Penumbra, the Noxian Spymaster
Role: AD Fighter, Assassin
Inspiration: I had a simple wish to create a ‘Spy’ Champion, and all the tropes and themes that that entails. Admittedly in doing so, I ended up borrowing several themes and tropes from another one of my concepts, Cabar, the Dimensional Phantom.
General Design Philosophy: Penumbra is designed to be a single target, auto attack-focused fighter with a number of psychological tricks and mind games available to him. His most iconic skill grants him the ability to create fog of war at a location of his choosing.
Risk Analysis: Low. Penumbra has one high-risk component from a technical standpoint, which is his Ultimate. That said, there’s nothing all that compelling about a simple ‘spy’ motif, and the rest of his kit is cohesive and functional, but not all that novel or inherently exciting.
Appearance: A tall, slender man with various cloaks, hoods and overcoats, which conceal who knows what. He wields hidden daggers along the undersides of his wrists, which he can extend to make vicious melee strikes.
http://i1298.photobucket.com/albums/ag47/Lutzburg/1362497018-x1_zpse7jxit47.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/phantom1-2_zpsuuemikel.jpg
Lore: Calm, cool and collected under pressure. Takes his job seriously. Uses a dark magic to aid in his spying. /joke: “I’ll take a Crystalline Flask- shaken, not stirred.”
Strengths: Powerful single target damage, targeted gap closer and damage immunity, utility ultimate, ability to play tricks and mind game opponents
Weaknesses: No escapes (gap closer must be used to engage only), unreliable stun, no defensive abilities or tankiness/survivability
Plays Most Like...:

Auto Attack: A swift and elegant melee strike with a hidden blade concealed along his wrist, underneath his overcoat. Critical strikes resemble a dramatized open palm stab.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_17869_pas_zpstcrli6yw.jpg Passive- Bad Intelligence: When at 50% health or above, Penumbra appears as full health to enemies. When below 50% health, he appears to be at 10% health. When Penumbra takes damage while in vision of enemies, his true health is revealed for 3 seconds. Design Philosophy: This ability is primarily used as a denial of information against the enemy team. This passive has a lot of unconventional power, as information in League of Legends often equates to power. Bad Intelligence limits that information. Penumbra can use this ability when coming out of the jungle or other fog of war, causing enemy players to either cautiously back away or potentially engage in a fight they weren’t anticipating to be so difficult.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_4478_btn_zpsizdqzkou.jpg Q- Neurotoxin (7 seconds): A mid-range targeted ability that deals physical damage over 2.5 seconds. If the target attempts to use an ability during this time, they are instead silenced for .5 seconds, and the toxin refreshes. (The silence can only trigger once.) Rank-ups increase damage dealt and lower cooldown. Design Philosophy: This is a simple targeted ability, as Penumbra’s role as an assassin should be more about positioning and timing than skillshots. The silence component creates some counterplay options for enemies, who can either take the extra damage but be able to attack faster, or hold onto their spells and act only once the DoT has worn off.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_17527_pas_zpsbvedby6e.jpg W- Lethal Strikes (9 seconds): Passive: Penumbra's auto attacks deal bonus physical damage to targets afflicted with Neurotoxin. Active: Penumbra's attack speed is increased by 20/30/40/50/60% for 4 seconds. If a target is struck by three consecutive auto attacks while this ability is active, they are stunned for 1 second. Rank-ups increase passive damage and attack speed value. Design Philosophy: This ability is designed to augment and empower Penumbra’s role as a single target assassin. By doubling down on a target with Neurotoxin, it ensures that Penumbra is sticking to one target in order to deal his maximum potential for damage. If able to successfully stick long enough, the stun component will help finish the job. Requiring the auto attacks as a prerequisite for the stun ensures that players with escapes are able to use those abilities effectively, and that Penumbra doesn’t simply have to use his E to instantly gap close and then stun a vulnerable target.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_4602_pas_zpswzoz0r4j.jpg E- Element of Surprise (14 seconds): Penumbra sinks into the ground, briefly becoming untargetable for 1 second, then reemerges behind a target, creating a poisonous cloud around himself upon resurfacing. This cloud deals physical damage to all enemies who stand in it, as well as slows them by 20/23/26/29/32%. This effect lasts 3 seconds. Penumbra will reach his target as long as he is in range when casting the ability. Design Philosophy: This ability is intentionally a targeted one to fulfill the role of a gap closer and not a free escape whenever the Penumbra player feels like running away. Penumbra is an assassin focused on getting IN and getting a kill; not fleeing the scene. The slow synergizes with his W, ideally allowing him to stick to a target long enough to proc the stun.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_8948_pas_zpspsslbevk.jpg R- Fog of War (70 seconds): Penumbra summons a mighty shroud of fog upon a target location (roughly the size of Trundle’s Frozen Domain), denying enemy vision in the area for 8 seconds, even if they would otherwise have vision. This is a semi-global ability. Enemy units and champions can reveal this fog of war by wading through it, but they suffer stacking magic damage (+30% AP) for every second they do so. The fog is lifted after its full duration, and parts of it are lifted if allied units attack enemy units from within it (functioning identically to actual fog of war). If the enemy places wards or uses Clairvoyance during Fog of War’s effect, they are granted vision as per normal and the fog in that area dissipates. Design Philosophy: This is a great zone denial and escape tool that Penumbra can cast either over a contested area, or right on top of a chaotic team fight. He can also employ it as an escape or chase deterrent directly after successfully assassinating a target. It is somewhat analogous to a Singed Poison Trail that lasts 8 seconds. Enemy players should not want to chase Penumbra through this cloud.
If you liked this Champion, you can find over 70 more of my unique concepts HERE!
[{quoted}](name=J Wilson,realm=NA,application-id=A8FQeEA8,discussion-id=WtOJk4li,comment-id=0001,timestamp=2015-03-16T04:12:24.638+0000)
Riot please employ this guy^