9 Champion Concepts, First edit
Bannon The Tree Spirit
Primary: Support Secondary: Mage
Passive- Tree Stance– If Bannon stands still and takes no action for 3 seconds he increases his health and mana regeneration (.5% every second)
Q- Splintered reach – Bannon shoots his arm out damaging enemies in its path and retracts his arm leaving a wake of splinters that slow enemies that walk over them
W- Healing Roots – Creates a small circle of healing at the spot of the cursor that heals minions and allies every second for 3 seconds
E- Ethereal blast– Release a 360º blast wave that damages and pushes enemies away based off their location to Bannon.
R – Enstrangle- Roots rise from the ground and encage an enemy or allied champion making him invulnerable and untargetable for 3 seconds and unable to move, attack, cast, or use items. Creates a medium sized area of effect around the target healing allies and slowing enemies.
Blithe The Undead Necromancer
Primary: Assassin Secondary: Support
Passive- Resurrect –When a minion dies near Blithe, he can resurrect the fallen minion within 5 seconds as a friendly skeleton minion that rewards no gold to enemy champions. Stacks up to 3 charges that replenish every 30 seconds.
Q- Creeping Poison – Casts a toxic poison on an enemy that deals initial magic damage and then applies magic damage over time that deals more damage if the target is moving.
W- Sift – Passive: applies poison to Blithe’s weapon that deals magic damage over time. Active: dashes in a direction and increases attack speed by 20%
E – Noxus Shield– Places a poison shield on an allied champion, poisoning enemies who attack until the shield dissipates.
R- Bare Bones– Blithe turns into a skeleton making him immune to damage (not immune to snares and stuns) for 3 seconds. In addition his movement speed is increased by 40%
Thwomp Rock Thrower
Primary: Marksman Secondary: Tank
Passive- Split Decision- every fourth rock he throws splits in half and damages two enemies
Q-Successive Toss- Rapidly fires 3 rocks in succession
W-Harden- Hardens his body making him take reduced physical damage for 4 seconds
E-Daze- Throws a boulder at a target location, enemies in the location take damage and are dazed for .5 seconds. (9 second cooldown)
R- Infernal Core- Becomes molten, enemies around him take damage every second. In addition adds fire damage to his attacks that burn the enemy over time. Lasts 7 seconds.
Auldin Paladin
Primary: Fighter Secondary: Tank
Passive- Potency- each aura gives a beneficial effect. Light aura increases Damage, Mediation aura increases health/mana regeneration, and Potency aura increases armor and magic resist
Q-Tri Shot- shoots an energy triangle that damages enemies. Light aura increases the energy triangle damage by 30%. Meditation aura restores mana and a slight amount of health. Potency aura slows enemies hit by the energy triangle
W- Enchant- enchants his blade based off the aura he has active. Light aura increases attack speed. Meditation aura increases lifesteal/spellvamp. Potency aura increases movement speed by 10%
E- Pulse Blast- blasts his aura out around him. Light aura damages enemies. Mediation aura stuns enemies. Potency aura shields himself and allies around him for a percentage of his mana.
R- Aura Shift- Switch between his auras. Light aura, Meditation aura, and Potency Aura. (Already known at level 1)
Shae’zu The Sand Sheik
Primary: Fighter Secondary: Assassin
Passive-Veil- When coming out of bushes or his sand cloud, Shae’zu remains stealth for an additional 1.5 seconds.
Q- Dissolving Thrust- Lunges forward a short distance and shoves his sand blade into and enemy dealing physical damage and locking the blade in place. After 3 seconds or after player presses Q again, sand spikes burst out from within the enemy causing magic damage to enemy and enemies around him.
W- Shifting Sands- Shifts the sand beneath his feat increasing his movement speed and damaging enemies around him.
E- Mirage- Creates a sand cloud (that functions like a bush) lasting 5 seconds. While in the sand cloud, champions are hidden, and Shae’zu has increased damage and attack speed. 2 charges that replenish every 45 seconds.
R- Sandicane- Summons a sandstorm in a large area around him that deals magic damage, slows enemies, and limits enemy vision.
Raiden The Thunder Rhino
Primary: Tank
Raiden’s abilities require static instead of mana. Raiden builds static through movement
Passive- Ionization- Raiden’s armor is increased by the amount of static he has. (He is at his weakest after using all his abilities/static)
Q- Horn- Impales a target with his horn dealing damage and reducing the target’s armor and magic resistance
W- Static Shield- Converts static into an electric shield that shoots out static charges around him when he takes damage. (Think thormail that converts damage into a % AOE around him.)
E- Stampede- Increases movement speed, attack speed, and damage. Movement speed doubled when moving toward enemy champions
R-Thunder and Lightning- A dark cloud appears above Raiden that extends a large distance around him. Reactivating the ability, Raiden stomps the ground with extreme force briefly stunning enemies around him (.5 seconds), launches into the cloud and strikes down as lightning in any spot underneath the cloud.
Krumpt Earth Bender
Primary: Mage Secondary: Tank
Passive- One with Mountain- Every 10 points of armor grants 1 point of ability power, and every 10 points of ability power grants 1 point of armor (does not stack with itself)
Q- Bowl - Rolls a boulder towards a target location that increases in size and damage the further it travels. If the boulder collides with a champion it will root him and continue onward (root duration increased based off the size of the boulder). If the boulder collides with a wall, it will stay as an impediment for 3 seconds.
W- Encase- Encases himself in a rock fort that makes him immune and immobile for 3 seconds or until cast again
E- Avalanche – Rocks tumble down perpendicular to a wall and roll across the ground a fair distance, damaging enemies who come in contact with the rocks
R- Pound – Charges up for 3 seconds and slams the ground with both fists causing a high damage to all enemies in an area around him and knocking them into the air (the longer he charges the more damage it does)
Kai Zale The Rain Dancer
Primary: Fighter Secondary: Support
Passive- Flowing River- 10% increased movement speed in the River, .5% health regeneration per second while in the river
Q- Torrential Smite- Flips his rain stick, greatly boosting his attack speed and damage at the beginning of the flip and decreases the benefit as the rain falls down his stick, lasts 4 seconds. (0-1 seconds 100% increased damage and 200% increased attack speed, 1-2 seconds 75% damage and 150% attack speed, 2-3 seconds 50% damage 100% attack speed, 3-4 seconds 25% damage and 50% attack speed
W-Tango- If cast on an ally, Kai Zale spins with his ally for 2 seconds shielding both of them. If cast an enemy, Kai Zale spins with his enemy dealing damage over 2 seconds. Once tango ends, Kai Zale will be thrown a short distance toward the direction of his curser, his ally/enemy is thrown in the opposite direction.
E- Pitter Patter- Twirls his rain stick absorbing auto attacks for 3 seconds. After 3 seconds he fires a projectile back towards an enemy based off the amount of damage he absorbed.
R- Rain Dance- Kai Zale dances around his rain stick for 2 seconds; during this time, enemies around him are silenced. After the dancing has stopped, rain falls down in a large area around Kai Zale that reduces damage taken by allies and increases damage taken by enemies for 5 seconds (20/25/30%)
Takital The Totem Wielder
Primary: Mage Secondary: Support
Passive-Heart of Golem- When Takital dies, he temporarily becomes a golem based off the totem closes to him when he dies (or last totem cast). Lightning golem, moves fast and shocks enemies near him every second (low health, lasts 5 seconds or until killed). Blood golem, leaches life from auto attacks, health slowly decays (moderate health, lasts until killed or health hits 0). Earth golem, slow moving, high health. (lasts 10 seconds or until killed) Fire golem, normal speed, leaves a trail of fire over the ground he walks (lasts 7 seconds or until killed).
Q- Lightning totem – Takital places a lightning totem on the ground, recasting the ability places another lightning totem. When the second lightning totem is placed, a stream of lightning shoots between the two totems, dealing damage and stunning enemies in its path.
W- Blood totem- Takital places a blood totem on the ground with a medium sized area of affect for 10 second. The totem absorbs blood from enemies, minions, and allies that die in the area (more from champions). Recasting the ability (or when the ability ends) heals Takital for a portion of the blood absorbed.
E- Earth totem- Casts a totem in an area, after a couple seconds, a boulder falls on top of the totem dealing damage to enemies under it. Has 1-3 charges based of level of spell.
R- Ring of Fire- A circle of 9 fire totems appears around Takital. Once spawned they each shoot a jet stream of fire inward toward Takital for 5 seconds, dealing burn damage over time. Burn damage is taken for 5 seconds after an enemy leaves the fire (the longer an enemy is exposed the more damage he takes each second of the burn)