Your Favorite Character as a League Champion?

Bultz·1/2/2017, 7:12:53 AM·14 votes·1,878 views

I thought it would be fun to design kits for characters outside of league for the heck of it. Who is your favorite character and what would their kit be? Is it Dr. Who? Or maybe Harry Potter? Or it might be Steve Urkel. Let me know

Some of my Favorite heros as Champion;

https://upload.wikimedia.org/wikipedia/en/b/b5/WonderWomanNew52.jpg

Wonder Woman

Passive: Amazonian Roar

boosts each team member's ap/ad by 3 for each kill she has

Q: Strikes the opponent with her sword for a basic attack , applying on hit effects. Causes bleed for 3 seconds, plus 1 second of bleed for every 100 ad held.

W: throws her shield at opponent, if it makes contact she can dash toward it. Deals normal basic damage, applies on hit effects.

E: Blocks all projectiles for 3 seconds with her bracelets casting them back at the opponent's direction

R: A skill shot where she, like blitzcrank, throws her lasso at an opponent. If it lands she spins around in circles with the opponent knock anyone the opponent touches back and throws the opponent flying, also knocking anyone in the way over.

http://www.fightersgeneration.com/nx5/char/flash-injustice-concept.jpg

The Flash

Passive: All running builds up an electrometer. Gives up to 500 when meter full. Next hit discharges the meter adding extra damage to hit stunning opponent. If out of combat for 30 seconds and full speed, turrets dont hit him.

Q: Casts three basic hit punches, applies on hit effects.

W: Drains speed from opponent, passive move. When active it steals opponent's attack speed and movement speed and applies to flash for 2/3/4/5 seconds.

E: Dashes at an opponent knocking them back.

R: Run's in circles and becomes untargetable for 3/4/5 seconds as he casts a tornado aoe which slows and knocks backs anyone inside.

AND FINALLY MY FAVORITE SUPERMAN

Some of this kit comes from a different game which shut down, so it isn't original as I had trouble making Superman's kit by myself as he is my favorite.

http://www.comicplanetculture.com/wp-content/uploads/sites/172/2014/07/Superman-New-52-Jim-Lee.jpg

Superman flies, he does not walk. This would be my ideal version. Many flying humanoids in league are very badly made and don't really fly, but float, like syndra or malzahar as opposed to Aurelion Sol who works it.

Passive: Basic Attack grant Superman 3.5% Attack Speed for 2s. This can stack up to 4 times, for a total of 14% Attack Speed. When he has full stacks, his Basic Attacks adds Worldbreaker

Worldbreaker deal an additional 50 (+1 stack per 50 ad) True Damage, which bypasses armor.

Damage: 50 / 100 / 150 / 200

Attack Speed: 3.5% / 4.5% / 5.5% / 6.5%.

When he is flying towards an ally with the lowest hp, he gains movespeed so he can fly to their rescue 1-2%.

Q: Punches gain 2 stacks extra damage. Apply on hit effects. can be used independently but have a cast time of 10 seconds. Each hit does a cone of damage behind the opponent which do damage but don't apply on hit effects.

Damage: 150 / 250/ 350 / 400 + 50% Bonus Attack Damage Cooldown: 9 / 8.5 / 8 / 7.5

W: Picks up an opponent then throws them in any direct. Can also pick up an ally, when he does he gains a 5% speed boost stack, up to 20%, for a quick rescue.

E. Dash is very similar to Yasuo's, but does no damage. He can dash to allies as well.

R: Superman grabs his target and dashes with them. He is immune to cc for the duration. When the dash ends, his target is dealt 175 Attack Damage and Knocked Down for 1s.

Any enemies struck by Superman, while dashing with an enemy, are dealt 85 Attack Damage and are Knocked Up for 1s.

Damage: 175 / 265 / 355 / 445 + 80% Bonus Attack Damage Collision Damage: 85 / 130 / 175 / 220 + 40% Bonus Attack Damage Cooldown: 100 / 75 / 60 / 50

So who would you make a champion?

23 Comments

Toastersaot1/2/2017, 10:17:27 AM2 votes

Ok I am a weeb. Weeb's gotta duty to do.

Champion name: Yoshikage Kira (吉良 吉影)

Material of origin: JoJo's Bizarre Adventures Part Four: Diamond is Unbreakable

Type: Melee

Passive: Killer Queen

Range: 525

Cooldown: (If killed) 20 seconds

Kira has a stand, Killer Queen, that acts as a controllable extension of his will. Killer Queen can basic attack in Kira's stead (think Azir), but cannot cast abilities. 50% ofDamage dealt to Killer Queen is returned to Kira himself. Killer Queen has 120% of Kira's maximum health, while also having bonus magic resist and Armor compared to the user. If Killer Queen has healing applied to it, Kira himself is also healed. Crowd Controlling Killer Queen applies half of the CC's duration to Kira. Killer Queen cannot apply on hit effects with it's auto attacks except his Q. This passive is coded like another champion, but transfers damage like an Illaoi vessel when damaged. If Killer Queen is destroyed, it retreats inside of Kira, and he is rendered incapable of casting any abilities until it is restored. Killer Queen can be put out again by pressing his R key, regardless of if he has his ultimate or has learned it yet.

Q: The First Bomb/Detonate

Range: 125/400 units

Mana Cost: 30

When activated, Kira or Killer Queen's next basic attack applies the passive "The First Bomb". Kira then can detonate it by pressing Q a second time. The bomb does magic damage along with a 100 unit AOE where it deals half damage to enemies caught. However, if he waits, the bomb grows in damage, but not in explosive radius. At 3 seconds, the bomb reaches max damage, and does % Missing Health Damage. This damage is also halved for enemies caught in the explosion. However, Detonate only has a range of 400 units, which is also indicated by a Lee Sin second Q like outer circle. Those who escape from the 400 unit radius have the "The First Bomb" passive removed.

W: Sheer Heart Attack,the Second Bomb

Range: 1300

Mana Cost: 70/80/90/100/110

Duration: 10 seconds

Cooldown: 20/18/16/14/12

Cooldown if destroyed: 30 seconds

Sends out a probe from Killer Queen's left hand, which seeks out enemies. It attacks enemies with the highest maximum health in the area, and explodes in a small area dealing magic damage like an Elise W, but not self destructing. However, it transfers 5% of the damage done to it back to Kira. This ability grants vision. Kira or a Killer Queen can can pick it up manually by right clicking it. It has 10% of Kira's max health, but 100 bonus magic resist and Armor. If it is destroyed it deals Kira 8% of his current health in true damage.

E: Stray Cat

Range: 1000

Cooldown: 14/12/10/8/6

Mana Cost: 70

Killer Queen lets out Stray Cat from inside itself. Stray Cat can fire out air bubbles that explode, causing minor AOE magic damage, and slow the the targets struck. However, by holding down E, he can charge up a larger air bubble bomb, which travels slower but deals more damage and has an increased slow. At max charge, it also knocks enemies back if they are struck.

Ultimate: Bites the Dust, the third bomb

Mana Cost: 100

Cooldown: 200/150/100

Range: Global

Duration: 10 seconds

When activated, Kira attaches Killer Queen to an ally from global range, granting them its protection. When Killer Queen is attached to an ally, Kira loses Killer Queen and its defensive powers.

However Killer Queen defends the ally it has been attached to, and Kira can control it manually from a global distance. It can use all of its abilities while on an ally. If an ally attacks an enemy champion with Killer Queen attached, it applies "Bites the Dust." If R is recast, The passive is triggered, and the enemies afflicted are dealt MASSIVE magic damage, and shreds 50% of their MR and Armor for the next 6 seconds.

Secret passive: Serial Killer

Cuts off the hands of his enemies. He gains one hand for every unique champion kill. Each hand cut off grants him 1 more damage on his Auto attacks against Krugs, since they used to have the Gift of Heavy Hands buff. However, he gains 2 damage against Krugs if he kills Vi.

I think it's complex enough for Rito balance team

Magi Mayvin1/2/2017, 3:02:06 PM2 votes

Sonic the hedgehog

his q would make him spin in a ball... oh wait.... :(

https://www.youtube.com/watch?v=yslBwDdKMgA

TeCoolMage1/2/2017, 2:53:22 PM1 votes

ditto

MuffledGarbage1/2/2017, 5:14:48 PM1 votes

I'd have to go with Corvo from dishonored

https://www.bing.com/images/search?view=detailV2&ccid=8dKQeFfj&id=E16216F071C8CCC926E0854692A802D3F82FCD52&q=dishonored&simid=608013030756912167&selectedIndex=0

Passive: mission every 10 seconds within 500 units of an enemy Corvo will either gain Stealth proficient or Combat proficient (50% chance for each)

Stealth: Corvo will turn invisible for 1 second and his Q will give invisibility for 0.5 seconds after using it

Combat: Corvo will gain 10(+5 per 25 AD) AD (stacks with itself)

Q: Blink

Corvo instantly blinks to a target location 100/125/150/175/200 units away

Cd: 10 seconds all ranks

W: Deny the strike

Corvo strikes in a cone in front of him dealing 50/60/70/80/90(+100% of AD) and if this cone hits an enemy projectile Corvo takes 90/85/80/75/70% of the damage from it

CD: 15/13/11/9/7 seconds

E: Adapt and conquer Passive: If Corvo enters stealth he gains 10/20/30/40/50% of his attack damage as movement speed

Passive: If Corvo enters Combat he gets 5/7/9/11/13% of his movement speed as attack damage

R: GUARDS HE'S HERE Passive: 5/7/10 Guards will begin patrolling the map in search of Corvo. They cannot enter bushes. If A Guard finds Corvo He gains 200% movement speed and takes out the guard(if in stealth prof he knocks them out, if in combat prof he kills them).

Active: Corvo pulls out a hologram which mimics every action he does but in a different place on the map. The Hologram looks exactly like Corvo except all colors are replaced with a blue type of tint( similar to star wars holograms like these

https://www.bing.com/images/search?view=detailV2&ccid=7zsbrGd3&id=579F79DDCBDFE34BB14959637A6E8FB2335CB5B2&q=star+wars+holograms&simid=608027062413492923&selectedIndex=11

https://www.bing.com/images/search?view=detailV2&ccid=8hsxVYH%2b&id=BAA42A8904C261C0EE13A49BACB59D2A2260401F&q=star+wars+holograms&simid=608047003946911593&selectedIndex=22 )

CORVO CONFIRMED FOR NEXT LEAGUE CHARACTER!!!

NightmareAmazoX1/2/2017, 6:26:38 PM1 votes

Dude, I feel bad, But their was a MOBA called Infinite Crisis it is infinitely better than IC but it got shut down by WarnerBrothers due to the small player base, Superman had the exact same Q like you've said, W was his freeze breath if the enemy was at point blank they would be rooted, if they were a little bit away he would slow them, His E was heat vision, If you use E you knock the enemy back a little and could press E again to dash to them, His R was exactly like Nocturne's ultimate except he doesn't reduce the enemy's vision. Superman was a hybird bruiser who would build AP+AD and health. Superman used Mana.

Flash R was exactly like you said except it wouldn't knock back everyone inside to the outside, He would charge for 1 second and then become untargetable and run in circles damaging all enemies inside, When he was charging he could be cc'ed to stop the ultimate. His Q was his W, His E was his Q except it wouldn't knock ban enemies & his W would give him movement speed and resistance/armor for 3 seconds, If he used his E and then Q he could dash through walls and used energy like Akali,Lee,Zed,Kennen.

Wonder woman could through her rope and catch and enemy and bring them closer to her, Exactly like Thresh Q, I'll continue this later,A match has started. The game was developing real quick, Every 3 weeks we would get a new champion, It was balanced, We got multiverse characters, Their Youtube channel is still their, You guys can check out the champion spotlights, Even Riot Games could so they could get some idea's.

zero3561/2/2017, 6:53:05 PM1 votes

But what if my favorite character is a league champion? Sona main for life

NightmareAmazoX1/2/2017, 7:03:59 PM1 votes

If i could add a character from outside of league it would definitely be a Jedi from Star Wars who uses the force & lightsaber.

Narzghal1/2/2017, 8:57:57 PM1 votes

Drizzt Do'Urden. Fighter. I want him in the jg, or top lane could work.

Passive: Hunter- When no allied champions are near, Drizzt gains +25 movement speed and +5/10/15% bonus AD, as well as Hunter's Sense, alerting him to nearby enemy units. Their location is not revealed, only an indicator that they are within a certain range. (range would be not quite as far as Rek tremor sense) Also, gains 5/10/15% lifesteal against neutral monsters (this might be too high and safe when combined with jg item, so it can be toned down.)

Q: Passive: Each item with a blade increases his attack speed by 5%

Active: Scimitar Slash: Drizzt attacks an enemy twice in quick succession, the first going high and can crit, while the second one goes low, dealing less damage and slowing the enemy's movement speed by 20% for 1.5 s. When outside of melee range, Drizzt can use q to tumble in the direction of an enemy champion. This resets the cooldown to 2 s (not reduced my cdr)

W: Passive: Drizzt's abilities and basic attacks apply Faire Fire to targets which lasts for 3 s. Units outlined in Fire are revealed for the duration of the flame. Units inside sphere are not revealed. Drizzt gains 5% movement speed towards outlined enemies.

Active: Drizzt summons the darkness of the Underdark, creating a sphere of blackness over a target location, completely blocking vision of and for units inside. (size would be similar to Graves smoke bomb; only this would cause your screen to completely black out until you moved out of it. Casting range would be similar to Leona's r, maybe a little less. This darkness affects both enemies and allies, turrets still grant true vision)

E: The Heartseeker: Drizzt pulls out his bow, Taulmaril , firing a long range skill shot that is guaranteed to critically strike. If cast in the direction of an enemy champion that is within melee range, Drizzt instead does Preemptive Strike, attacking with a scimitar, dealing damage, and preparing his other scimitar to block the next basic attack within 1.5 s.

R: Active: Guenhwyvar: Summons the great panther, who fights at Drizzt's side for a time or until death. Guen does damage through basic attacks, as well as interacting with Drizzt's other abilities. When the second Scimitar Slash hits, she mauls a target for bonus damage based on the enemies max health. After Heartseeker hits a target and if she is in range, she will leap to the struck champion, doing damage and pinning (rooting) the target for 1.0 s. (leap is roughly a Tristana jump) If Drizzt used Preemptive Strike Guen will roar in the direction of the target, silencing all nearby champions for .5 s and her next basic attack against Drizzt's target will deal fixed true damage.

normie sIayer1/2/2017, 9:06:54 PM1 votes

someone do naruto

Braum Mechanics1/2/2017, 11:59:00 PM1 votes

I can't care enough about these champs because they will never make it to League. I know about IC and I wanted to try it but back when it was playable I had terrible lag every single time so I gave up on it.

But I would love to see your Wonder Woman's ulti implemented on a champion.

THE RlVER KlNG1/3/2017, 2:08:51 AM1 votes
Fondling Gems1/2/2017, 7:39:34 AM1 votes

Oh boy, time to nerd out and throw out characters from random book.

Sand Dan Glokta

Passive: Crippled Body, Infinite Mind

  • Boots no longer grant movespeed. Instead their other effects are doubled. They no longer build out of Boots of Speed and are 300 gold cheaper.

Q: Practical Assistance

  • A shadowy figure appears momentarily behind an enemy a short distance away. They stab the target for X/X/X/X/X + X%AP magic damage. This attack does extra damage if the Target is facing Glokta.

Medium mana cost, medium damge


W: Practical Intervention

  • When Glokta get hit by a basic attack a large figure appear by his side and tackles the target back dealing X/X/X/X/X + X%AD magic damage. Knocks target to range of 500, if they are beyond that range stuns for .5 seconds.

Minor damage, internal CD like kled W


E: Tools of the Trade

  • Active: Glokta deals X/X/X/X/X + X%AP magic damage over time to nearby enemies over 3 seconds. Those in the radius at the end are feared for .6/.7/.8/.9/1 seconds.
  • Passive: Glokta gains 5/10/15/20/25% Magic Penetration.

Moderate damage over full duration, 550 range


R: I wasn't always like this

  • Glokta pulls his sword from it's cane sheath, gaining a large movespeed boost towards enemies, bonus attack speed, and magic damage on hit for 6/8/10 second. As he moves he deals % current health damage to himself, max X,X,X % total health.

Large movespeed and AS buffs. Moderate magic damage on his, medium CD.


Definitely feel like really fleshing this out sometime, not that many people will know the man who has no enemy greater than stairs.

For those interested he is from "The First Law" Trilogy. He is a torturer who was himself tortured until he was crippled far beyond repair. The abilities make a lot more sense after reading. I am just sad most of his lines are too long to fit into ability names.

Spoofghoul1/3/2017, 7:15:55 PM1 votes

http://67.media.tumblr.com/691854ad54e2fd6658ca3333fbabf150/tumblr_nzmgn0DwE71ud8k4io2_1280.jpg Base stats over 9000 AD Infinite health Superfast Range 175 Ridiculous health regen Resourceles

Q Punch: deals 100% max hp true damage W Passive: Inpenetrable defense: can only take 0,00001% of max hp damage per time he is damaged W active Blinding Baldness: Makes all enemies nearsighted E Mega Jump : Leaps to the moon and back slamming the ground knocking anyone withing sight radius an equal distance back and then stuns them for 3 seconds, also leaves a crater with walls R Ultimate punch: Kills you 2/3/4 times knocks you back infinitely untill you hit terrain, enemies hit by your dead body will also die and terrain will be permanently destroyed, if your dead body hits the nexus it explodes and you lose

As you can see he is very tough but he has one major weakness

http://i0.wp.com/unsheathedblog.com/wp-content/uploads/2015/10/SaitamavMosquito2.png

DoomRPG1/2/2017, 7:57:39 AM1 votes

eh, Guess ill go make one with Hector from Fe7 Passive: Destined to Die Hector has 10/15/20 additional seconds on his death timer Hectors AR and MR is increased by 5/10/15% Hectors AD is increased by 10/20/30 numbers increase at lvl 11 and 16 Hectors a supreme badass that after picking up Armads is destined to die, so a passive that hinders him but he makes up for it by an increase in stats

Q To battle 7/6/5/4 sec CD Hector leaps a short distance (About 240-300 range) and deals his AD plus 60/70/80/90/110 + 75% AD ratio Hector battle animations show him to be fairly acrobatic despite wearing a giga tons worth of armor

W Wolf Beil 10 sec CD Hector equips his Wolf Beil for the next 1/2/3/ auto attacks Is NOT a AA reset Wolf beil ignores 40/50/60% of the targets armor Wolf Beil does 40 more damage for every 100 Ms the target has The Wolf Beil is Hectors personal axe it is effective against armored foes and mounted units

E Hand Axe 7/6/5 cd Hector tossess a Hand axe to a target destination the hand axe will move about in an arc and return to Hector The hand axe can only do its damage once, should hector catch the hand axe he will immediantly throw it again aiming for the first champion it otherwise he will throw it were hes facing. The hand axe was the range tool for axe users, if I recall correctly it weighted less then most axes so hector was faster when using it allowing him to double enemies, hence him throwing it twice if he catches it

R. Armads Hector equips Armads the Lightning axe Hector gains 60/120/doubles bonus AD Hector gains 60 attack range Armads is the divine weapon Hector uses in the final chapter of Fe7, it hurts alot not much else to say

Arsenic Sulfur1/2/2017, 11:51:54 AM1 votes

Well this isn't my fave but...

Demoman(TF2)

Melee

Passive: Eyelander Every time he kills an epic monster or enemy champion he gains 1 stack of Eyelander. He can have up to 5 stacks, the first 4 increases his damage, health, and speed by a 8% while the 5th reduces the cooldown of his Charge N' Targe. Demoman loses all stacks upon death. (Hidden passive: If killed by an opposing Demoman they get your stacks)

Q: Drunken Pipebomb Demoman launches a grenade from his grenade launcher. This bomb will explode if it hits something or after a short delay. This ability loses 50% damage if it doesn't directly hit. Direct hits knockback the enemy.

Damage: 60/100/140/180/220 (.9 AD) Cooldown: 10/9/8/7/6

W: Charge N' Targe Demoman dashes forward at a high speed, gaining a guaranteed critical hit and dealing damage on impact. If Demoman gets a kill with the critical hit, the cooldown refreshes.

Passive: Demoman takes 30% less damage from DoTs. With 5 Eyelander stacks, this ability's cooldown is reduced to 8/7/6/5/4 Damage: 50/80/110/140/170 (.6 AD) Cooldown: 13/12/11/10/9

E: Sticky Bombs Demoman fires a sticky bomb. This bomb won't go off until Demoman double-casts(Or presses alt-e) and he can place up to 8 at a time. If a sticky bomb is placed while there are already 8, the earliest bomb made will blow up. Every bomb after the first on the same target will deal 30% less damage. Bombs disappear upon death

Damage: 70/95/120/145/170 (.8 AD) Cooldown(Charge Based): 10, can hold 4 charges at a time, 1 second between each cast.

R: Loadout switch Demoman switches up his loadout for more useful weapons. His Q becomes Loch n' Load, with fires faster and deals 20% more damage but doesn't knockback and disappears if it misses. His W becomes Tide Turner which gives him a 300 movement speed boost and refreshes upon kill but does less damage. His E becomes Scottish Resistance which can be detonated individually, can have 14 out at a time, and provides vision but does 20% less damage and has a 2 second recast time. Bombs disappear upon switch.

Cooldown: 10 Seconds