Champion Concepts
Easier to read Pastebin:
http://pastebin.com/w2ELZiKR
I amm rather bored and need to take my mind off of things, so I decided to just vent some creative thoughts on champions I had in mind. Took me a day so dont be too harsh </3
I am posting also because I want to see what the community thinks of my way of passing the time and how the ideas are. So please dont hesitate, I gladly welcome it. Some champions are weird, others seem staple, but their mechanics are something I hope are fresh or at least viable. But I dont expect anything like this to pique Ritos interest to begin with. Anyway, hope you have fun reading~
Luminia The Paragon Support / Jungler AA: Sword at close range, hurls shield with energy links attached at mid range, shoots light shards from shield or sword at longer range.
Lore: Luminia was borne with the hopes and dreams from the death and destruction that followed the wake of Shurima's fall. Under Shurima, there was little need for the light to cast away the shadows and enemies of life. However, after Xerath's betrayal, Luminia fell into a deep slumber from the shock of the massive loss of life that covered the ground in pools of blood, rather than the shadows of evil. Now, Azir has re-awakened, and with his new beginning, Luminia has sensed the dawn of a new age. Shurima may or may not rise once more, but she will make sure Xerath learns the price of blood paid. Justice is in the hands of the those who are not afraid to face the shadows. Even if it means forsaking the light. But light has no will. Luminia is the will. Joining the League of Legends will only further her cause, and end the tools of bloodshed with her own brand of justice. Helping those whom she deems fit and raining terror on the Rift upon those who would threaten her mission.
"Even in balance, there needs to be an inkling of chaos." - Luminia
Passive: Gains a shield that absorbs damage (100% Armor + MR) for 5 seconds when hit. (20s cooldown). Hits with her sword on basic attacks also deal 5% more damage (this applies before crit and on-hit effects.)
**Rune Sabre **- Uses chains made of energy to hurl shield to a foe (first foe hit) and root them for .75s while pulling Luminia to the target to stab them and deal (40/60/90/125/150 + 60% AD) upon impact. (Think Leona E, but cooler animation). If Shield hits terrain, pulls Luminia to terrain and applies a 40% slow on Luminia for .75s but reduces Rune Sabre's cooldown by 2s.
CD: 10/9/8/7 Mana Cost: 30/35/40/45/50 - Relatively low.
Delta Shield: Makes an impassable light shield (Anivia like wall) where Luminia is facing, blocking non-empowered projectile attacks completely and reducing all damage taken by 35% (exluding turrets and true damage). If hit with physical attacks, spikes (like Cho'Gath E, same range) will lash out and deal 50% of the damage taken. Lasts 3.5 seconds.
CD: 16/14/12/10/8 Mana Cost: 35/40/45/50/55 or something relatively moderate.
Radiance Flare: Sends a shockwave of hard light in a line (goes through terrain), dealing (60/90/120/150/180 + 100% AD) (+20% AP) (+10% Armor + MR) to all enemies hit in a line and in a small area around. Enemies hit also have their MR and Armor reduced by 30% for 5 seconds, are slowed by 20% for 2 seconds and deal 10% reduced damage for 1 second. Channeled ability, takes 1.5s to charge and detonate. Somewhat fast moving. Luminia is rooted for 1s after the ability is released and alles deal 10% less damage to targets afflicted by Radiance Flare debuffs.
CD: 18/16/14/12/10 Mana Cost: Somewhat high
Oversoul: Blinks to an enemy champion(s) in range and initiates a flurry of attacks for 5s (like Fiora), reducing targets MR and Armor by 50% for 5s and dealing 4% of enemy health each second (+100%AD) (+10%AP). Re-activate to bring opponent(s) that are being attacked by this skill to where initial point was (Like Zed ult); if re-activated, flurry of attacks will end but targets MR and Armor will still be reduced (for an additional 1s). When this skill ends or is re-activated, Luminia takes 10% of the damage she dealt during the span of the ult and releases a short range shockwave from herself that deals the same to those around her (ally or foe).
CD: 75s at all Ranks. Mana Cost: Somewhat High
Gilgamesh The Relentless Swordsmaster Mid / Top AA: Melee sword, decent range.
Lore: Renowned for his great skill in swordsmanship, Gilgamesh scours the land looking for new swords and opponents. He wields several legendary weapons and other dull blades, however he does not distinguish in the heat of battle, wanting only to fight. His tale has spread throughout the Rift as a legend who cannot be defeated, having only met his match in a chance encounter with the mysterious Jax. Gilgamesh is searching not only for Jax, but for anyone of the calibre that can challenge him and push him beyond what he has ever known. He has finally reached the League of Legends, hoping to expand his reportoire and find opponents that challenge his wit, and his skill as well as give Jax his regards.
"Does it matter if I use a pocket knife or a rapier? Either way, I will push you to the edge of your limits. Why? I intend to jump off with you." - Gilgamesh
Passive: For every auto and ability used, Gilgamesh builds passive stacks. Upon reaching 4 stacks, Gilgamesh's next ability will deal 10% more damage OR his next auto will release a small energy burst that deals 400% extra damage to minions and 100% extra damage to Champions. Depends on whether Gilgamesh used an auto or an ability at 4 stacks.
Swordsdance: Gilgamesh blinks 3 times in succession and performs a slash with a lance on each. Straight line, can choose whether to go forward and back in the window between blinks (default will be forward). If an enemy is caught in a blink, they will take 75 / 95 / 120 / 160 / 190 (+ 50% AD) for each blinked slash they are hit with. If they are hit with one blink slash, they will be knocked up for .25s and to the area where Gilgamesh will blink to next if it is forward -- there is a .5s delay on the slash after each blink. Enemies will only be knocked up and dealt half damage if Gilgamesh decides to blink backwards in the middle of the combo. Cannot hit enemies through terrain but can blink through terrain. There is a .5s space between blinks. Gilgamesh will take 50% increased damage if hit during Swordsdance. Feint Gauntlet can be used at anytime to cancel Swordsdance if a valid target for Feint Gauntlet is available.
CD: 15/13/11/9/8 Mana Cost: relatively high
Feint Gauntlet: Quick, short ranged stab (Slightly longer than AA range) with blades emerging from gauntlet followed by a dodge (dash animation but dodges projectiles) behind the target (dodge lasts and takes .5s -- also works on minions). Deals 65/95/125/150/190 (+60% AD). Gilgamesh's next auto attack will be empowered, dealing 50% more damage to any target. (This includes structures). Wears off after 7s. Arcane Arts can be used during the dodge to cancel the empowered auto and end the dash to bypass the 1.5s charge to .5 seconds on the Hurricane.
CD: 8/7/6/5/4 Mana Cost: Medium
Arcane Arts: Elementals: Gilgamesh invokes the power of his legendary elemental sword, calling down a fiery hurricane after 1.5s. Blocks projectiles and interrupts channeled abilities. Allies can enter the hurricane to gain 50% movement speed boost for 2s and gain 40% increased damage for 1 second. Enemies hit by the Hurricane will take 7% of their health as damage (+150% AP) and allow Gilgamesh to re-activate this skill to blink to an enemy hit by Arcane Arts within 2s of that enemy taking damage from the Hurricane. If Gilgamesh activates Swordsdance into the Hurricane, he will automatically blink to an enemy champion in range and continue Swordsdance. Hurricane lasts 5s.
CD: 14/13/12/11/10 Mana Cost: Relatively high
Excalibur - Passively grants attack speed. Upon actvation: Gilgamesh reveals his ultimate sword, meant for supreme offense. For 7s, Gilgamesh's autos deal 150% additional damage and Gilgamesh ignores Crowd Control effects during the duration. (Does not break free of CC on activation). Any foe hit with Swordsdance or Feint Gauntlet while this is active, will additionally lose 6% of their health over 2 seconds (this does not stack on the same target) and Gilgamesh will receive that health. Gilgamesh will take 20% increased single target damage while under Excalibur. If Gilgamesh is killed while Excalibur is active, the Cooldown of Excalibur is reduced by 15s. If Gilgamesh kills an Enemy Champion while under Excalibur, Excalibur's Cooldown will increase by 10s. Next activation of Excalibur resets the CD changes.
CD: 90/80/70 Mana Cost: Medium
Ylit Miraculous Harbinger Top / Mid AA: Melee | Close range: Sword transforms into Axe and hits | Mid range: Transforms into a thick longsword and stabs
Lore: Ylit was once a respected man. He gave to the poor and and only kept what he needed. He helped orphans find a home and he would even make sure his family would always know what he was doing. Ylit however, just happened to be in the wrong place at the right time. His soul became corrupted by chaos, as the tendrils of a dark forest reeled him in. They wanted him. They wanted a good man. For corrupting something so pure like him, is one of sweetest tastes that this darkness has ever known. People searched for Ylit, but he was never found. The forest that had taken him had disappeared. Years later, Ylit awoke. But he was no longer Ylit. No, he was we. Ylit was just a name. Ylit was the body. But inside the body resides 1000 tainted souls, all forced to mould themselves to Ylits own. And he was driven mad. Overcome with the chaotic feelings and natures inside him, he succumbed and became a monstrosity. The good nature of the soul shows when he leaves sickly children healthy, but brutally murders all else in his path. He is now known to the land as the Miraculous Chaos. And he has found his way to the League of Legends, hoping to find a cure to his madness. Or perhaps to find the forest from whence he came, and reside in it until the End of Days.
"It does not matter whether we are good or bad. We won't change. We can't change. It matters only what we do. The rest is decided by history."
Passive: Ylit's sword is imbibed with the fighting spirit of 1000 darkened souls and a weakened essence of chaos. The form it takes will determine his style of fighting for each generalized soul he contains.
After| Under Over - Ylit's axe will deal 75% increased damage to targets but reduces Ylit's AS by 15% and his AA range by insert small number here After| Indomitable Resolve - Ylit's AA's deal AoE up to 2 targets, prioritizing champions. 15% less damage to champions, but increased AS (50%). After| Cast Iron - Ylit's AA range is greatly enhanced. After| Cry Havoc - Ylit's sword ignores 10% of armor and is in normal boradsword form again.
Under Over: Ylit forces his sword to quickly transform into a makeshift Axe and smash down on the foe, dealing 70 / 115 / 160 / 205 / 250 (+ 100% bonus AD). Ignores shields and deflects any ranged attacks upon impact. Short range and quick.
CD: 9/8/7/6/5 Energy //
Indomitable Resolve: Ylit unleashes the energy that binds his souls for an instant, breaking free of all CC upon activation. Ylit's next auto will transform his sword to split into 2, giving his auto's AoE up to 2 targets (prioritizes champions) and granting 70% attack speed for 4 seconds. Enemies hit by the first auto after activation will take 50% increased damage from Ylit for 2 seconds, ignoring his passive.
CD: 19/17/15/13/11 Energy//
Chain Cast Iron: Ylit throws his sword, unhooking it at the hilt but attached to the chain. Sword travels moderate distance. Ignores minions -- if it hits a champion, it will deal x/x/x/x/x (+ 100% AD) and make Ylit perform an untargetable dash halfway to the target while pulling the Sword back and dealing half the damage to anyone hit with the recoil. If in range (halfway or below), after dash (1s window), Ylit can activate Indomitable Resolve or Under Over and he will blink to any enemy champion in appropiate range and perform the ability, but it will deal 50% less damage and Ylits sword will still be in Cast Iron mode. After performing the ability, Ylit will also bounce back using the sword as a jump post, and land at the edge of his Cast Iron AA range, pulling his sword near him after he lands (rooted for .5s after jump).
CD: 20/17/14/13/10 Energy//
Cry Havoc: Passive: Ylit's cooldowns are reduced by 1 second everytime Ylit takes damage from Enemy Champions. Active: Ylit allows his other selves to take control, warping his mind and soul. Ylit gains 50% damage on all his skills for 5s. Reactivating within those 5 seconds: Ylit sends his Sword out with the chain, using dark energies to control it under the surface (can go through terrain). Re-activate to make the Sword burst from the ground and release all of Ylits channeled energy in an AoE burst that deals 100/120/150 (+ 60% AD). The damage is increased by 2.5% for every 1% of an enemy's missing health.
CD: 95/85/60 Energy//
Emylia Arms Dealer Extrordinaire ADC AA: Ashe range
Lore: Emylia was naturally gifted at making weapons. Her father being a Blacksmith, she was taught all the tools of the trade after arguing with her father over what a woman should and shouldn't do. Eventually he gave in and taught her, only if she promised him that she would lead a happy life from what she chose to do. So years passed and Emylia excelled, eventually dropping from her other studies to perfect her craft. She is on her way to making the ultimate weapon. Emylia eventually decided her talents could not get any better here and told her father that she was leaving to expand her horizons. She has traveled to the League of Legends for that exact purpose. Who are we to deny her?
"It's such a huge world, why should I not be allowed to do what I love? And what I love is shooting things and making the things that shoot." - Emylia
Passive: Being a master Blacksmith, Emylia can change the nature of her weapons after a certain amount of time depending on how sturdy she needs her weapons to be. Emylia builds a stack of Adaptation once every 4 seconds. 100 STACKS: Emylia's auto's now apply a stacking slow of 15% for 1 second with a cooldown of .75s. 250 STACKS: Emylia's Attack Speed increases with the number of enemy champions in the vicinity. (15/30/65/90) 375 STACKS: + 15% Life Steal and +10% Movement Speed.
Straightshot: Fires a precise sniper shot with a semi-wide hitbox that deals damage (100 / 120 / 150 / 190 / 260 + 110% bonus AD) in a line. 10% reduced damage to each target after the initial target to a minimum of 70% damage. Straightshot can be charged to deal 30% increased damage but Emylia cannot move while charging (1.5 second charge) and is incapable of action (recoil pree hard yo) for .6 seconds if charged for full damage.
CD: 12/11/10/9/8 Mana cost: Medium
Hawkeye: Emylia takes aim for 3s. Her next AA will deal 200% damage to an Enemy Champion and Straightshot will auto lock on target instead of being a skillshot upon next activation. Passively grants +2 gold for every unit killed. (kek Ashe)
CD: 10/9/8/7/6 Mana Cost: Low
Field Play: Emylia throws one of her battery packs (compliments of Viktor), creating a gravity field when the energy source unloads (1.5s delay). Enemies caught in the field will be slowed by 50% for 4 seconds, continually re-applied if still in the Field. Emylia will deal 50% increased damage to targets with the Fielded debuff and Straightshot will deal 20% additional damage and detonate as AoE if launched into the gravity field. Field dissipates after 5 seconds. Emylia's basic attacks deal 20% less damage for 7 seconds as she adapts to a new gun. Picking up the old gun that was used as a gravity field will grant Emylia a 50% Movement Speed buff that decays over 2 seconds, and makes her next auto a double shot.
CD: 20/18/16/14/13 Mana Cost: High
Lord of Arms: Emylia takes everything she has and forms what she knows is as close the ultimate weapon as she can get for now. An ultimate technique, she launches 2 diagonal waves of gunfire (130 / 150 / 190 (+ 130% bonus AD)), and stuns enemies caught in the line for .5s before launching a hail of shrapnel pellets in between the now fading diagonal lines of gunfire in a cone, dealing 200 / 245 / 290 (+ 150% bonus AD). (.75s delay between end of gunfire and start of lasers).
CD: 100/90/80 Mana Cost: High
Ivio The Brutal Blitzer Jungle / Top AA: Close range broadsword
Lore: There was a time when the arcane essences that are noted in Ryze's scroll, were free. Ivio was a cyborg, manafactured through means unknown to survive and tell the tale of when Sin, Harmony, Lust, Anger, all the essences secrets. But Ivio was overwhelmed. The essences all found a home within the body that could sustain them, and of the few that knew, some embedded within him a part of that essence. To preserve it. To nurture it. Ivio houses a containment of absurd power, but must keep it in check. He has lost much of his memory from the stress and has joined the League of Legends in hopes that threatening combat will help him remember. Why deny a willing warrior?
"I was. But now I am. But what I am isn't what I was. So I just exist. Then again, that is all we do." - Ivio
Passive: Ivio can chain his abilities and his AA's to create powerful comboes. Ivio can cancel any of his abilities before the damage hits, to start an AA. In between AAs, he may use any ability. If an ability is used in chain with an AA, the ability will deal 10% increased damage. If an AA is used to attack and cancel an ability, the AA will deal 250% bonus damage. 3 second cooldown on canceling either way. Canceling for an AA means right cliking twice fast on a target.
Blade Weaver: Passively grants AS based on CDR. Ivio smashes his opponents upwards, knocking them up for .25s before launching a short sword swipe and stab; sending the opponent away after being hit and dealing 25 / 45 / 70 / 90 / 130 (+ 100% AD) in total. (Half that for just the swipe or just the stab.) If comboed after an auto attack, Ivios next auto will heal him for the same damage dealt with that auto.
CD: 5 seconds at all ranks. 4 seconds if canceled sword swipe with an AA. No Cost.
Cybernetic Transition: Ivio can blink behind an enemy champion (basically think Talon, but with MK Raiden teleport) after a .5s delay and his next auto will deal 150% additional damage. If used after an AA, Ivio's static charge from the momentum empowers his next auto to also stun the enemy for 1.5 seconds. If used after Blade Weaver, Cybernetic Transition's cooldown will be reduced by 3 seconds and opponent will be slowed by 50% for 2 seconds.
CD: 15/14/12/11/9 CD when AA cancel: 11/10/9/8/7 No Cost.
Piercing Gungnir: Ivio uses his keepsake weapon to charge forward a short distance after charging for .25s and impale an enemy for 60 / 110 / 160 / 210 / 260 (+ 120% bonus AD). Can go through terrain. If used after an AA, Gungnir will place Ivio a short distance behind the target and Ivio can use Gungnir one more time in the span of 3 seconds, but not on the same target. CD resets after the 3 second span but will start at the end of the first cast.
CD: 10 seconds at all ranks No Cost.
Particle Access: Ivio accesses his storage unit where the essences excess energy flows through and uses it to make his flux wave empowered. Ivio charges for 1s before blinking in a short distance and releasing a wave of energy in a circle (mid range) that deals 300 / 500 / 650 (+ 100% Bonus AD) (+ 100% AP) to all enemy champions. Ally champions hit by the blast are stunned for .5 seconds. If used after an AA, the charge time is bypassed and Ivio may blink instantly. If an AA is used to cancel, Particle Access goes on a 20 second cooldown.
CD: 80/70/60 No Cost.
So, feel free to comment. I suppose I should give my own thoughts on the characters too but I sort of want to see what opinions you all have just out of the raw concept first.