[Champion Concept] Monji, the Claws of Redemption (Lore included)

AVIJIT·5/9/2016, 12:34:48 AM·4 votes·536 views

Passive: Redemption 50% of the HP of all the units that Monji has killed over the past 15/20/25 seconds is converted into a shield. Half of this shield is lost when Monji is hard CC'd. This is only 50% effective against champions.

Q: Manifestation Monji's next basic attack impales his target, stopping their blood circulation for a few seconds and rooting them.

W: Annihilation Passive: Monji gains 1% life steal when basic attacking an enemy. This bonus life steal doubles for each consecutive attack against the same enemy. This effect is lost upon switching targets. Active: Monji plunges one of his claws into the ground and propels himself over a large distance, using his other claw to damage and slow all enemies in his path.

E: Desperation Toggle Off: A percentage of the damage Monji dealt in the past few seconds is converted into a % movement speed boost called Desperation (capped at 33%). This boost decays rapidly after Monji has not dealt damage for a few seconds. Toggle On: Monji consumes Desperation, converting the % movement speed consumed into % max health damage at the cost of the same % of his current health.

R: Destruction Passive: Monji's basic attacks apply a stack of Confirmation. Every third basic attack will apply a stack and then consume all stacks on the target. A bleed is applied to the target upon consumption, damage increased based on number of stacks consumed. Active: Monji's basic attacks for the next 8/12/16 seconds also affect and damage all enemies in a radius around him.

Appearance: Messy black hair with dark green eyes. Black overcoat and suit (similar to that of a vampire) with dark green aspects, regular black pants and boots. Wears gloves with sharp metal claws at the fingertips and large blades that start from the side of his wrist and up to the back of his shoulder.

Lore: Long ago, the land of Noxus was in need of military resources as they were running short of manpower. This forced them to search the depths of the Kumungu in hopes of capturing and taming beasts and creatures for war. Noxus sent expedition groups in order to accomplish this mission. However, whenever a group was sent, they would never return. Noxus was desperate as they were losing even more manpower on these expeditions. A young Swain had then decided to venture into the Kumungu himself with a battalion to find the source of the problem. As soon as they come to the entrance of the jungle, they are met with a group of bears with dark green fur led by a young boy of similar body stature to that of the bears. The boy commands Swain and his men to leave them be, but Swain intended on being persistent. He was going to capture that boy. Swain steps forward and sends a flock of ravens screaming towards the boy, but he was surprisingly powerful. The boy got on all fours and charged right through the ravens, ignoring all the cuts and stabs. He ran right to Swain, swiping away his cane and biting the ankle of his bad leg. Swain howled in pain. The bears that the boy was leading had already charged towards the Noxian battalion, engaged in battle. Swain uses his other foot to click the boy off his ankle. The boy and Swain continued to fight for what seemed like hours. Just as Swain was about to resort to his true form, 3 battalion warriors pointed their spears at the boy's neck, ready to kill. They had defeated the bears. Unlike the previous groups, these men were more fit for battle and were able to kill the bears, although barely. Swain and the remaining 3 men shackled the boy as he silently wept at the sight of the deceased bears. The boy told his story in the Noxian court. His parents were treasure hunters and had left him in the Kumungu while they went ahead in the jungle to explore, only to be killed by a lion-type creature. He was then pitied and taken in by a large family of bears where he was raised. He adapted to the jungle and learned to fend for himself similar to the bears. Upon hearing his story, Noxus decided to take advantage of the boy's lack of knowledge. The court manipulated him into redemption. They used the deaths of the Noxians that he had killed in order to create guilt. They then gave the boy a chance to "redeem" himself by serving Noxus. The court had also given the boy the name Monji. He has been under the service of Noxus for the past 15 years and has ascended the ranks, currently working as Swain's right- hand. Monji continues to mindlessly follow his path of redemption, no matter what is in his way.

Be sure to drop me any feedback, this is only my 3rd time at champion concept :) Also shoutout to /u/ep1cleprechaun on Reddit for the help with the kit :D

1 Comments

Bootleg Gay5/9/2016, 1:45:28 AM2 votes

I'll go through a change list of things I'd do to him and see what you think.


Passive could be changed a bit. Instead, killing a unit grants him a shield equal to a percent of its maximum health for 2 seconds. This shield can stack and refresh as more units are killed, and the duration is tripled against champion kills or assists. The shield caps out base on his level, but has no cap when killing or assisting in a kill of a champion.

  1. This makes him have an actual weakness; not committing to a fight. If he isn't ready, then he can be jumped easy.
  2. Also a bit more clear to play with and against. Will give him a reason to commit to a fight more too. I imagine it would be rewarding to stick around and nab a kill before hunting down other champions.

Thematically, an interesting Q would be an ability that applied Grievous Wounds on the target, but a special kind. Since he stops their blood flow, what if he made all self healing effects, including health regen, 100% less effective for a few seconds. It only has to be for 2 or 3 seconds, but that would give him:

  1. Unique ability with new special reason to choose him.
  2. Unique laning phase with the idea that he must time it in order to stop the enemy from getting a health boost when the most need it, especially in trading.

Give it a bit of extra range, like a Manifestation of his soul, and it becomes a bit more interesting to play around.


His W could have some limitations to it. Life steal can be very strong, especially when on a champion that seems to fit the fighter style. A change I'd give to it would be to give it a cap. Along with this, have the cost consume the bonus lifesteal, turning it into a heal for each enemy that he hits with the dash portion. This isn't always the most clear, but it does make him:

  1. Sacrifice power for more power.
  2. Leaves him punished if he uses it to get away
  3. Makes it a good ability to use mid fight instead of just at the beginning and end.

His E is awkward to read, but if it's a toggle on a fighter, then I have an ability I've wanted to see for a long time.

Give it an activation instead of a toggle, and instead of giving him more damage, since it goes hand in hand with his built in life steal, have it grant movement speed in another way.

While off cooldown, he gains bonus health regen, ramping up as he moves around over the course of maybe 8 seconds or so? When he activates it, he converts all health regen into movement speed and bonus damage, scaling with a percent of his own maximum health. Basic attacks lower this cooldown. This changes a few things.

  1. A toggle means you can turn it off if you aren't comfortable going through with it. With just an activation, he has one direction to go in, and that's in.
  2. He should have a sort of passive pay style that gets aggressive when ready, so having his scale with health regen, lifesteal, and health, it plays along the lines of a fighter that'll certainly stick to you in a fight. Also, the health regen conversion isn't limited to his bonus from the passive portion of it; it scales with anything he builds too.
  3. He has a down time while the ability is on cooldown, as he gets no bonus, but it is a price he pays in order to have a strong, linear activation. Since it lowers with basic attacks, it also encourages him to keep fighting, since it's a faster way to get the bonus again. Should probably have a long cooldown though.
  4. Toggles make you have to manage your mana more, and they can be underwhelming when not used to their full potential. The ability could simply have a percent current health cost, like 20% or so.

Finally his R. For me, he has too many passives as well. A new version of his ultimate, with the stacking passive in mind, would be to mark a target once, then have your abilities and basic attacks rack up more stacks. (Honestly, it could be as many as 10 stacks and it would feel like a massive buildup hunt) Once fully stacked, the next ability will "Break" the mark, dealing bonus damage and granting him a massive movement speed bonus for a long time. If he deals the killing blow- not assist with it- he still gets the bonus.

Since all this speed is then added to his ultimate, you can feel very powerful when added with your movement speed burst, and the burst helps you stick to enemies longer. As you kill more, you gain a shield that lets you continue going, and the constant refreshing cooldown of his W will let him track down anyone that tries to get away.


The play pattern I envision for him would be one that, should he not get a kill, then he needs to starve a bit. If he does get a kill, then his claws just keep on digging, seeking new prey to tear into. His passive lets him trade in lane easy, but only if he's already committed to staying in combat, and his health stopping Q gives him ways to stop a hunted target from simply getting away with a sliver of health left. It's not to say others can't help him though. He has no crowd control, so locking them down is tough, and allies can still heal his marked prey, countering the whole "You can't heal yourself" game he plays. Then again, it only works if those healers are alive. The damage he will deal will be plenty, especially to supports, and the thing he offers to his team is a unique way of recycling his own health back and forth in order to relentlessly run down high priority targets he wants his team to kill.

In the end, it was a very nice champion design. Almost makes me want to tweak it just a little bit more and turn it into a Warwick rework. The thematic is there, and he is supposed to be good at catching enemies off. Keep up the good work; I hope I helped, at least just a bit.