CHAMPION CONCEPT CHALLENGE (best concept you can make within 68h)

regonas·11/21/2015, 8:47:31 PM·6 votes·2,275 views

I challenge you, concept creators, to make the most well designed, breathtaking and simply the best champion concept you can make.

1 concept per person. No prizes or ranking, just a fun challenge.

P.S. i personally review and upvote all concepts you guys submit.

31 Comments

Lord Acacius11/21/2015, 9:12:23 PM2 votes

Fire Mage/ Fighter

Passive, abilities leave behind a path of fire or "ember" (based on the ability's path) that empowers the champion with bonus offensive or defensive stats (like bonus AP, Attack Speed, Penetration, etc.)

Q: Creates a zone that slows and deals damage to enemies, most likely a radius ability that covers a medium-sized area.

W: On-hit basic attack modifier that causes the target to be dealt DoT and leave behind a path of "ember". Additionally, basic attacks deal bonus AP. The cooldown of this ability is reduced if the champion auto-attacks a target while on "ember".

E: A dash that damages a medium sized area (much like Shyvana's ultimate, doesn't pull enemies). "Ember" is left behind the path that champion travels.

R: Awakens all active "ember" to deal burst damage and subsides to a DoT that damages enemies that stand within the "ember".

Main Weakness: If not standing within "ember", the champion's combat abilities are greatly reduced.

Main Strength: If the champion fights while on "ember", he/she is considerably stronger than other champions. Also, this champion provides lots of AoE damage, making it useful during teamfights.

yogozin11/21/2015, 10:24:42 PM2 votes

Name: Nublatant, The experiment gone wrong. Race: Unique. [Potion with eyes and stubby-legs.] Ranged, same range as Anivia. 500 start life. Average growth. Terrible regen. 300 start mana. Above-average growth. Slightly-above-average regen. Far below average attack damage. Average attack speed. Terrible defensive stats.

Abilities:

  • PASSIVE: Transformate! Whenever Nublatant casts a spell, he changes forms. He also changes colors. (Chroma packs would change the colors available to him.)

  • Flare! Mode: Passivly deal 5/5/10/10/20/20/40/40/45/45/60/60/60/60/70/70/80/85 (+10% AP) damage to nearby enemies, depending on level.

  • Chill! Mode: Gain 10% more armor and mana resist, and every 10 seconds, discharges a blast of snow that slows for 30%, and deals 20/20/30/30/40/40/50/50/60/60/70/70/80/80/100/100 (+10% AP).

  • Bushel! Mode: Create a Bushel at random areas in a large area around Nublatant every 5-20 seconds.

  • Q: Flare! (30/35/40/45/50 mana) [Line skillshot.] {17/15/14/12/10 second CD} Nublatant fires a bright fire blast that blinds enemies around it, while moving at 150 units per second, up to 1000 units. Any enemy hit directly by this ability takes no damage, however, they're blinded for the entire duration of how long Flare! stays on the screen, and reveals the projectile only, hiding everything else with fog of war. They're blinded for 2 seconds afterwards. Nublatant can detonate Flare! To perform Erupt!

    • Erupt! Nublatant detonates Flare!, and after a .75 second delay, implodes the projectile, dealing 75/155/200/355/400 (+50% AP) in a small area. This de-blinds all enemies afflicted with Flare!'s blind, and negates the after-blind.
  • W: Chill! (50/60/70/80/100 mana) {15/13/11 second CD} Nublatant slows all enemies in a large area around him, and deals 40/90/150/200/290 (+40% AP) as well, after a 1 second channel. He can move during the channel, with 10/16/25/30/40% increased movement speed. He is then slowed for the same amount of movement speed gained for 2 seconds afterwards.

  • E: Bushel! (10/15/20/25/25 mana) {10 second CD} Nublatant creates a bushel at the cursor, regardless of distance. The bushel is slightly smaller than a trundle spire. Any bushel can be ignited by ignite, Flare!, or Erupt!, dealing 30% of Erupt!'s damage every second for 4 seconds, dealing damage at .5 second intervals.

  • R: Fusion! Nublatant enters a channel for 5 seconds, running around wildly. If he's still alive at the end of the channel, he pulses thrice, still running around in a small circle, dealing physical (100% AD), magical (50% AP), then 200/400/600 true damage to all enemies in a Blitzcrank-ult-range around him. He then is stunned for 15/8/5 seconds. The screen is disoriented for the duration of the ult, and 20/15/10 seconds after the stun.

EDIT: Picture quickly drawn. https://i.imgur.com/SJsC3yb.png

theDusty11/21/2015, 11:38:24 PM2 votes

Name: Chen The Mercury Blade Race: Human(Ionian) Melee, 175 like Yasuo 510-1700hp 5-20 regen Base ad 60-125 Energy Armor: 23-75 Magic resist: 20 Move speed 365

Abilities: Passive: Mercury Blade Chen's blade will cut through the air and leaving a trail of mercury behind him, enemy who steps on it are damaged. Chen get 2/3/4/5% (Change based on level of ultimate) of the movement speed of hostile target(Enemy champions and minions, as well as monsters who are attacking). The mercury reduce all enemies' armor and magic resist by 1/5/10/20 (Based on level of ultimate) every 2 second as well as adding a stack of quick silver to enemy champions, upon being damaged by Chen deals true damage equal to 10% of Chen's Bonus AD or 10% of his AP, depending on whether AD or AP is higher, quick silver stacks up 5 times. Q: Stepping Stone Cost: 50 Energy CD: 15/14/13/12/10 seconds Chen jumps towards a location within 900 units, dealing 10/20/30/40/50+50% AP magic damage to target within 200 units range. Chen then dash forward for another 1000 units, dealing 10/20/30/40/50+60% of bonus AD physical damage to all targets hit. W: Unseen Mark Cost: 100 Energy CD: 20/15/10/5/0 seconds Passive: The last target being damaged by Chen is marked, the mark becomes invisible after 3 seconds of Chen dealing damage to the target. Only one target can be marked, marks may be applied to Enemy champions, minions and neutral monster. Active: Chen dashes to the marked target dealing physical damage equal to 10% of total AD, and magic damage equal to 10% of AP to the target and 25% of the damage to enemy within 400 unit of the marked target. This damage can critically strike the target, if it crit Chen then slice the target again dealing 6/7/8/9/10% of the target's missing hp as true damage. After dealing damage, Chen goes invisible for 3 seconds. E: Mercury Slash Cost: 20 energy CD: 4 seconds Chen slashes in a direction slicing the air with his blade as well as throwing out a blade of Mercury, dealing damage to all targets in the path dealing 50% more damage to targets who are standing closer to Chen, however upon collision with a terrain/champion the projectile stops. The original slash does 50/100/150/200/300 + 50% of Chen's total AD and 50% of Chen's AP, as well as slowing the target by 10% for 5 seconds. After the projectile stops after reaching the end of the line, or upon collision as previously mentioned. The projectile remains in place as a piece of invisible blade. Enemy champions walking to it will cause the blade to spring dealing 25% of the initial damage of the spellcast to all nearby enemy, the blade then disappear while refunding Chen 5% of the damage dealt as HP and 50 Energy. All invisible mercury blade within 2000 units of Chen are summoned when Chen use the active of his W, and fly to Chen when W is cast. Dealing 50% of the damage of the E activation. R: Mercury Fuel Cost: All of Chen's Current energy CD: 90/60/30 seconds Chen gains 200% movement speed and ignores unit collision for 20 seconds. Chen turns himself into a Mercury Blade for the duration and will cut through all enemy that he comes into contact with. Chen however can only damage enemy 5/7/10 times each cast. During Mercury Fuel, Chen will have zero energy regen but double energy regen after the effect end. Chen cannot autoattack during the effect of the spell. Chen deals 100/150/200 + 100% of bonus AD and 70% of AP as true damage every time he comes in contact with the enemy.

xfeNNie11/21/2015, 11:56:19 PM2 votes

Name: **Gliphy ** the Sword Enhancer

Melee Champion. Attack Range: 150-550 Health: 580.7 (+93 per level) Mana: 296.98 (+40.23 per level) Attack Damage: 58.71 (+3 per level) Attack Speed: 0.638 (+3% per level) Movement Speed: 325 Health Regen: 6.47 (+0.57 per level) Mana Regen: 7.12 (+0.58 per level) Armor: 27.88 (+3.5 per level) Magic Resist: 30 (+1.25 per level)

Passive: Enormous Sword His sword gains size and attack range based on how much Bonus AD Gliphy has. 1 Bonus AD gives him 2 attack range reaching the maximum amount of 400 bonus range from 200 bonus attack damage so Gliphy can attack from 550 with a fairly long sword, In addition Gliphy's **attack speed is increased by 3% for every 50 range he has to a maximum of 33% **when you will reach 550 range.

Q: Windslash: After a 1 second delay Gliphy will dash in a targeted direction (Long Range).If he hits a champion while dashing he will start slashing him. The damage from the slash is equal to 80/90/100/110% AD + (1 Damage per 1 Attack Range) physical damage.If the sword is long enough to attack from 350 range the enemy will be knocked back to Gliphy's current attack range away from Gliphy and will be stunned for 1 second.

W: Deadly Swing: Gliphy will swing his sword forward (much like Yasuo 's Q) and will pickup the first enemy hit on the sword dealing 30/70/110/150/190 + (100% AD) physical damage to it. He will then start spining with the champion on his sword for 2 seconds. Reactivating the ability will throw the enemy in the direction the sword is to Gliphy's current attack range. Gliphy can walk while spinning.The first cast of the ability has 100 more range than Gliphy's current attack range.

E: Hard-Hitting Blows Passive: Every 3rd attack Gliphy will deal 4/5.5/7/8.5/10% of the enemies max health as bonus magic damage and will slow the target by 60% for 1 second.**Enemies Affected by the slow and the bonus damage are then immune to this effect for 3 seconds **, In addition Gliphy gains 2.5% dodge chance per 100 attack range to maximum of 12,5%.

R: Devastating Hit: Gains double range for next basic attack witch will deal 100/150/200 + (100% AD) mixed damage and stun the enemy targeted for 1.5 second. After **1 second **it will make a pulse around that target stunning all enemies around it for 1 second and dealing 50% damage to them.

So i think this champion should be played in the botlane as an AD Carry with a utility support that will sustain his early game. Supports much like Janna Soraka Nami will work with him. Note that Janna will increase his range with her E if he doesn't already have 550 range. Items like: item 3031 item 3094 item 3508 will work perfectly will him due to the damage increasing for hiss passive. Building the items in this order will give him max range of the passive and the 33% Attackspeed: item 3031 item 3508 item 3072 item 3006 And then finish your build with: item 3094 and item 3140 into item 3139 or item 3026 or item 3102.

ImortalLyfe11/22/2015, 5:00:22 AM2 votes

Name: Maxx

Primary Role: Marksman Secondary Role: Tank

Statistics: Health: 350-900 Health Regen: 3.5 Mana: 325 Mana Regen: 2.5 Ranged: 525 Attack Damage: 30 Attack Speed: 0.68 Armor: 53 Magic Res: 42 Mov. Speed: 323

Abilities: Passive- Bullseye: Every 5th attack is a 50% Crit. Strike and can go up to 100% and is leveled up every 6th level (50%/75%/100%). Q- Cooldown: 25/20/15/10/5: Flaming Arrow: Maxx enchants her arrows with a burn effect that last for 5 seconds. The arrows deal 25/30/35/40/45 damage over time plus whatever her current attack damage is. W- Cooldown: 20/20/15/15/10: Foul Blow: Maxx locates a pressure point on the target enemy. The next attack will stun the target for 2.5 seconds and deal true damage. E- Cooldown: 35/30/25/20/15 Revenge: Maxx gets furious and gains 25 movement speed and 30% attack speed for 4 seconds. When Maxx uses her E, she sacrafices 30 health. R- Cooldown: 100/85/70: Crimson Strikes: Max gains three huge arrows that will shoot off in the direction that she choose when the ability is activated again. These arrows will go through the targets hit and have a 750 range. These shots deal true damage and decaying damage over time 40/60/80 and will last for 7 seconds.

Rival: Riven

Friends: None

Basic Attack: Maxx shoots an arrow

Dance: Maxx puts her bow down and either does Push Ups or Punches the Air like a boxer.

Quotes:

Spawn: “I’ve been training just for this” “I’m ready to Kill”

Death: “I could do better..” “Finally my Blood Drips” With Riven: “You failed me again…” With Riven: “Every time I trust you…” Against Riven: “You stabbed me in the back again!” Against Riven: “You’ve let me down… again…” Against Riven: “Dad would be proud… of you…”

Abilities: Q: Burn! Q: There’s Fire in my eyes!! W: Bullseye! W: Stunned by my Beauty. E: The Fire.. Is Burning!! E: We’re not done yet!! R: Let’s see how Lucky we are. R: Try not to get hurt.

Taunt: “Come on, I know you can do better” “Let’s go, just me and you”

Joke: “A duck walks into a ba- Nevermind” “Mocks Riven's Dance

Against Rival: “You ready to fight me?” “I’ve gotten better” “Finally I will Shine”

With Rival: “By the way, I borrowed your shoes” “What? No I’m not excited to be on a team with you!” “You better not die”

Lore: Maxx Telling the story “Once.. Upon.. A Time.., There was a girl named Maxx who had an old sister.. Her sister’s name, Riven. When they were around the age of eight, their Father laid down a sword and a bow on the table, and told the girls to choose one. Riven rushed to the sword and tried to pick it up. Since Riven rushed to the sword, that meant the bow was Maxx’s. Maxx didn’t really care. Every day their father would help them practice, but always helped Riven more. Riven grew up to be a strong warrior and honored woman, but Maxx.. Maxx grew up and started to envy her sister for taking all of the attention away. Maxx hated her sister for taking all of their father’s attention, but secretly still looked up to her as a great warrior.

As Maxx was younger, even though her father was neglecting her, she still tried her best to practice. She learned how to shoot the bow and locate weak spots on people. One day she ran away to the Voodoo Lands, where the people there taught her things. They taught her some basic spells that she could perform to help her. She trained for Ten years straight to get better, and tried out at the Institute of War and got accepted into the League.”

“There’s a thin line between Sisters and Enemies, and it only takes a sword to break that line”

CanadianFarmer11/22/2015, 8:51:29 AM2 votes

Caecus, the Sun's Embrace

Caecus was the former High Priest of the Solari. He went on a mission to convert foreigners to the ways of the Sun. He now has returned to the Solari in Mount Targon. (He is an old man)

Hp: 395 +83/lvl Mana: 375 +45/lvl AD: 53 +3/lvl Attack range: 545 H regen: 8 M regen: 7 A speed: 0.625 M speed: 335 Armor: 12 +3/lvl MR: 17 +3.8/lvl

Passive: Burning Passion

Every 25/21/16/10(lvl 1/6/11/16) seconds, Caecus ability will infuse him with Power of the Sun, improving his next ability cast within 4 seconds and rendering it cost free. The improvement will depend on which ability he used to activate the buff. In addition, Caecus gains an additional 0.35% of bonus ability power for every 1% missing mana.

Q: Radiance Outburst

Caecus calls forth the light of the sun towards the targeted area, dealing 70/95/115/140/170 magical damage (+ 85% ability power) in its path towards the targeted area.

900 range, 3 successive beams that keep same size (about 175 unit wide) but space between them changes depending where you select the last beam lands (kinda like how Diana's Q moon arc works).

5 seconds cooldown at all ranks, not affected by CDR.

50 mana at all ranks

Empowered by W : Light burst out of Caecus, dealing 85/115/150/195/225 (+35% of ability power ) in a 500 radius around him and blinding all ennemy champions hit for 1 second.

Empowered by E : Upon reaching the targeted area, the light inflicts 100/130/160/200/250 magical damage (+ 100% of ability power) to all ennemies in the area and stuns them for 1.5 seconds (last beam).

Empowered by R : Ennemy affected by R will always get hit by the last beam and will be slowed by 35% for 1.5 second.

W: Sun Ward

For the next 2 seconds, Caecus shrouds himself with the warmth of the Sun, becoming immune to damage and crowd control effects while not being able to move.

80/90/100/110/120 mana 23/21/20/19/17 seconds cooldown

Empowered by Q: Restores 1% maximum mana for each 2% life damage he should've taken.

Empowered by E : Everytime an ennemy hits him, a sunlight beam hits them (same damage as E).

Empowered by R : If Caecus receives damage equal or higher than 20% of his max health during W, R is refreshed on its original target and spreads to all nearby ennemies (250 range).

E: Sun Shower

For the next 1.25 seconds, Caecus channels the power of the sun to fall upon his ennemies, creating 5 sunlight beam to appear randomly around him, revealing any ennemy hit and dealing 50/75/100/135/170 (+ 100% of ability power) magical damage. One of the 5 beams will always hit a champion.
60/70/80/90/100 mana 5 seconds cooldown at all ranks, not affected by CDR.

Empowered by Q: All 5 beams will always hit a champion. Additional beam on the same target has its damage reduced by 18% for each previous beam.

Empowered by W: The 5 beams appear in a line behind Caecus, no cast time and they leave binding lights for 3 seconds that snares any ennemy who pass through them for 2 seconds.

Empowered by R: The shower epicenter is at the target of R and adds 1 sec to R for each champion hit by the shower. No cast time.

R: Destructive warmth

Caecus heats an ennemy with the warmth embrace of the sun, dealing 80/115/150/175/200 (+ 85% of ability power) magical damage over 4 seconds.

5 seconds cooldown at all ranks, not affected by CDR.

70/85/95/105/120 mana

Empowered by Q: Instead of dealing damage to the the target, a beam spawns on the target and grows each second (150, 215, 270, 335 wide). So a beam each seconds. Each beam deal 100/140/185/235/280 (+ 100% of ability power) magical damage to all ennemies in the area except the target.

Empowered by W: Caecus is healed for 50% of the damage done by the target during that period.

Empowered by E: Reveals the target and deals double damage if the target tries to stealth or if it is in a brush.

Rival: Diana, Karthus (because preacher of the Sun vs preacher of Death, warmth vs cold)

Friend: Leona, Shyvana and Jarvan IV (he helped them defeat the dragon)

Jokes: After every sunset, comes a new sunrise .... followed by breakfast. Sunset is life's way of saying "Good job, you survived today, have something pretty". @Leona: A beautiful dawn that was mistaken for a sunset.

Taunts: Prepare to be but ashes in my radiance. Sorry I can't see you in all this sunlight. @Diana: Your ways are but darkness, let sunlights brighten your path. @Karthus: Ashes to ashes. Let bones turn to dust.

wardrobe monster11/22/2015, 9:15:11 PM2 votes

R-Nine, The Zaunite Peacemaker

Roles: Primary: Marksman Might seem a little bit strange later on, as it lacks autoattacks in Civil form; however, his Q in both forms scales well with AD; the low cooldown on Civil Form Q actually makes it sort of a replacement autoattack. His autoattacks in Military Form are devastating.

Secondary: Assassin Lightning-fast movement speed, dash, plentiful CC... Any question here?

It is a powerful tool for coordinated ganks and can provide great support fire, but will probably be annihilated by CC heavy assassins or strong duelists.

http://www.wowhead.com/screenshot=sidebar&id=309576&power

http://images.techtimes.com/data/images/full/101483/arkham-knight.jpg?w=600

Appearance: As shown above, I have imagined him as a Batmobile/tank sort of vehicle, with design elements from Forsaken machinery.

Lore: In the laboratories under the dark Zaunite lands, R-Nine was created; a machine of war, and of fear. His primary purpose was to serve as a way of riot disbander that was unmanned, but he can be also used in active warfare.

Stats:

Hp: Low-Medium Secondary Resource: 100 AD: High Attack range: N/A (see description) HP regen.: Mediocre RF regen: 5 Atk. speed: N/A (see description) Mov. speed: N/A (see description) Armor: Mediocre

Skills:

http://wow.zamimg.com/images/wow/icons/tiny/inv_misc_key_14.gif Passive: Streetroam Whilst in Civil Mode, the movement of R-Nine acts in a special way. Right-clicking a ground spot will make him start moving towards the spot at the speed of 100, also costing 15 RF- Regenerative Fuel. Right-Clicking again will build up more speed; his speed decays at the speed of 20/second when the momentum boost is not used, and he WILL NOT STOP MOVING until his momentum ends. You can click in another direction to build momentum towards there and reduce momentum to other directions; but if moving at full speed ahead, turning back can be a REAL pain. When he collides with an enemy unit, it takes 15+ 4xlevel damage and is knocked aside. Also, bumping into a wall will stun him for 1.5 seconds. If he merely "scratches" a wall, he loses momentum.

http://wow.zamimg.com/images/wow/icons/large/inv_weapon_rifle_23.jpg Q: Pacifier Gun R-Nine starts firing his Pacifier Gun in a line towards a target spot, firing ten shots in a second. This is a channeled ability; each bullet deals a minuscule amount of damage, scaling well with AD, and stuns for 0.03 seconds, the first enemy unit hit. No cost. Max range 800. Moderate to Low Cooldown

http://wow.zamimg.com/images/wow/icons/large/spell_fire_burningspeed.jpg W: Automatic Defense Systems: Ground Target: R-Nine dashes towards 400 units towards the target spot and puts the ability on a 10 second cooldown; costs 20 RF, does not interrupt Q channel. Allied Champion or Self Target: R-Nine sends out tracking missiles that destory all projectiles prone to hit the targeted champion in his current position- note that blocking from other units is not counted. 60/55/50/45/40 second cooldown. No cost.

http://wow.zamimg.com/images/wow/icons/large/ability_rogue_smoke.jpg E: Tear Gas R-Nine throws tear gas into a targeted 400-units area within 1200 units; the gas slows the attack and move speed of enemies in it greatly with a reapplying 2-second debuff. Deals minute true damage per second. No Cost. High Cooldown.

http://cdn.wow.mmoui.com/images/icons/m143.jpg R: Military Mode R-Nine becomes immobile and shreds all armor until an ally enters by right clicking it; after that, he gains superb armor and magic resist, and moves like normal champions do at 275 movespeed; he has no abilities, and the ally gains use of an alternate ability set, aside from using autoattacks at a slow attack rate with that deal damage based on boosted AD of R9: Q: Heavy Shell: Fires a single skillshot nuke in a line, affected by AD of R9. Moderate to High Cooldown. W: Defense Zone: Creates a zone for 2/3/4 seconds in 300 units radius around R9 that blocks all incoming hostile projectiles. Very High Cooldown. E: Electric Defense System: Deals low AP scaling magic damage (ahh yes, all other damage used by R9 is physical unless otherwise noted) to all enemies within 250 units; stuns them for 2 seconds. R: Eject: Tosses the ally out into an area within 800 units; returns R9 to Civil Mode; auto-applies after the 50/60/70 second duration of the ability has ended, putting the ally 200 units to R9's back. Ultimate has a High Cooldown when compared to an average ultimate.

**THIS IS IT. INFO UPDATED, ADDED, IMPROVED ETC. AT REQUEST. **

WarchfGinger11/23/2015, 10:18:53 PM1 votes
Shmoovus11/23/2015, 11:35:24 PM1 votes

Am I permitted to reference my archives of unused concepts and failed champions? Even if you say no, I will still take up your challenge.