Champion Concept: Stellan, Seeker of Peace
The overall concept of this champion is pacifism. I've come up with some abilities that, to my knowledge, Riot has yet to attempt and hope that this may catch their eye. I am not an artist, but I will try to the best of my ability to give you an idea of what Stellan would look like.
Name: Stellan Role: Support Birthplace: Ionia Design/Description: Stellan is an elderly yordle. His arms, hands, legs, feet, and face are covered in scars. His attire is something similar to a Shinto priest. He has long fur flowing from his ears and face. Ideally his fur is a dark silver tint.
Lore: Stellan is an Ionian mage who fought and killed many Noxians when they invaded Ionia. He displayed a powerful force of magic- bending the will of the Noxians themselves. However, Stellan couldn't always control his magic. During the fight, he lost his control and went into a blind rampage. He killed every foe in the vicinity. Although Stellan himself was powerful, his fellow villagers wasn't. His whole village lost their lives in the fight against Noxus. Snapping out of his rampage, he see fields covered in the blood of his allies and enemies. This sight gave him a great amount of trauma and visions of his allies being slain flashed through his head. He now suffers through severe PTSD. After three days of trying to pull himself back together, he creates graves for everyone who lost their lives in the battle, allies and enemies a like. Not having a home to return to, he leaves his destroyed village- which is now a cemetery. He travels across Runeterra as a sage. During his travels, he teaches himself how to control his magic and uses it to heal others. He even taught himself to use his magic to sacrifice part of his lifespan to give someone else some extra time, but only for a brief moment. Other than using his magic to destroy, he also tries to solve conflicts with peace, because on the day he left his village, he vowed to never harm any living person or thing for the rest of his life. "I've done and seen things that have ruined not only my own, but others' lives. I mustn't allow those tragedies to repeat themselves. I won't commit that sin anymore." -Sellan
Abilities:
Passive- Pacifism: The play cannot use the summoner spell "Ignite" or "Smite" if selected. Item passives or actives that Stellan purchases that would normally do damage will not damage, but will still cause the initial status effect or a new effect entirely. Bilgewater Cutlass, Blade of the ruin king, and Hextech gunblade will only slow and not do damage. Redemption will only heal. Bami's Cinder, Sunfire Cape, and Cinderhulk will not deal damage, but instead will heal allied minions. Thornmail will only slow the attackers. Tiamat and Ravenous hydra's active grants a 5% movement speed for two seconds. Stellan can only Auto-Attack structures (Towers, Inhibitors, and Nexus).
Q- Charity: Active- Stellan gives 50% of his max health (lowering his health bar, not deducting health) and add that to the max health of one allied champion- increasing their health bar (receiving health as well) for 3.5 seconds. At max rank Stellan will still give 50% to one allie, but then has the choice of giving up 25% more health to either the same ally or a different ally. After the 3.5 seconds, the health is refunded back to Stellan. Passive- Gain bonus permanent health for each rank of this ability (+50/+100/+150/+200/+250 total= 750 added health). Cooldown 15 seconds on all ranks. Mana cost (100/100/90/90/80) Range (Point and click): 550
W- Enlightenment: Stellan shoots a mark at a line to an ally. The mark lasts for 5 seconds. Any damage taken within the 5 seconds will be healed 50 (+ 10% of Stellan's max health) every .7 seconds immediately after receiving damage. Enemies that attacked the marked champion will receive a mark that will detonate 2 seconds after receiving it- healing Stellan and his allies within the detonation range 300 (+5% of Stellan's max health). If Stellan aims the ability at an enemy it'll only do the second effect, but the heal will be 15% weaker. Cooldown 10 seconds at all ranks Mana cost (70/85/100/115/130) Range (Skill Shot): 775
E- Old Warrior's Spirit: Charge up (can move while charging up, but Stellan is slowed by 30% and the cast time is 1.5 seconds) and expunge great magical power that Stellan once had during the war to fear and slow enemies by 30% around him (slow takes place after the fear). Fear duration (.6/1.2/1.8/2.4/3 seconds). Slow duration 1.5 seconds at all ranks. Cooldown 8 seconds on all ranks Mana cost (60/68/76/84/92) Range: 600
R- Schism: (Wide Skill Shot) Stellan unleashes his magical power and forces it into the ground creating waves in the ground in a targeted direction, slowly pushing enemies away from him. This affects allies as well, but the are instantly pushed to the end of the wave. The wave will remain on the field for 6 seconds after Stellan casts it. once on the other side of the wave, you can't travel back on it. Any who blinks on the wave is sent to the targeted direction. Stellan can use the wave as well to get to the other side instantly. If the wave is used towards a wall, enemies on the wave are pinned against the wall and are slowly pushed out to the sides of the wall while having their attack speed lowered by 30% and ability power and attack damage lowered by 15% until the are out of the wave. Allies however, are sent to the other side of the wall itself. Cooldown 60 seconds at all ranks Mana cost (100/125/150) Range (810/1250/1690)
Base stats:
Health- 200 (74) Mana- 350 (50) Attack- 53 (3) Armor-20 (3) Range-600 Health Regeneration- 6 (0.5) Mana Regeneration- 9 (0.8) Attack Speed- .53 (2.10) Magic Resist- 30 (0.5) Movement Speed- 340
How to play this champion: You are incredibly squishy early game, so you have to play safe and be care while keep your marksman alive. You have no means of poking, so prioritize lane safety. You want to build items that give you health and cooldown reduction. Also, be wary of your mana. Again the idea is to allow you and your marksman to out last, not to out damage. This is especially true during team fights.
Plays? In a team fight, be mindful of your surroundings. Look for terrain for good ult opportunities. Before someone on your team engages, use Enlightenment on them. You can either use Charity on them as well or save it for your ADC. It is always a good idea to use Old Warrior's Spirit in the middle of the team fight (try to get all of your enemies in it), but be careful. Depending on your level and what items you buy, you may or may not still be really squishy. If a fight looks like a loss, ult either the enemies away ( but make sure your allies doesn't get caught in it) or ult you and your team away. Remember that your team can use the ult to lunge through walls.
I take any and all critiques. I value opinions to better make my champions. Also, if Riot does find the concept interesting feel free to use. Curious to see what they would change. These are fun to do.