Ronin, the Shadow Soldier
Role: Fighter, AD Caster
Inspiration: Direct inspiration came from Titus, the Law of Zuan. All credit goes to Torshun for the original concept and the primary reference image. Please go check out their concept!
Additional inspiration came from Tracer (Overwatch). The goal was to design a flashy, playmaking kit that revolved entirely around a Passive Ability that provided short but frequent bursts of mobility to an AD Fighter.
General Design Philosophy: Ronin is a highly mobile fighter who utilizes short ranged dashes to execute a hit-and-run combat style. His evasiveness allows him to poke enemies safely, while a limited but effective set of defenses and contextual crowd control make Ronin an excellent skirmisher. The Shadow Soldier is designed to be flashy, so his kit was infused with multiple avenues for both mental and mechanical outplays. This, of course, includes a reset mechanic when killing enemy Champions, as well as an “I dare you” Ability that can divide an enemy team when under pressure.
Risk Analysis: Moderate. Ronin is intended to be flashy, which puts an even greater emphasis on kit flow and synergies than normal. His futuristic and military themes might also prove to be too serious or high tech for the world of Runeterra.
Appearance: Ronin is a somewhat bulky but nimble soldier, dressed in a futuristic power suit. He wears a practical cape, which accentuates his flashy and highly mobile kit. Most importantly, Ronin dual wields two powerful arm cannons. Each cannon has a burst rifle outfitted to one end, with a type of energy-based propulsion system mounted to the other. These cannons can be pointed behind Ronin and used as boost jets to dash across the battlefield. He can then quickly flip the cannons back around and fire short bursts of energy bullets at his enemies.
http://i1298.photobucket.com/albums/ag47/Lutzburg/Bjorn-Hurri-illustrations-12_zpson48ftgz.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/140603_AB_landing-659x1024_zpskazhz4tg.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/35th_zpscozbw9fj.jpg Ronin unleashing a torrent of excess energy via his Endothermic Vents, knocking back enemies around him
Lore: Missing.
Strengths: Excellent at kiting other melee characters, powerful hit-and-run harassment, safe poke, huge playmaking potential
Weaknesses: Has trouble sticking to targets, limited and contextual CC, limited burst damage, high skill ceiling
Plays Most Like...:

Auto Attack: Ronin uses slow but brutal melee strikes, attacking with the butt of his twin arm cannons.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_18320_pas_zpsbewt3bhu.jpg http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_12158_pas_zps9ayuhni7.jpg Passive- Boost Jets: While any basic Ability is on cooldown, it is replaced by Boost Jets. Activating Boost Jets causes Ronin to dash a fixed distance of 300 units in the direction of the player’s cursor, and empowers his next auto attack within 3 seconds. This empowerment deals +50% base AD and adds a burn effect to the target, dealing minor physical damage over the next 2.5 seconds. Boost Jets can be used independently across multiple Abilities, but only once in between casts of an individual Ability. Design Philosophy: This is what Ronin’s entire kit is built around. It offers short bursts of limited but frequent mobility. It’s important to remember that each basic Ability houses its own instance of Boost Jets. In practice, this means that Ronin can cast Q/W/E to use three basic abilities, then use Q/W/E again to dash three times in a row. However, Boost Jets cost mana just like the rest of Ronin's Abilities, meaning that players can't simply spam Boost Jets without eventually succumbing to the consequences.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_7814_pas_zpsgxekikfi.jpg Q- Burst Rifle (4 seconds): Ronin fires a line of bullets as a channeled skillshot with a 500 unit range. This barrage lasts 1.2 seconds and deals physical damage every .1 second. During the channel, Ronin can adjust his aim up to 45 degrees from the Ability’s point of origin. Ronin can cancel the channel by moving or activating another Ability, and it is susceptible to interruption from crowd control effects. Design Philosophy: This ability is similar to Pantheon’s E, but its zone of effectiveness is a thin line, rather than a cone. It allows Ronin to CS safely in lane, as the effect goes through targets. It also acts as the primary harassment tool in Ronin’s standard combo- Pulse Bomb towards an enemy, Boost Jet in, Q, Boost Jet out.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_5578_pas_zpsz6plsqfu.jpg W- Endothermic Vents (18 seconds): Passive- Ronin gains an overshield each time he uses Boost Jets. This overshield lasts for 2 seconds and absorbs (20/40/60/80/100 + 5 per level) damage.
Active- While in combat, if Ronin suffers damage greater than 15% of his maximum health, he can activate his Endothermic Vents. This causes a powerful blast of steam to shoot around him in a 300 radius aura, knocking enemies back a fixed distance and dealing physical damage that increases based on how much damage Ronin suffered before activating the Ability. Design Philosophy: The knockback can be used both as a self-peeling tool, as well as a way to strategically push squishy targets into closer proximity of Pulse Bombs that are about to explode. The scaling damage component encourages Ronin players to endure as much punishment as possible before popping their Vents, mimicking a game of Chicken with their opponents and acting like a pseudo Execute.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10329_pas_zps1lzcgrao.jpg E- Pulse Bomb (10 seconds): Ronin tosses a pulse bomb at a target location up to 900 units away, which explodes after 1.5 seconds and deals scaling physical damage based on an enemy’s proximity to the center of the blast. The bomb has an explosion radius of 250 units. If Pulse Bomb kills an enemy Champion, its cooldown is set to 1.5 seconds. Design Philosophy: Pulse Bomb is intended to be Ronin’s highest damage Ability. By refreshing its cooldown on kills, players can make incredibly flashy plays, swapping between Boost Jets and Pulse Bombs multiple times in order to clean up late game team fights.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_12858_pas_zpsjjqlyphj.jpg R- Critical Mass (90 seconds): Ronin supercharges his arm cannons for the next 6/8/10 seconds. During this time, Boost Jet’s range is increased by 150 units. In addition, Ronin gains 30/40/50% attack speed and the ability to auto attack from 450 range. Design Philosophy: It was important to both mechanically and thematically tie Ronin’s Ultimate back to his Passive, which was the primary inspiration from which the rest of his kit was built around. This turns Ronin into an even more agile, evasive skirmisher, exemplifying his core mechanics and granting him the ability to make flashy plays.
If you liked this Champion, you can find over 70 more of my unique concepts HERE!
, he has very limited and conditional CC, making him more like a more mechanically advanced
where he can use his dashes as for either gap closing or dodging skillshots. Very cool.
dash? Or is it a little longer?
). It could have a visual similar to
's passive where the circle on her back lights up the next time she uses an ability. I'm suggesting this as a) Without this limitation on the shields, the W passive alone would blow 
E) or as a mini
to knock back the enemy a little closer to your team via your passive dashes to get in such a position. Awesome
) or have the damage increase in intensity BASED on their missing health (a la
cougar q) . For example, an enemy on the edge of the blast takes no additional damage. This would encourage Ronin to use this as a combo finisher, allowing you with your passive to reposition for the next kill with another bomb after bringing them close to 25% health or so.