Time to prove I'm better at this than Riot-- I mean, fish for downvotes and flames!

Zero Shingetsu·10/14/2019, 4:14:38 AM·1 votes·1,056 views

Off the top of my head. Let's do some champion concepts, shall we? Let's see if we can't adapt one of Japan's best games to the task. If anyone can guess the game these concepts derive from, I'll be very impressed! They'll mostly be women because most of the memorable characters from that game are women.

Ethana, the Goddess of Defense

The Aspect of Defense, she exists to protect. She disdains violence and prefers to solve matters with words. When words will not do, however, her passion to protect those who strive for peace forces her to burn evildoers in flames of vengeance.

Concept

Ethana is a manaless support tank who excels at keeping her allies safe more than she does at dealing damage. She does, however, become stronger as she stays in the fight, eventually becoming quite scary to content with. Mechanically, her strategy is to draw as much fire as possible so she can continually put out deterrent AoEs and strip the enemy's healing for her allies to capitalize on. She's a melee fighter, wielding a round shield and lance in battle.

Passive: Goddess of the Shield

Every time Ethana takes damage from a champion that comes from a unique source (basic attacks, unique spells, rune procs; 0.5 second cooldown required between stacks), she gains a stack of Goddess's Wrath for 5 seconds. While at 5 stacks, when she would otherwise gain a stack, Tetradrachm's cooldown refreshes.

##Q: Tetradrachm (Cooldown: 20/19/18/17/16) Ethana attacks in a short, wide cone in front of her 5 times (once every 0.2 seconds), dealing 20/25/35/40/50 (+30% AP) magic damage per hit. Each stack of Goddess's Wrath adds one extra hit, for a potential total of 10 hits. Minions and monsters take 50% less damage. Enemies who take damage from Tetradrachm are inflicted with Grievous Wounds for one second per hit sustained.

Note: The cone isn't adjustable. Once executed, Ethana is stationary for the duration of the cast animation and the cone automatically positions itself towards her front.

W: Divine Shield Aigis

(Cooldown: 16/15/14/13/12) Ethana leaps to a target location within 500 units and raises her shield for 4 seconds. Ethana and allies in a small zone behind her gain 15/30/40/45/50 (+10% of bonus Armor) Armor while in the shield is raised, and all damage they take is converted to physical.

For the duration and another 4 seconds after, Ethana and allies in the radius heal for 10/25/35/40/50 (+100% AP) per second. Because her zone disappears when she lowers her shield, Ethana effectively heals for twice as long as her allies.

##E: Glare of Glafkos (Cooldown: 15) Ethana sends out a hawk (of JUSTICE!) across a broad, 500-unit long skillshot, dragging a swath of sunlight behind it. Enemies the light touches are taunted by Ethana for 3 seconds, after which their attack and movement speed is reduced by 10/15/20/25/30% (+20% AP) for 3 more seconds.

##R: Minerva Thrust (Cooldown: 80/70/60) Ethana channels for 2.5 seconds, then releases a pulse with a 600 unit radius, dealing 120/240/380 (+85% AP) magic damage to all enemies in the area. Ethana and all allied champions caught in the pulse are wreathed in flame for the next 5 seconds, dealing 10/20/30 (+15% of Ethana's AP) bonus magic damage with their basic attacks and reducing incoming damage by 20/40/60%.


Alchios, the Unbending Steel Soldier

A bright light of justice in the dark underworld of Zaun, Alchios strives to right wrongs, defend the weak, and execute the wicked as a masked vigilante. He fights outside Piltovan law and Zaunite status quo both, doing the dirty work in the city's darkest depths no matter whose ire he earns.

Concept

Alchios is a mobile bruiser, clad in black armor augmented with a hextech core. He relies on maiming the enemy and timing-based defenses to blow through the opposition and cut down high threat foes up close. He wields a cleaverlike katana in battle.

Passive: Biometal Hero

When one or more allies are within 500 units, Alchios gains 25% bonus movement speed and a 20% increase to bonus Armor and Magic Resist.

When Alchios is alone, he heals for 25% of the damage he deals with basic attacks and abilities while below 50% health.

Q: Bio Blade

(Cost: 35/45/50/55/60 Mana) (Cooldown: 14/13/12/11/10) Alchios dashes to a targeted enemy within 300 units and triggers his Bio Blade, dealing 50/60/65/70/75 (+10% AD) bonus magic damage and inflicting a stack of Black Poison with his next 1/1/2/2/3 basic attacks.

Black Poison lasts for 4 seconds, each stack decreasing the enemy's damage output by 8%.

W: Willow Counter

(Cost: 120 Mana) (Cooldown: 16/15/14/13/12) First Cast: Achios begins to channel. While channeling, Achios is unable to attack and takes 60/50/40/30/20% more damage from all sources. Each second he channels, Achios gains a stack of Counter Strike, up to a maximum of 5 stacks.

Second Cast: Achios negates all incoming damage during a 0.6 second cast animation, then releases a shockwave in a 200 (+100 per stack of Counter Strike) unit radius that deals 100/125/165/210/250 (+40% AP) magic damage in an area around him. The base damage multiplies once over for each stack of Counter Strike, up to 1,250 at max level with all 4 possible stacks.

E: Giga Shield

(Cost: 80/90/110/130/160 Mana) (Cooldown: 30) Achios releases a barrier in a 300 unit radius, reducing damage sustained by allies inside the barrier by 60%. The barrier lasts for 0.5/1/1.5/2/3 seconds.

R: Infinistrike

(Cost: 150/125/100 Mana) (Cooldown: 70/50/30) Refreshes Bio Blade's cooldown and grants Achios +30% movement speed and Octoblade for 5 seconds. While he has Octoblade, rather than augmenting his basic attacks, Bio Blade immediately launches 8 basic attacks in 1 second on the target, at 20/40/60% of Bio Blade's usual damage bonus.


San, the Stormclaw

Ever curious, San left behind her secluded mountain home to explore the world. Though she's not looking for fights, exploration of dangerous lands often invites them, and she knows how to take care of herself when that happens. A little innocent about the ways of the world, but always eager to make new friends as a result.

Concept

San is ideally a jungle sustain-assassin. Nimble and agile, she excels at roaming (true to her "lore"). She has high movement speed, but low base stats, particularly in the realm of health and resistances. She excels at diving into the fray, taking as much as the enemy gives her, and diving back out as soon as it gets hairy... but if you miss your tempo with her, you're a goner. She has no resource bar.

Passive: Supreme Swipe

San gains 10% attack speed and 5% movement speed every second in combat, up to 80% attack and 40% movement speed. These bonuses fade after 5 seconds out combat. When San dodges an attack, she gains a stack of Cat's-Paw Wind (up to 5 stacks). These likewise fade after 5 seconds out of combat.

Q: Scratchnado

(Cooldown: 3) San spins, dealing 80/140/180/210/250 (+40% AD) physical damage in an immediate area around her (50% damage to minions and monsters). Every time she hits a champion with Scratchnado, its cooldown is reduced by 1 second (to a minimum of 0.2 seconds) and she becomes immune to the next source of damage (but not other effects) from champions. Cooldown resets to 3 after 5 seconds of being out of combat.

Note: Her immunity is depicted as an obvious green overlay effect over her.

W: Here Goes!

(Cooldown: 20/19/18/17/16) San channels for 1.5 seconds, then leaps to a target location within 500 units and gains 2 stacks of My Best Shot. My Best Shot provides 10/20/35/45/60 bonus AD, 10/20/30/40% bonus attack speed (can exceed cap), and 20/30/40/50/60% bonus critical rate.

E: Cattivating Charm

(Cooldown: 15) San charms all enemies in a 120 unit radius, forcing them to run away from her at 20% reduced movement speed for 0.5/ 1/2/3/4 seconds. If she hit at least one champion, she also gains a stack of Cat's-Paw Wind.

R: Kitty-Cat Hurricane Slash!

(Cooldown: 180/160/140) San channels for 2.5 seconds, then lunges to a targeted area along a 500 unit skillshot and suppresses the first champion or epic monster hit for 4 seconds, dealing 80/175/250 (+60% AD) physical damage per second. Each stack of Cat's-Paw Wind multiplies the final damage by 30%, for a total of 150% bonus damage at 5 stacks.

Note: This skillshot can be aimed during the entire length of the channel.


Niava, the Vampire Princess

Niava is a young(-looking) vampire hailing from the Shadow Isles. Despite her innocent demeanor, she's quite dangerous, and she represents an entire body of Demacian souls who were consumed by the Black Mist while at sea. They hail her as their best hope of establishing a semblance of order and justice in the Shadow Isles... Or at the very least, their now distorted vision of such things.

Concept

Niava is a squishy sustain mage with utility. She'd probably do reasonably well at support, as well as mid. She uses well-timed charms and unique buffs to stay alive as well as debuff enemies and augment her own damage, requiring tactical decision-making as to when and how she should use her resources. She's a ranged attacker with a 350 unit reach, attacking by summoning tiny bats that launch themselves at her opponents and explode in a slightly bloody mess.

New Resource: Vampyr Drop

In addition to mana, Niava tracks Vampyr Drops, represented as bloodlike crystals to the right of her mana bar. She can store up to two at a time, and when she casts certain abilities, a drop is automatically consumed to augment the ability in some way. They also provide a passive buff while they're not consumed.

Passive: Queen's Charge

Starts battle with 1 Vampyr Drop and her ultimate already unlocked (it can still be upgraded three times). While she has Vampyr Drops, Niava's basic attacks deal 6-40 (+12% AP) bonus magic damage. This damage is doubled while she has two Vampyr Drops.

Q: Testament

(Cost: 30/45/60/75/90 Mana) (Cooldown: 14/13/12/10/10) Niava deals 80/115/140/180/230 (+65% AP) magic damage to a targeted enemy within 400 units.

Vampyr Drop: Reduces the target's Magic Resist by 10/25/40/55/70% for 3 seconds.

W: Scarlet Gift

(Cost: 80 Mana) (Cooldown: 26/24/22/20/18) Niava targets an enemy champion within 400 units. Reduces the target's base movement speed by 15/25/40/65/90 and grants Niava and her nearest allied champion +10/15/20/25/30% attack speed for 4 seconds.

Note: Because the reduction is on base movement speed, this ability can't be cleared with Cleanse or Quicksilver Sash and bypasses effects that prevent disables.

E: Charm Throb

(Cost 45 Mana) (Cooldown: 30/28/26/24/22) Niava targets a small area within 550 units. After a 1.5 second animation, a cloud of pink mist puffs up over the affected area, charming affected enemies for 5 seconds. If Charm Throb hits at least one enemy champion, Niava gains +30 AD and +30% lifesteal for 5 seconds.

Vampyr Drop: Puff of mist happens immediately, skipping the 1.5 second animation. If Charm Throb hits at least one enemy champion, instead of the usual buffs, Niava gains Blood Queen for 5 seconds. (+50 AD, +50% healing from basic attacks and abilities, immune to disables, basic attacks behave as though Niava had two Vampyr Drops)

R: Bloody Absorption

(Cost: 100/140/180 Mana) (Cooldown: 30/25/20) Niava's next basic attack within 5 seconds suppresses the target for 3 seconds, dealing 5% (+1% per 50 AP) of the target's current health as magic damage each second and healing Niava for 50/75/100% of the amount. Afterwards, Niava gains 1 Vampyr drop if the target was a minion or monster, 2 if it was a champion.

Blood Absorption deals true damage against charmed targets.


There, that's my contribution for the day. Let's see how many downvotes we can hit. If we get to -20, my fans have promised to donate 8000¥ each to help me get a better microphone!

Edit: One downvote in 14 hours? Come on! Well, that's 19 more to go for a microphone.

4 Comments

AIQ10/14/2019, 2:21:15 PM1 votes

It's sad you put so much effort into this and no one will read it because of your opening comment, I'd suggest you repost with a less toxic opener.

Mr Voidling10/14/2019, 4:03:23 PM1 votes

I'm confused, what exactly is intended to be done better than Riot? Last I checked they don't try to adapt characters from other games into champions? If it is just CREATING champion concepts, regardless of whether adapting or creating completely from scratch, then I'd suggest a different method? When I was posting concepts on the boards I posted a total of like 61(61 legit +3 parody concepts), even though I have since increased my total from 61 all the way to 132(71 unposted) I posted the 61 over the course of 6 months which is pretty decent(that's a champion every 3 days, which working a full-time job takes a lot of time away from posting). I started it off with the goal of creating 20 champions in 1 month, which I feel something closer to that would demonstrate your point better. Kind of like a "hey, you create like 2-4 champs a year now? I can make 10x as much in 1 month".

This may or may not be me just trying to get more concepts posted...