Buncha good ol' basic champion concepts I did while bored/drunk/both

Kazo Kurosu·7/11/2018, 9:10:13 PM·1 votes·1,670 views

Creating concepts for champions has been a favourite past-time of mine for quite a while. They're all very basic, some with simple lore explanations and descriptions of abilities. I was never good with numbers so most of these lacks them completely, leaving theorycrafting regarding the exact amounts of anything open to discussion. I'm making this thread to have a place to dump any future things I make more than anything, since i keep losing stuff from my hard drive. Feel free to call any of these concepts garbage because most of them surely WILL be garbage.


Atria - Royal Lancer
Looks - Slim woman with short spiky gold hair, wearing enforced with metal attachments leather armor, 2 sides of Lightshield crest tattoed on her stomach and back. Wields 2 meter demacian heavy lance with additional ornaments

Role - Combo-focused Diver/Disruptor

Passive - Overpowerment - Every ability and basic attack that lands directly after hitting an ability that hits an enemy champion places a mark of Overpowerment on said champion, visible as symbols on the ground. After some time,stacks explode dealing magic damage to the bearer of the marks and all enemies around him/her. Damage scales with the amount of stacks and lvl. There is no potential limit to the amount of marks on a single target but there's no way of refreashing the duration of already placed marks. If the damage from marks explosion would kill a target they're on at that particular point in time, they nuke instantly, executing the enemy. Overpowerment damage ignores shields in all circumstances.

Q - Air Slash - Atria jumps in the air and swings her lance, dealing damage to all enemies around her and applying Ovepowerment stack to all champions hit. Knocked up enemies recieve double damage and get knocked back. If 2 Qs are used in a quick succesion, her W resets, 2nd Q damage rises and knockback of previously knocked up champions becomes larger. 

W - Ground Cutter - Atria sends out a force wave on the ground in the direction of the cursor that flies through minions and jungle monsters and stops only on champions or when hitting a wall. Champions hit recieve max hp based damage, become slowed and recieve a stack of Overpowerment. 

E - From Below - Atria dashes a short distance and knocks up enemies around her by slicing with her lance form below. Succesfully hitting a champion marks him/her with a stack of Overpowerment and resets Atria's Q. 

R - Worldbreaker - Atria throws her Lance in the air, jumps up to it and then smashes into the ground, knowcking up the champions with Overpowerment stacks on them and knocking back everything else. All champions hit  recieve 3 marks of Overpowerment.

Notes: Literally Valkyrie class from Tera but as a league champion. 

Faceless - Element of Guile Passive - Needles and Strings: Whenever Faceless or one of It's Replicas damages a champion with an ability, It automatically throws a single long Needle in the direction of that champion. Needles go through units, always fly a fixed distance and stay on the ground for some time. Enemy champions hit by those needles become slightly slowed and receive bonus flat damage every time Faceless hits that champion with other Needles or abilities for a short period. If 3 Needles land close enough to each other, Faceless can bring them back to Itself (but not to the Replicas) by clicking on one of those needles, damaging all units those needles fly through and rutting champions for a short time.

Q - Crippling Daggers: Faceless stores up to 3 daggers. Using this ability throws a dagger in the direction of the cursor, poisoning all enemies hit. If two or more poison effects are applied on a same target, poision's entire damage is dealt instantly instead of over time.

W - Deceptions: Faceless leaves a Replica that can be controlled behind It for a short time. Faceless itself becomes invisible and recieves big movement speed boost. Basic abilities used by Faceless are thrown by clone instead. Passive needles thrown by Replica stay on the ground even after it disappears. Exiting invisibility by attacking instantly kills the Replica and gives Faceless an attackspeed boost, with It's next 3 basic attacks throwing an additional Needle, one per auto.

E - Cutthroat Blade: Faceless targets a recently damaged by Needles champion, dashes to it, dealing missing hp based damage, and then dashes away in the opposite direction of the first dash (landing behind the opponent, equally far from it as the place from which Faceless first used this ability.)

R - Harlequin Dance: Faceless jumps to a target area and then splits into 3 seperate Replicas which dash away from the target area. Only one Replica (the "Original") can be directly controled by a player. Original is chosen randomly. Each of the Replicas has seperate HP and mana pools that are equal to the amount of health and mana Faceless had before activating this ability. 2 Replicas not controlled by the player try to perfectly mimic Original's actions, including movement, abilities, summoner spells and so on. Replicas not controlled by the player only deal 1/3 damage of the Original, which deals normal damage. Recasting this ability when targeting a Replica swaps positions and health/mana pools of the Original and that Replica. Replicas last for the same duration as a Replica created by W. The amount of possible Swaps depends on the level of this ability.

Notes: my spin on the third member of trifarix and a slap in the face to all the people who still think that this third member is Leblanc. That theory is stupid and you're also stupid.


Sarsa
Short History - Once a powerful Darkin leader, Sarsa now remains in hide, miraculously managing to survive darkin war relatively unscathed. While wielding her favorite 2 meter long war axe, only few are able to stand against her in a fair fight. And even those who barely survived, tell tales of a glorious fearsome warrior, who even with her small stature, presents a danger often comparable to that of an army. 

Passive - Axe of the Bloodthirster - After not taking or dealing damage for a few seconds Sarsa’s next basic attack throws her axe. Its landing deals small aoe physical damage. Additionally, the axe  drains the resistances of all enemies near it up to a flat cap. When picking up her axe with her abilities or by walking over it, Sarsa gains percentage of those. 

Q - Beheader - After activation Sarsa's attacks receive flat damage boost and additionally deal significant damage in a cone behind initial target. If all three attacks hit a champion, Sarsa receives flat amount of base ad and bonus armor penetration. This ability resets after every kill or assist. If Sarsa just threw her axe, using this ability returns it to her and resets its cooldown.

W - Call to Slaughter - Everything around the ground around Sarsa's Axe instantly loses resistances up to passive’s cap. Additionally, it slows every unit on the same area. It can be used both when Axe is in Sarsa's hands or when its away from her. 

E - Inseparable - Sarsa jumps to Axe's current location, knocking up everything in a small area around it upon landing. 

R - Nationslayer - Semi-global range ability. After short delay, Sarsa throws her Axe and joins it during flight. After hitting the ground, force of their impact breaks earth under them, allowing Sarsa to surf a certain distance on Axe's handle. Everything in an area of their impact and along their way during sliding gets knocked back and stunned for short time. Damaging stunned champion removes the stun and deals bonus damage.

Notes: this was made before darkin lore update. I still dislike the fact that everything must be about shurima/void these days but what can you do. 

Kylia – The Shadow Walker

Bio - Born in currently borderline extinct Vastayan tribe of unknown roots, Kylia was more interested in the outside world than her Family. After great tragedy struck her home, young warrior decided to commit her life to search of a new place for herself. Curious of the world, but careful in her actions, Kylia uses her shadow and sword dancing techniques to remain out of the reach of those who would like to learn more about secrets of her mysterious lineage. Looks - https://i.imgur.com/hiHcKoZ.jpg (this is just a "more or less" representation. made by Tooth Wu on Artstation https://www.artstation.com/artwork/Yokq6 )

Passive – Shadow Walker - After moving into enemies line of sight, Kylia remains invisible for them for a short period of time. Casting any ability or attacking breaks this invisibility but deals additional magic damage

Q – Certain Slash - Kylia jumps onto location of the cursor, delaing damage to everything in a small area and marking them, giving them unique debuff „Focused”. She can recast this ability to tumble on the ground for a short distance.

W – Swiftness - Kylia removes all CC from her and becomes immune to slows for a short time. This ability can be used only once per fight and resets its cooldown only after it ends. Passively, hitting Focused targets with Q will deal increased damage. If a Focused target gets hit by Q three times, it recieves additional missing HP based damage

E – Untouchable - Kylia sidesteps into shadows. She recieves massive movement speed bonus, all currently ongoing effects that target her become nulified (autoattacks, targeted spells), and enemies lose their sight on her. This ability resets after every Q tumble.

R – Bladedancer - Passively, kills and assist completely resets Kylia’s Q. When used, Kylia becomes one with her blades and shadows around her, gaining bonus AD, MVMSPD, Armor and Mres. Additionally, If Q hits enemy champion, its cooldown is highly reduced. If the same target is hit with Q again, Q’s cooldown resets completely.

Role - Invisibility based Skirmisher

Notes: Do you know Kha'zix? Now imagine Kha'zix but on steroids in terms of mobility and stealth and with his entire damage swapped into a single ability.


Amato
Lore - Even both Sun and Moon must anwser before a single entity, Targonian Aspect of Duality, Amato. Also known as Two Faced God, he (or she, depending on the mood) has a weird interest in those who are indecisive in their lives. So when a very special, very torn inside Demacian soldier presented himself before Amato, it waited no longer and gave this soldier the might of both Light and Darkness. This nameless Soldier, now battling not only with himself but with the all-powerful deity as well, returned to Demacia to serve whatever cause he could find. Used as a special agent by his superiors, he looks for anwsers he never may, and perhaps never wants to find. 

Passive - Amato's damage both from abilities and basic attacks follows special conditions. 
~ At the start of the game Amato is forced to choose between Light or Dark path. He cant exit the fountain without choosing. 
~ Choosing either of the paths summons a Sword of Light or Darkness, respectively. 
~ Amato can swap between paths/swords whenever he wants, intantly, by clicking on one of the two icons above the picture representing his passive. Can be keybinded.
~ Choosing Light Path turns all Amato's damage into Light damage (represented by light-blue numbers). Choosing Darkness Path turns all of Amato's damage into Dark damage (represented by pitch-black numbers)
~ 2/3rd of Light damage dealt interacts with enemy Armor and 1/3rd  with Magic Resist. 
~ 2/3rd of Dark damage dealt interacts with enemy Magic Resist and 1/3rd with Armor

Q - Zenith - Amato swings his sword upwords, releasing a burst of energy from either his left or right side (depending on currently choosen path) that slides on the ground. If it hits a champion, it explodes dealing additional damage around the champion. Using this ability does not stop Amato's movement

W - ??? - Amato resets his basic attack and recieves a boost to attack speed. Additionally, he shields for a precantage of damage dealt. Recasting this ability clears the shield and sends a force wave in the direction of the cursor. This ability cannot by recasted if Amato's HP is below 100 
Passively, damaging enemies with abilites marks them. Amato recieves a burst of speed when going towards them and deals bonus damage based on % of their current hp with every basic attack. 

E - Amato throws a bolt of Light/Darkness. It stays on the ground, spinning with an increasing speed, slowing enemies on it more and more. After some time, bolt explodes, dealing damage and stuning enemies around it. 

R – Nova - Amato burst with divine energy, dealing damage and knocking back everything around him. He grabs both of his swords, effectively dealing double damage from both abilities and basic attacks. Additionally, after reaching range treshhold, he dashes to enemies marked by W passive instead of simply runing towards them. His Q fires two projectiles instqead of one and knocks up all enemies if it hits a champion and E stuns instanteniously. He continiously loses increasing amount of HP while in duration of Nova. It remains active untill Amato reaches 100 HP or recasts this ability

Marcus du Couteau – Fallen General Bio: Betrayed, disgraced, but never forgotten. Considered by many as legendary swordsman, Marcus ended up far away from his homeland of Noxus, for which he fought all his life. However, filled by neither a justified hatred nor anger but a calm, collected desire to bring back greatness back to his country, Marcus wanders the world, seeking power and allies who would dare to follow him into the belly of the beast. Garnering admiration and loyalty of many, Marcus’s perhaps greatest weapon yet is a peculiar magic-soaked blade of unknown origin. While seeing him whisper to his trusted sword may end up feeling weird to his companions, they would still trust him with their life. After all, its way better to have a man of Marcus’s skill and legacy on your side, than opposing one. Slowly but surely Marcus gathers his forces, preparing for a full scale offense against the place he once called home, and a man he once called brother.

Passive – Perfect Focus Marcus is able to sense projectiles of incoming skillshots (which are visible only to him as marks on the ground, their placement depending on the side from which a projectile is incoming) and dodge them by swiftly dashing away. This doesn’t work on Basic Attacks or Targeted Abilities. This passive resets its cooldown every time enemy champion is hit by Marcus’ abilities. Passive – Blade of Sadism Each time Marcus kills or assists in the killing of an enemy champion, he receives one stack of Sadism. Each stack increases his overall damage by 1-4% and heals him for 1-4% of all damage dealt (both start at 1% and gain additional 1% of scaling with every skillpoint put in R)

Q – Blademastery – Marcus performs 3 quick slashes, dealing damage to all enemies short range from him in the direction of the cursor. Every time an enemy dies from this ability, force of its demise deals small damage in a cone to all enemies behind it. This ability resets autoattack timer and lowers its cooldown by 1s with every AA and 2s every time an enemy champion is hit by Marcus’ other abilities.

W – Submit / P - Demon’s Embrace – Marcus readies himself, blocking next AA/Targeted Ability with his demonic sword and sending the energy back at the champion who threw it, stunning that champion for a short time and dealing damage. Stunning with this ability completely resets cooldown of E. Passively, every couple seconds, Marcus becomes shielded indefinitely for a small amount. Each time Marcus uses an ability or autoattacks, time to receive next shield shortens by 1s. Shields don’t stack.

E – Punishment – Marcus blinks through the air, teleporting somewhere near (think Katarina’s E) enemy target, dealing damage to it and lowering its defenses by a flat amount. If this ability is used on a target stunned by W, this ability deals additional significant damage and resets the stun duration.

R – Queen of Carnage - Marcus throws demonic sword in the air above him and grabs his other two normal blades. Demon inside the sword releases her power, slowing all enemies inside a big area for an increasing amount and draining max%hp from enemies and healing Marcus for the same amount. Marcus is able to perform 3 dashes inside the area, dealing damage to all enemies on the way by recasting R. After third dash, Marcus can cast R yet again on the selected target. This stops aoe slow and deals massive true damage to the target that ignores shields. This damage is equal to the amount of health drained earlier by this ability . Blade of Sadism and Demon’s Embrace don’t work during R.

Notes: Broken on purpose. I made this to experiment how much "fuck you im x" i can fit in a single champion. Skillshots? Fuck you im Marcus. Targeted abilities? Fuck you im Marcus. Also, get stunned scrub Resistances stacking? Fuck you im Marcus Health stacking? Fuck you im Marcus. Oh, and just because you stacked health now your adc is getting oneshotted, good job loser. Also free shields. And free damage. And free healing. And mobility up the ass. One day ill make a real concept for my favourite background character. That day is not today :^)


Kayle rework concept – Vengeful Angel. 

Reasoning: 
- Giving Kayle a real passive while doubling down on vengeance theme.
- Removing point&click parts of her kit for the sake of potentially increased usability.
- Keeping her healing but making it less obnoxious and “out of nowhere”.
- Further increasing on-hit thematic. Damage and armor crippling added for the vengeful angel theme. Removal of those completely possible if final champion becomes overtuned.
- Turning ult into a battle focused one with damage boosts, removing “out of jail” usage of it for other players while keeping it like that for Kayle. Removing invulnerability possible (but not welcomed) further down the line for simpler aoe damage reduction.
- Creating a long range, AP based, basic-attacks focused hyper-carry.

Passive – Divine Punishment – Kayle’s basic attacks deal additional on-hit damage based on the amount of entire damage enemy unit dealt throughout the entire game. Additionally, damaging enemy champion with the biggest damage dealt increases Kayle’s attack speed for the duration of the fight.
Notes: Scaling with level and time of the game for the late-game dream. Atkspd boost added to make her a champion to deal with snowballing enemies.

Q – Heavenly Sword – Kayle summons an illusionary golden sword that smashes the ground in the direction of her choosing. Enemies hit are slowed and their resistances are lowered. This ability’s cooldown decreases with every basic attack. This ability’s cast time decreases with attack speed and range is always double the basic attack range. 
Notes: AoE, very quick cast time. Meant for usage in-between basic attack. 

W – Blood Stained Wings – Passively, Kayle heals for a small percentage of all damage dealt. Actively, she gains a quick movement speed boost and increased healing and shielding from all abilities, both self and received. Additionally, Kayle is immune to effects that lower healing for the duration of this ability.
Notes: Grevious Wounds immunity added because fuck morello. 

E (toggle) – Cleansing Fire – While toggled on, Kayle’s basic attacks become ranged and the length of a Q sword highly increases. Every basic attack deals aoe damage that sets enemies on fire, dealing additional damage over time and lowering their damage output. Consecutive attacks refresh the DoT. Keeping this ability toggled continuously drains mana but killing enemy units restores its small amount. 
Notes: Turned into a toggle so that she's no longer forced to buy 40% cdr in every single game. 

R – Archangel – Kayle garners her powers, summoning a second pair of wings and increasing in size. She gains a big attack speed buff and her passive damage, basic attack range, E damage and W healing increase. She creates a zone around herself that keeps her invulnerable and lowers damage received by surrounding allies. “Damaging” Kayle during this ability lowers the time she can remain in this form. Each time she kills or assists in a kill of an enemy champion, duration of this ability is increased. After this ability ends, Kayle becomes slowed and is unable to attack for a short time. 
Notes: meant to turn free out-of-jail card that is her current ult to something much grander, arguably also much, much stronger. You're a literal demigod for the duration of this ability but you better make a good use of it because after that you're basically useless for some time.

Nol - Last Priestess Idea: Mobile Combo CC Machine. Ultimate YI/Slayers cockblocker. Omni-stun effect. Japanese priestess aesthetic. Touhou references.

Lore (hey look an actual background that's not 3 sentences long): Deep in Ionian mountains laid a very old, and very lonely village. It counted not more than 100 people, their bloody traditions perhaps more ancient than concept of Ionia as a country. In this village, young Nol very early in her life learned what exactly her destiny will be. Born as the only daughter of the village chief, she was meant to be a sacrifice for the god sleeping in the temple above the village, at the young age of 17. Knowing that, she decided to train, but not exactly her body. In secret, she spent countless hours empowering her mind. Between self-harm and enforcing greatest possible stress on herself, she did her best to sturdy her psyche, preparing for inevitable. This however, didn’t exactly left her without scars. When her 17th birthday came, and monks arrived from the temple to take her with them, they were met with a very broken, yet somehow very strong person. She was aggressive, cynical and bitter, with a huge superiority complex, which showed through they way she was looking at the monks. Not with the fear and regrets they were used to see on other sacrifices in the past, but with a despise and cold, calculated hatred. While they almost began to consider not using her as a sacrifice, they knew that the mad god had to be sated and took her with them.

During the ceremony, Nol was inflicted pain much greater than anything she could ever hope to prepare for. She could feel the ancient entity crawling through her mind, as monks chanted their spells and followed the painted lines on her body with sharp knives. And yet, even through all of that, she remained calm, ready for what was to come. When she stood face to face with the god itself, she didn’t falter but instead, looked right into the maddening eyes of the beast.

And at that moment, both the mad god and Nol, realized exactly which of them was the real beast here.

When it was done, only one of them remained. Only one able to call oneself a victor.

After some time, Nol stood up and looked at the monks with no particular feels in her eyes. She eyed them like that for some time, as they were too scared and confused to say anything.

Suddenly however, she smiled. And they instantly understood that they created a monster. Or rather, gave away might of a god to this monster that already existed inside her.

They tried to run. All of them, not just monks that used her out of fear for, not just her parents that left her to death, not just the adults who deemed her unworthy of having a normal life and gave her away. Her siblings, friendly, forgiving children, even farm animals. All of them tried to run.

But none of them did, because Nol decided against that. Because it was the Village that was guilty. And all of them were the Village.

As such, Nol killed them all. Obliterated them. Erased them from existence. It didn’t take long.

After it ended, she allowed herself for a single deep sight. She didn’t particularly regret her actions. If anything, she was glad that the prison she was born in finally fell into ruin and that nobody would ever have to suffer fate similar to hers.

She pondered for some time. After devouring the god, she received all of its knowledge, which, to her disappointment was far from absolute. She did however learn about many interesting things. About the Targonian aspects which keep sticking their noses into things that were of no business for them, about Shurima, its glory, its wars, its deprived, dark sons and daughter Darkins, its fall and its current revival. About monstrosities of the Void that far exceeded whatever darkness lied in the heart of the god she ate, about mighty Watchers imprisoned in the north, about Noxian and Demacian empires, ever growing, stronger and larger, able to throw entire world into destruction with their never-ending war.

And finally, she learned about what was happening in Ionia itself. About chaos and angerin the hearts of its people, about useless leaders trying to face the crisis with confused smiles on their faces, lying to Ionians that everything was fine, about Vastayan bands terorrising the undeserving, about small armies being created on a daily basis, gathering around whoever was able to coherently make up a speech for the soldiers. And soldiers would believe those made up words, because in this country of chaos, where even nature itself, its once greatest ally, was turning against it, they would follow anyone who could give them hope.

Nol looked for the last time at the remains of a place she called both home and prison. At first, she was considering disappearing with this village, but now she wasn’t so sure. Her stale look however didn’t falter. Not a one tear fell down her cheek, not a single grim appeared on her face. She just looked, long and silently.

Finally, she smiled at the job well done, stood up and turned away.

She still had a lot of work to do.

Passive - Thunder Marks. – If an enemy champion happens to be in Miku’s malee range, she automatically places a mark on them. After a short time, mark explodes, dealing damage and stunning that champion briefly. After being stunned once, enemy champion is immune to the effects of this ability for some time.

Notes: Meant as ultimate cock-blocker of all melee champs. “Placing” part is instant. Q - Stay Out/Electric Kunai - On the first cast, Miku performs a powerful kick, dealing damage and knocking away the target. If she successfully kicked somebody away, she can throw a dagger with a mark attached to it. It explodes after hitting first enemy unit or after reaching its destination, dealing damage and stunning enemies around. Notes: For ranges, think about Quinn and her E. Knockback range is more or less equal to the space between Quinn and her E target after she lands it. Maximum range of the Kunai is double that

W - Too Slow - Miku starts an unstoppable channel, after which she dodges all basic attacks for a short time. Additionally, if the attack she dodged came from a target thats in a her melee range, its caster receives damage for each and every missed attack Notes: Defensive tool. Also, fuck Master Yi.

E - Catch Up - Miku dashes, covering a longish distance and damaging all units on her way, with additional damage dealt in an area around her destination. If she lands near a champion that is, or recently was, under the effect of any Cc from Miku, she knocks that champion up. This resets her Q. Notes: Dash range is similar to Irelia’s Q. “Recently” means about 5 seconds. Knockup lasts not more than half a second and is more used as slight disruption than actual meaningful cc.

R - Time Sign - Miku creates a zone in a large area around her. Absolutely everything, including her teammates, stops frozen in place for some time. Miku herself is unaffected by this ability. Her abilities work normally on enemy champions/units but if she were to stun an enemy unit while Time Sign is placed, this stun will be applied after Time Sign ends. Miku automatically gets this ability at lvl9. This ability can’t be Cleansed/Removed or Spell Shielded. Notes: Za Warudo haha le funny meme xd. Instant Cast Time but only available at lvl9 so it cant be abused in lane. She gets this instantly after hitting lvl9 (no need to level it up by clicking). All her basic abilities can be leveled 6 times. Knockups and knockbacks work normally during Time Sign. Spell shields remain on targets for the entire duration and Miku can’t proc them meaning that if a champion was under the effect of a spell shield when Miku was casting R, that champion becomes immune to her other abilities. Although if she were to place a stun during that time, it will work normally after Time Sign ends, activating the spell shield. If two stuns are applied during Time Sign then when it ends, only the longer one will be activated. Complete list of things that Time Sign stops (or rather, pauses) is too long but here are some more bullet points ~ All animations ~ All Healing/Damage over time ~ All dashes (even if mid-air) ~ Armor/Mres breaks/buffs remain the same for the entire duration ~ Same with Damage Reduction effects. ~ Zhonyas and bard ults too. ~ Turret/Fountain “bullets” (even mid-air) ~ All currently casted abilities ~ Damaging auras (like Mundo’s thingy or Sunfire Cape) don’t deal damage during Time Sign

Doran champion concept. Idea: Defensive character, based on fortifying natural terrain and empowering/repairing turrets. Also summons galore. Anti-magic tendencies. Visuals: Over 2m tall man in his 50s with a strong body and wide shoulders. Not yet on the level of Braum’s glorified proportions but getting close to it. Wears a long white robe with light blue ornaments. Attached to it is plate armor, most notably on shoulders, back and belt. He wields a massive staff made of steel equal to him in size. On top of the weapon levitates a blue crystal, constantly sparking with magic. Lore: Once a legendary builder and master of craftsmanship, Doran is once again walking among the living. How he returned, or what brought him back to life remains unanswered. Similarly mysterious are the powers Doran now controls, never before heard about in the legends of his adventures and creations. One thing however is certain. He’s back, and he’s not happy with what happened to the world in his absence. Quotes (voice of an old man but with a surprising vigor and certainty. You can imagine an old, calm master of some dojo. Something like that old guy from KillBill but with a less obnoxious and lower voice:

When picked: “Let’s create an empire!” When banned: “Careful to not let the crumbles of the ruins you create block your path” First move: “This place feels alive. Obnoxiously so.” “My boots are used to step on mighty streets of my glorious design, not on, whatever this is” “My children forgot the might of Petricide. I’ll be very glad to remind them” “To walk the earth again, to breath in its air and smell it’s grass… Not even death makes you forget those things.” Moving: “I’m almost too old for this.” “This road I’m traveling, it could use some gravel” “And here’s where I built that one city. Over there was a castle of my creation. Don’t believe me? Don’t worry, nobody does, at least until I place a tower at their face” “Rune Wars broke this land apart. I built it back. To see it crumbling yet again saddens me” Attacking: “Supremacy was crafted to create life. But, it may as well take it away.” “Your futile attempts at defense are borderline offensive” “I will build a world anew. If needed, I’ll do so on the corpses of those who stand against me” Joke: “If I cared enough I would make a building pun, but, to be fair, constructing it would be way too tiring.” Taunt: “You need much better foundations to oppose me” First meet: Ryze: “I knew your master, Ryze. Good man, but, unfitting for his job. I hope you’ll do better.” First meet: Heimer: “Is THIS, what you call turrets? Ha! First meet: a summoner champion (Malz, Yorick, Zyra and so on): “MINE low effort meatshield minions are better than YOUR low effort meatshield minions” Passive – Petricide Walls. – Doran targets a part of the natural terrain near him, creating a permanent Petricide fortifications on it. Standing near the fortified terrain increases magic resistance of ally units. Enemies cant dash through Petricide Walls. Petricide Walls block all enemy projectiles. Cooldown Reduction lowers the time needed to create another Petricide Wall. Only 3 Walls can be placed at the same time. Attempting to create 4th Wall is the only way to destroy an already existing one Passive – Tower of Heaven. – Whenever Doran stands near a turret, it becomes shielded. Shield becomes stronger the longer Doran stands near it. If Doran leaves the vicinity of the turret, it slowly loses the shield. If shield is broken by force, next shot of the turret that was under the effect of this passive deals double damage. Q – Stone Servitors. – Over next couple seconds, Doran summons three Petricide golems. He can move and cast other abilities while this ability is casting. Summoned golems are: one melee, one short ranged but with fast attack speed and one with high range but slow attack speed. Whenever all 3 golems are summoned, Doran can recast Q. This makes golems shot 3 magical projectiles in the direction of Doran’s choosing that go through units. Each time this ability is leveled up, a certain golem receives additional ability. At lvl2, melee golem automatically generates shield and occasionally taunts all enemy units around it. At lvl3 ranged golem receives big boost to attack speed and fires piercing projectiles that additionally lower enemy armor by a small amount each time they’re hit by this golem. At lvl4, high range golem’s projectiles slow enemies in the area. At lvl5, all golems receive stat boosts and increase movement and attack speed of ally Minions near them. W – Tremor Sphere. – Doran summons a levitating Sphere of Petricide next to him, that constantly shakes the ground around it, dealing damage and mini-rooting enemies. Doran can move the Sphere around by recasting W on the ground.
E – Supremacy Bolt. – Doran fires a ball of energy from the crystal atop of his staff that damages enemy champions and temporarily forces non-champion enemies or neutral units to enter frenzy, attacking all units around them. Big summons (Tibbers, Daisy, Maiden of the Mist, Rift Herald and so on) don’t enter frenzy but receive double the damage an enemy champion would receive. If a Petricide Wall is nearby when casting this ability, a smaller version of Supremacy Bolt, that only damages champions is fired from that Wall. Baron Empowered minions are affected with Frenzy for only half the time. R – Ivory Spire. – Doran summons a big petricide tower in the area near him. It constantly shots bullets of magic energy, damaging enemies in an area and briefly slowing them. Tower of Heaven applies to Ivory Spires and they’re considered Petricide Walls in all cases.


That's it for now. Feel free to shit all over these. If i ever make anything more, ill add it at the bottom, making an edit note at the top of the post.

Edit #1: Doran concept

3 Comments

LBmyBB7/11/2018, 9:12:37 PM1 votes

the pic ilooks like a mix of morg and xayah