24 All-Original Champion Concepts, Made by One Guy: Me

alphadawg1·8/9/2016, 5:17:45 PM·1 votes·627 views

LoL Champion Ideas

  1. Tyderius, The Black Heart (Void) Damage: 7/10 Defense: 5/10 Magic: 6/10 Difficulty: 8/10 -“Darkness is in all our hearts.” Passive: COVETING – Should there be a Morgana or Kayle on the same team, Tyderius gains +1 to all stats: Damage, AP, Crit, Movement, etc. Also, Tyderius can glide to targets after kills, doing 100 (+10% AD)(+10% AP) maximum damage.

Q(BOW) SAPPING SHOT – Fires a soul flame that does 25/50/75/100/125 (+80% AP) and heals him for 25% of the damage done (Cooldown – 10/9/8/7/6). Cost: 50/55/60/65/70 Mana Q(SWORDS) CROSS SLASH – A ranged/melee attack skillshot. Lunges forward and slashes, doing 20/50/80/110/140 (+100% AD) and reduces armor by 5/10/15/20/25 for 10 seconds (Cooldown – 10/9/8/7/6). Cost: Same cost as bow W: WELL EQUIPPED(Passive:) Gains +20 Ability Power when the Dragon’s Talon (bow) is equipped. Gains +20 Attack Damage when the Demon Teeth are equipped. This passive becomes available at W(2). (Active:) Switches between his bow and swords (Cooldown – 5/4/3/2/1). Cost: No Cost E(BOW) MORTAL CURSE – Fires a soul flame upward that lands as an AoE stun. Stuns for 1.5 seconds and does 15/30/45/60/75 (+100% AP) damage (Cooldown – 15/13/11/9/7). Cost: 60/65/70/75/80 Mana E(SWORDS) DARK PARRY – Jumps to an area while spinning his swords, then jumps back on 2nd cast. Stuns for 1 second and slows by 50% for 5 seconds, decaying. Does 30/55/80/105/130 (+60% AD) (Cooldown – 15/13.5/12/10.5/9). Cost: Same cost as bow R(BOW) SOUL FIRE – Fires a mammoth soul flame that gains momentum and power with each enemy hit. Passes through all minions and monsters, and the 1st champion hit. The shot stops on the 2nd champion hit. Has a global range. Does 175/225/300 (+50% AP) initially, but gains 40/70/100 (+70% AP) for each enemy passed through (Cooldown: 120/105/90). Cost: 100/110/120 mana R(SWORDS) GRAVE WOUNDS – Unleashes an AoE slash attack. He dashes back and forth across an area 5 times. Each slash does 50/75/100 (+40% AD) damage and the first stuns enemies within the attack for 0.5 seconds. The damage and speed of the attack improve when combined with the gliding of Coveting, and can be canceled manually to conserve Mana. Any champion that was damaged, but not killed by this attack, will have 50% less armor until they die (Cooldown – 120/105/90). Cost: same as bow

  1. Ronin, the Phage of the Mountain (Ionia) Damage: 4/10 Defense: 6/10 Magic: 8/10 Diffculty: 6/10 -“Brutal and firm, just like the mountain!” Passive: FORMER DRUID – When with an ally/allies, Ronin and the allies themselves are granted 10% bonus health regen and 50 damage resist against turrets.

Q – STRONG GUST (Passive) For every time this ability is used, Attack Speed increases permanently by 0.02. (Active) Ronin leaps and slams down his muhaki (rake-shaped staff), doing 30/50/70/90/110 (+70% AP) damage and slowing by 60/65/70/75/80% for 2 seconds (Cooldown – 10/9.5/9/8.5/8). Cost: 40/45/50/55/60 Mana W – SECOND WIND (Passive) Grants 30 bonus movement speed on movement speed items. (Active) Ronin dashes forward a short distance. He then gains +10% movement speed and 50 bonus armor for 5 seconds. Any enemy champions hit by this are knocked up and dealt 15/35/50/65/80 (+90% AP) damage (Cooldown – 15/13.5/12/10.5/9). Cost: 60/65/70/75/80 Mana E – BLOWBACK (Passive) Each time this is used, it has a 25% chance of hooking an enemy. (Active) Ronin sweeps his muhaki in an AoE semicircle that blocks projectiles only (i.e. blocks Tristana’s Buster Shot but not Blitzcrank’s Rocket Arm) and knocks enemies away. Does 20/45/70/95/120 (+60% AP) damage (Cooldown – 9/8/7/6/5). Cost: 70/75/80/85/90 Mana R – WHIRLWIND (Passive) Grants 20 bonus Ability Power for each kill or assist earned with it. (Active) Ronin spins his weapon 360 degrees 3/4/5 times. Each time, the range greatly increases, it does 75/85/100 (+50% AP) damage, and applies a 2-second 60% slow. During this time, Ronin is immobile, but gains 100 Armor and Magic Resist, to reduce vulnerability. Can be canceled to conserve mana. The range always maxes out at 10000 on the third spin. Take caution, as it can be interrupted (Cooldown – 100/95/90). Cost: 100 Mana

  1. Moloch, the Demon Warrior (Independent) Damage: 5/10 Defense: 7/10 Magic: 7/10 Difficulty: 9/10 -“There is a true demon inside…THAT I CANNOT CONTROL.” Passive: BLOODLUST – For every ability on cooldown, Moloch gains 1% Lifesteal on basic attacks. Also, his basic attacks have 1% standard Lifesteal. However, Lifesteal on items bought are omitted. Plus, Moloch gains 5 Fury per basic attack. Abilities cost nothing when in demon form.

Q(HUMAN) DEVIANT – Moloch lunges a short distance and slices the enemy, doing 40/65/90/115/140 (+50% AP) and reducing armor by 15/20/25/30/35 for 6 seconds (Cooldown – 10/9/8/7/6). Cost: 35 Fury Q(DEMON) MOLTEN RUT – Moloch stomps the ground, opening a crack in it. Enemies that step in it are dealt 20/25/30/35/40 (+70% AP) DPS and are slowed by 10/15/20/25/30% for 6 seconds (Cooldown – 15/14/13/12/11). Cost: same(Q) W(HUMAN) ESSENCE OF THE SLAIN – Moloch summons a shield made from the blood of his victims that absorbs 40% of damage taken in the next 6 seconds, after which it explodes. Those caught within the blast are dealt 30/50/70/90/110 (+60% AP) damage and are stunned for 1 second. The shield can be detonated early, but will do less damage and not stun (Cooldown – 12/11/10/9/8). Cost: 30 Fury W(DEMON) SCALDING IMPURITY – Moloch becomes enraged and bursts into flames for 6 seconds. During this time, his next basic attack stuns for 1 second, he takes 50% less damage from ranged attacks, and melee attackers are dealt 15/25/35/45/55 (+80% AP) DPS. After the flames dissolve, Moloch is slowed by 50% for 2 seconds (Cooldown – 20/18.5/17/15.5/14). Cost: same(W) E(HUMAN) BLOOD AND STEEL – Moloch gains 1 charge of this ability per 5 basic attacks, to a maximum of three charges. Moloch flicks his sword and the blood on it flies off. Enemies hit by it are silenced for 1/1.5/2/2.5/3 seconds and dealt 20/35/50/65/80 (+50% AP) damage (Cooldown – 14/13/12/11/10). Cost: 40 Fury E(DEMON) FIREBALL – Moloch tosses a fireball that does massive AoE damage. Should no enemies take immediate damage from it, it stays where it landed as a trap. Does 40/70/100/130/160 (+40% AP) AoE damage on contact, but as a trap it does 30/55/80/105/130 (+40% AP) AoE damage instead (Cooldown – 15/14.5/14/13.5/13). Cost: same(E) R – DEMON WITHIN – Moloch transforms into a hulking demon. When he does this, melee attackers are stunned for 1 second and dealt 10/20/30/40/50 (+40% AP) AoE damage. He is also immobile for 2 seconds. Consumes 1 Fury per second, and can be canceled manually (Cooldown – 40). Cost: 1 Fury/s

  1. Nakur, the Kunai Assassin (Ionia) Damage: 9/10 Defense: 3/10 Magic: 1/10 Difficulty: 5/10 -“Death is a trade best left to professionals.” Passive: SWIFT DISPATCH – Nakur gains +40 Movement Speed towards enemies with less than 25% health. He also gains this when he has less than 25% and is running away from enemies.

Q – PIERCING THROW – Nakur throws two kunai in parallel in a straight line. Enemies hit are dealt 45/65/85/105/125 (+70% AD) and are slowed by 20%/25%/30%/35%/40% for 3 seconds. Should he earn a kill with this ability, it will reset for a second cast. On this second cast, targets hit are stunned for 1 second instead of slowed (Cooldown – 9/8/7/6/5). Cost: 60 Mana W – BLADE IN THE DARK – Nakur whisks through the shadows towards an enemy. He gains +100% Movement Speed for 2 seconds and 100 Armor for 3 seconds. His next basic attack does 50%/75%/100%/125%/150% bonus damage and penetrates 10/15/20/25/30 Armor (Cooldown – 16/15/14/13/12). Cost: 75 Mana E – ACOLYTE – Nakur summons 4 blades to surround him. Each blade ignores all damage from basic attacks and blocks 20% damage from abilities. He can dispatch the blades at close range to do 30/55/80/105/130 (+50% AD) damage to nearby enemies. For each blade not in the ringlet, the attack does 25% less damage. Should Nakur die while this is still active, the fanning of the blades does 50% bonus damage to the regular amount; the number of kunai in the ringlet is null and void (Cooldown – 12/11.5/11/10.5/10). Cost: 50 Mana R – KUNAI BARRAGE – Nakur becomes immobile and dishes out 10 kunai very rapidly, each doing 15/35/55 (+80% AD) damage. Each kunai has a 20% crit chance, and the speed of the attack increases with each kunai thrown. The first kunai that hits something silences them for 3 seconds and ignores all armor. Estimated max damage with 200 AD and max 3: 2,150. The attack is aimed via the cursor, similar to Vel’Koz (Cooldown – 90/87/84). Cost: 100 Mana

5. Darwin, the Logistics Professor (Demacia)

Damage: 3/10 Defense: 4/10 Magic: 9/10 Difficulty: 9/10 -“There is nothing without logic.” Passive: STOP AND THINK – Every time Darwin is silenced, it lasts only half as long. The very first time Darwin is ever attacked during a life, the enemy that attacked him is silenced for 3 seconds and stunned for 0.5 (this includes minions and monsters). Pulls and projectiles are also deflected by this.

Q – BEGINNER’S SPELL – Darwin “teaches” an enemy their first magic spell, and shoots a white wisp of arcane at an enemy. Those hit take 25/55/85/115/145 (+60% AP) damage. (Passive:) Should this spell be blocked or interrupted, and Darwin doesn’t die in the process, he is able to cast this a second time free of cost (Cooldown – 9/8/7/6/5). Cost: 45 Mana W – INTERMEDIATE CHALLENGE – Darwin demonstrates a “more difficult” spell, and casts a zone of impurity that lasts for 5 seconds, doing minor AoE damage and slowing enemies within it by 75% for 2 seconds (non-decaying). The spell does 20/35/50/65/80 (+40% AP) per second. Should an enemy die via this spell, the range widens slightly and lasts 3 seconds longer. Upon the end, the spell implodes, doing 10/25/40/55/70 (+70% AP) damage to nearby enemies (Cooldown – 12/11.5/11/10.5/10). Cost: 70 Mana E – EXPERT LOGISTICS – Darwin unleashes his demonstration of a truly powerful, but difficult to master spell. He passively increases his AP by 20/30/40/50/60, his AD by 10/15/20/25/30, Movement Speed by 25/35/45/55/70, and Armor by 20/40/60/80/100 for 5 seconds. Minion kills prolong the spell by 0.2 seconds, while enemy champion kills prolong it by 2. Monster kills do nothing. Also, if health and Mana are both below 10%, the spell can be cast for free. Beware; the spell consumes a lot of mana (Cooldown – 25/23/21/19/17). Cost: 25 Mana/s R – TRUTH BEHIND MAGIC – Darwin casts the hardest spell in all of Magic, and majorly boosts his abilities. For the next ten basic attacks, range is gradually increased, and each consecutive attack gains a bonus 20/40/60 (+100% AP(Single-measure)) damage. Darwin with 200 AP and maxed R does an estimated 1,200 maximum magic damage (Cooldown – 100/95/90). Cost: 110 Mana

6. Cyddic, the Corrosive Cretin (Zaun)

Damage: 5/10 Defense: 2/10 Magic: 7/10 Difficulty: 7/10 -“This might sting a wee bit…(laughs evilly)” Passive: SPLASH ZONE – Cyddic’s basic attacks sacrifice attack speed for area damage, doing more damage to a wider area instead of a single target. Lifesteal is increased by 10% against minions and monsters.

Q – BURST FIRE – Cyddic configures his acid launcher, allowing him to fire a triple burst three times, giving him a bonus 10/15/25/40/55% attack speed and 10/14/19/25/32 bonus damage. Also, if this is interrupted(only, not ignored), Cyddic is refunded 50% mana and the next basic attack slows by 25% for 0.5 seconds. (Cooldown: 10/9.5/9/8.5/8s) Cost: 40 Mana W – MORTAR-FIED – Cyddic enters a mortar position; it requires a channel time of 2 seconds. Cyddic then launches a massive hunk of acid that does 50/75/110/155/210 (+50% AD) and slows by 15/25/40/60/85% for 2 seconds. Allies that walk through it gain 25% movement speed for 3 seconds. (Cooldown: 8/7/5/7/6.5/6s) Cost: 50 Mana E – STRAFE – When activated, Cyddic gains 50% bonus movement speed for 5 seconds. During this time, his first basic attack does 10/15/20/25/30 bonus damage and stuns all targets by 1 second within the burst radius. The rest of the basic attacks are normal, but Cyddic can move while firing them. Also, after the first shot, Cyddic can simultaneously activate Burst Fire to gain an advantage. (Cooldown: 17/16/15/14/13s) Cost: 90 Mana R – STICKY SITUATION – Cyddic channels his acid launcher for 3 seconds, then launches his largest projectile, which spreads over a large area and traps those within it for 3/3.5/4 seconds and does 125/175/250 DPS. Those trapped within cannot be pulled out, and allies, including Cyddic himself, can be caught in it. All those caught in it cannot move, but only enemies are still vulnerable to damage – use caution when aiming this ultimate. (Cooldown: 100/90/75s) Cost: 100 Mana

7. Edge, the Razor of Night (Noxus)

Damage: 2/10 Defense: 4/10 Magic: 9/10 Difficulty: 8/10 -“I kill not for a cause, but for judgement.” Passive: BLOODLETTING – Edge’s basic attacks are granted a 15% chance of having 5% lifesteal. For every attack that does not give lifesteal, they ignore 20% of all armor and restore 100 health to up to 5 nearby allies and minions instead. Enemy champions killed restore 200 (+60% AP) health.

Q – DANCING SHADOW – Edge dashes to an enemy, doing 40/65/95/130/170 (+80% AP) damage and knocking the target up. Minions killed by the charge reduce the cooldown by 0.5 seconds and restore 10 Mana. (Cooldown: 10/9.5/9/8.5/8s) Cost: 60 Mana W – DARK MATTER – Edge adheres dark matter to his blades, allowing his next two basic attacks to deal 25/50/100/175/275 bonus damage plus 50% AP. If Edge is affected by status effects at any time in between both basics, his 2nd attack applies either a 1-second stun, a 2 second 50% slow, or a 3 second silence. (Cooldown: 15/14/13/12/11s) Cost: 40 Mana E – NIGHT MOVES – Passive: Edge starts with 20 bonus armor, adding on 5 at each level. Magic resist scales at 10% of these values, starting with 2 MR and adding on 0.5 MR at each level. Active: Edge stops in his tracks and channels for 0.5 seconds, shifting a distance slightly bigger than Flash. During the shift, he is invisible, but after the shift, his reveal does 50/80/120/170/230 (+75% AP) damage and slows by 25% for 1 second. However, Edge only has 3 seconds to determine where he wants to go. Also, he is immobile at this time and will take damage still. Finally, Edge is immune to the first status effect applied to him after he reveals himself. (Cooldown: 18/17/16/15/14s) Cost: 80 Mana R – REAVER – Edge deploys an AOE stun on first cast. Enemies caught within it are victim to the next few casts, where Edge dashes back and forth over that area three times, doing 80/90/100/110/120 (+40% AP) to all enemies within the area. Lastly, these enemies are invisible to THEIR allies, preventing them from being rescued. (Cooldown: 110/108/106/103/100s) Cost: 100 Mana

8. Ferrum, the Peacekeeper (Bandle City)

Damage: 7/10 Defense: 6/10 Magic: 1/10 Difficulty: 6/10 -“Painful things come in small packages.” Passive: POWER SURGE – When Ferrum is within range of an enemy whose health is below 50%, he will gain 20% movement speed towards that enemy that wears off once the enemy’s health gets past 50%. If Ferrum’s health is below 50%, he gains 15% bonus movement speed towards allied turrets.

Q – SHOCK BLAST – Passive: This ability has 25 bonus Armor Penetration. Active: Ferrum ignites his arm cannon for a medium range attack, dealing 60/85/110/135/160 (+70% AD) and slowing by 15/25/35/50/70% for 1.5 seconds. If Ferrum’s passive isn’t available, it deals true damage. (Cooldown: 9/8/7/6/5s) Cost: 50 Mana W – FORCEFIELD – Ferrum activates a forcefield that deflects 50% damage from basic attacks, 20% damage from critical strikes, 10% damage from special abilites, and completely blocks the first impacting projectile attack (i.e. Mundo’s cleaver, Caitlyn’s ultimate, etc.). If the shield is destroyed within 5 seconds of being activated, the cooldown is reduced by 3 seconds and it returns 2% of Ferrum’s current Mana. Also, Ferrum can cast it a second time for more Mana on an ally. (Cooldown: 11.5/11/10.5/10/9.5s) Cost: 70 Mana E – FLUX TRAVEL – Ferrum teleports to a targeted enemy, dealing 20/40/60/80/100(+40% AD). That enemy is stunned for 1.5 seconds. Should he basic attack that enemy, they will be silenced for 1 second. Also, Ferrum is immune to slows for 3 seconds afterwards and gains 10/15/20/25/30 bonus armor during this time. (Cooldown: 14/13/12/11/10s) Cost: 90 Mana R – MATERIALIZER – Ferrum unleashes a massive beam from his chest. Enemies caught within the blast are initially stunned for one second and slowed by 40% for every second they are in its path. It does 50/75/105/140/180 damage per second for 5 seconds plus 50% AD. Ferrum cannot move, ergo he cannot move the beam, but has global range. For every enemy champion killed by this, the cooldown is reduced by 1 second and the armor bonus for his E-Flux Travel is increased by 1. (Cooldown: 95/92/89s) Cost: 110 Mana

9. Conduit, the Tesla Master (Zaun)

Damage: 4/10 Defense: 7/10 Magic: 8/10 Difficulty: 7/10 -“Eeeeeeeeeeeelectrifying…” Passive: AC SHOCKWAVE – The instant Conduit’s health drops below 25%, his basic attack speed increases by 10% and his damage releases a powerful electric shockwave, dealing 10/12/15/19/24(+20% AP) extra damage on hit.

Q – ELECTROSTAFF – Conduit connects his Tesla beams to form a staff, then throws them like a boomerang. This silences all enemies hit for 2.5 seconds and deals 45/55/70/90/115 (+90% AP) damage. If the ability is blocked, for example, by Yasuo’s Wind Wall or Braum’s shield, it comes back twice as fast and the cooldown resets, giving him another chance. However, the mana is not refundable. (Cooldown: 12/11/10/9.5/9s) Cost: 70 Mana W – FLYING SPARKS – Conduit bangs his beams together, stunning all enemies in short range for 1.5 seconds and dealing 20/30/45/65/90 (+120% AP) damage. Enemies with spell shields ignore the stun, but take 75% true damage. (Cooldown: 15/14.4/13.8/13.2/12.6s) Cost: 80 Mana E – CHARGE BOLT – Conduit hits an enemy at medium range with a small bolt of electricity, shocking them for 35/60/85/110/135 (+60% AP) damage and slowing by 40% for 3 seconds. If the enemy is standing near other enemies, the bolt chains to a maximum of 5 other targets. If the target is alone, the attack does 20% more damage. (Cooldown: 10/9.5/9/8.5/7.7s) Cost: 50 Mana R – CIRCUIT BREAKER – (Passive) For every kill earned with this ability, the AP ratios of his other abilites increase by 2%. (Active) Conduit leaps into the air, becoming untargetable, then smashes his Tesla beams down, knocking up all enemies within a semi-large radius, dealing 150/230/310 (+100% AP). Plus, after the initial impact, lightning bolts pierce all enemies initially impacted, dealing 75/100/140 (+75% AP) more damage. (Cooldown: 120/115/106s) Cost: 100 Mana

10. Chan, the Sensei of Focus (Ionia)

Damage: 5/10 Defense: 7/10 Magic: 6/10 Difficulty: 10/10 -“True power lies in instincts.” Passive: REJUVENATION AURA – Health regeneration gains a unique bonus for every type of enemy; +25% against monsters, +10% against minions, and +50% against champions. Also, on a cooldown of 120 seconds, is a secondary passive that, on the first hit from a turret, Chan is healed for half, and returns the other half back as true damage to that turret.

Q – CALM NERVES – Chan lobs a slow-moving ball of freshwater that stuns an enemy for 1 second on direct impact, but only silences those in close proximity for 2 seconds. Either way, the attack does 35/55/80/105/140 (+80% AP) damage. Any time an enemy is stunned with this, Chan receives +1 Armor, but receives +1 Magic Resist for every enemy silenced. W – TINGLING SENSES – Chan summons his mystical powers of incredible focus and reveals a large area of map around him, revealing enemies, whether they are invisible, hiding in the brush, or out in the open, but only for 3/3.5/4/4.5/5 seconds. Should Chan take damage at any time while this ability is used, the health regen from that particular passive is increased by 10% of that amount (+2.5% vs Monsters, +1% vs Minions, +5% vs Champions). E – TEMPER CONTROL – Chan calms his feelings, restoring balance to his senses. Upon activation, this can be used to escape status effects, including slows, stuns, and silences (but not knockups or suppression). Chan then returns that status effect in the form of a swift melee combo that does 50/75/105/145/190 (+75% AD) for half as long. R – RESTORED BALANCE – Chan leaps into an area, slowing everything that leaves that area for every half second they were in it by 1 second (i.e. enemy that is in it for 2.5 seconds is slowed for 5 seconds). Also, any attacks, whether they are basic or special, have +20 AD or AP ratios and deal 10/20/30/40/50% extra damage to those affected by the slow. Enemy champions killed while slowed grant a bonus 100 health, to a maximum of 800 (+10% AD & 10% AP).

11. Rhia, the Beast Hunter (Independent)

Damage: 9/10 Defense: 1/10 Magic: 3/10 Difficulty: 7/10 -“They may run. They may hide. But the hunt always wins.” Passive: WHIPLASH – Every basic attack has a 20% chance of inflicting 20% (+10% AP) extra damage. For every attack on which this is unsuccessful, Rhia still does 5% extra damage, and 10% of the total is converted to health if Rhia is not at full health.

Q – LYNCH – Rhia snaps her whip at an enemy’s legs, dealing 40/60/80/100/120 (+100% AD) on a direct hit, as well as slowing them by 40% for 2 seconds. The whip can not extend to its full length if a champion steps in front of it. Any enemy champion that pulls this off receives 20% less damage. Also, be careful, as this attack must be a direct hit on minions and champions alike (but for minions, they do not stop the whip early) – as knocked up enemies are invulnerable to this. (Cooldown: 15/14/13/12/11s) Cost: 60 Mana W – HUNTER’S RETREAT – Rhia latches onto either an enemy or structure and pulls herself toward it. Enemies hit by it are stunned until she pulls herself to them and are dealt 25/35/50/65/85 (+80% AD) damage. Enemy structures are dealt double her basic AD, and when she uses it on structures instead of champions, the standard cooldown is reduced by 1 second at all levels. (Cooldown: 20/19.5/19/18.5/18s) Cost: 70 Mana E – PURSUIT(Passive) – Rhia’s basic attacks do 15/20/25/30/35% extra damage to targets running away from her, and uses their armor against them – these attacks also do even MORE damage in the form of 25% of her enemy’s armor. A target with 150 Armor running away from a Rhia with 300 AD and a maxed E will be dealt 443 total damage, plus possible crit damage. Cost: No Cost R – CAUSE FOR CAPTURE – Rhia jumps to an area from a short distance, violently twirling her whip. Enemies hit by the whip are stunned for 2/2.5/3 seconds. Also, at the same time the stun starts, Rhia’s basic attack speed is virtually doubled for 5 seconds. Lastly, if Rhia dies before the attack speed bonus wears off, the time remaining is added onto the time for the next time this is used (i.e. Rhia dies, but has 1.9 seconds of unused attack speed. The next ultimate, attack speed bonus lasts 6.9 seconds instead of 5). If Rhia’s ultimate is interrupted and she DOESN’T die, the status effect that interrupted it is reduced by 50%. (Cooldown: 80/78/75s) Cost: 100 Mana

12. Vander, the Purist Commando (formerly Zaun, currently Piltover)

Damage: 6/10 Defense: 4/10 Magic: 7/10 Difficulty: 7/10 -“No sick gadget stops a bullet.” Passive: FULLY LOADED – Vander is quite the unique fighter, considering he uses a full-auto assault rifle. He can also change his ammo type, but will still need to reload. He must reload when empty and before switching ammo types, but can reload manually. Each clip holds 100 rounds, and the longer he holds down the trigger, the faster the rifle fires. There is a balance, though – although it is full-auto, Vander’s basic attack damage at level 1 is 2. Also, his attack range is slightly increased, and AD items grant Vander only 10% of the actual bonus. Lastly, if Vander is reloading but is interrupted by a stun or knockup, the clip is refilled automatically. Double-left click to reload.

Q – INCENDIARY AMMO – Vander loads his MG with incendiary rounds that penetrate 1 Armor on hit and apply a burn effect that resets on each hit, doing 6/7/8/9/10 (+20% AD) damage over 3 seconds. Targets hit with at least 20 incendiary rounds in less than 5 seconds burst into flames, dealing an extra 15/20/25/30/40 (+50% AD) damage. (Cooldown: 30/28/26/24/22) Cost: 80 Mana W – GRENADE LAUNCHER – Vander chunks a grenade from his underbarrel attachment that, on impact, stuns for 1/1.5/2/2.5/3 seconds and deals 40/50/65/85/110 (+90% AP) magic damage. After the initial impact, all targets that were stunned are also slowed by 50% for 1 second. The cooldown is very low, but if it is used twice in 10 seconds, the damage is reduced by 10% for every second in that time (i.e. damage is reduced by 30% after 7 seconds this ability is unused). (Cooldown: 8/7/6/5/4) Cost: 65 Mana E – CRYO AMMO – Vander switches to his cryogenic ammo, which does 6/7/8/9/10 (+20% AP) damage on hit. Enemies hit by 20 bullets in less than 5 seconds are frozen in place for 1 second. It does no damage, but enemies coming out of the freezing are silenced for 1.5 seconds. (Cooldown: 28/26/24/22/20) Cost: 85 Mana R – GOING A.W.O.L. – Vander stands still and channels his inner-Rambo, firing a wild and rapid spray of skewing bullets. Attack speed is increased by 35%, crit chance is 100%, and each hit slows by 70% for 0.1 seconds, but bullets are shot at random in a cone, and therefore inaccurate. Also, Vander is immobile during this time, which lasts 4 seconds. When exiting the ultimate, Vander’s other abilities are off cooldown and his magazine is refilled automatically. (Cooldown: 115/110/100) Cost: 100 Mana

#13 has been redacted. He has been redacted because of the similarity in name to #21, and is far less creative than the other concepts.

14. Osiris, the Cyberspace Overlord (Shadow Isles)

Damage: 1/10 Defense: 2/10 Magic: 10/10 Difficulty: 8/10 -“Corruption never fails.” Passive: OVERLOAD – Osiris gains stacks of Overload to a maximum of 800. A single stack grants 0.1 towards a random stat, with the exception of attack damage, and automatically grants 0.1 to Spell Vamp. Stacks are earned by killing minions (1), super minions (2), neutral monsters (3), epic monsters (4) and champions (5). Keep in mind that for monsters like Baron Nashor or Dragon, Osiris himself must last hit to gain the stacks. Upon death, Osiris loses 100 stacks, most of which are taken evenly to level out his stats. When Osiris uses an ability, he expels 50 stacks to deal 30 (+40% AP) DPS for 4 seconds. This has a cooldown of 100 seconds.

Q – PHASE I HACK – Osiris flashes a beam of binary numbers that do 25/40/60/85/115 (+100% AP) on hit. A slow is applied also; slowing enemies hit by 20/25/30/40/50% for 2 seconds. The first enemy hit is applied Overload. (Cooldown: 8/7.75/7.5/7.25/7) Cost: 60 Mana W – TRANSIST – Osiris teleports through cyberspace to reach a desired area. Osiris carries 1 charge of this per ability level, and the first charge charges 50% faster at level 2. Upon teleporting a short distance, enemies in a shorter range are stunned for 1.5 seconds and take 25/30/35/40/45% more damage from Osiris’s next ability, minus his ultimate. If Osiris uses more than two charges in less than 10 seconds, he gains a “firewall” that deflects the next enemy ability and absorbs 50% of the damage from basic attacks, including crit strikes. (Cooldown: 5/4.5/4/3.5/3) Cost: 80 Mana per teleport, +20 more Mana per each consecutive teleport (five teleports costs 600 Mana) E – BINARY FRACTURE – Osiris places a mark on an enemy that flashes between the numbers “1” and “0.” Osiris also has these numbers flashing, but at a faster rate. Osiris can then, upon second cast, synchronize the two numbers. If the numbers match, the ability does 30/40/55/75/100 (+100% AP) magic damage, silences them for 2 seconds, and slows them by 40% for 3 seconds, decaying. If not, neither the slow or silence is applied and it does 20% less damage. (Cooldown: 18/17/15.5/14/12) Cost: 90 Mana R – 01110110 01101001 01110010 01110101 01110011 (“Virus”) – Osiris uses two of his W’s charges to teleport to an area and rain a slew of binary numbers. The attack slows all those within the area by 90% for 2.5 seconds and deals 100/145/210 (+75% AP) damage per second. During this time, Osiris is immobile, his Transist firewall goes up automatically, and his next basic attack AS WELL as his next ability are each applied Overload. Lastly, this ability at max gains Osiris unlimited charges of W-Transist for 10 seconds. (Cooldown: 120/115/108) Cost: 110 Mana

15. Borealis, the Ultimate Killing Machine (Noxus & Zaun)

Damage: 10/10 Defense: 5/10 Magic: 3/10 Difficulty: 5/10 -“SUBJECT TO TERMINATION: ACTIVE.” Passive: RUTHLESS – Whenever Borealis gets within range of an enemy minion or champion, he stands up on his hind legs and attack speed increases by 10%. When away from enemy champions or minions, Borealis is on all fours and movement speed is increased by 25%.

Q – FOCUS LASER – Borealis fires a laser from his Cyclops eye, dealing 30/40/55/75/100 (+120% AP) damage. Note that this ability passes through minions and stuns an enemy at the very tip of the laser for 1.5 seconds. (Cooldown: 9/8.25/7.5/6.75/6) Cost: 50 Mana W – ANNIHILATION(Passive) – Borealis ejects his mechanical razor-sharp claws for basic attacks whenever an enemy champion in a certain range has less than 40% health. These attacks add a bonus 15/25/35/50/65 (+100% AD) damage, and every 5th attack slows by 20% for 1 second. There is a brief pause every five attacks. (Cooldown: 20/18/16/14/12) E – BIOTIC ASSAULT – Borealis leaps a short distance. Enemies in the path of the leap are knocked aside and dealt 40/50/65/80/100 (+80% AD) damage. Enemies at the very tip of the leap, where Borealis touches ground again, are dealt 55/65/80/100/125 (+90% AD) damage and silenced for 1 second plus however many enemy champions Borealis knocked aside (knocking aside 2 enemies would silence the third for 3 seconds). (Cooldown: 15/14/13/12/11) Cost: 75 Mana R – REMORSELESS SLAUGHTER – Borealis charges to a small area after channeling for 2 seconds, knocking up everything within it and silencing them afterwards for 2 seconds. Immediately after the charge, Borealis does a 360 spin with his claws ejected. The knockup does 90/125/175 (+50% AD) and the spin attack does his basic AD plus 80/90/100% of it (a Borealis with 300 AD and a maxed ultimate would do 925 total damage). (Cooldown: 110/100/95) Cost: 100 Mana

16. Khuzo, the Elemental Warlord (Void)

Damage: 1/10 Defense: 1/10 Magic: 10/10 Difficulty: 9/10 -“Burn. Freeze. Crush. Shock. Death. Victory.” Passive: BEHOLD THE POWER – Khuzo builds Power that he builds 1 of with every basic attack or ability which, when at 50, he has the option change into another elemental form, of which he has four at his fingertips: Fire, Ice, Earth, and Storm, giving him the largest kit of any champion, none of which require any cost. They are interchangeable only in that order. However, they have slightly higher cooldowns than normal, and CDR items do not apply to Khuzo to balance. Also, none of his AP ratios go past 80%. Khuzo must activate it via his ultimate. He can activate it at 40+ Power, but only if he as at less than 60% health. Lastly, when activated, it requires a channel time of 1.5 seconds.

Q (FIRE) – KINDLER - Khuzo chucks a small fireball that is lacking in power, but has superior range. Upon impact, the fireball deals 25/45/65/90/120 (+40% AP) damage and burns through 10 Magic Resist. Q (ICE) – ICE SPIKE - Khuzo instead throws a deadly icicle, slightly to the right of himself, that also has superior range. The icicle does 20/35/50/70/95 (+45% AP) damage and stuns for 0.2 seconds the longer the icicle traveled. Q (EARTH) – PILLAR – Khuzo pulls a pillar of stone from the ground and kicks it at an enemy short range. The pillar stuns the enemy hit for 0.5 seconds and slows afterwards by 40% for 2 seconds. It also does 30/50/75/105/140 (+35% AP) damage. Q (STORM) – THUNDERSTRUCK – Khuzo unleashes a point-and-click shock that jolts enemies for 35/60/85/115/155 (+30% AP) damage. Enemies killed by this grant Khuzo 5 bonus Power. ALL ‘Q’ COOLDOWNS: (12/10.5/9.5/8.25/6.75) W (FIRE) – FALLING SKY – Khuzo dispatches a massive AoE fireball from space that stuns all those hit for 1 second and deals 10/25/40/60/85 (+50% AP) damage per second. It continues to burn for 3 seconds after impact and damages those within melee range. W (ICE) – FROST PATCH – Khuzo summons an icy patch that slows those on it by 80% for 1.5 seconds. If the enemy does not leave the circle in 2 seconds, they “slip up” and are trapped on the ice for 1.5 seconds. W (EARTH) – COLLISION – Khuzo summons two stones this time, but smashes them together. Enemies in between the stones are dealt 30/65/100/140/180 (+50% AP) damage. If the attack hits multiple enemies and one of them dies, the others are slowed by 30% for 3 seconds. W (STORM) – CUMULONIMBUS – Khuzo summons a violent cluster of storm clouds that blind and silence all enemies in an area, and reduces their Magic Resist by 10/12/14/17/20 for every second they are in the area. The area remains up for 5 seconds and the cooldown does not start until it dissipates. ALL ‘W’ COOLDOWNS: (17.5/17/16/15/13.5) E (FIRE) – TEMPERED FLAME – For the next 3 seconds, attack speed is increased by 50%, basic attacks do 10/15/20/25/30 bonus magic damage, and ignore Magic Resist. Enemy champion kills (but not assists) prolong the ability by 1 second. E (ICE) – COLD SHOULDER – Khuzo protects himself with ice skin that deflects 50% (+5% AP) of all damage, physical and magical, for 5 seconds. During this time, he is also slowed by 20% and the first time an enemy champion attacks you, with basic attacks or abilities, they are stunned for 1 second. E (EARTH) – EARTHQUAKE – Khuzo stomps the ground, unleashing a violent aftershock. All enemies are dealt 40/60/85/115/150 (+60% AP) magic damage. Enemies with less than 2000 health are knocked up; otherwise, enemies are slowed by 50% for 2 seconds and Magic Resist is reduced by 20 for 3. E (STORM) – BOLT FROM THE BLUE – Khuzo shoots a single bolt of lightning that strikes the ground for AoE damage. The bolt itself, despite the lack of space, lands in a random spot. Direct hits deal 20/50/90/140/200 (+40% AP) while indirect hits deal 40% less damage. Both hits silence enemies for 2 seconds. ALL ‘E’ COOLDOWNS: (20/19/17.5/15.5/13) R – ELEMENTAL SHIFT – Khuzo consumes all of his Power to change into a different elemental form. The cycle goes Fire, then Ice, then Earth, then Storm. It is also important to remember that if Khuzo uses his Q, W, and E for a total of 5 times, he can shift forms at a minimum of 35 Power. (Cooldown: 50/35/20)

17. Wexler, the Prototype (formerly Zaun, currently Bandle City)

Damage: 7/10 Defense: 9/10 Magic: 1/10 Difficulty: 5/10 -“I may be a monster, but I’m a monster with purpose.” Passive: SLOW AND STEADY – Wexler is set to have the slowest starting attack speed of any champion. However, each basic attack has a 30% chance of slowing an enemy by 50% for 1 second. Attacks that don’t do bonus damage equal to 1% of the enemy’s total health.

Q – COLOSSAL IMPACT – Wexler’s left hand mace collides with the ground after channeling to a maximum of 2.5 seconds. Enemies hit with the ball of the mace are stunned for however long Wexler channeled and dealt 50/70/105/150/190 (+80% AD) damage. Enemies in the path of the mace, but not directly hit, are silenced for 1.5 seconds, but they are dealt no damage. (Cooldown: 12/11/10.5/10/9.5) Cost: 90 Mana W – SOLEMN CANTER – Wexler, instead of dragging his mace, lifts it up over his shoulder for 5 seconds, gaining 40% bonus movement speed. When the speed bonus ends, he simply drops it back on the ground. Enemies in pursuit are stunned for 1 second if too close to the point of impact and dealt 45/90/135/180/215 (+65% AD) damage. (Cooldown: 20/19/18/17/15.5) Cost: 60 Mana E – BLOODSHED – Wexler uses his right arm, making it so that his next basic attack slices across his chest and shoves enemies far back. The initial attack does 30/60/90/125/160 (+50% AD) damage. Then the next basic attack causes bleeding that does 35/45/60/80/105 (+40% AD) damage over 3 seconds. Wexler has 5 seconds to use the attack, and in that time, stuns do not affect him. (Cooldown: 14/13.5/13/12.5/11) Cost: 50 Mana R – BLIND RAGE – Wexler becomes infuriated, and for the next 10/12.5/15 seconds, attack speed is increased by 150% and basic attacks do 10/15/25/40/60 (+75% AD) bonus damage. Lastly, each attack is instead used with the mace rather than the arm claw, which applies a slow of 3% on each attack, i.e. 12 attacks slow by 36%. After the attack ends, all damage done is halved, then converted into a shield that protects either a nearby ally, or if no allies are around, himself. Keep in mind that Wexler takes 3 seconds exactly to cool down and regain self-control, rendering him immobile. (Cooldown: 130/115/100) Cost: 100 Mana

18. Ghul, the Necromancer (Shurima)

Damage: 6/10 Defense: 4/10 Magic: 7/10 Difficulty: 8/10 -“Feel your defeat! Feel it in your soul…” Passive: IMMORTAL WOUNDS – Upon death, Ghul explodes after charging up for 3.5 seconds, dealing 200 (+50% AP)(+50% AD) damage to all enemies in a large radius. While champions are only damaged, neutral monsters and minions are killed instantly, giving Ghul free gold. Champion kills grant this ability a permanent bonus of 20 true damage.

Q – GHASTLY ENCOUNTER – Ghul commands a ghost to attack an enemy. The ghost ignores unit collision always, and thus cannot be blocked by anything. The ghost does 65/85/120/160/210 (+60% AP) damage and silences for 2 seconds on impact. (Cooldown: 8/7/6/5/4) Cost: 40 Mana W – DEADLY GRIP – Ghul unleashes an AoE stun by making the hands of the undead come from underground and grab the feet of enemies, holding them in place for 1.5 seconds and deals 50/70/100/150/220 (+55% AP) damage. Keep in mind that the hands take about 1 second to actually grip the target, so timing is vital. (Cooldown: 18/17/16/14.5/13) Cost: 70 Mana E – PESTILENCE – Ghul creates a medium-radius pool of rotted flesh, sewer sludge, and contaminated muck that lasts for 5 seconds and does 45/95/150/190/220 (+20% AP) damage per second. Enemies are also slowed by 60% for 3 seconds, but this only is applied once on contact, and never twice to the same target. Enemy champions killed slightly increase the size of the pool and prolong the spell by 1.5 more seconds. (Cooldown: 12/11.5/11/10.5/10) Cost: 80 Mana R – ETHEREAL MINIONS – Ghul summons three skeletons with large scimitars arranged around an area. Each skeleton attacks 40% faster than Ghul himself, but this increases the lower the targeted champion’s health is, and does 40/65/95 (+80% AD) per attack. The skeletons have 200/350/500 (+25% of Ghul’s health) apiece and half of both his Armor and Magic Resist. At max level, they resist 50% of all turret damage. Beware, as they will dive to chase after champions regardless. Also, know that this can be casted when your passive goes off. Lastly, the first attack that every skeleton unleashes is a short range lunge that deals 20/40/60 bonus damage, and the skeletons can be damaged by enemy champion abilites, but are NEVER affected by ANY status effects. (Cooldown: 100/96/88) Cost: 120 Mana

19. Yone, the Reaver of Vengeance (formerly Ionia, currently Shadow Isles)

Damage: 2/10 Defense: 5/10 Magic: 9/10 Difficulty: 7/10 -“I shall slay my kin…and reclaim my soul.” Passive: BOUND TO THE UNDERWORLD – Whenever Yone goes 60 seconds without taking damage, a sort of spell shield goes up. The first stun or silence Yone is hit with, he teleports a short distance away from the enemy and his Magic Resist and Armor are both increased by 10% for 5 seconds after the teleport.

Q – GLIDING SPLICE – Yone dashes a short distance with both of his arm blades facing out. Enemies hit are slowed by 80% for 1.5 seconds and dealt 50/75/105/140/180 (+100% AP) damage. Any enemy champion kill gives Yone a second cast of this ability immediately afterwards. (Cooldown: 14/13/12/11/10) Cost: 55 Mana W – SOULLESS PINCER – Yone channels for one second on first cast and sticks one of his arm blades into the ground. He remains in this fixed position for 3 seconds, during which it can be cast again, which will send a pincer from the underworld towards the cursor. Only a single enemy can be hit with the pincer, and when they are, they are stunned for 1/1.5/2 seconds and dealt 45/80/120/165/215 (+90% AP) damage. Note that if the second cast isn’t cast in the three seconds, Yone removes his arm blade and the mana is not refunded. (Cooldown: 16.5/15.25/14/12.75/11.5) Cost: 85 Mana E – REAVE – Yone’s next basic attack does 50/55/60/65/70% bonus damage (+25% AP) and heals him for 15% of his overall missing health. This healing effect is doubled if it kills a champion or large monster (i.e. blue, red, baron, etc). (Cooldown: 9/8/7/6/5) Cost: 35 Mana R – FINAL REVENGE – Yone throws his arm blade with pinpoint accuracy at a target, which deals 70/145/220 (+50% AP) damage and slows the target by 50% for 1 second. He can dash to the target from any range, because the arm blade will always be stuck in them unless they die, he dies, or are hit with the arm blade a second time. When Yone collides with his target, he pulls the arm blade out, doing half of his AP as damage plus 10% of his physical damage. Lastly, his next basic attack deals 75% of his AP plus 20% of his physical damage (i.e. a level 18 Yone with 400 AP, 100 damage, and the full attack sequence will deal 950 max damage). Also, for every second it takes Yone to dash to his target, it deals 30/35/40 bonus magic damage. (Cooldown: 120/105/90) Cost: 100 Mana

20. Huxley, the Denizen of the Scrapyard (Zaun)

Damage: 5/10 Defense: 9/10 Magic: 6/10 Difficulty: 5/10 -“BweepbweepBWOOOOOOOOOOP!” Passive: DEACTIVATION – With a cooldown of 5 minutes, upon death, Huxley deactivates instead of dying and cannot take damage or be healed. At his own risk, he can reactivate himself with 10% of his max health, but until he reaches base again, both his movement speed and attack damage are reduced by 20%. Right-click to reactivate.

Q – WRECKING BALL – In a straight line in front of him, Huxley uses a crane attached to his shoulder to whack enemies. If the cursor is on the right side of the line, he swings it to the right and knocks all enemies in its path that way, and vice versa. The ball itself deals 40/60/90/130/180 (+20% AP)(+20% AD) damage and silences all those hit for 3 seconds. (Cooldown: 10/9.5/9/8.25/7.25) Cost: 65 Mana W – BOOSTER CELLS – After channeling for 1.5 seconds, Huxley lifts off the ground and hovers in the air at a cost of Mana per second, to a maximum of 10 seconds. Note that this forces all marksmen within a certain range to only attack him. When Huxley lands, he does 40/55/75/100/130 (+30% AP)(+30% AD) AoE damage to nearby enemies and knocks them up. (Cooldown: 25/23/21/19/16) Cost: 10 Mana/s E – OIL SPILL – Huxley leaks oil for 5 seconds, leaving it in a trail behind him. Enemies that touch it just once are slowed by 80% for 2 seconds and have 20% reduced armor. Allies that walk in it have health regen boosted by 10% and gain 20/25/30/40/55 movement speed for 5 seconds. However, after he is finished leaking, Huxley deals 25% less damage, both magical and physical, for 3 seconds. (Cooldown: 20/18/16/14/12) Cost: 50 Mana R – JUNK WALL – Huxley channels for 2 seconds, after which he builds a crudely constructed wall made of scrap metal. The wall has 1000/2000/3000 health, losing it at a rate of 50 health per second, 50/75/100 Armor plus half of Huxley’s armor, and 20/60/180 Magic Resist. Lastly, enemies that attack the wall will receive 25% of the damage they do to it as backsplash damage. Keep in mind that enemies cannot attack allies and allies cannot attack enemies over the wall. However, allies can pass through the wall should they be close enough to it when it is built, rather than a full minute after it is built. (Cooldown: 150/135/120) Cost: 100 Mana

21. Sawdust, the Troublesome Tinkerer (Zaun)

Damage: 5/10 Defense: 6/10 Magic: 7/10 Difficulty: 7/10 -“Pardon my dust, but this new toy is gonna be killer!” Passive: REPAIR MAN – When a nearby tower falls below 50% health, Sawdust can left-click it to channel for 5 seconds and reinforce the tower, restoring 10% health, and increasing damage, armor, and magic resist all by 20%. This can be done up to three times to the same tower, but the damage, armor, and magic resist effects do not stack. Lastly, the health of the tower always remains, but if Sawdust leaves lane, the armor and MR bonuses “fall off.”

Q – HOMEMADE HOOK – Sawdust throws his trusty crowbar attached to a chain. Upon contact, the crowbar does 10/15/20/25/30% of the target’s armor. Then, Sawdust pulls back on the chain towards himself, and chest-bumps the target, dealing 50/80/140 (+80% AP) damage, and knocks them back, silencing them for 1 second. If Sawdust misses, then the cooldown of his ultimate is reduced by 5 seconds the next time he uses it. (Cooldown: 11/10/9/8/7) Cost: 90 Mana W – RUSTY SAWBLADE – Sawdust uses his rusty circular saw to cut deep into an enemy, stunning them for 1 second, ignoring 50% of the target’s armor, and dealing 70/100/135/175/220 (+50% AD) bonus physical damage. His next basic attack is with his crowbar, and deals bonus magic damage equal to 40% of his AP. (Cooldown: 16/14/12/10/8.5) Cost: 60 Mana E – CRUDE JACKHAMMER – Sawdust hops on his jackhammer, gaining 30/35/40/45/50% bonus movement speed for 3/3.5/4/4.5/5 seconds. It requires a channel time of 1.5 seconds, and during the ability, Sawdust gains 10/12/15/19/25% bonus Armor and Magic Resist. If the ability is interrupted, Sawdust gains a +1% permanent increase to the speed bonus. (Cooldown: 30/27/24/21/18) Cost: 75 Mana R – SAWDUST – For 10 seconds, Sawdust’s abilities create a large plume of dust, which all last for 2 seconds, except for the Jackhammer ability, which follows Sawdust like a trail. The plumes themselves slow all enemies in them by 25%, blind them, and deal 20/35/50 (+50% AD)(+50% AP) damage per second. Also, the cooldown of Homemade Hook is reduced by 50% when this is active. (Cooldown: 140/120/100) Cost: 100 Mana

22. Reizo, the Shurima Drifter (Shurima)

Damage: 9/10 Defense: 5/10 Magic: 2/10 Difficulty: 6/10 -“Alone is what I am…and what I must be.” Passive: DESERT FLURRY – Instead of attacking in a normal fashion, basic attacks go in a pattern. The first attack on the same target is a single hit. The second attack, Reizo swings his scimitar twice, and the third attack he swings it three times. Basic attacks also let off a small shred which does minor damage to enemies behind the targeted enemy. Lastly, these attacks reset when on new targets, and when the cycle restarts. The third attack, 1% of all the damage dealt is restored on-hit. If the third attack kills a minion, monster, or champion, Reizo gains a small armor bonus equal to 1% of their max health.

Q – SAND CLUMP – Reizo has learned to fight dirty in his travels to survive, and utilizes this knowledge in the League of Legends. He throws a small clump of sand on an area. Enemies hit are blinded for 1.5 seconds and silenced for 2. It does 20/25/35/50/70 (+50% AP) minor magic damage. (Cooldown: 10/9/8/7/6) Cost: 30 Mana W – ROLLING DUNES – Reizo summons his home turf – sand dunes. When Reizo walks in it, he gains +10/15/20/25/30% to movement speed, armor, and magic resist. Enemies who tread through it have their speed, armor, and magic resist reduced by the same amounts. (Cooldown: 15/14/12.75/11.25/9.5) Cost: 70 Mana E – COUP DE GRACE – Reizo flips his shawl and gains 25% bonus movement speed for 5 seconds. His next basic attack hits five times as opposed to one, two, or three, and stuns the target for 2 seconds. This attack does 25/40/60/85/115 (+110% AD) bonus damage and ignores 10% of all armor. (Cooldown: 18/17/16/15/14) Cost: 50 Mana R – DESERT RUPTURE – Reizo channels for 1 second. Then he slams the ground with his seemingly enchanted scimitar, which causes a thin burrow of sand to travel quickly in a straight line. Enemies it by the sand are slowed by 50% for 1 second and dealt 140/280/480 (+100% AD) damage. Reizo then pulls his scimitar out of the ground, and the sand submerges, doing another 100/200/370 (+90% AD) damage to enemies standing on the burrow. (Cooldown: 90/85/75) Cost: 120 Mana

23. EX-5, the Failed Experiment (Zaun)

Damage: 5/10 Defense: 7/10 Magic: 10/10 Difficulty: 4/10 -“HissssssssssssSNAPclackclackclackclack…” Passive: PARASITIC – EX-5’s basic attacks and abilities add stacks of Parasitic, to a maximum of 8. Each stack, or parasite, reduces MR by 1% and deals 5% of EX-5’s ability power over 5 seconds, after which the stack falls off. Kills and final blows with Parasitic increase the number of max stacks allowed by 1 each, and abilities inflict 2 stacks, whereas basic attacks inflict one. Finally, attacks cost Health. The more health EX-5 has, the bigger he is in proportion to the amount of health he currently has. His attack ranges and movement speed are also affected by this. Missed abilities grant EX-5 a shield equivalent to 10% of his max health (cooldown of 30 seconds).

Q – WRITHING SLAM – EX-5 slams his two arms on the ground at short range. Enemies directly in range are dealt 80/125/190 (+100% AP) magic damage. Also, enemies in or just outside the attack’s range will be given stacks of Parasitic. Enemies hit are also stunned for 1 second, and the next three basic attacks deal 10% less damage, but are 20% faster. (Cooldown: 12/11.5/10.5/10/9) Cost: 3% of current health W – UNDERWRAP – EX-5 channels for 0.5 seconds and punches into the ground. Enemies standing in front of and slightly to the right of EX-5 will be slowed and damaged when walking through it. Initial impact of the arm does 50/75/105 (+80% AP) damage, enemies in it are dealt an extra 15/35/60 (+50% AP) DPS, and recalling the arm does half the damage of the initial impact. EX-5 can move while his W is active (active for 3 seconds) but only within a limited range. Leaving the range ends the ability and the recall does no damage. (Cooldown: 15/14.5/13.5/13/12) Cost: 4% of current health E – BURDEN BOMBARD – EX-5 grabs a hunk of parasites off of his back and hurls it in the form of a magic AoE attack. The impact does 90/150/250 (+100% AP) magic damage. Direct hits inflict a 2-second silence. Minions and champions killed also have a small chance to inflict Parasitic on other nearby targets. (Cooldown: 20/18/17/15/14) Cost: 5% of current health R – UNSTABLE SUBJECT – EX-5 detonates himself at the cost of 20% of his maximum health, and as such requires at least 25% of his max health to do so. He bursts, doing major initial damage and inflicting all possible stacks of Parasitic on enemies within the area. The explosion deals 400/650/1000 (+120% AP). However, as a result of the explosion, EX-5 sheds a lot of his body mass, cannot use his other abilities for 10 seconds, and has his armor and MR reduced by 75%. Lastly, if EX-5 is killed and was damaged by at least 4 enemy champions in the 10 seconds before his death, this will activate regardless. The cooldown is still applied, however. (Cooldown: 95/85/75) Cost: 20% of MAXIMUM health, not current

24. Vitreus, the Protector of the Shards (Void)

Damage: 1/10 Defense: 3/10 Magic: 9/10 Difficulty: 8/10 -“These shards…are where they belong—out of human hands.” Passive: POWER OF THE SHARDS – Vitreus holds three shards: the Anger Shard (orange), the Sorrow Shard (purple), and the Confusion Shard (green). Every basic attack alternates between these three shards. The Anger Shard contributes to physical damage, the Sorrow Shard contributes to ability power, and the Confusion shard contributes to status effects. Killing enemies with each shard grants stacks that are exhausted in combat against enemy champions after a cooldown of 40 seconds.. Killing minions grants one stack while killing super minions and epic monsters grants two. Vitreus does not have to last hit to earn the stacks. Each stack of Anger increases basic attack damage by 1/10 of the stacks earned (i.e. 20 stacks = 2 bonus AD). Each stack of Sorrow increases ability power by 1/8 of the stacks earned (i.e. 48 stacks = 6 bonus AP). As for Confusion, every 10 stacks earned allows the next ability to apply one of three status effects—a 3 second, 40% slow, a 2-second silence, or a 2-second stun. Multiple 10-stack intervals grant these status effects in the form of charges, similar to Luden’s Echo. All stacks are exhausted each time Vitreus basic attacks or uses abilities on enemy champions.

Q – SHARD STORM – Vitreus empowers his shards, gaining movement speed based on the damage he takes during a 5-second period (taking 500 damage gives him a 50% movement speed bonus). Small beams also spout from the shards, targeting random enemies. During the period, Vitreus can target a single target up to 1/2/3/4/5 times, and all the beams will combine to damage the target. Each beam does 10/12/15/20/30 (+40% AP) magic damage, and has a 10% chance of dealing true damage. (Cooldown: 18/17/16/15/14) Cost: 80 Mana W – LEECH – Vitreus’ next basic attack attaches one of the shards onto his enemy for 3 seconds. The Anger Shard will steal health at a rate of 5/8/15/25/40 (+1% enemy max health) per second, the Sorrow Shard will steal mana at a rate of 5/10/18/29/43 (+0.5% enemy max mana) per second, and the Confusion Shard will steal 10/15/20/25/30% movement speed. In order to keep the leeching going, Vitreus must stay within range of the shard, or it will automatically return to him. When the shard detaches, it deals magic damage equal to 50% of the health or mana stolen. For the Confusion Shard, it does Vitreus’ attack damage plus a percentage of his AP equal to the movement speed stolen (i.e. 100 damage, 200 AP and max W will deal 160 magic damage). (Cooldown: 15/14.5/14/13.5/13) Cost: 70 Mana E – ENERGY DISCHARGE – Vitreus throws the shard synonymous with his basic attacks in a straight line, before pulling it back and gaining a small buff. Vitreus can throw only one at levels 1 and 2, two and levels 3 and 4, and three at level 5. All shards do 50/65/95/155/225 (+100% AP) magic damage, but each shard gives a specific buff. The Anger Shard grants a single basic attack damage bonus that deals an extra 30/40/50/60/70% damage in the form of magic penetration. The Sorrow Shard returns a shield equal to 20% of Vitreus’ max mana, and the Confusion Shard grants a spell shield that protects Vitreus not from damage, but from the next status effect. Kills with this ability reduce its cooldown by 1/1.5/2/2.5/3 seconds. (Cooldown: 12/11.5/11/10.5/10) Cost: 60 Mana R – SEISMIC TETHER – Vitreus combines his shards and turns them into somewhat of a giant hammer, which, after channeling for up to 3 seconds, slams onto the ground, dealing 220/480/740 (+80% AP) magic damage on direct hit. Those hit not directly but by Vitreus’ tether are dealt 60% of the damage done on the direct hit. If Vitreus dies while channeling, the Shards attach to the enemy who contributed the final blow, be it turret, minion, champion, or monster, and explode, dealing damage equal to the damage received in the 5 seconds before his death. (Cooldown: 100/90/80) Cost: 100 Mana

25. Flynn, the Aerial Shocktrooper (Piltover)

Damage: 8/10 Defense: 5/10 Magic: 2/10 Difficulty: 7/10 -“You can mend broken wings…but not a broken man.” Passive: LAND AND AIR – Flynn can either fight in close combat or take to the skies. When in close combat, he uses electrified energy blades built into his power suit. When in the air, however, Flynn instead uses a two-handed photon cannon. The blades deal 10% more damage than the cannon, but the cannon attacks 10% faster than the blades. Also, when on the ground, Flynn gains a 5% bonus to armor and magic resist, but when in the air, he gains 5% bonus movement speed.

Q – (GROUND) – FLASHBANG – Flynn throws a flashbang ahead of him in a straight line. The flashbang itself deals a minor 15/25/40/60/85 (+100% AP) magic damage and stuns all targets within attacking range of Flynn for 2 seconds. Q – (AIRBORNE) – TARGET ACQUIRED – Flynn hits an enemy with a smoke charge, marking them and making them take 10/15/25/40/60% bonus damage from him and his allies for 3/3.5/4/4.5/5 seconds. ALL ‘Q’ COOLDOWNS: (10/9.5/9/8.5/7.5) ALL ‘Q’ COSTS: 60 MANA W – (GROUND) – JET BOOST – Flynn uses his jetpack to boost a short distance. Enemies he collides with are dealt 15/30/50/75/105 (+100% AD) damage. Even if he doesn’t collide with an enemy, his next basic attack is supercharged, doing 60/70/80/90/100% bonus damage and having a 10% chance to slow enemy movement speed by 20% for 5 seconds. W – (AIRBORNE) – QUANTUM CAPCITOR – Flynn throws out a machine that is similar to a black hole with 100/200/350/550/800 health. It pulls all enemies towards it for 4/5/6/7/8 seconds, and the enemies are dealt 20/30/45/65/80 (+120% AD) damage per second. After waiting for up to 5 seconds, Flynn can cast it again, detonating it and doing 50% of his total AD. It can be destroyed by enemies not stuck to it, in which the explosion will do no damage. However, he does gain a shield equal to 75% of the machine’s max health. ALL ‘W’ COOLDOWNS: (13/12.75/12.5/12.25/12) ALL ‘W’ COSTS: 55 MANA E – (GROUND) – HIGH VOLTAGE – Flynn empowers his basic attacks, attacking 40% faster and dealing up to 10/15/30/50/75 (+80% AD) extra damage. Each attack releases excess energy from his energy blades that have a 10/15/20/25/30% chance of discharging towards other nearby enemies, but only for 60% of the damage. E – (AIRBORNE) – TRI-SHOT – Flynn charges his photon cannon, firing a tri-shot blast. Each shot does 20/30/40/50/60% bonus damage and is an automatic critical hit, but requires a channeling time of 2 seconds. If the shots miss, and they hit towers or minions not killed by the shot, the shot can ricochet, but moves slower after each bounce. It can ricochet up to 3 times before fizzling out. Take caution, as the shots will only ricochet in random directions. ALL ‘E’ COOLDOWNS: (16/15.5/15/14.75/14.5) ALL ‘E’ COSTS: 65 MANA R – (Passive) – FUEL UP – Flynn’s ultimate requires fuel to activate. He gets 1/2/3 charges of fuel when respawning or entering the shop. The charge is used when Flynn activates Airborne mode. Flynn can stay airborne as long as he wants, but if he deactivates Airborne mode and is out of charges, he cannot go Airborne again. Lastly, Flynn automatically disables Airborne mode when below 10% health, and cannot reactivate it when below 10%. (Active) – AIRBORNE MODE/COMBAT MODE – Flynn activates/deactivates Airborne mode. Mana cost is double the normal (200), but does NOT run on mana per second. Deactivates upon death, when below 10% health, or stunned. Is also immune to knockups while Airborne. (Cooldown: 15/12.5/10) Cost: 200 Mana

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