Munisylc's Champion Concept Workshop

Munisylc·5/5/2017, 1:28:40 AM·3 votes·556 views

Just making a place to post my champion concepts. Most are limited to general descriptions of their appearance and abilities (ya know, like most champion concepts submitted here :P.), and you have permission to use these for your own concepts, though I would appreciate it I was acknowledged.

Concepts will be posted in the comments, and I'll probably link my previous concepts in the OP.

Edit: Here's a shortcut to the concepts.

Harvester Mu'Nin, the Remembrancer Jenkins, the Old Youth Isaac, the Venus Adept Tachyon, the Temporal Vanguard Neverfall, the Living Fortress

6 Comments

Munisylc5/5/2017, 1:30:52 AM2 votes

Neverfall, the Living Fortress

Lore concept: Neverfall was an ancient walking fortress built for a war ages past. Trapped in the Void, it wandered aimlessly, destroying anything that crossed its path. Now it has found its way back, and is amassing an army of constructs, waiting for orders that may never come.

Innate: Harvesters- Every 20 seconds, a Harvester will spawn in the nearby jungle and approach Neverfall to drop off some resources, yielding 2/5/10/15 gold and healing it for 2/3/4/5% of its maximum health and mana. These Harvesters are invulnerable and immune to crowd control, but can be targeted by allies or enemies.



Q: Entrench-

Type: Toggle Initial Cost: 40/45/50/55/60 mana Cost per shot: 60 mana Damage: 150% AD Range: 3000/3500/4000/4500/5000 Strike Zone: 175 Cooldown: 5 seconds

Neverfall sets itself down onto the ground (taking 5/4.5/4/3.5/3 seconds). After which, he becomes rooted and his attack speed is halved, but his basic attacks become Artillery Strikes, dealing 150% AD (+40% AP) physical damage, with 3000/3500/4000/4500/5000 Range. However, it cannot strike units within 1000 range of itself. Casting this ability again while Entrenched will cause Neverfall to rise (taking 4/3.5/3/2.5/2 seconds).

ARTILLERY STRIKES: While Entrenched, right clicking on the ground or on a unit will not cause Neverfall to move towards the target. Rather, that area will be designated as the "Strike Zone", which will be where his basic attacks will be focused. After firing, there will be a one second delay before reaching the impact site, during which the impact site will be revealed to enemy champions. Artillery Strikes do not apply on-hit effects, but they are capable of damaging turrets.

Note: You cannot "cancel" attacks while Entrenched. Neverfall will just keep attacking the Strike Zone until you designate a new area as the Strike Zone.

Strike Zones do not follow a unit if you right-click on them, it will simply be placed where they were last standing when you right-clicked on them.


W: Sentry- Type: Active Cost: 50/55/60/65/70 mana Build Time: 10 seconds

Neverfall spawns a Sentry Drone (3 Sentry Drones max; 2 HP) which will patrol around it in a 300 radius. If Neverfall attacks or takes damage from a nearby enemy, or if a sentry takes damage, they will swarm the target (prioritizing champions), dealing 30/35/40/45/50 (+30% AP) magic damage and slowing them by 20/25/30/35/40% for 0.5 seconds. Sentry Drones can only be targeted by champions, large monsters, and epic monsters.


E: Patcher Drones- Type: Active Cost: 60/65/70/75/80 mana Build Time: 12 seconds

Neverfall spawns a patcher drone (3 HP) which will form a shield on nearby turrets and allied champions for 10/15/20/25/30% (+10% AP) of Neverfall's bonus health. This shield caps at the target's maximum health.

Enemy champions can destroy patcher drones to earn 15 gold and a shield equal to 3% of their maximum health for 4 seconds.


R: Strikeforce- Type: Active Cost: 100/120/150 mana Cooldown: 100/110/120 seconds

Neverfall spawns 4 Warmachines in a target direction, which will engage with all nearby hostile units before going to push the nearest lane.

WARMACHINES:

Health: 4/6/8 (melee champions and turrets damage twice as much) Damage: 60/80/100 (+20% AD) physical; 40/60/80 (+30% AP) magic Movement speed: 325/330/340 Attack Range: 150; 400 Attack Speed: .625/.65/.7

Special: When enemy units/champions get within 200 range, the warmachine moves to engage in melee attacks.

Munisylc5/7/2017, 3:34:09 AM2 votes

Tachyon, the Temporal Vanguard

Primary Role: Vanguard Secondary Role: Diver

Resource: Mana

Appearance: A monk-like figure in light armor. Wields two tonfas.


Innate: Ahead of Time: Every 7 seconds, Tachyon gains a stack of Prepared Time (Up to 10 stacks). Every time he uses an ability, half the stacks are consumed, reducing the cooldown of the ability by 1 second per stack.

Ex. Tachyon has 10 stacks and uses an ability, consuming 5 stacks. The ability that used the stacks has its time reduced by 5 seconds (half of 10). He then uses another ability shortly after, consuming another 2 stacks, leaving 3 stacks, and reducing the cooldown on that ability by 2 seconds (half of 5, rounded down).

Q: Quantum Strike: Cooldown: 20/19/18/17/16 Cost: 60/70/80/90/100 Range: 500

PASSIVE: Every 4 seconds, Tachyon's next basic attack strikes up to 1/--/2/--/3 additional nearby enemies, with each strike dealing 10/15/20/25/30% total AD in physical damage (These strikes do not apply on-hit effects, and cannot crit). If there are fewer enemies to target, the strike damage is applied to whoever Sheronos is attacking.

ACTIVE: Tachyon synchronizes the target unit with multiple iterations of himself attacking them, dealing 70/90/110/130/150 (+30% AP, +10% AD) physical damage. If he does not succeed in killing them, he will teleport to their location.

W: Countershift: Cooldown: 16/15.5/15/14.5/14 Cost: 50/60/70/80/90

Tachyon partially phases out of time, becoming immune to basic attacks for 2 seconds. During this time, Tachyon deals 20/30/40/50/60 (+20% AD) magic damage to enemies who use basic attacks on him.

E: Temporal Reversion: Cooldown: 24 Cost: None

Tachyon channels for 7/--/6/--/5 seconds, restoring 10/15/20/25/30% (+5% AP) of his missing health and 5/6/8/9/10% (1% AP) of his missing mana.

R: Chronolock: Cooldown: 120/110/100 Range: 250/300/350

Tachyon stops time in the surrounding area, Suppressing all nearby hostile units and turrets for 1.25 seconds and destroying all enemy projectiles in the area.

Munisylc5/8/2017, 5:59:21 AM2 votes

An idea for the CCCCC, I'll be fixing it up when I have the time.

Isaac, the Venus Adept

Isaac was the Player Character for the first Golden Sun game released on Gameboy Advance, and is one of the most prominent characters in the Golden Sun series.

Innate: Psynergy Stones- Large purple stones appear throughout the map, which Isaac can pick up to restore 2/3/4/5% of his maximum Mana and reduce his abilities' cooldowns by 0.5/1/1.5/2/2.5 seconds.

Q: Spire Isaac launches a stone spire at a target location, dealing 50/70/90/110/130 (+20% AP) magic damage to enemies in the area and stunning them for 0.5 seconds.

W: Quake Isaac knocks up all enemies in a target area, dealing.

E: Call Djinn Isaac chooses from 1 of 4 djinn, putting them on standby: Flint: Isaac's next basic attack deals x (x% AP) bonus physical damage. Granite: Isaac and nearby allies gain an aura, reducing all damage taken by 20/25/30/35/40% for 3 seconds Vine: Isaac creates an area that slows for x seconds, then roots. Sap: Isaac's next basic attack deals x (+x% AD) bonus magic damage, then heals him for 20/30/40/50/60 (+10% AP; +20% of the damage dealt)

  • Isaac has to either "set" these Djinn after using them or summon in order to use them again. He "sets" them by selecting them when their icon is red, putting the ability on 50% reduced cooldown.

R: Summon Isaac summons a creature based on how many Djinn he has on standby. He starts off able to summon Venus right off the bat, but requires further leveling up his ult in order to summon the rest. 1: Venus- A pet that follows him around, dealing ranged magic damage in an area. 2: Ramses- A giant fist slams into the ground, damaging and stunning enemies struck. 3: Cybele- Isaac summons a huge wall of vines for 2 seconds, damaging and suspending enemies caught in it, and blocking units on either side. 4: Judgement- Isaac summons an armored angel-like being, who fires a blast at the center of the map, creating a blastwave that ripples through the entire map.

Munisylc5/26/2017, 9:21:58 PM2 votes

Jenkins, the Old Youth

Appearance: An old man wearing a cargo vest, shorts, and leather boots. Wields a slingshot.

Primary Role: Marksman Secondary Role: Disruptor


Innate: Pick Your Battles- "Nope!"

Gain 50 movement speed when running away from nearby visible enemy champions and 25 movement speed against large jungle mobs(tripled against dragon, Rift Herald and baron). (Range: 800/1000/1200)

Q: Rubberstone Round- "Trick shot!" Range: 3000 Cooldown: 18/17/16/15/14 seconds

Jenkins fires a projectile in a target direction. The projectile will ricochet off walls and units up to 1/2/3/4/5 times, dealing 60/80/100/120/140 (+30% AD) physical damage.

W: Caltrops- "Watch yer step!" Range: Personal; 350 Cooldown: 14/13/12/11/10 seconds

Jenkins drops caltrops around himself, dealing 20/25/30/35/40 (+5% AD) physical damage per second, Marking them, and slowing enemies walking through them by 50/55/60/65/70%. Caltrops last for 2.5 seconds.

E: Call Out- "HA! I still got it!" Cooldown: 16/15/14/13/12 seconds PASSIVE: Jenkins's basic attacks mark enemies for 3/4/5/6/7 seconds, stacking up to 3 times.

ACTIVE: Jenkins's next basic attack bounces between marked targets within 300/325/350/375/400 range, dealing 20/25/30/35/40 (+5% AD) bonus physical damage for each stack and consuming them. Alternatively, hitting the enemy champion with Rubberstone Round or Glue Rounds will cause marked enemies to be stunned for 1 second per stack, consuming them.

R: Glue Rounds- "Quite the "Sticky" situation, eh?" Range: 600/800/1000 Cooldown: 60/50/40 seconds per charge Cooldown (between charges): 4/3/2

Jenkins stores 1/2/3 charges of Glue Orbs (Size: 100). Activating this ability causes him to launch an Orb towards a target area. Upon landing, the Orb slowly expands to 200/250/300 in size over 3 seconds, before exploding (400/450/500), dealing 150/200/300 (+40% AP) magic damage. Enemy units stuck are rooted for the duration.

Munisylc6/28/2017, 2:34:25 PM1 votes

Mu'Nin, the Remembrancer

Concept: A Void being with no former memories of its own, so it takes the form and memories of other beings to make up for that.

Primary Role: Support Secondary Role: Fill

Attack Type: Melee (125) Resource: None/All

**Innate: **Copy Innate- Mu'Nin gains the Innate of the champion he copies.


Q: Copy Ability Cooldown: 16/15/14/13/12 Range: 450

Mu'Nin copies a basic ability for 4/5/6/7/8 seconds. If he does not use the ability within this time, this ability will go on cooldown. Sustained/Passive abilities only last for 8 seconds.

Copied abilities apply your own AD and AP, rather than the copied champion's ability.


W: Copy Form Cooldown: 20 seconds

ACTIVE- Mu'Nin retains the stats and form of the copied champion for 5/6/7/8/9 seconds. During this time, Mu'Nin cannot copy another ability, but he can repeatedly use the copied ability.

PASSIVE- Mu'nin gains the base stats of the copied champion. Health is translated over by percentage (ex. If Mu'Nin currently has 46% of his maximum health remaining, that percentage is transferred to the new maximum health, and vice versa when he reverts to his original form.) Mana/Energy/etc. amount is the same as the copied champion at the time they were copied. [Buffs, Debuffs, and bonus Damage/Ability Power are not copied.]


E: Steal Ability Cooldown: 20/19/18/17/16 seconds Range: 500

Mu'Nin Steals a basic ability from an enemy champion for 2/2.5/3/3.5/4 seconds, preventing the enemy champion from using it for the same duration. This ability is applied with all the stats from the stolen champion (ex. Stealing a Nasus Q will allow you to use their Q with their stacks and AD applied to it, or stealing a Nasus E, allowing you to use their E with their AP applied to it.), but they do not gain the stats of the stolen champion.


R: Remember Me Cooldown: 120 seconds Range: 800

Mu'Nin marks a nearby champion, channeling for 4/3.5/3 seconds. If that champion remains in Mu'Nin's range, or if that champion dies during the channeling, Mu'Nin takes on the form of that champion, gaining access to all of their abilities for 5/7/9 seconds.


Note: Copy Ability and Steal Ability both cycle through the target's ability icons (similar to Twisted Fate's W)

Munisylc9/13/2017, 2:24:31 AM1 votes

Harvester

Appearance: A stocky man in a straw hat carrying a hoe, watering can, pouch of seeds, and a sickle.

Innate: Lord of the Harvest- Harvester gains increased movement speed and ability power when near brush. This is doubled when in brush.

Q: Till- Harvester works the ground around him, lasting 3/4/5/6/7 seconds. Tilled ground increases allies' movement speed by 10/15/20/25/30% (+5% AP).

W: Mulch- Harvester invigorates Tilled ground with life energy for 7 seconds. Mulched ground heals allies 20/25/30/35/40 (+30% AP) per second, in addition to the speed boost.

Un-Tilled ground can be Mulched, but the base healing will be half as effective.

E: Raise- Harvester grows crops in an area for 4 seconds, slowing enemies inside by 12/14/16/18/20% (+10% AP). Raising crops on tilled ground doubles the slow effect. Raising crops on Mulched ground causes enemies within to become nearsighted (preventing them from seeing outside the crop area).

R: Reap- Harvester roots all nearby enemies for one second before swinging his sickle in a circle, insta-killing all minions/pets, dealing 20/25/30% of the champions' maximum health in true damage, and destroying all nearby brush for 30/45/60 seconds.

Interactions:

  • Buddy-buddy with Ivern.
  • Wants Fiddlesticks to work for him.
  • Asks Kayn why he's using a farming tool.