Constantine, the Spectral Rider
Role: AD Jungler, Bruiser
Inspiration: This one was all about fantasy fulfillment for me. I wanted to create a skeletal cavalryman wielding a lance who could summon spectral steeds in combat.
General Design Philosophy: Constantine is an AD Jungler similar to Amumu and Skarner. Constantine uses mild but constant sustain, powerful positioning tools and gap closers to set up initiations and ganks from incredible distances.
Risk Analysis: Moderate. Constantine has an incredibly cool theme and inspired kit, though the mechanical clunkiness of his E could prove too difficult to overcome from a usability perspective. In addition, his Ultimate may need some tweaks, most notably its multi-target component.
Appearance: Similar in appearance to a Stalfos from Legend of Zelda, specifically the mentor from Twilight Princess. Constantine should represent a mix of undead tropes as well as certain "magical" elements inspired by The Void. The rifts he opens summons a spectral horse, which should be reminiscent of both a ghost and a cosmic-like energy source.
http://i1298.photobucket.com/albums/ag47/Lutzburg/tbK0a_zps92842efa.png
http://i1298.photobucket.com/albums/ag47/Lutzburg/yNQPdpb_zpsafd0ddcf.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/UndeadCavalry_zps27849a13.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/phantomganon_zpsc8e8a293.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/Space_Horse_by_PhantomPirateX_zps2bdd5686.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/PhantomStallion_promo_zps3766bb60.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/spectral_horse_by_syntyni-d6707mm_zpse173d729.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/skydg8_zps111e4bcd.jpg
Lore: Constantine was a cavalryman who accompanied Kassadin to the Void. Whatever happened while he was trapped there has... changed him. Though he has managed to return to Runeterra, Constantine will never be the same. The corrosive, toxic energies of the Void infected Constantine and his trusty steed, Nightmare (thanks to Okido for the name suggestion!). She is neither alive nor dead, trapped between the two realms. While Constantine himself relegates himself to Runeterra, Nightmare spends most of her life still trapped in the Void. Luckily, Constantine has gained the ability to open tears to the Void, where he is able to summon Nightmare for brief periods of time.
Strengths: A series of positioning tools and several forms of crowd control, powerful zone denial, lane/jungle sustain.
Weaknesses: unreliable gap closer, no defensive steroids for a bruiser/diver, whiffable ultimate, long cooldowns on most abilities
Plays Most Like...:

http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_7445_btn_zpse6f4d760.jpg Auto Attack: Constantine prods his enemy with a long range (175) melee jab from his lance.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_13692_btn_zps2717705b.jpg Passive- Endless Decay: Constantine regenerates 15% of the damage he suffers over 5 seconds. This effect takes the form of a renewable Heal over Time spell. Design Philosophy: This acts as a novel, delayed form of sustain which ultimately ends up acting as a long-term HoT. With no defensive steroids as a jungler, Constantine needs some form of survivability in combat and the jungle, and it comes to him in the form of Endless Decay. While powerful in small skirmishes, the long-term nature of this heal makes Constantine susceptible to burst damage and Grievous Wounds.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_6731_btn_zps5d574875.jpg Q- Decrepit Lunge (4 sec): Constantine lunges forward with his lance slightly (275 units), dealing physical damage to all enemies in its path. This ability is cast as a skillshot. Rank-ups increase damage and lower cooldown. Design Philosophy: The range of the lunge is small enough that the primary purpose of the ability is not to act as a gap closer; rather it is to be used to strategically enter or exit the travel path of the spectral horse at the last second (see Temporal Rift for details). It can also be used as a repositioning tool to better aim Impaling Strike.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10789_pas_zpse6b971be.jpg W- Siphoning Void (12 sec): Constantine creates a life-sapping zone at his current location with a 500 unit diameter, slowing all enemies who stand on it by 70% and dealing magic damage equal to 1/1.5/2/2.5/3% of enemies’ max health each second. The healing effects of Endless Decay are increased by 50% while Constantine is standing on a Siphoning Void. The void lasts 5 seconds and remains wherever it was cast. Rank-ups increase damage and lower cooldown. Design Philosophy: Once Constantine dives into the fray with his Temporal Rift, Siphoning Void can be used to lock down the enemy team long enough for help to arrive. This ability is also extremely helpful in the jungle.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14102_pas_zps8ec427ea.jpg http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_15353_pas_zpsead96291.jpg E- Temporal Rift (18 sec): Upon first cast, Constantine creates a temporal rift at target location, with the opportunity to place a second (within 1,100 units of the first) for the next 6 seconds. Once the second is positioned, a link is formed between the two and a spectral horse charges out of the first in a line towards the second. Enemies in the horse's path take magic damage and are knocked aside. If Constantine is in the horse's path, he automatically mounts it upon contact, causing the ability to deal additional physical damage. Constantine dismounts the horse as it reaches the second rift. The width of the horse’s charge is roughly the same as Hecarim’s Ultimate. Rank-ups increase damage and lower cooldown. Design Philosophy: This is Constantine’s most iconic ability. While somewhat mechanically clunky, it allows an extreme amount of customizability and positioning power from the player’s perspective. Temporal Rift is Constantine’s engagement tool, and can be followed up with any one or more of his abilities to devastating effect. Players can place both portals immediately for a quick engage or escape, or plant one behind their opponent and proceed to bait them into poor positioning before deciding to pull the trigger on the move from an unexpected angle. The strategies and counterplay that result from this ability are staggering. Get it? Horse puns.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_12518_pas_zpsac45f0f9.jpg R- Impaling Strike (80 sec): Constantine extends his lance in a line (cast as a skillshot with a range of 250 units), impaling any enemy champion(s) in its path for massive physical damage, dealing more damage the closer the target is to Constantine. After a short moment of suppression, Constantine retracts his polearm, pulling any victims to his location before releasing them. Constantine is immune to crowd control effects during this time. Design Philosophy: This ability is a multi-target suppression which also suppresses Constantine while being cast. Constantine cannot be CC’d during this animation to preserve both its functionality and its incredibly strong visual impact. This ability can be combo’d into with Q or E, and can be compared to Malzahar’s own Ultimate in the sense that Siphoning Void can be cast first, causing impaled enemies to take bonus damage while stuck in the damaging zone.
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