[Champion Concept] Shojo, the Old Swordsman

Jellycake Demon·3/26/2016, 1:26:11 AM·1 votes·337 views

Place of Origins: Ionia. Upon Selection: There is no rest for the strong.

Primary: Fighter. Secondary: . Additional Roles: Player Choice.

Statistics: Attack Power: 6. Defense Power: 6. Ability Power: 2. Difficulty: 8.

Health: 466(+30). Health Regen.: 2.0(+0.37) Manna: 327(+29). Mana Regen.: 1.9(+0.36) Attack Range: 125(Melee). Attack Damage: 48(+3.0) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: Yasuo/MasterYi/Shen. Enemies: Shen. His relationship with Shen is complected.

Appearance: Shojo is a 5’2ft tall elderly looking man (around 50) with a muscular mid-built body. His eyes are deep navy blue; his hair is neck length but is tied into a ponytail. All over his body are scars & bruises from all the fights he’s been in with both human & wicked spirits. Shojo wears hefty pair of pants with an armor clad waist guard & sheen guards & finally has a oni mask strapped to his left thigh; Shojo wears a pair of gauntlets & a small cloak that covers his shoulders & neck. Shojo wields a katana that has a red sash wrapped around the swords black scabbard.

Summoner Spells: summoner 4 & summoner 12 (summoner 11)

Item Builds: Starting Items: item 2003/item 1055/item 3340 Essential Items: item 3812/item 3065/item 3009 Offensive Items: AD Items: item 3022/item 3033/item 3031/item 3748 AP Items: item 3027/item 3089/item 3124/item 3001 Defensive Items: item 3143/item 3102/item 3068/item 3800

Play-Style: Unlock most Fighters that dive in on their target & then start unloading everything they have to take down their target Shojo is different, instead of using brute force he prefers technique. I tried to make a Kit that has the Player plan out their Attack & how to best use Shojo's Abilities to their fullest effect by trying to be in the best position possible. Study your opponent & then strike, that is what I was going for when making Shojo.

Passive: Masterful Blade. After Shojo has activated a Basic Ability his skill with the blade will be enhance by granting him a 5% Armor Penetration to all of his Basic Attacks & Abilities while also allowing his Basic Attacks gain 15% increased Attack Speed for 3 seconds. While this Buff is still active Shojo can Refresh this Buff if he uses another Ability, but by Refreshing this Buff Shojo Armor Penetration is increased by 5% for a max of 15%.

Q-Ability: Lotus Reverse. Range: Self-Cast. Cool Down: 19/18/17/16/15. Cost: 100. Physical Damage: 45/65/85/105/125(+50% bonus AD). Activate: after Shojo has activated this Ability he will sheath his sword & will wait for his opponents next move, for the next 2.5 seconds after the initial activation he will be in a special stance that prevents him from using Auto-Attacks however if he targeted by an Champions or Monsters Auto-Attack he will negate that Auto-Attack & then quickly draw his sword to cleave the attacker dealing Physical Damage to the target while also being Slowed by 50% for 1.25 seconds. This Ability can only the damage & Slow if an enemy Champion or Monster is within Melee Range, if Triggered from a Ranged Unit outside the effect range then this Ability will not do anything to the Attacker. Ult: this Ability can be used on Ranged Targets while Shojo has his Ultimate active dealing 100(+20% bonus AP) Magic Damage to the target while also Stunning the enemy for 1.5 seconds, this effect will only work if it is triggered from Range.

W-Ability: Self Infliction. Range: Self-Cast. Cool Down: 20/18/16/14/12. Cost: 5% HP + 50/60/70/80/90 Mana. Physical Damage: 35/65/95/125/155(+40% bonus AD). Activate: after Shojo will actually thrust the blade of his katana through his own body in order to impale his opponent, upon activation Shojo will impale himself dealing Physical Damage to all enemies within a narrow 350-range path behind him. Enemy Champions affected by this Ability will be Stunned for 1 second. Ult: When Shojo has his Ultimate active & he has 12% of his HP remaining then he uses this Ability he will gain a 150(+20% bonus AP) Shield that last for 3 seconds.

E-Ability: Blades Hunger. Range: 400. Cool Down: 16/15/14/13/12. Cost: 60/70/80/90/100. Physical Damage: 55/75/95/115/135(+40% bonus AD). Passive: all of Shojo’s Basic Attacks will gain 5/7/9/11/13% Life Steal. Activate: after Shojo has chosen a narrow path with this Ability then upon its activation Shojo will quickly dash in the targeted direction show fast it looks like he teleported, if Shojo makes contact with an enemy Champion he will mark then with a lotus symbol above their head for 2 seconds. After the 2 second duration the lotus mark will fully bloom which causes the marked target to be dealt Physical Damage & be applied with a 1.25 second Bleed. For the duration of the Bleed all of Shojo’s Basic Abilities will deal 10% increased damage to the Bleed target. Ult: If an enemy Champion is damaged by this Ability while your Ultimate is active Shojo will be Healed 100(+20% bonus AP) for every damaged Champion.

R-Ability: Mask of the Oni. Range: Self-Cast. Cool Down: 190/170/150. Cost: 120. Bonus Health: 200/300/400(+30% bonus AP). Bonus Armor: 40/60/80(+5% bonus Armor). Activate: when Shojo activates this Ability he will put on an oni mask that is strapped to his waist, after a 0.25 second delay after activation Shojo gains bonus Health, have increased Armor & gains 20% increased Movement Speed while also allowing his Basic Attacks deal 3% of a target Max HP as bonus Magic Damage all for 18 seconds. While this Ability is active all of Shojo’s Basic Abilities gain an additional effect.

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