Steal This Idea [Community Inspiration Thread]

ModThe Djinn··17 votes·1,618 views

Hey Concepts & Creations! We've all had ideas we think were cool and just didn't figure out how to use, or things we suspect could be useful for far more than how our design ended up using them.

I figured we may as well help each other out.

The purpose of this thread -- if it gets enough interest to be worth keeping around -- is to let us share those bits and pieces of mechanic/visual/story concepts that we'd like others to be able to explore, or that we don't know what to do with ourselves. I know a lot of us are very attached to "our" ideas, but in my experience sometimes other people toss a really cool spin on an idea you hadn't even thought about before.

So let's see if this catches on, and if people are willing to share and discuss their thoughts. Who knows -- maybe we'll see some of these ideas in more and more creations around here.

28 Comments

ModThe Djinn4 votes

I'll start us off with some of mine that have been lying around in various bits and pieces.



A targeted, telegraphed form of hard crowd-control (likely a stun) that hovers over the target's head and counts down. When the countdown is complete, the effect takes hold.

A reverse Tristana E that sits on a target's head and pulses bigger and bigger the more you hit the target. When it bursts, it heals (you or an ally?) depending on how big it got. My original idea was some sort of aggressive blood shaman support.

A rhythm system where hitting an ability empowers all your other abilities within a 0.5-1 second window AFTER a 1.5-2 second delay. Imagine Sona if Sona were a combo-based fighter who never had to stop casting as long as she landed abilities on targets.

6FlagsFunnelCake2 votes

Oh I love this, I cannot wait to see everyone else's ideas! But anywho, here goes my own ideas that I haven't found the time to completely flesh out.

  1. An Ionian Champion with strong references to the appearance of Hindu and Indonesian mythology. Most importantly, featuring a multitude of arms (maybe even multiple heads in the sense of how a Hindu deity looks). The kit should also somehow feature the multitude of hands in a sense, perhaps relating to attack speed, cooldowns etc.

  2. A nature spirit in the sense of Ivern and Maokai in a sense, but who is more related to the swamplands and focused more on having nature take over and buffing and/or controlling jungle monsters to his will, like how Ivern 'befriends' them.

  3. A mad-max style Champion that hails/roams Shurima, to bring a new touch to the Shuriman enviornment. What I have had in mind and have been working on is a monster-truck style Champion that was a renegade from a Noxian village, roaming Shurima and terrorizing Shuriman villagers.

  4. A Champion who's passive is a day-night cycle essentially, where they get different effects depending on if it is night or day. When it turns night, everyone, even allies, have their vision slightly lowered and the map is visually darker to fit a 'night' theme. Something along the lines of "tanky in the daytime but bursty in the nighttime" sort of thing maybe?

FutureCreator1 votes

You REALLY love using "in a sense". All seem like solid ideas imo, though the day/night champion will be real annoying to have ingame if you're playing as someone like Jhin or Xerath.

HalcyonDweller1 votes

This is awesome, I hope it catches on!

I came up with an idea a while back while discussing design with somebody under their champion concept. I don't really have the time to develop this further, but if someone wants to work with me on it I'd be fine with that as long as I get credited :)

It involved using infections / clouds of miasma or something similar. It would be a stacking mechanic where something in the kit would apply stacks to enemies. For example you could make it so that the stacks could be spread between enemies that got too close to one another, or abilities apply stacks. You could have a skillshot (or an area target ability) That originates from an infected target like a skillshot, in order to spread the infection at range.

Then abilities would have additional effects, like applying slows or DoTs to infected targets that are hit. Maybe something could cause a fear that forces infected targets to run from X (allies, or neutral monsters, or champions I'm not really sure what would be balanced) which would thematically make sense if the infection could cause paranoia or hallucinations.

Wish I could find the thread, but alas I cannot remember any specific search terms to use and the boards search functions are not good for finding things that you remember vague details about.

Void Kaiju1 votes

An ability that throws a spear/javelin/something long and pointy, impaling all champions it hits like a giant shish-kebab, with stun duration scaling based on how many champs it impales.

A dash with a blink in the middle

A jester support who specializes in taunting enemies and creating vulnerabilities for her team to capitalize on.

A mechanical AP juggernaut with a pile bunker

Fine Ionian Silk1 votes

Well, I may as well contribute some myself?

Firstly, it's the idea of a person whose legs are basically under paralysis (as in unusable). They control their legs through metal things they dug into them, and forcing them to move by controlling the strings (which are rapped around their fingers). This gives them unorthodox movements. I generally imagined them as a swordswoman, but that's that.

Next is a knight that uses a whip with a shield (which can seperate into a claw). The whip has longer range, while the shield offers more defensive abilities. However, using the claw form of the shield shifts into shorter range while allowing the champion to become more aggressive. The original idea was that the whip would deal partial damage to enemies between the champion and the autoattack target, but when Xayah was released I kinda scrapped the idea.

Lastly, there's an idea of a pyrotechnician that had an elder sister complex whose name was Lily. Their kit was about abilities getting stronger at three petals (whether it be through charging an ability [think Xerath Q] or getting three stacks). I ended up scrapping the idea after too many similarities to Jinx and Ziggs, but feel free to use it.

That's all I have, but please feel free to take any for yourself.

Ýones1 votes

I'll share a few that have been nagging me since I came up with the concepts.

Champion leaves his body and becomes a ghost, taking % increased damage but cannot attack. If the champion's ghost is killed, it returns to its body. The body is vulnerable over the duration and can be killed, killing the ghost form too.


Champion rises an impassable pillar of stone at target location for x seconds that binds with other nearby pillars or terrain within 400 units, forming a wall only passable by ally units. Can store 3 charges.


Champion starts the game with level 2.


Champion roots himself and creates a massive arc in front of it for 8 seconds. During this time the player controls a slow moving metal claw that grabs the first enemy champion it touches, dealing damage and pulling the target to Champion. The claw can only move within the arc it was assigned to.

Vanic9981 votes

Riot should add more shapes for ground targeted skill shots.

Currently they're mostly either circles (Cho q, Anvia r, Vel'Koz e, etc) or rectangles/ linear ( viktor e, rumble r, braum r, vel'koz e , etc).

Only a few unique shapes exist like Lucian's w which looks like a "+" or sion's q and yorick's e which looks like a trapezoid.

Some idea for new ground targeted skillshot shapes could be triangle, square, oval, or even weird shapes.

Zulfurya1 votes

This is a nice touch to the boards. I'll edit this when i wake up tomorow and give my ideas.

Zulfurya1 votes

{quoted}

This is a nice touch to the boards. I'll edit this when i wake up tomorow and give my ideas.

Ok this are some ideas that i haven't found a place:

This one was for a engineer/scavenger: Idea is that the character's wrench magnet collects junk over time making the next attack fire junks of metal forward as projectiles like a shotgun (graves or urgot like possibly). So while not performing basic attacks, it would collect scraps. the purpose of this was to add a range attack to an melee character.

Forceful Gaze: idea of a mind reader o siphon parasite that would get inside their mind, target an enemy champion, granting vision of the target's teammates. based on this. basically like a twisted fate ultimate first component.

Another ability i considered to be kind on the same theme: Idea for delayed base mechanic Innate: Basic attacks inflict X, dealing x bonus magic damage after 3.5 seconds. This effect stacks indefinitely until the effect is able to finish.


this idea was for a kind of hunter or adept at magic: Enemy champions leave spell traces whenever they cast abilities. If character comes in contact with the trace, it shows a trail for a brief time (like a Warwick trace).

Astral image: projects image out of body leaving it behind becoming camouflaged (becomes stealth but can be seen by enemies if close enough from you), taking control over it for 5 seconds. Astral form can be cast under cc (include silence and suppress). Can't attack or use any ability while in this form. Gains x% movement speed, becomes intangible (cc doesn't cancel this ability) and can pass through terrain (like kayn wall walking) and units. At the end of astral form or upon recasting, body blinks to the astral location and regains control.

Developed into a very concrete ability but it can still be cleaned to perform better.

This were around the theme of shouts or howl, they don't have to but when i thought them this is how i initially saw them:

  1. Shout sending a wave that damages enemies, if it hits a large monster or enemy champion it echoes back, doing x effect. This one could serve into a sound user or more into the roots of echolocation.
  2. Let out a freezing howl, chilling (slow) enemies nearby, then the howl return to you, chilling again enemies. Enemies affected by both howls become frozen (root, entangle, etc) for x seconds. (doesn't have to be a howl, can be a kind of freezing wave that expands and then contracts).

Expanding a bit more the theme:

  1. Idea of a champion that interacts with sound, interprets sounds as symbols that tells them things like danger, smells, feelings. Idea from Hellbound and Journey (a wave that produces a sound linked to a symbol)
  2. Idea of movement commands to do the aoe sound waves as you move maybe. Next 3 movement commands cause champion to skip, jumping x units and causing sound waves when stepping on ground. Basically makes next 3 movement commands to be pseudo dashes. Idea is of jumping nature fairy that sprouts nature when their feet touches the ground, skipping through the forest. A combination of this aesthetic with the journey wave sound mechanic.

I can't remember if the ability worked exactly like this and i'm just copying or not, i saw it on a lol-wiki concept:

Point of interest: character periodically marks an area as a point of interest, doing or gaining x effect when on the spot. i remember that the original idea was about a sniper character, i saw it as a opportunity to show the psycho of a character in a mechanical way, like how Jhin's disorders are shown mechanically in game (four shot being a critical hit because he uses on purpose a Hextech bullet only in his 4th shot).

Continuing the idea of psycho: Last enemy to attack character is marked For x seconds. character gains movement speed when running towards them. Idea for a maybe maybe juggernaut, resentful kind of character.

Slam the ground dealing x (damage/effect) in a cone that then spreads behind forming a full radius. Ref for idea

A “stance” type effect that requires criteria to meet for activation: If hero restores x amount of health, enter a stance. I could see this work on juggernauts, maybe a health drain type, bloodlust, barbarian type.

Creates a Ring around the character, enemies that stay for at least 2 seconds are feared. Idea behind is that fear builds psychologically in the player as they are aware of what can happen and it shows physically in the champion when affected by it. Also has a lot of interactivity between enemy and player.

A new type of cc (daze) that disarms and silences target for a short duration. This is pretty much a type of cc in gw2 under the same name molded to fit in lol. also this ability already exist in lol, belonging to Lulu polymorph, having the additional effect of reducing the targets movement speed to a set amount.

Displace: places a beacon, an ally can click on it and become bound, showing a mark above them. Clicking the mark or the beacon will blink you back to the beacon after 0.625 seconds delay. The beacon can be destroyed by 1 attack and self destroyed on use when you return.

Fence rod: 2 skill shots, one places first rod on area, second same and then an arc forms after a brief delay. CC type ability, denial of terrain. I like this idea because of the play making possibilities, the immense amount of ways it can be played.

An ability for a tank type that induces threat and forces enemies to focus you for that time: idea is a skill that grants a stack of armor and magic. Every time the target takes damage, a stack is removed and the catch is that while the effect remains active on the target, it emits an aura that slows and cripples (reduces attack speed) nearby enemies.

Sets a Smoke wall in a line that applies blind and nearsighted to enemies inside and for a short time after crossing. Dashing over the wall grants camouflage for 1.25 seconds. Based on gw2 thief combo ability.

Rock tomb: skillshot line that suppresses the first enemy champion hit, imprisoning target in rocks that makes the terrain impassable around that area. Idea that maybe target’s allies can attack the tomb to destroy it and free the ally earlier.


This series of abilities are more within ideas that could lay the foundation of the champion play style, act as the main point of them:

Innate ability: idea of a range mage that becomes a melee bruiser or assassin, combat Mage, melee. the character would have a 3rd resource (hp, mp, stance) bar that would count for the effect to activate, once bar reaches full, enters a kind of mana overflow stance, certain skills gain reduced cd or another effects, gains attack speed, movement speed, causing attacks to restore mana and deal magic damage based on amount to enemies until bar depletes. basically once bar reaches 100, effect kicks in and starts to rapidly deplete.

Casting skills will fill a bar. Once full, character will morph gaining additional effects, restore mana and deal magic damage on attacks, AS and MS.

I thought about this when thinking about abilities that needed allies to work, then reverse the thought.

A skillshot projectile that slows the first enemy champion hit. if there's a nearby enemy, the projectile arcs to them dealing damage to both targets and slowing enemies in an area around them.

Ultimate ability based: Rise a pillar below you that rises you up becoming untargetable for 0.75 seconds. For each nearby enemy champion rise an additional pillar nearby. The pillars rise forming a circle with the 6th one in the middle. (being the one you summoned first in the middle which dictates the formation). Character can jump to target pillar (without becoming untargetable again, its only on first cast) or to target location if on top of a pillar. while on top of a pillar, character can perform a delayed jump to a target location, dealing damage (+distance traveled) in a small area where they land but destroying the pillar instantly, causing it to crumble. Enemies can also destroy the pillars by basic attacking them once within 200 range of them, making they crumble after 2 seconds.

Idea is to jump to a target location and jump back to a pillar if within range and repeat, gaining this restricted mobility that enemies can also interact to counter. Idea comes from monkey king dota tree jump. Its on purpose to be good against range, uses range against them hence the distance damage boost and 200 range limitation to destroy pillars.

Zulfurya1 votes

Wow, i reached the word limit... anyway here's the final bunch.

Originally thought to Sivir remake. The premise of ADC’s is that they all attack in different ways, their basic attacks must feel different and unique on each one.

Basic attacks continue past the target for a short distance and then return back to character dealing damage each time it passes over them. Attack speed increases the speed of the boomerang blade, both on throw and return. cannot attack until boomerang blade is catched.

Idea that character can duck (paying attention to Sivir advice heh) to let the boomerang go past the character, making it now continue and return to character in the new location (if character moved to a new location). Idea is based on Vainglory hero that throws a chakram, he can dash to not pick it, making it continuously deal damage. Heres another ref.

Duck: Character ducks, dodging ranged basic attacks and its own boomerang, reducing its travel distance and gaining a short boost of speed if boomerang was dodged. This can create a possible scenario where remaining within melee range of enemies ensure she would hit them multiple times in very short time making the blade boomerang in very short spaces. Also adds a niche mechanic of dodging only ranged attacks.

Idea of 2 champions that swap constantly the "in charge" by using abilities while in combat.

Maybe partner dancers of some sort that change who is in charge of pace by casting abilities in combat. Meaning, must damage enemies to change. Their abilities showcase the other, example: A skill shot that fires something, the one who fires is the character not currently in charge, you are controlling the other. The ability could have a different effect if for example now the character firing the skill shot is the other that was previously in charge. Idea is that character in charge releases a skillshot that visually is the other character that performs the ability.

Innate or dual mechanic: (characters named as Dual and Dual2) Innate: when dual cast a basic ability they switch, alternating between dual and dual2. Each ability in either dual or dual2 have their own independent cool down. Dual starts as the one in command. Details: this is incredibly powerful since the character as a whole actually has 7 skills. Being able to use and combine a chain of abilities is the Idea of this concept. Idea is think before using the basic abilities instead of just using whichever one is available. Aesthetic it shows the duality of the characters. Honestly I think this is a type of duality stance that can result in something very unique.

Finally this idea was a old one that i concept back after watching a concept “blaylok the armored soul” about the same thematic, which actually was intended to be a suggestion for the same concept but well...

Armor soul champion:

Armor next basic attack gains x range and releases its soul forward. Soul has same movement speed as body but takes increased damage, ignores unit and terrain collision but cannot go further than 1200 units (sight range) of body. If soul health reaches 0, it's forced into the body, taking x% max health damage. The only way to kill the character is by killing the armor (body).

Between the abilities it could have, one that found very interesting was to attach your armor to an ally or even enemy, this could maybe be the ultimate ability. A point a click ability that attaches the armor to the target, doing different effects depending of target. It has its consequences, you put your body on enemy space, risking your life.

Other was that soul would deal magic damage on attacks as opposed to armor who would deal standard physical damage on attacks, maybe soul can move through targets, furthering increasing the bonus magic damage on attacks, creating this duality between the characters.

An idea that i differed from the original concept was the while the soul was outside, the armor would remain static and you couldn't do anything with it. I thought that maybe there could be an ability that shifts to a controller for the soul, just like how when annie cast tibbers, the ultimate becomes a controller for tibbers, so you would have 2 characters to control pretty much all the time, which is also a very requested theme.

Maybe when the soul is outside the armor, the armor movement speed depends of distance to soul. If beyond 1000 units, body has 0 movement speed. Upon separating, body has reduced movement speed (50%) which increases until 100%.

I could see some nice plays with this style, like for example placing your armor behind terrain and send your soul, then using the armor attach to a target to bring your armor to the battle and do all kind of stuff.



Well that was a lot, i'm actually using a few of these ideas, some just as inspiration. Hope people find inspiration with these ideas as well.

LuaDotExe1 votes

I'm only just now getting to upload my response. Here goes!

I had a champion, which was a leviathan. Unlike Cassiopeia, they were full snake. Their main mechanic revolved around the idea of heat, as reptiles are cold-blooded. Their abilities had effects that changed based on whether they were hot or cold, where their crowd control would increase in duration or their damage would increase based on their temperature.


One of my earlier concepts, which never saw the light of day, had an electronic scythe. Their ultimate was called "Rootkit." It'd make their next attack suppressing the target for 3 seconds, and make them untargetable for the duration, effectively removing them from the game for that time. Over the duration, it'd deal magic damage to enemy champions around the target and slow them. If you were killed, then this ability would stop.


Another champion of mine had a global ultimate, which had charges, which were gained every two minutes or upon kill or assist. The actual cooldown was rather short; the basic premise was that it would act as an execute, or something to start a fight, by having a massive slow and missing health damage. Unlike other global ultimates, it could only hit one person, though the slow was AoE. It'd reward picking off people slowed by it or executing a target with the ability by being able to use it again in, say, 20-30 seconds.


I concocted a mildly evil passive for a fighter anti-mage, which, again, never made it out of the drawing board. They were a sustained fighter, and were built to destroy burst mages; their attacks would, on a cooldown, heal them based on their magic resistance, but no more than X% of their maximum health.


Another interesting ability that person had was their E, which passively gave them stacks upon attacking. Upon activation, it would increase your attack speed based on the stacks consumed, but the duration would be reduced based on the amount as well.


The EVIL part of their kit was their ultimate. They'd channel, and, after the duration, they would stun all nearby enemies around them, as well as untargettable enemies, and breaking their untargettability. In Lissandra's case, she'd be knocked out of her ulti. This didn't fit them, but the mechanic was interesting.


Another concoction I had for a separate person was a dash, that did damage to enemies you struck with it. The interesting part comes into play when you make contact with something; it'd increase the range and damage by a percentage whenever you hit something. When you hit a champion, you'd knock them up and cancel the dash.


A dull passive I had for a champion was called "Loner." You would gain a stack of Loner for every nearby enemy champion, but lose one stack for every nearby allied champion. It stacked up to five times. For every stack of Loner you had, you'd gain AD and AP. Now that I think about it, I might've posted Psykys... Too lazy to check.


Psykys was also the enemy to the former-mentioned champion with the "Rootkit" ultimate. As such, Psykys’ ultimate caused his next attack to do bonus true damage, suppressing the target for 1 second. Continued attacks to this target within 4 seconds would the duration, up to a maximum of 2.5 seconds. If this unit dies while suppressed, Psykys would gain increased movement speed and attack speed, and he could recast this ability after a short delay.


Me and Burntcookies1 created a champion a long time ago, which used a cannon. Their resource was gunpowder; they gained some every second, and their abilities used some, and they gained more for killing things.


Last but not least, the more INTERESTING (and mildly comedic) part of their kit (which Burnt would be proud of me mentioning) was their E, "Cannon Fodder." You'd pick up a minion, stuffing them into your cannon and putting more and more gunpowder into it, increasing the longer you waited. After 1 second, you could reactivate this to shoot out the minion, dealing damage which increased as you spent more gunpowder. Of course, if you wait too long, like Varus Q, it'll cancel, and the minion will just kinda crawl out. Cue the "We Are Number One" cannon scene.

Doctor Dyment1 votes

This is an old idea that I'm not sure works in a modern setting, but a while ago I came up with an idea of a very small percentage of damage resistance being "true armor" or armor that can't be penetrated by anything. I know it seems broken, but I feel like if the numbers were small enough it would balance out.

Evil Yasuo1 votes

An ability that makes razer like thread appear in a area, anyone within the thread is slowed down. After X seconds , the thread will pop causing heavy bleed damage for like 3 seconds. This was an ult idea of mine for a shirtkatana user champion.

ModEchoing1 votes

Sure, why not.

A spirit of architecture that constructs and interacts with buildings providing various non-turret benefits.

A collector of artifact weapons that rotates between them and picks up new ones as the game goes on.

A village incarnated as a swarm of bees, led by a giant bee.

An Ionian turned Piltovan that brings an Ionian touch to Piltover inventions.

A hovercraft with lock-on missiles.

Sad Tyrant1 votes

A Duel Wielding Blade Champion, which swings blades in arc slamming enemies together in front of them.

50000000000000001 votes

Casting an ability based on the target ally's hp to empower them somehow

Arakadia1 votes

A cat like champion with nine lives. Possibly reduce it to 3 health bars (could say they lost 6 of their lives in the lore if your being literal with the 9 lives theme), and have them manage the 3 mini health bars.

An object that rotates the champion and will pause when a spell is fired through it. When spells pass through said rotating object, they are empowered.

TheGoomyGamer1 votes

*A passive that allowed for continuous attacking in the form of a beam (Think old inhibitor turrets). It would deal (AD) over a period of time based on your attack speed, and on-hit effects would be applied at a rate based on your attack speed.

*An ultimate that would summon a dune of sand behind you (or tidal wave) that would crash down in front of you and sweep forward, with different effects based on where you were in the collapse

*A bomb that would bounce (like ziggs Q) that you could reactivate to pull enemies in (like an orianna ult)

*An AoE ability that would deal high damage to enemy champions, but would share the damage out ie. x/enemy champions hit = damage dealt to each enemy champion

*A chain lightning ability that would instantly (or very quickly - little to ono projectile speed) deal damage to all enemies in a chain with no max length

*Passive that increases HP regen for all nearby rooted enemies - or drain life slowly from all nearby rooted enemies

*A champ who's autoattacks instantaneously summoned spikes out of the ground to deal AoE damage, would count as melee.

*An ultimate that would have you leap into the air, becoming untargetable/immune to disables (Either one) and when you landed you would unleash a fast-moving AoE shockwave that would knock people up

*2 parter here:

  1. Fire out a sphere that would move slowly in a line, pierce units and deal a bit of damage 2)Fire a fast-moving line skillshot that can pierce units (Like a piercing ezreal Q) but would be unable to pierce the spheres. When it hit a sphere it would detonate the sphere, dealing heavy damage and slowing all enemies.

*A champion with 3 similar abilities (Akin to sona) that all placed circles on the ground with different effects (Like nasus E) and every third spellcast would be an upgraded spell

*A boomerang-ability where someone threw out their sword, dealing their AD as damage, but would be disarmed until the sword returned to them

AngelFrost001 votes

:( I wrote good ideas and then i reloaded lol

Ultimate Ability - When you press (R) You can Blow enemies away (Imagine going in backline then pushing them to ur team FORCES FIGHTSS)


ABILITY - (SKILLSHOT) Shoot on enemy to electrify them every 1Second for 10 second a 0.25 second stun // OR U can shoot 5 shots into enemies and make them electrified


Passive - Ground can turn into (4 ideas)

  • Magma burns enemy
  • Ice slows enemy
  • Stops dashing (like Cass W)
  • Applies Grevious wound

(My favourite And it should be on leblancs ultimate )

  • Can transform into one of your alies or yourself with low hp to deceive enemies (FAV ITEM :P)

Passive - The less HP you have the more damage you do, the more hp you have the less dmg you do. (60%-75% hp = normal dmg)

TheNumbersMason1 votes

Something I want to see is an ability where an aoe around the caster is formed, within this Zone everything is frozen, players skillshots etc. and if a new skillshot is fired into the zone it also gets frozen on the outskirts of the aoe therefore allowing skillshots to be stacked if they are on a low enough cooldown (obviously this will have to be an ultimate ability to even see the slightest ounce of balance carried with the ability). However the idea behind this ability is for the players around the Aoe to be able to re-position and pick out targets to stack their projectile based abilities on (if they have them), however it also allows the players within the Aoe to plan an escape and view everything that is coming their way to assist them with doing so (though if they are someone squishy and immobile they are for a lack of better words, well and truly fucked)

DistortPlus1 votes

I like this thread.

A music based champion that can connect walls together with a sort of jayce ranged form E, and when you auto attack through it, they get empowered.

An ability where you can DRAW the path the skillshot takes

a mark on the ground that will run into a wall after a delay

(Broken) an instakill ultimate with an incredibly long cooldown

ability to place eyes on terrain to gain vision in that area

A fiddlesticks W that drains mana/energy

An organ (musical) champion, like Exploud the Pokemon

an organ (Fleshnomancer) champion that creates monstrosities in order to fight

A ping pong champion that shoots balls at you that you have to reflect back

A ghost/electric champion that can possess enemies or jungle camps

A champion that creates multiple copies of themselves

A champion clone that when attacked, goos up the enemy and slows them, kind of like a hidden spider person

A champion who's basic attacks do area damage

Another Darkin

A champion with A minigun

FutureCreator2 votes

{quoted} A champion who's basic attacks do area damage

A champion with A minigun

Jinx

DistortPlus1 votes

whoops

Billcurme1 votes

Welp, this will be a long list. As I have lost all motivation/confidence in making champs, I give everything unto this thread! You can find most everything here. However, here is a summary. (If you want any of the kits I've worked out, please let me know.)

ADC: Arthur, The Painter of War: A paint-based ADC using a giant Paintbrush, and cycling through different coloured paints to augment auto-attacks. Gyest, the Grand Arbalest: A grumpy old man wielding a giant repeating arbalest. Very large ammo system that doubles as his resource. Hana, The Blossoming Future: A serene Ionian assassin who strikes with Razor-sharp petals. Kavara, The Harbinger: A void-infested marksman who strikes with tendrils that latch onto opponents and drain them of health. Lyliss, The Wild Child: A sling-wielding feral child who uses trickery to weaken opponents before the kill. Qi'nan, The Delinquent Desperado: A gun-slinging cow-boy inspired champion who wields a powerful six-shooter.

Jungle: Ahqadda, The Shade of the Forgotten: A shadowy assassin who strikes from beyond sight and manifests the fear of his opponents Atilia, Last Child of Runeterra: A being born of the very magic of Runeterra that strikes by marking foes and swooping in for the kill. Casanova, The Handsome Devil: A charming demon savant who manipulates his foes desires and leaves them vulnerable to his allies. Fjeiri, The Unleashed: A powerful shaman from the Freljord who collects ingredients from jungle mobs for powerful elixirs. Jullian, The Aggressive Salesman: A Zaunian crime-lord who spends gold on guards and potions,and can sell items to his allies. Podrick, The Grizzled Gumshoe: A no-nonsense Private I from Piltover who now resides in Zaun and fights using a Stun-Baton. Reex, The Mistress of Traps: A trap-based jungle assassin from Kumungu who seeks to understand how she came to be. Tehili, The Viper of the Freljord: A Winter Claw assassin who uses a slow-acting poison that can be built up for massive damage. Zex, The Blazing Wind of Shurima: A care-free Shuriman youth who wields two ancient disc-blades and fights using mobility and positioning.

Mid: Austis, The Spell Theif: A short ranged AP hyper carry who uses magical currency to continuously scale in power. Cellia, She Who Warps Gravity: A gravity-based control mage from the stars who builds up tremendous power and strikes with terrifying force. Fetcher, The Exuberant Echomancer: A sound based mage who tracks her opponents movements and strikes with powerful destructive spells Glynt, The Misadventurous Magnetic Master: A magnetic based mage who positions his opponents and strikes with homing skill-shots. Hahla, The Mask of Insanity: An insane mage who wields the very power of insanity to disrupt his foes. Ipennia and Ainnepi, The Beginning and the End: A farm-based mid-laner who switches to a powerful AP carry part-way through the match. Marri, The Beaming Baroness: A slow-moving yordel genius who bombards enemies with an endless barrage of laser beams. Riene, The Vessel of the Forbidden: Ancient mage from the Rune Wars who uses her health when her mana runs out. Yvenn, The Malevolent Maestro: A dark musician who builds up chords and strikes with a variety of deadly Finales Zell, The Silence of Man: A grim mid-ranged short-bow-wielding assassin who juggles passive effects and active abilities. Zubabalu, The Mojo Master: A half-troll mage who uses powerful mojos and can randomly change abilities. Made this idea as a joke.

Support: Aza, The Doubtful Defender: A radiant holy mage unsure of her purpose who aids allies with light magic and destroys enemies with fire magic. Bailii, The Tender of the Grove: A gentle druid who abhors violence and focuses almost entirely on aiding her allies. Dyvis, The Ill Omen: A corrupted sprite who seeks to devour faeries. Focuses on weakening enemies for his allies to destroy. Foil to Lulu. Eesstil, The Waking Sleep: A fast, fragile dream-spirit who aids his allies with pleasant dreams and destroys his enemies with deadly nightmares. Foden, (needs a title): A Noxian veteran who spends his time training new recruits. My attempt at creating a Support champ that still feels like he belongs in Noxus. Johst, The Patriarch: A tanky, AD support who guides his allies and protects them with his own life. Lurrina, The Maiden of Beyond: A semi-real spirit support/mage and ally to Lamb who seeks to prepare enemies for a gentle death. Mortimer, The Beacon of Technology: An ambitious scientist who seeks to meld Zaun and Piltover Tech. Uses beacons to buff allies. Tormen, The Guiding Flame: A vision-based support wielding a sacred torch. Seeks to show the gentle, protecting side of Fire. Tuk'Arc, The Symbiotic Parasite: A void-based support who attaches to allies to aid them in battle, granting powerful buffs to one target. Yulla, The Heart Forgotten: The ghost of a dead lover who seeks to aid all those with love in their hearts using powerful AOE spells.

Top: Choiren, Keeper of the God Arms: A master of four ancient artifacts that he cycles through with his basic attacks for a variety of effects. Earis, The Aerial Ace: A former acrobat-turned Zaunian Guttersnipe who fights with superior aerial manoeuvrability and mobility. Felicia, The Free-Spirited Fulmination: A kinetic-based electro-mancer tank/bruiser who tanks enemy attacks for her team. Fendell, The Redeeming Light: A tanky top-lane crusader who hides his wounds and defends his allies with the power of Justice! Iennia, Fist of the Black Rose: A deadly master of Spell-Fist, using magic and her own physic to destroy enemies in a flurry of blows. Layden, The Ruined Son: A cursed boy wielding an enchanted blade that feeds on his enemies, using their essence when mana is low. Magnolia, The Deadly Dervish: A mobility based Ionian P.O.W trained to fight for Noxus. Uses graceful dances and deadly moves to shred foes. Naix, The Jester of Blades: An eccentric blade-collector who has seen hundreds of wars. Fights using his impressive collection of blades. Orchis, The Hungering Bones: A ghoulish warrior who must strike his foes to regain life and can split his head and body to strike from two sides. Rath, The Shade of the Battlefield: The incarnation of the battles between Noxus and Demacia. Fights using a horn that calls in allied attacks. Sirrust, The Salt King: A deadly Shuriman wanderer with the power to purify the 'unclean'. Fights by managing Salt and Health. Ult can execute enemies, turning them into Pillars of Salt. Stefan, The Armsman of Demacia: A guisarm-wielding Demacian soldier who tries to fight at the edge of his range for maximum effect. Su, The Raging Tempest: An Ionian Swordswoman who fights with the raging sea, quickly moving around the Rift and even redirecting skill-shots. Suegero, The Keeper of the Skies: An majestic pegasus-riding warrior who controls the skies with quick movements and driving strikes. Voul, The Breaker of the Earth: A slow-moving, tanky Shuriman resistance fighter wielding a massive flail. Fights with a massive amount of CC. Woalin, The Veteran of the Old Wars: An experienced warrior who studies his opponents and tries to keep a healthy advantage. Xerxes, The Taskmaster: An ancient Shuriman Slave-driver resurrected by Azir to fight by his side. Uses his whip to command NPC troops.

All of these ideas have "completed" kits, in that I threw together a few abilities that seemed to have synergy. I openly admit, most of these are probably shit. However, if anyone wants to take a crack, you are more than welcome. I just ask that you give me some credit for the ideas.

Hopefully, someone will find one of my ideas interesting, and their working on the champion will help me get my 'spark' back. Also, if anyone wants to take a crack at one of the champion ideas I have already posted to the site, be my guest. Just once again spare a line to credit me.

Thanks, and hope this inspires some people to make good ideas.

-Billcurme-

fugertech1 votes

Might as well. Maybe I'll follow up on some of my ideas now.


An Investigator from Piltover using a revolver and picking up Clues/Evidence to help track down and execute enemy champions. His revolver might have ammo? Might not. Dunno; I just like the idea of having an actual investigator and not one in Lore alone (cough Caitlyn)


A child with extreme magic potential commanding a massive, ancient Shuriman sentinel. The child is fast but does very little damage, while the Sentinel is slow and has long windup times before he attacks, but deals extreme amounts of damage (usually in areas).


The servant of an ancient Eldritch being, who uses insanity and creepy appendages to control and subdue enemies in unique fashions.

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