A.I.S.E., the Steam Soldier
Role: Marksman
Inspiration: I wanted to create an ADC with a new type of resource that involved auto attacking to generate that resource.
General Design Philosophy: A.I.S.E. is a unique take on an ADC that uses a unique resource called Steam, which he generates by auto attacking. As a reward for aggressive play and repeated auto attacks, A.I.S.E. can then spend that resource to activate powerful abilities designed to keep him safe. As you'd expect, A.I.S.E.'s combat pattern should look like one of a well-oiled machine, systematically generating and then expending steam as a resource, in an infinite loop until everyone around him is dead and he and his robotic brethren take over the world.
Risk Analysis: Moderate. A.I.S.E uses an all-new resource system which is both untested and unknown to current League players. That said, his kit is rather tame outside of the unique way in which he manages his resources, and everyone loves robots!
Appearance: A steampunk robot soldier with a rifle mounted to one arm.
http://i1298.photobucket.com/albums/ag47/Lutzburg/4e08e2b18a08f9d3732b1840b8509732_zpsfdca2f98.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/5d65643a2c0aba4b2030f2eda11a8bba_zps7bef2580.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/70e593a414849de9fd0d1d91828c0870_zps93a1f785.jpg
Lore: A steam-powered automaton that serves as a prototype soldier. Created by a rival of Viktor’s. His name stands for “Automated, Infinitely Sustainable Engine,” and is pronounced as “Ace.”
Strengths: Powerful nuke Ultimate, not reliant on mana to use abilities and be effective, powerful critical strike incentives, strong survivability and escape tools
Weaknesses: Resource cap prevents spamming of abilities, Ultimate’s damage is tied to resource system, dependent on critical strikes (RNG)
Plays Most Like...: 
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10896_pas_zps3c7f7e32.jpg Auto Attack: A.I.S.E. fires a long range shot from his steam rifle at 550 range. This generates 1 steam. Critical Hits generate 2 steam.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_3972_btn_zpsebec57e0.jpg Passive- Steam-Powered Automaton: A.I.S.E. uses steam as a resource, which generates slowly over time (1/sec). In addition, A.I.S.E. gains 1 steam with every auto attack. This effect is doubled when landing an auto attack on an enemy champion. These are effects are also doubled when landing a critical hit. A.I.S.E.'s steam reserves are capped at 100. A.I.S.E. respawns with full steam. Design Philosophy: A.I.S.E.’s entire kit revolves around the acquisition and expenditure of steam. Tying the generation of steam to auto attacks promotes aggressive play in lane and disincentivizes stagnant laning.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_5931_btn_zps1dec9089.jpg Q- Concussion Blast (1.5 seconds, 10 steam): A.I.S.E. launches a concussion grenade at cursor location up to 700 range (similar to Lay Waste) that deals minor physical damage (+30% AD) in a small area and shreds target's armor by 3/4.5/6/8/10 for three seconds. This debuff stacks. Successive hits with this ability refreshes the duration of the debuff, but the ability's steam cost increases by 5 with each use. (This allows the shred to stack roughly up to 5 times in most circumstances.) Rank-ups increase damage and armor shred. Design Philosophy: This ability allows Ace to shred a target’s armor with consecutive landing of skillshots, as well as safely last hit from a distance. It’s great at poking but does not deal enough damage to make it a priority during an active battle. Typically Ace players will use this to shred a target’s armor enough to make a trade or all-in worth the investment.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_15536_pas_zps85e0db0c.jpg W- Arc Conductor (14 seconds, 25 steam): Passive: When this ability is available, A.I.S.E. will generate double steam on every third auto attack, including doubling the bonus steam earned for critical hits. Active: For the next 4 seconds, A.I.S.E. gains an electricity shield that blocks incoming damage (+50% AP). While the shield holds, attacks made against the shield cause it to pulse energy around A.I.S.E. in a small aura. Enemies caught in the pulse suffer minor magic damage (+20% AP) and become slowed by 80% for .5 seconds. Rank-ups increase damage and shield amount, as well as lower cooldown. Design Philosophy: The passive component benefits players who are in a position of control or at the very least comfort in their lane, allowing a faster way to regenerate steam. It also allows Ace to more easily scale into the late game. The active component is one of Ace’s ‘escape’ and survivability tools, which prevents melee champions from diving onto him. Attacking players can simply choose to ignore Ace while the shield is active and then proceed to wail on him. However, even if that does happen, Ace still manages to avoid taking damage for an extended period of time.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_8926_pas_zpsc2569392.jpg E- Steam Jet (12 seconds, 20 steam): A.I.S.E. fires a powerful jet of steam in a line, dealing magic damage and knocking all enemies in its path back. Enemies closer to A.I.S.E. are knocked back further. Rank-ups increase damage done and lower cooldown. Design Philosophy: Steam Jet is a thematically relevant trope and mechanically acts as Ace’s primary disengage tool. While he himself is rather slow and dawdling, his kit is designed to keep fighters and divers off of him so that he can continue to peck away at foes from a distance.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_7176_pas_zpsf981d42a.jpg R- The Screaming Piston (70 seconds, all remaining steam): Passive: A.I.S.E. gains 1% attack speed for every 1 steam he is missing. Active: A.I.S.E. fires a super pressurized shot from his rifle at a target champion from up to 700 range, emptying all remaining steam from his reserves in the process. This deals 175/225/300 (+80% AD) (+100/250/400% total of current steam) physical damage. Rank-ups increase damage done and steam multiplier value, as well as lower cooldown. Design Philosophy: The passive component of this ability acts as a safeguard against Ace players resource-starving themselves while simultaneously acting as an in-combat steroid to allow Ace to hyper carry late-game. The active component drains all of Ace’s steam, dealing damage based on the amount used, which creates a very interesting player choice- should I harass and stay safe with my abilities or am I confident that I can all-in someone and escape afterwards? The active component then, of course, fuels directly back into the passive component, helping the player to regenerate steam at an increased rate.
If you liked this Champion, you can find over 70 more of my original concepts HERE!