Two not too complicated champion ideas

Stabanazr·11/27/2019, 11:45:57 PM·1 votes·1,231 views

Zip - a Yordle daredevil / getaway driver

Passive - Hit and Run Zip has fuel instead of mana. Fuel can only be replenished in the fountain or with Zip's E.

Zip cannot auto attack. Instead, he automatically damages any units in front/touching him. This effect has a 1 second cooldown (reduced by movement speed). Portion of Bonus attack speed is converted to movement speed.

Q - Ramming Speed Toggle - Zip charges forward, moving towards the cursor gaining X% movement speed and consuming X fuel per second. While ramming speed is active Zip ignores the cooldown on his passive, dealing damage whenever he makes contact with an enemy and knocking them back a short distance. (Think Sion ult, but pushing people)

W - Anti-Copper Caltrops 2 Charges. Zip throws caltrops directly backwards dealing damage to enemies in a line and creating a slowing zone at the end of its path. Enemies who step in the zone taking bleed damage. Charges are replenished with Pit Stop.

E - Pit Stop Passive - X percent of the damage Zip takes is stored as grey health.

Active - Zip heals for his grey health, restores his missing caltrops, and replenishes his fuel over 4 seconds . This ability cannot be used in combat. (Basically just an active Kench/Pyke)

R - HIT THE BOOOOOOST! Active - Zip dashes forward in a straight line becoming unstoppable and damaging all enemies in his path and knocking them aside. Enemies who are knocked into terrain are briefly stunned. (A juiced up corki dash)

Passive on R - Hop In Zip's allies can right click on Zip to get in his car. While inside, Zip's allies go wherever he goes. Passengers automatically exit the vehicle if they take any action (Or if Zip casts teleport or flash). Any damage dealt to Zip takes will also be dealt to his passengers. The number of passengers Zip can carry is equal to the rank of his R. (Allows for getaways or engaging the back line with his ult)


Phil - an overly edgy psychic

Passive - Psychic Link Damaging an enemy with an auto attack causes Phil to connect to their mind, gaining a charge of Psychic Link, which are used to empower his abilities. Only 1 charge of psychic link can be gained from each enemy champion for a max of 5 charges. Charges last indefinitely, but are consumed by certain abilities.

Q - Wave of agony Phil sends out a psychic signal in a straight line, damaging all enemies hit for X plus 3% of their missing health per charge of Psychic Link. Consumes all charges of Psychic Link.

W - Love Me or Hate Me Cast on enemy - Target enemy champion is feared for .50 seconds plus .25 seconds per charge of Psychic Link.

Cast on self - Phil gains X% movement speed and X% attack speed for 2.5 seconds. After 2.5 seconds, nearby enemy champions are charmed for .75 seconds. The number of enemies charmed is equal to the number of Psychic Links consumed.

Love Me or Hate Me consumes all charges of Psychic Link.

E - Feel my pain Phil gains a shield for X amount. X% of damage dealt to the shield is reflected back to the attacker. If the attacker is a champion, Phil gains a charge of Psychic Link if he has not already received one from that champion.

R - Fractured Mind Phil creates uncontrollable clones, equal to the number of Psychic Links he has, that last for X seconds that take 50% increased damage. The clones automatically auto attack the nearest enemy for 10% of Phil's damage and prioritizing champions. Enemies moving away from the clones are slowed by 40%. Phil can recast Fractured Mind on any clone to switch places with it; effectively becoming the clone by swapping health and mana as well. Swapping resets the cooldown of Wave of Agony. Damaging an enemy with Wave of Agony allows Phil to swap again.

Xs stand in for arbitrary numbers.

The names are pretty much just stand ins.

This was just a whim I had after reading Aphelios.

Never posted before, so sorry if something is done incorrectly.

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