3 Ridiculous Champion Concepts
OVERVIEW First off I would like to state that all three of these ideas are just rough templates with almost no stats.
I figure Riot isn’t gonna be able to use most champion concepts and even when they do they tend to change them quite a bit so I didn’t bother creating lore or back stories for any of them.
Since they are all just rough templates I also didn’t bother with cooldown timers and left off the scaling on most of the abilities. Feel free to discuss what you feel would be appropriate in the comments below.
Ultimately I just wanted to think up some ridiculous abilities that would create some unique gameplay and so tried to plug as many unique abilities as possible into each champion concept with a focus more on utility rather than damage output.
THE LIVING TOWER A living siege tower with a vaguely humanoid shape, I picture something like a golem made of bricks with windows and battlements, but he’s a tower so he could have all kinds of architecturally related skins.
Role: Tank Auto Attack Range: Melee
Passive – Topple Range: Shockwave 200, Dust Cloud 500 When the Living Tower is killed he will crumble into the ground and produce a shockwave that knocks all surrounding enemies away from him in all directions and momentarily creates a massive dust cloud that obscures the vision of all enemies caught within.
Q – Trebuchet Range: 1000 The Tower’s head mounted trebuchet hurls a large explosive pot at a specific area dealing AP damage in a 200 radius to any targets caught within. If a target is struck by the direct center of the cannon ball then they will also be knocked up.
W – Siege Me, Bro Passive: The Living Tower gains an additional 10% maximum health. Active: The living tower gains additional Armor and Magic Resist equal to 5%/10%/15%/20%/25% of his maximum health for the next 3 seconds.
E – Murder Zones Range: 100 The Living Tower dumps boiling oil from his ramparts, covering the area around him in a pool of damage for 5 seconds that slows enemies for 30% and deals damage equal to 11% of the Tower’s AP.
R – Garrison Ally: Takes an ally inside himself making them untargetable for 5 seconds, but still capable of using all ranged attacks. Minion: Minion is garrisoned within the Tower and takes control of a powerful turret for 5 seconds which scales off of 60% of the Tower’s AP.
THE BULLY This guy is even more of a joke character than the other two and for some reason I can’t picture anything other than a big fat kid with acne.
Role: Support Auto Attack Range: Melee
Passive – Annoy Each auto attack applies a stack of annoy to the target that deteriorates after 5 seconds. After 5 stacks the target will be taunted into attacking the Bully for 1.5 seconds. The same target cannot be taunted for another 8 seconds.
Q – Stop Hitting Yourself Range: 500 Casts a debuff on the target that causes them to only deal damage to themselves when attacking for the next 2.5 seconds.
W – Wasn’t Me Range: Melee Casts a debuff on a target that taunts all enemies within 100 radius to attack the debuffed target for 1.5 seconds, includes minions, monsters, and other enemy champions.
E – Wedgie Range: Melee The Bully yanks the target’s underwear up, slowing them for 60% for 1.5 seconds and dealing damage equal to double the Bully’s attack damage.
R – Body Shield Range: Melee The Bully grabs an enemy champion or minion and uses them to block the next projectile or suppresses them for 1.5 seconds, whichever happens first.
THE DANCER This one is because Orianna strikes me more as a creepy living doll rather than a dancer and I figured it would be fun to play around with the idea of using veils in combat. Sona can play music and this chick can dance to it! Bot lane party! Woohoo!
Role: ADC Auto Attack Range: 525
Passive – Endless Rhythm Every auto attack the Dancer performs will provide her with a rhythm charge that lasts for 5 seconds. After 10 rhythm stacks have been built the next auto attack to strike her will be automatically returned to the attacker. If the Dancer does not attack for 5 seconds then she will lose all rhythm stacks.
Q – Swing Dance When activated the Dancer conceals herself in her veils. If she is struck by a melee attack within the next second she will receive no damage and will fling the attacking opponent in the direction of the mouse cursor up to a distance of 500. If the displaced opponent is tossed into a wall or another champion they will also receive physical damage equal to 15% of their maximum health.
W- Veil Net Range: 700 The Dancer extends her veils in a ranged skill shot. Any projectiles that connect with her veils will be collected and drawn back to the Dancer. If she should reactivate the ability within the next 6 seconds then she will launch all of the collected projectiles toward the cursor, now merged into one large ball of clutter.
E – Graceful Steps When activated the Dancer twirls her veils around herself, collecting the next projectile ability that connects with her within the 1 second and redirecting it toward the mouse cursor. The Dancer will not receive damage from the redirected projectile and the projectile will deal damage to opposing units as if it had been the Dancer’s own ability.
R – Mirage Range: 500 The Dancer summons 6 illusionary Dancers in a circle around her that last for 2 seconds. The Dancer and her allies may pass through the other dancers and the dancers will not attack, but will redirect any projectiles back at their senders that connect with them or toss any enemy champions that run into them. Each dancer will disappear after tossing one enemy or redirecting one projectile.