New Champion Ideas (Own Creations)
Post your ideas for new League of Legends Champions and other features. I have several of my own ideas that i would like to share.
Araya – The (Former) Aspect of Light (Support) Passive, Aspect’s Protection: Nearby ally and enemy champions are connected by a Light Chord. Light Chords grant 100 health to allies while near her and increase their movement speed towards Araya. Enemy champions do reduced damage. Also, every 4th ability cast by Araya stuns them for 0.5 seconds. Q, Ride the Light: Araya can dash to an enemy or allied champion connected by a Light Chord. This grants her a shield, lasting 3 seconds, that negates the next crowd control ability cast by an enemy champion and does 50 physical damage to enemies within a small radius. W, Reel: Araya tugs on an enemy’s Light Chord, turning it red, then pulling them towards her after 1 second, dealing 100 physical damage. The enemy cannot be targeted during this ability. E, Draining Shadows: Araya throws a ball of light, that targets enemies within radius. Enemies are slowed by 50% and take 20 damage per second. The ball lasts for 5 seconds. R/Ultimate, Vortex: Araya creates a vortex, pulling all nearby enemies inside, immobilizing and dealing 100 damage. After 2 seconds, Araya throws the enemies in all directions, dealing a further 200 damage. Araya was an Aspect of Targon, before she sided with humans and became banished from Mount Targon.
Zer’g R’ot The Void Assimilate Origin: Void Passive, Absorb: Zer’g R’ot gains Energy stacks for damage dealt to it by enemy champions. It gains 0.5 Magic Resist and Ability Power for every 100 magic damage dealt to it, and 0.5 Armour, along with 0.25 Attack Damage, for every 100 physical damage dealt to it. It also gains size from each stack. Q, Luring Prey: Zer’g R’ot taunts target enemy champion for 2 seconds. It gains 10% movement speed (15% if heading towards targeted champion) until the end of the effect and any damage dealt by that champion during Luring Prey gains a stack of Energy. W, Weakening Bolts (3 Charges): Zer’g R’ot shoots an energy ball, dealing 50 magic damage to the first target hit. It takes 20% reduced damage from that target for 1 second. E, Power Smash: Zer’g R’ot pounces forward. If it collides with an enemy champion it grabs them and slams them into the ground, dealing 150 physical damage and stunning for 0.5 seconds. Nearby enemies take 50 physical damage. R, Consume: Zer’g R’ot pulls in all nearby enemies (max 5), suppressing them (excluding epic monsters, which it does 200 true damage to instead). It then does 150 magic damage to them over 3 seconds. It gains 20 max health for each enemy supressed and can recast to throw them a short distance (can not throw over walls).
Morana – The Lightsbane Passive, Banishing Symbol: Morana does 10% bonus damage against monsters. Every time Morana kills a monster, she gains stacks. 1 stack = 1 ap. 1 per small monster, 2 per medium monster, 5 per large monster, 15 per epic monster. This passive becomes Banishing Darkness after she gains a total of 80 ap from it. Banishing Darkness: Morana can expend her stacks temporarily to deal 100 + (25% Current ap) + (160) magic damage on her next attack (180 seconds cd). Activates when Morana double clicks an enemy champion. Lasts 5 seconds. Q, Hunter’s Tread: When active, Morana regenerates (20/25/30/35/40) mana and (5/10/15/20/30) health per second for 10 seconds when in the jungle. She also gains (10/10/15/15/20) bonus movement speed. Taking damage from champions ends the effect. W, Light Seeker: Morana sends out (1/1/2/2/3) wisps of light that seek out nearby champions. Enemy champions are slowed, take 25% bonus damage from all sources, and are visible, but are granted vision of Morana’s location for 3 seconds. Allied champions gain 15% increased movement speed, 40 armour, 40 magic resist, and they can recast one of their summoner spells (if it is on cd) for 3 seconds. E, Field of Strength: Morana creates a small area on the ground. After 1 second, it explodes, dealing magic damage based on enemies’ missing health. Morana can recast to dash to the lowest health enemy hit, dealing (75/100/125/175/225) physical damage. R, Energy Shower Morana picks a location. After 3 seconds, massive bolts of energy rain down from above in random locations within the circle. Each one deals 150 magic damage as an area of effect. Releases (5/7/10) meteors over 5 seconds.
The Nameless – The Zaunite Assassin Jungle/Mid/Assassin Passive, Killer’s Memory: The Nameless gains Lethality against an enemy every time they kill them. 0.2 per minion/monster, 2 per large monster, 3 per champion. Q, Assassin’s Blade: The Nameless channels for 2 seconds to sharpen his knife, gaining (5/10/15/20/25) lethality and (10/15/20/30/45) attack damage for the next 5 seconds. Their basic attacks also bleed the target for (20/20/40/40/60) physical damage over 2 seconds (does not stack). W, Into the Shadows: The Nameless targets an enemy champion, blinding them for 3 seconds and dealing 50 magic damage. They can then recast to leap to them, refreshing the blindness and dealing (50/75/100/125/150) physical damage. E, Shadow Sweep: The Nameless becomes surrounded by a large black field for 1 second. The size of the field increases by level. This field reveals wards, hidden traps, and invisible enemies for 5 seconds, additionally dealing 100 magic damage to enemies within the field but does not apply on hit effects. At level 3, the field can grant vision over barriers. R, A Murderer’s Grasp: For 5 seconds, The Nameless is given vision of the entire map (this vision isn’t shared with allies). During this time, the Nameless can walk through minions and walls, becomes immune to cc (excluding knock-ups and suppressions), and their next attack deals a percentage of max health as Ultra True Damage*. Ultra True Damage: Damage done as Ultra True Damage is not affected by armour, magic resist, damage reduction, tenancy (if damage is cc), and shields (both summoner spells and shields cast by champions). It will, on the other hand, remove any crowd control debuffs from the enemy attacked.