easily inspire a really creative new champion (or champions if you prefer)

TheTiltedHat18/29/2015, 8:40:37 PM4 votes

While y'all talk numbers, imma put this out. Fire and Ice skin XD

Antimattrpenguin9/1/2015, 11:53:56 PM4 votes

Its actually happening!!!!!

Horrific Greed9/8/2015, 8:02:16 PM4 votes

I like the concept of the yin and yang better than the wolf and ram

PalPlays5/12/2015, 4:56:04 PM4 votes

[{quoted}](name=Rakoon Jesus,realm=NA,application-id=A8FQeEA8,discussion-id=8hhT41YP,comment-id=,timestamp=2015-05-11T02:49:55.569+0000)

This is Dha Ma, a League of Legends character that I concepted. They are supposed to represent yin and yang and they are a paired duo/team that sort of plays like Ice Climbers in Super Smash Bros. The basic storyline: Karma and Syndra had a very powerful battle, and after their most powerful attacks collided, two beings were born. These two are truly neutral, being both good and evil, and stopped the battle. But, they aren't perfect, as they are still young, so they are very playful and chaotic. They have a duty of keeping balance in the Fields of Justice.

I haven't thought of a skill list yet, but it could literally be anything. If you guys can think of anything, feel free to post suggestions and comments.

Here are some images that I've done.

http://i.imgur.com/zk1Ktce.jpg http://i.imgur.com/Rq2opzn.jpg http://i.imgur.com/8uWLonQ.jpg http://i.imgur.com/36vwNBj.jpg http://i.imgur.com/sZejYi7.jpg http://i.imgur.com/g1cCJUv.jpg

This is such a fantastic idea. Riot, take notes on this!

Question, can they Wobble like the Ice Climbers? Does their kit feature chaingrabs at all? Kappa

Powerpuff8/27/2015, 1:28:24 PM4 votes

I think if this were a champion to be released it should be really different from the other champions out. You know how they first started out with that "3 mark combo" system, where if the target enemy gets 3 marks on them, something different occurs? For example Braum has to get 4 marks off on a champion to stun them? Or how Vayne, Varus, Gnar, or Tahm have to get 3 marks on you for you to have percent health damage done to you or other things?

I think they should not use this on these two. Also I think the story if it goes should be tweaked a little.

For instance putting that the battle was over a special ancient spirit orb that was located in a spiritual realm kind of like a place where bard might of come from, where spirits protect it because of its great spirit energy. Life isn't just created from two strong powers colliding, it would have to be done under certain circumstances such as in a spiritual place where spectacular things happen. Karma and Syndra were on a quest to retrieve this Spirit energy orb at the top of a mountain, (Karma doing so to keep it out of the wrong hands) and SyndraSyndra doing it to get greater power. They go into this realm and both fight but Syndra's power is absolutely too over whelming and Karma is almost completely defeated after a long battle. At the last moment Karma unharnesses every last bit of her power unlocking special gates in her energy, and she calls forth on the spirits of peace to aid her as Syndra is about to finish her with her most powerful magic. Surprisingly KarmaKarma aims at the orb and knocks it between the two with intentions to destroy the orb.item 3112 The impact creates a bright light that silences both Syndra and Karma from fighting any further. The orb hatches into twin spirits of both dark and light, girl and boy.

As for skills some suggestions might be: Instead of mana, Dha-Ma uses 2 different sources of energy so they look as if they have 2 energy bars. One is the dark energy bar and one is the light bar that works kind of like rage. One energy bar is filled up by using the opposite skill type(dark/light). At full or half bar filled up different things happen(which is up to your imagination). One skill should be for movement, such as Ma catapults Dha and their intertwined tails move them a distance forward with a temporary an energy sheild sort of like how gnar hops a distance foward. They should be mobile and nimble.

As for the ult I thought since in the story tweak I included had this and it'd be interesting. The ult would do no damage but would have an AOE wave silence instead. The silence goes a long range about as long as Tahm's ult range but in a wave. The silence is about 2.4 - 3.6 seconds depending on how far it went. This ult is a silence of peace. All allies in the wave are refreshed with a slight movement speed buff for the same duration. Ways of avoiding the wave are to become invulnerable (example: Fizz, Zhonya, Bard ult, Lissandra ult).

Dha-Ma should be AP with high ratios to contest going mid lane or as support.

ExecutorDill9/9/2015, 12:01:52 AM3 votes

Kinda reminds me of Mew from pokémon... You know, if mew was a twin.

Tranquilis9/9/2015, 5:44:48 PM3 votes

Being honest, don't care what the new champ is called, still calling him DaMha.

PT Waluigi9/16/2015, 12:18:48 PM3 votes

I love the fact that people claim that Riot stole the concept, even thought it's stated that Kindred was made in january and dhama is just four months old. Trust me. Kindred doesn't really look like a 4 month made cahmpion. I bet that Dhama gave the team some ideas, but still. They didn't steal Dhama and they didn't copy dhama. It was just a coincedent. A beautiful coincidence

AlucarXHound1/28/2016, 11:21:12 PM2 votes

dhama is kindred now.