Champion Ideas
- Tyderius, The Black Heart Damage: 7/10 Defense: 5/10 Magic: 6/10 Difficulty: 8/10
Passive: COVETING – Should there be a Morgana on the same team, Tyderius gains +1 to all stats: Damage, AP, Crit, Movement, etc. Also, Tyderius can glide to targets after kills, doing 100 maximum damage.
Q(BOW) SAPPING SHOT – Fires a soul flame that does 25/50/75/100/125 (+80% AP) and heals him for 25% of the damage done (Cooldown – 10/9/8/7/6). Cost: 50/55/60/65/70 Mana Q(SWORDS) CROSS SLASH – A ranged/melee attack skillshot. Lunges forward and slashes, doing 20/50/80/110/140 (+100% AD) and reduces armor by 5/10/15/20/25 for 10 seconds (Cooldown – 10/9/8/7/6). Cost: Same cost as bow W: WELL EQUIPPED(Passive:) Gains +20 Ability Power when the Dragon’s Talon (bow) is equipped. Gains +20 Attack Damage when the Demon Teeth are equipped. This passive becomes available at W(2). (Active:) Switches between his bow and swords (Cooldown – 5/4/3/2/1). Cost: No Cost E(BOW) MORTAL CURSE – Fires a soul flame upward that lands as an AoE stun. Stuns for 1.5 seconds and does 15/30/45/60/75 (+100% AP) damage (Cooldown – 15/13/11/9/7). Cost: 60/65/70/75/80 Mana E(SWORDS) DARK PARRY – Jumps to an area while spinning his swords, then jumps back on 2nd cast. Stuns for 1 second and slows by 50% for 5 seconds, decaying. Does 30/55/80/105/130 (+60% AD) (Cooldown – 15/13.5/12/10.5/9). Cost: Same cost as bow R(BOW) SOUL FIRE – Fires a mammoth soul flame that gains momentum and power with each enemy hit. Passes through all minions and monsters, and the 1st champion hit. The shot stops on the 2nd champion hit. Has a global range. Does 175/225/300 (+50% AP) initially, but gains 40/70/100 (+70% AP) for each enemy passed through (120/105/90). Cost: 100/110/120 mana R(SWORDS) GRAVE WOUNDS – Unleashes an AoE slash attack. He dashes back and forth across an area 5 times. Each slash does 50/75/100 (+40% AD) damage and the first stuns enemies within the attack for 0.5 seconds. The damage and speed of the attack improve when combined with the gliding of Coveting, and can be canceled manually to conserve Mana. Any champion that was damaged, but not killed by this attack, will have 50% less armor until they die (Cooldown – 120/105/90). Cost: same as bow
Lore: Suggest love triangle between Morgana, Kayle, and himself
Tips when playing AS Tyderius • Although Tyderius’ swords are more effective in the long run for dispatching enemies, he starts with his bow. This means that it’s best to start with Doran’s Ring and build AP first in order to dominate lane. • Try and incorporate Armor Penetration in your build. When combined with his melee kit, he can be very lethal to tanks and high-armor targets. • Avoid jungling with Tyderius if it is your first time. Play Top, Mid, or ADC. This is because we recommend you master his kit first. It takes a long time to build on it, and only expert, top-of-the-line players should attempt jungle first. Going jungle will slow your build, thus making Tyderius less effective in lane or in teamfights.
Tips when playing AGAINST Tyderius • Whenever you lane against Tyderius, no stats are more important than Armor, Health, and Magic Resist. Although late game Tyderius dominates tanks and heavies, they can gain the advantage if they start with one of these stats in their build. Building defensively rather than aggressively will assure that Tyderius will have a tough time competing. • In order to dodge his bow attacks, it is mandatory that you build boots with an enchantment. In order to counter his sword attacks, simply incorporate CDR or Attack Speed to give you a shot at winning trades. • Keep Tyderius and his team’s support as far apart as possible. If a support and a Tyderius are in a teamfight, it is a big disadvantage for your team. Make sure either the support or Tyderius himself dies first in the teamfight to ensure victory.
Skins: Angel Tyderius Bloodwing Tyderius Project Tyderius Hextech Tyderius
- Ronin, the Phage of the Mountain Damage: 4/10 Defense: 6/10 Magic: 8/10 Diffculty: 6/10
Passive: FORMER DRUID – When with an ally/allies, Ronin and the allies themselves are granted 10% bonus health regen and 50 damage resist against turrets.
Q – STRONG GUST (Passive) For every time this ability is used, Attack Speed increases permanently by 0.02. (Active) Ronin leaps and slams down his muhaki (rake-shaped staff), doing 30/50/70/90/110 (+70% AP) damage and slowing by 60/65/70/75/80% for 2 seconds (Cooldown – 10/9.5/9/8.5/8). Cost: 40/45/50/55/60 Mana W – SECOND WIND (Passive) Grants 30 bonus movement speed on movement speed items. (Active) Ronin dashes forward a short distance. He then gains +10% movement speed and 50 bonus armor for 5 seconds. Any enemy champions hit by this are knocked up and dealt 15/35/50/65/80 (+90% AP) damage (Cooldown – 15/13.5/12/10.5/9). Cost: 60/65/70/75/80 Mana E – BLOWBACK (Passive) Each time this is used, it has a 25% chance of hooking an enemy. (Active) Ronin sweeps his muhaki in an AoE semicircle that blocks projectiles only (i.e. blocks Tristana’s Buster Shot but not Blitzcrank’s Rocket Arm) and knocks enemies away. Does 20/45/70/95/120 (+60% AP) damage (Cooldown – 9/8/7/6/5). Cost: 70/75/80/85/90 Mana R – WHIRLWIND (Passive) Grants 20 bonus Ability Power for each kill or assist earned with it. (Active) Ronin spins his weapon 360 degrees 3/4/5 times. Each time, the range greatly increases, it does 75/85/100 (+50% AP) damage, and applies a 2-second 60% slow. During this time, Ronin is immobile, but gains 100 Armor and Magic Resist, to reduce vulnerability. Can be canceled to conserve mana. The range always maxes out at 10000 on the third spin. Take caution, as it can be interrupted (Cooldown – 100/95/90). Cost: 100 Mana
Lore: Suggest ties to Zilean in some relative fashion
Tips for playing AS Ronin • It is highly recommended that you play support first to master his kit. Once you’ve got it down, the transition to playing Ronin top lane will be much simpler. • Once you buy boots, get an enchantment on them later to maximize the effectiveness of his W’s passive. • Try to keep yourself at the front lines in teamfights, as he not only has crowd control, but can utilize his kit to break it up.
Tips for playing AGAINST Ronin • Make the most of traps, stuns, slows, and knockups, as Ronin can utilize these as well, but with more mobility. Killing him early game can ensure that he doesn’t get too strong. • If you are laning against him, it is VITAL that you incorporate Magic Resist into your build, as his kit relies heavily on AP. • Keep an eye out for Ronin’s ultimate. Poking him can easily interrupt it. Keep your ADC behind the stronger teammates when the ultimate is active, so they can stop it.
Skins: Arctic Ops Ronin Avalanche Ronin Tai Kwon Do Ronin
- Moloch, the Demon Warrior Damage: 5/10 Defense: 7/10 Magic: 7/10 Difficulty: 9/10
Passive: BLOODLUST – For every ability on cooldown, Moloch gains 6 Lifesteal on basic attacks. Also, his basic attacks have 10 standard Lifesteal. Plus, Moloch gains 5 Fury per basic attack.
Q(HUMAN) DEVIANT – Moloch lunges a short distance and slices the enemy, doing 40/65/90/115/140 (+50% AP) and reducing armor by 15/20/25/30/35 for 6 seconds (Cooldown – 10/9/8/7/6). Cost: 35 Fury Q(DEMON) MOLTEN RUT – Moloch stomps the ground, opening a crack in it. Enemies that step in it are dealt 20/25/30/35/40 (+70% AP) DPS and are slowed by 10/15/20/25/30% for 6 seconds (Cooldown – 15/14/13/12/11). Cost: same(Q) W(HUMAN) ESSENCE OF THE SLAIN – Moloch summons a shield made from the blood of his victims that absorbs 40% of damage taken in the next 6 seconds, after which it explodes. Those caught within the blast are dealt 30/50/70/90/110 (+60% AP) damage and are stunned for 1 second. The shield can be detonated early, but will do less damage (Cooldown – 12/11/10/9/8). Cost: 30 Fury W(DEMON) SCALDING IMPURITY – Moloch becomes enraged and bursts into flames for 6 seconds. During this time, his next basic attack stuns for 1 second, he takes 50% less damage from ranged attacks, and melee attackers are dealt 15/25/35/45/55 (+80% AP) DPS. After the flames dissolve, Moloch is slowed by 50% for 2 seconds (Cooldown – 20/18.5/17/15.5/14). Cost: same(W) E(HUMAN) BLOOD AND STEEL – Moloch flicks his sword and the blood on it flies off. Enemies hit by it are silenced for 1/1.5/2/2.5/3 seconds and dealt 20/35/50/65/80 (+50% AP) damage (Cooldown – 14/13/12/11/10). Cost: 40 Fury E(DEMON) FIREBALL – Moloch tosses a fireball that does massive AoE damage. Should no enemies take immediate damage from it, it stays where it landed as a trap. Does 40/70/100/130/160 (+40% AP) AoE damage on contact, but as a trap it does 30/55/80/105/130 (+40% AP) AoE damage instead (Cooldown – 15/14.5/14/13.5/13). Cost: same(E) R – DEMON WITHIN – Moloch transforms into a hulking demon. When he does this, melee attackers are stunned for 1 second and dealt 10/20/30/40/50 (+40% AP) AoE damage. He is also immobile for 2 seconds. Consumes 1 Fury per second, and can be canceled manually (Cooldown – 40). Cost: All (100) Fury
Lore: Suggest relations to Thresh, Hecarim, and/or Kalista
Tips for playing AS Moloch • Incorporate Attack Speed and CDR into your build at some point. Moloch’s ability cooldowns never change, and Fury can be generated faster when these stats are improved. • When you are low and being chased, make the most of your slows and stuns, as Moloch’s abilities require him to be lacking in movement speed. • Try to use the AoE spells to your advantage, as they can help you escape bad situations or finish off low opponents. Tips for playing AGAINST Moloch • During teamfights, if Moloch turns into his demon form, let the ranged attacks do the work. Melee attacks will just hurt you. • Utilize stuns and slows carefully, as Moloch has high potential for escapes. • Build movement speed to gain an advantage on him, as you can dodge his abilities and outrun him easier.
Skins: Gatekeeper Moloch Tempest Moloch Dragonslayer Moloch
- Nakur, the Kunai Assassin Damage: 9/10 Defense: 3/10 Magic: 1/10 Difficulty: 5/10
Passive: SWIFT DISPATCH – Nakur gains +40 Movement Speed towards enemies with less than 25% health. He also gains this when he has less than 25% and is running away from enemies.
Q – PIERCING THROW – Nakur throws two kunai in parallel in a straight line. Enemies hit are dealt 45/65/85/105/125 (+70% AD) and are slowed by 20%/25%/30%/35%/40% for 3 seconds. Should he earn a kill with this ability, it will reset for a second cast. On this second cast, targets hit are stunned instead of slowed (Cooldown – 9/8/7/6/5). Cost: 60 Mana W – BLADE IN THE DARK – Nakur whisks through the shadows towards an enemy. He gains +100% Movement Speed for 2 seconds and 100 Armor for 3 seconds. His next basic attack does 50%/75%/100%/125%/150% bonus damage and penetrates 10/15/20/25/30 Armor (Cooldown – 16/15/14/13/12). Cost: 75 Mana E – ACOLYTE – Nakur summons 4 blades to surround him. Each blade ignores all damage from basic attacks and blocks 20% damage from abilities. He can dispatch the blades at close range to do 30/55/80/105/130 (+50% AD) damage to nearby enemies. For each blade not in the ringlet, the attack does 25% less damage. Should Nakur die while this is still active, the fanning of the blades does 50% bonus damage to the regular amount; the number of kunai in the ringlet is null and void (Cooldown – 12/11.5/11/10.5/10). Cost: 50 Mana R – KUNAI BARRAGE – Nakur becomes immobile and dishes out 10 kunai very rapidly, each doing 15/35/55 (+80% AD) damage. Each kunai has a 20% crit chance, and the speed of the attack increases with each kunai thrown. The first kunai that hits something silences them for 3 seconds and ignores all armor. Estimated max damage with 200 AD and max 3: 2,150. The attack is aimed via the cursor, similar to Vel’Koz (Cooldown – 90/87/84). Cost: 100 Mana
Lore: Suggest ties to Irelia, or the Shen/Zed storylines
Tips for playing AS Nakur • Stay as far from enemies during teamfights as possible, since being CC’d will likely result in death. • Build at least 1 item with Armor, in order to reduce vulnerability when using your ult. • Make the most of your passive, as it can be a huge help when you want to avoid going negative.
Tips for playing AGAINST Nakur • Make him you first priority in teamfights, as he can sit back and snipe whoever he wants free of punishment. • Be extremely cautious when taking Dragon or Baron Nashor, as Nakur has incredible steal potential. • Build as much armor as possible in order to shrug off some of Nakur’s crazy damage.
Skins: Headhunter Nakur Corrupted Nakur Infernal Wretch Nakur
5. Darwin, the Logistics Professor
Damage: 3/10 Defense: 4/10 Magic: 9/10 Difficulty: 7/10
Passive: STOP AND THINK – Every time Darwin is silenced, it lasts only half as long. The very first time Darwin is ever attacked during a life, the enemy that attacked him is silenced for 3 seconds and stunned for 0.5. Pulls and projectiles are also deflected by this.
Q – BEGINNER’S SPELL – Darwin “teaches” an enemy their first magic spell, and shoots a white wisp of arcane at an enemy. Those hit take 25/55/85/115/145 (+60% AP) damage. (Passive:) Should this spell be blocked or interrupted, and Darwin doesn’t die in the process, the is able to cast this a second time free of cost (Cooldown – 9/8/7/6/5). Cost: 45 Mana W – INTERMEDIATE CHALLENGE – Darwin demonstrates a “more difficult” spell, and casts a zone of impurity that lasts for 5 seconds, doing minor AoE damage and slowing enemies within it by 75% for 2 seconds (non-decaying). The spell does 20/35/50/65/80 (+40% AP) per second. Should an enemy die via this spell, the range widens slightly and lasts 3 seconds longer. Upon the end, the spell implodes, doing 10/25/40/55/70 (+70% AP) damage to nearby enemies (Cooldown – 12/11.5/11/10.5/10). Cost: 70 Mana E – EXPERT LOGISTICS – Darwin unleashes his demonstration of a truly powerful, but difficult to master spell. He passively increases his AP by 20/30/40/50/60, his AD by 10/15/20/25/30, Movement Speed by 25/35/45/55/70, and Armor by 20/40/60/80/100 for 5 seconds. Minion kills prolong the spell by 0.2 seconds, while enemy champion kills prolong it by 2. Monster kills do nothing. Also, if health and Mana are both below 10%, the spell can be cast for free (Cooldown – 25/23/21/19/17). Cost: 90 Mana R – TRUTH BEHIND MAGIC – Darwin casts the hardest spell in all of Magic, and majorly boosts his abilities. For the next ten basic attacks, range is exponentially doubled, and each consecutive attack gains a bonus 20/60/100 (+100% AP(Single-measure)) damage. Darwin with 200 AP and maxed R does an estimated 1,200 maximum magic damage (Cooldown – 100/95/90). Cost: 110 Mana
Tips for playing AS Darwin • The best way to dominate early is to build half AP, half CDR. Having CDR over others will give you a huge advantage, especially since Darwin has low health to begin with. • It is not wise to play Darwin in any other lane than mid, unlike most mages, who also have support potential. The abilities in his kit and the items needed to improve them will not boost HP and will most likely steal the ADC’s CS, so stay mid. • Maximize your ult’s effectiveness by using it in teamfights instead of on just one person, that way you can damage more enemies, giving your team the edge.
Tips for playing AGAINST Darwin • Incorporate Magic Resist in your build, as Darwin’s hybrid of CDR and AP can be used to harass you with little risk of harm. • When targeted by a Darwin ult, each attack is point-and-click, separately. Should Darwin chase you, you can easily evade him by hiding in the brush, making you untargetable. • Play defensively against Darwin early game, since his passive can give him a window to take the upper hand.
Skins: 1970’s Professor Darwin Void Wraith Darwin Prophet Darwin Grand Wizard Darwin
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