Champ ideas i've showed to my friends and they begged me to post

Zenzaga·5/5/2016, 3:06:42 AM·1 votes·285 views

Hey there.

When you're a senior reaching the last days of your final school year, you catch senioritis and get extremely bored. To combat this life-threatening condition I thought it would be a cool idea to brainstorm a champion. Something that was fun to play but mechanically challenging and different. I had ALOT of ideas. I mean pages and pages of ideas, but everything i came up with sounded like something a 9 year old would fantasize about while playing WoW. "GIVE HIM A FIRE SWORD COOL BRO" and "BECAUSE MAGIC LOL" seemed to be common themes in my amateurish writing, which was understandable because I am not at all a writer. However I didn't want to waste my time making a basic champ that everybody has thought of before.

After some revising and editing I came across one theme that I really liked:

Character has a purpose or an ideal Character is mortally wounded because of that purpose or ideal Character comes back stronger than before on a mission to whoop some ass

Then I started thinking "how can I create this situation and make it somewhat plausible without basic fairytale BS" And it came to me Viktor's Hextech Augments

So I revised my original concept into: Character has a purpose or an ideal Character is mortally wounded because of that purpose or ideal Viktor Augments Character Character comes back stronger than before on a mission to whoop some ass

But then came the problem of "why would Viktor help them" The answer to this came quickly, however:

Viktor item 3198 TO SPREAD THE GLORIOUS EVOLUTIONitem 3198 Viktor

So the concept then became: Character has a purpose or an ideal Character is mortally wounded because of that purpose or ideal Viktor implements his experiments and augments Character In return, the character must spread word of the Glorious Evolution across Runeterra Character comes back stronger than before on a mission to whoop some ass (and spread word of the G.E. of course)

With my story in hand, I began to think of champions with an ideal or purpose and a kit to match

I had some ideas, but 2 really stood out.

Unable to decide which was one i was going to roll with, I decided screw it, im gonna post both.

So here are my 2 champion concepts. I am open to any and all criticisms.

be warned, my math is probably stupid and makes no sense, but numbers can be changed :)

Eir Cymer the Pressure Tempest

Lore TL;DR -Born in Zaun -Tried to fight some Noxians who pissed her off, therefore pissing them off -They tought her a lesson by cutting off all her limbs and leaving her to die -Viktor finds her by chance before she bleeds out. Sees her as a potential experiment -Viktor does his robot things and gives her arms and legs (she's awake and has to endure during the entire thing. Because y'know, viktor don't give a duck), in exchange she must spread the "glorious evolution" -While recovering, she swears vengeance against Noxus and trains her new body -Joins league to fight against Noxians (and to spread the glorious evolution of course)

Base and Growth Stats: Health: 562.2 (+95 per level) Health Regen: 8.725 (+0.92 per level) Mana: 290(+45 per level) Mana Regen: 7 (+.08 per level) Attack Damage: 60.442 (+6 per level) Attack Speed: 0.65 (+2.5% per level) Armor: 30 (+3.4 per level) Magic Resist: 31 (+ 1.25) Move Speed: 340 Attack range: 150

Passive- Heating Up After 4 seconds in combat, Eir Cymer's next basic attack will do bonus physical damage equal to 4%/5%/6%/7% (level 1/6/11/16) of her targets max health (10 second cooldown)

Q- Revolver Active: Eir Cymer kicks in a whirlwind around her, doing physical damage to all enemies hit. If Revolver kills a unit, Eir Cymer regains 8/16/24/32/40 mana (effect occurs twice only) (Castable while moving) range: 200 units

70/110/150/190/230 (+80% bonus ad) (+50% total AP) (10s/9s/8s/7s/6s cooldown) 45/60/75/90/105 mana

W- Pressure Recoil Active: Eir Cymer's next basic attack will explode, knocking her target back and doing physical damage. If an enemy champion collides with the projectile, they are slightly displaced and take 30%/40%/ 50%/60%/70% of the damage.

20/45/70/95/120 (+110% bonus AD) (14s/13s/12s/11s/10s cooldown) 95/110/125/140/155 mana

E- Eirborne/CataVolt Passive: While she is mid-jump, Eir Cymer can basic attack and her attack speed is doubled. She can still only basic attack targets in her range.

Active: Using her Hextech legs, Eir Cymer blasts herself to a target location, damaging enemies from where she took off from and where she lands. On impact, she slows nearby enemies by 10%/15%/25%/30%/35% for 1.5s (all ranks)

65/85/105/125/145 (+50% bonus AD) (+40% total AP) initial magic damage 40/55/70/85/100 (+30% bonus AD)(+20% total AP) landing magic damage (20s/18s/16s/14s/12s cooldown) 120 mana (all ranks)

R- Never Stand Down/Hextech Surge Passive: Eir Cymer gains 5%/10%/15% movement speed for 1.5 seconds when moving towards an enemy champion she has damaged within the last 3 seconds

Active: For 8s/10s/12s, Eir Cymer overcharges herself and gains 25%/35%/45% tenacity, 40/60/80 bonus movement speed, and 50/100/150 bonus AD and AP. (110s/90s/70s cooldown) 100/150/200 mana

The passive is lost while Hextech Surge is on cooldown

Notes: Right now im decided on mana, but it was kind of a toss up between mana and energy. i just feel like mana is more balanced.

The E is designed as a utility ability, hence the relatively low damage scaling. Kinda like Khazix or Trist

The knockback is simular to Jayce's knockback. just enough oomph but not something as powerfull as a lee sin kick.

i actually lowered the e slow from what i originally had it because atm i was undecided what the ultimate was going to be. plus, the values i had it at were already pretty strong (30%/40%/50%/60%/70%)

Even though the Q is the simplest, it was the last one i made and the hardest to think of. i had my ideas for the jump and the kncokback, but not for the ult and the q. by the time i had made all the other abilities, adding more utility or strong waveclear(one of the weaknesses i inteded) would make this champ OP as hell. I also wanted something that couldnt be spammed, because i made most things auto attack based. Having strong auto attacks AND a spammable damage ability. Neither did i feel like a healing or shield would fit with the design concept.

i wanted to have abilities with longer cooldowns because this champ is autoattack based.

Xengi

Lore summary:

Ionian tasked with tracking down Yasuo

Loses arm when he finds yasuo

Goes to zaun and begs da science ppl for a prosthetic arm

Viktor grants his wish and augments his sword. in return Xengi must spread news about the glorious revolution

Weapon: Katana (and sheathe) with electric properties that seems to be used in tandem with his prosthetic arm

Health- 515 (+91) H Regen- 7.1 (+.8)

Melee Range- 180

Attack Damage- 56.5 (+3.8)

Attack Speed- .67(+2.8%)

Armor- 23.9 (+3.9)

Magic Resist- 35 (+0)

Mov Speed- 335

Passive: Shocking Factor -Xengi's basic attacks stun his target and apply a stack of Shocking Factor

-The stun duration is reduced by half for each stack of Shocking Factor (max 2 stacks) (can only be applied on an enemy once every second)

(lvl1) 1s/.5s/.25s (lvl7) 1.2s/.6s/.3s (lvl13)1.5s/.75s/.35s

-When an enemy that has 2 stacks of Shocking Factor is hit with Xengi's auto attack, the passive is consumed and does

25/50/80/115 bonus magic damage lv1/lv6/lv10/lv14

-This effect can only apply on an enemy once every 10s/9s/8s

-Stacks of Shocking Factor disappear after 6 seconds

Q- Exemplary Form Active- Xengi's next basic attack slashes his enemy twice. Each attack does 15/25/35/45/55 (+50% bonus AD) physical damage.

-These attacks can crit and apply on-hit effects -The cooldown is reduced by .5s whenever Xengi basic attacks an enemy 8s/7s/6s/5s/4s

W- Fluxuate Passive- Fluxuation Moving while out of combat, basic attacking, and hitting enemies with abilities gives Xengi stacks of Fluxuation (replaces mana bar). At 100 stacks, the active becomes avaliable.

Active- Xengi prepares his body for a fight, gaining 7%/11%/15% movespeed and reducing damage taken when below 50% hp by 30% for 4s/5s/6s/7s/8s

(16s/14s/12s/10s/8s)

E- Vex Active- Xengi dashes in a target direction, swirling his katana as he goes and damaging all enemies he passes through.

35/60/85/110/135 (+80% bonus AD) Range- 450

If Xengi dashes through an enemy, the ability can be recast once in the next 3 seconds

Kills and assists refresh the cooldown of Vex

17s/15s/13s/11s/9s

R- Punish Exile Active- Xengi charges with lightning speed in a direction, colliding with the first enemy champion hit and piercing them and enemy champions close behind them with his katana, immobilizing Xengi and his target(s) for 1.5s (similar to warwick or malzahar suppress, but damage is instant), and dealing 15%/20%/25% of his targets current health as physical damage.

While the target(s) is(are) immobile, the ability can be recast to send an electric explosion in a cone from his target(s), doing 200/300/400 (+70% bonus AD) magic damage and knocking back both Xengi and his target(s).

If the target(s) die(s) before the ability is recast, it is put on cooldown and Xengi cannot activate the second part of the ability

100s/80s/60s

Dash range- 800 Cone range- 700 Knockback distance- 150

Thanks for making it this far. Again, im open to all criticisms and all that. Seriously if it sounds stupid i want to know i wont stack my tear item 3070

This isn't a pitch to Riot or anything, just some ideas i had

0 Comments