Free to use champion abilities/mechanics

Gubaguy·7/30/2017, 3:15:25 AM·1 votes·241 views

None of these ideas have really been balanced in any way, jsut some ideas i think woudl be neat to play around with in game, if anyone wants to use them, or improve them to make a champion go nuts, jsut please credit me ^_-

Passive abilitiy: Every other auto attack alternates between melee and ranged, melee does more damage and attacks much faster, however ranged slows, if X ranged attacks hit the same champion within a short period that champion becomes snared for 1 second.

Passive ability: Auto attacks deal 200% damage, however attack speed is locked at .5 attacks per second, and 50% of damage is dealt as a bleed. (For a ranged champion, probably a tracker)

Passive: Auto attacks create an AOE field of DoT damage, but deal no direct damage, all enemy units inside this zone take increasing damage over time the longer they stay inside the zone, zone damage increases flat per level, and an AD% scaling amount. Zone size also increases as you level.

Passive, with swap: Champion gains 1 of 2 passives, and can freely swap at anytime the ability is off CD. first passive, champion gains attack and movement speed based on ability level. Secondary passive, champion loses attack speed and movement buff, but gains a large amount of AD and CD reduction. Swapping between these abilities doubles whichever passive became active last for 5 seconds, with max CD and max level CD for this should be around 3-5 seconds.

Active: champion fires 3 bolts, 2 in an arc, 1 straight, all 3 bolts converge on target area, champions hit with 2 bolts are slowwed, 3 bolts are stunned, each bolt hit beyond the first deals 50% less damage.

Active: Throws a spike in target direction, at any point during this spikes travel ability may be recast to instantly teleport to it and detonate it, after reaching maximum distance the spike detonates. If the spike hits a champion directly deals extra damage.

Passive: Spawns a minion every X seconds (time reduced per level), champion cannot deal ANY damage on their own. Minions interact with other abilities, and champion gains additional minions at higher levels, minions also apply any on hit abilities at 50% of strength. -Passive 2, with active: Minions Regenerate 10% of their maximum HP per second so long as they remain within range of you, activating this ability instnatly causes all minions you control to gain 300% movespeed and rush to nearest enemy, prioritizing enemy champions within range, then explode, dealing Max hp% true damage based on their level AND their own remaining health. -Active: All minions in range gain bloodlust, doubling their Ad and attack speed for 5 seconds, but reducing their movespeed. -Active: all minions rush to you to form a shield around you, blocking all incoming attackings and abilities for the next several seconds, however during this time all damage dealt to minions is dealt as true damage and doubled. -Active: For the next 10 seconds all minions are indestructable, and immune to CC, and gain the effects of abilities 1-2, at the end of the duration all minions detonate, dealing 100% of their maximum health as damage to all nearby enemies.

Active: Choose an enemy champion, so long as you remain in combat with this champion all other enemy champions deal 50% less damage to you, this ability cannot be used if you have taken damage from champions in the last 30 seconds.

Active: All nearby enemy minions become enraged, instanly turning on each other, if an enemy champion is nearby they will prioritize attacking them, miniosn effected by this retain their vision of their team (No bush tricks, no stealth to hide).

Passive: Instantly teleport yourself, and up to one target enemy to another dimension, while here only you can damage that enemy, and only that enemy can damage you. Lasts for 20 seconds, or until one of you is killed, whoever survives until the end of the ability is instantly healed for 50% of their maximum HP. If no target is chosen, the lowest HP enemy within range is chosen and pulled in, if no enemies are pulled in no heal is granted, and CD is halved.

passive: Instantly executes enemy minions hit that are below 75% HP, for each enemy minion killed this way you take 5% of your max health as true damage. Your auto attacks and abilities deal .05% more damage Per minion killed, and .5% more damage per enemy champion killed.

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