Champion kit #35, everyone's young hero (Warden)

FúrinKazan·2/24/2020, 9:00:40 PM·1 votes·1,665 views

Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.

Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.

I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):

  • Hideie Ukita (names are merely for inspiration and representation)
  • Warden core traits: high defensive tools, reliable peel, moderate crowd control, hindered mobility

Hope rescue: When an allied champion takes lethal damage, he falls on the ground for up to 3 seconds instead of dying immediately. During this time, Hideie can walk up to the fallen champion to restore his hopes and motivate him to continue living in a channeling of another 2 seconds. If it succeeds, the allied champion withdraws while still alive, reducing his death timer by a percentage. During the actions, the allied champion is still dead gameplay wise.

Additionally, Hideie learns from his actions, healing himself for 16% of his Maximum Health.

If the channel is interrupted in any way, the effects are cancelled and the allied champion dies definitely. Has no Cooldown.

-Death timer reduced by: 40/45/50/55/60% in levels 1/5/9/13/17


1st Skill: After 0.5 second, Hideie emanates a battlecry around himself. His next 4 basic attacks deal additional magic damage and, if their target is an enemy champion, the damage dealt is converted to a shield for the closest allied champion. If the battlecry hits an enemy champion, each one of the basic attacks will also slow by 25% for 1 second and distribute the shield to all nearby allied champions. If Hideie do not basic attack within 3 seconds, the effect ends and the Cooldown begins. The remaining time of previous attacks is added to the next ones.

The shield lasts for up to 3.5 seconds (resets with new applications) and its value stacks indefinitely, but each application after the first grants only a percentage of its total. When it gets bigger than 400, the shield decays over the duration. New applications resets the timer, but do not stop the decayment even if the value is smaller than 400.

-Additional damage: 30/50/70/90/110 (+ 25% AP) as Magic Damage -Percentage of applications after the first: 60/65/70/75/80% -CD: 8/7.5/7/6.5/6 seconds (begins after all 4 basic attacks or 3 seconds without attacking)


2nd Skill: Hideie selects an allied champion within a long range and, when moving towards one another, they receive additional Movement Speed for up to 3 seconds, increasing by 1% for every 1% of Maximum Health the allied champion has missing. When both touch each other, Hideie readies himself to leap towards a direction after using his ally as support. The advance stops at the first enemy hit, displacing it briefly and dealing damage. If it's an enemy champion, also stuns for 1.25 seconds.

When cast on himself, Hideie jumps at his current position, striking all enemies towards the selected direction and causing the same effects.

-Movement Speed: 10/15/20/25/30% -Damage: 70/115/160/205/250 (+ 70% AD) as Physical Damage -CD: 14/13/12/11/10 seconds (begins after 3 seconds or after leaping)


3rd Skill: Hideie instiils a powerful sense of determination in the targeted allied champion, inspiring him to proceed. For the next 3 seconds, the allied champion deals 20% increased damage.

After 1.5 seconds, this determination echoes around the allied champion and fears nearby enemies for a few seconds.

-Fear duration: 1.1/1.2/1.3/1.4/1.5 seconds -CD: 18/17/16/15/14 seconds


Ultimate: Based on their time in combat, Hideie grants many additional effects to nearby allied champions. The bonus that have a duration last up to 6 seconds.

After 2 seconds in combat, nearby allied champions are granted 25% bonus Tenacity and will block the next champion damage they receive, to resist the upcoming fight.

After 4 seconds in combat, nearby allied champions are granted bonus Movement Speed when moving towards enemy champions that decays over the duration and bonus Attack Speed, so that they can engage their enemies.

After 6 seconds in combat, nearby allied champions are granted additional Attack Damage and Ability Power, to gain advantage over their enemies

After 8 seconds in combat, the next basic attacks or nearby allied champions will deal additional damage based on the difference of current Health between them and their target, so they can turn the tide of the battle.

After 10 seconds in combat, all nearby allied champions are healed by a percentage of all the Health they lost since the start of the combat, to recover from the long war they fought.

The bonuses are taken in consideration individually, so different allied champions can be granted different bonuses based on different timers. The time in combat is marked upon activation, and the bonuses are not applied posteriorly to allies that achieve higher combat timers.

-Bonus Movement Speed: 20/25/30% -Attack Speed: 30/40/50% -Additional Attack Damage: 30/35/40 -Additional Abilty Power: 40/55/70 -Additional Damage: 60/110/160 (+ 40% AP) as Magic Damage, increased by 2% for every 1% of current Health the allied champion has less than the targeted enemy champion -Healing: 30/40/50% off all Health lost during combat until then -CD: 120/110/100 seconds


Melee, uses Mana

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