champion rework ideas & champion concept ideas
for past 3 months ive got interested in some videos featuring analysis, playstyle and reworks of certain champions and i came up with few ideas and shered them on LoL page but in different time. now is time for me to translate it to english here we go.
first are 3 champions already existing then there are 2 new ones.
all dmg values and ratios are placeholders and have to be upgraded in balance

P: Master of trolling : passive has 2 components
Backstab: if shaco attacks an enemy from behind he will stun the target for 0,5-2 sec.(better say that the target is laughing)
Best/Biggest trick : When shaco or his clone dies he will explode dealing 50+15* LVL +0,8 AP Magic dmg that alsaw scales with lvl.
Q : Decieve
Change is in effect of the attacks that comes after his stealth because first will slow the target by 10-30 +0,05 AP for duration of his passive or the backstab itself. and next autoattack do 20*RANK+0,6 AD + 0,4 AP Magic DMG and heal him for 20% of dmg dealt.
W: Jack in the box 3 charges/15-13 sec. now has 3 charges but jacks cant be placed very close each other and you need certain amount of hits to destroy them- 2/2/3/3/4- towers do dmg aqual 3 hits per AA.
E : Trick shivs 2 charges/10 sec shaco attacks with his special daggers dealing bonus magic dmg on hit per shiv he has 15 + 0,1 AP per dagger he has if activated shaco next AA deal 20*Rank E+0,6AD+0,4AP MAgic dmg, can be applied with q slow/dmg
R: HALLUCINATE creates clone and clone mimics shaco abilities and AA with % reduced dmg dealt and gets % increased dmg if real shaco dies during this time he can control clone for its remaing duration and cant run far from his corpse. his dmg taken recieved is modified by %of clon. DMG dealt:40/50/60%, DMG AMPLIFIER 1,5/1,4/1,3 duration 15/20/25 sec.
i had ideas about giving him some dmg ampilifiars to his R and E (not both at once) but now i think he will deal enough dmg.

urgot is my newest project and for him drasticaly new is only his ult other spells seem a bit familiar to his old kit,but i wanted made him a hard CC adc/figter
P:TOTALL TERROR 4th AA or Q or E HIT will fear the target for 1/2/3/4 sec at 1/6/11/16 ; 50% duration for champions; 10-8 sec
Q: CANONBALL 4 sec urgot shoots a canonball in chosen direction which dmg is lowering during the range it travels deal 20+20*RANK+1,5AD at beggining and 50% of it at the end. the dmg is dealt once when colliding with enemy unit but it is applied in AOE.
W: HEXTECH SHIELD 12-8 CD,3 sec duration urgot shields himself for percentage of his max hp and slowing enemies hit. when not active urgot reducing dmg of all enemies hit. but if he activates his shield enemies will do full dmg once again. DMG REDUCION:2,5+2,5RANK% SHIELD STRENGTH 6-10+0,1 bonus AD+2%/1000 max mana. SLOW 16+4RANK(E)+5*RANK(R)
E :GRANADE(name holder) thorows an granede to a targeted area which explodes,dealing physical DMG and knocking enemies away from center while reducing their armor. urgot is effected by the knocback too and if so he takes 20% of the explosion dmg which can be further reduced by armor. DMG :40RANK+0,3AD ARMOR REDUCION: 4RANK
R: ENERGY CAPPACITOR
P: Urgot gets 15/30/45 armor/MR bonus
A: throwing capacitor to a targeted area. GROUNDING all enemies and every sec. pulling them to the center(mini dash similar to
active). all enemies takes 1/2/3 % max HP true DMG every pull. enemies caught inside dont have reduced dmg.

for fizz just small changes to his passive q and w P:fizz initial AA or spell will deal 4/6/8/10% current/missing HP at 1/6/11/16 bonus magic dmg
Q: only change is that it doesnt aply active effect of W
W: Passive spells and ATTACKS do 10-50 +0,2 AP bonus DMG over 5 sec ACTIVE : fizz next AA will do bonus 40-200+0,45 AP MAgic DMG

W: enemies who attack nasus have 4-20% reduced AS. E: nasus gets 4-20 ARMOR PENETRATRION
Ranged UDYR champion concept- i didnt had fantasy for coming up with name, but for personality he is soldier who lost everything and nowadays know only war.
P: heat system of 200 heat.if he reaches 200 heat he cant attack for 4 sec, but first attack will deal % bonus dmg based on lvl. P: Strategy of Winning whenever allied or enemy champion dies they drop a package if he pick it up he gets bonus effect based on class of that champion packages lasts for 10 sec on ground, on soldier until he gets a new 1 or until he dies. P: ENDLESS WAR: if soldier KILLS an enemy champion he steals all of his passives effects
Q: pistole/handgun 50-80% AD ratio, 20-60% bonus AS,criticals do 210% DMG,10 bullets -> he have to reload. second activation in a row will give him 10-30 mvm speed and he will start shooting remaing bullets as skillshots- very tight projectile which CAN´T criticaly strike.
W: Bazzoka /4 rockets-50 heat per AA 1,1-1,5AD, 50% less scale with AS, cant crit, AOE dmg, reload scales with AS normally second cast: burst of dmg- he will use all remaing rockets and shoot them to an area(not to 1 spot)if enemy is by more then 1 rocket he is knocked up away from center of explosion,soldier is affected by this too and can use it to jump over walls. if the rockec would criticaly strike the perimetr of explosion is incresed by 50%(60 % with IE,75% with)
E: Flame thrower 25 HEAT/ AA cone AA similar to mordekaisers E dealing dmg to all enemies 22+5*RANK +lvl % AD, 60-80% AD over 4 seconds as Physical DOT, the duration stacks not dealing more dmg- if you were hitted 3 times you will burn for 12 seconds for same amount of dmg. can switch to round AA dealing dmg in circle around you - range increses with rank
R: Heat seeking rocket launcher/ 2 rockets-100 HEAT/AA P: if using this mode you see burning enemies flat 0,5 AS , during 2 seconds in which you are locking on the target you need vision of the target. if target burns the rockets travel faster and can travel 30% further.if target escapes your AA RANGE missile will not hit him. you are given bonus AA range -500/625/750/875/1000 150/200/250/300/350 % AD DMG if you have less then 50% Crit strike shot cant crit. if Higher shot will always crit granting + 50% AD ratio (100% with IE,150% IE + runes for crit dmg)
now is time to inform you about packages he gets and its effects: SUPPORT : 5-20% bonus lifesteal, q movement granted passivelly in mode, and alternate mode MVS is doubled. FIGHTER: 8-40% AD TANK:30+15LVL bonus HP,14+2LVL bonus ARMOR+ MR MARKSMAN:W- 5th rocket heat generated per rocket reduced to 40 from 50. MAGE: DOT deal 20% more DMG ASSASSIN: R RANGE bonus increased by 50%, missile speed +20%, AS now scales with 15% bonus AS.
PROSPERO-THE RULER of the Storm
Prospero is a mage who (similar to rely on his autoattacks but he has use for critical strikes. P: Storm all AP is converted to AD 1:1 Prospero controls a storm that moves with him automatticaly and makes his auttoattack which deals magic dmg. Propero have 200 energy and his auttoattacks consume all energy he has : if he has full bar of energy he deals 10-50% increased dmg based on level. if he has no energy he deals same percentage DECREASED dmg.
Q: CHANNELED LIGHTNING 5 sec CD PROSPERO next autoattack root prospero on place and deal 40% of AA DMG every 0,5 sec for each hit is counted crit strike and amplified by passive and drains 50-10 per proc Energy ,during this time he has 0 Energy regen and 10-50% increased AArange this doesnt proc dmg of so the Range is increased by this item for the duration of channel and then it is discharged automattically. does not apply on hit effects. static shiv charge is not applied during this ability. for the first second -2 procks of dmg is target silenced. channel end after moving switching target or by cc. Channel will not be affected by blind if the target dont moves.
W : Tesla Towers cost 1 charge, 3 charges 10-6 sec CD for charge ,2 sec between placeing ,1 sec cast time during which he can be cc to not build tower. Active: Prospero sets a Tesla tower. these can be connected to electric web spreading charge between all other parts of web and aplies E. Prospero have no limit for placed towers. if tower is close to prospero gives him vision similar to blue ward. Tower can only be destoyed by 1/2/2/3/4 AA. no maximum duration but if not used for 2 mins it gets rusty makes it fall to 1/1/1/1/2 hp and falls down itself after 20/22/25/30/40 sec.
Passive: if Prospero is in zone which is linked in web and affected by E he ragains 20-35-50-65-80 % of energy he had before AA
E: Shocking Ground Passive :same as it is on w + AA spreads to ground dealing 20-60% DMG to all enemies around target and enrgy remains there dealing 10-50% of this dmg to all enemies in this area for few seconds every 0,25 sec every hit reducing the dmg of the area by 5%. The area size have scaling with AD and is 25% increased for critical strike
R: Electric Pulse Active: Prospero deals DMG to all enemies around him equal his critical strike DMG but this drains all of his energy and he dont get it back from w/e passive. Enemies hit are silenced for 0,5/0,75/1 seconds
Passive: if Prospero get CC from nearby enemy in his base AA range the enemy gets 1 AA amplified by passsive and then multiplied by 0,2/0,35/0,5 DMG and if he is in area of E he gets rooted for 0,5/0,75/1 sec
Issues: i made some Math and with following build: i get to 10223 DMG on 1 hit counted with full ap scaling runes and masteries, URF- lvl 30, 3 infernal dragon+ elder, baron buff, (Passive will give him AA*210% bcs of lvl) so he needs nerfs to some numbers but i think that as concept he might be fun to play.
SIlence interaction : removes AP scaling from his AD