Create a champion that:

Onimarus·10/20/2015, 5:18:17 AM·1 votes·428 views
  • Doesn't have stacks
  • Doesn't have procs
  • Doesn't have %-anything
  • Has a maximum of one hard CC and one soft CC
  • Doesn't scale off of resists

while still making him viable in today's meta without being overpowered. You don't need to name abilities or anything. A quick guide will do -- I just want to see if this board could be creative.

10 Comments

Snowyamur10/20/2015, 5:19:50 AM1 votes

So a Support Champion?

DrugsForRobots10/20/2015, 5:22:58 AM1 votes

A concept of mine for a support that plays with vision while touching on themes of being psychic with a hint of the alien.

Could use more polish, for sure. I think there are some interesting themes / aspects explored that we haven't seen before though.

MisterHealYoGirl10/20/2015, 5:23:18 AM1 votes

Zephaniah, the Seamstress Support or midlane, I guess

Passive Skeins of Life Whenever a tethered enemy unit dies nearby, Zephaniah heals for 20/30/40/50 (+2/3/4/5% AP) health. This bonus is quadrupled if the unit was a champion.

Q Needle and Thread Mana Cost: 70/80/90/100/110 Cooldown: 18/17/16/15/14 seconds First Cast: Zephaniah fires a linear passthrough skillshot, dealing 80/100/120/140/160 (+60% AP) magic damage and creating a tether for two seconds between an allied unit struck and every enemy unit struck, prioritizing first Stitch In Time’s needle, then the first allied champion struck, then the first allied minion struck.The tether range is 400 units. If the allied unit struck is Stitch In Time’s needle, the tether range is 600 units. Second Cast: Zephaniah pulls the tethered enemies to the ally.

W Stitch In Time Mana Cost: 80/90/100/110/120 Cooldown: 22/20/18/16/14 seconds Zephaniah deals 60/80/100/120/140 (+30% AP) magic damage in a small area, creating a needle on the ground and tethering all units damaged to it. Tethered units are slowed by 30/35/40/45/50%. The tether range is 300 units.

E Hail of Pins Mana Cost: 60/70/80/90/100 Cooldown: 15/14/13/12/11 seconds For the next three seconds, needles rain from the sky in a designated zone, dealing 30/40/50/60/70 (+20% AP) magic damage per second to all units within the zone.

R Silver Cords Mana Cost: 100/100/100 Cooldown: 120/110/100 seconds For the next five seconds, Zephaniah’s tethers don’t expire with time, although they can break. During this time, whenever a tethered unit is dealt damage, 20/25/30% of that damage is dealt to each unit it is tethered to. This effect travels up to two links, but does not conduct backwards.

BastionKross10/20/2015, 1:41:06 PM1 votes

Mage Slayer AD bruiser melee mid/top

P: All auto attacks deal 30/50/70/90% of their base damage to the target's mana.

Q: Gap closer that deals more damage the more AP your opponent has. Grants temporary attack speed bonus if target has 100 AP or more.

W: Silence. Short range, medium duration. If the target uses mana as a resource, a 50/60/70/80/90% slow is added.

E: Shield that only blocks magic damage and scales with HP. CD is significantly shortened if Mage Slayer is CC'd during the shield duration.

R: Passive blocks one ability every 90/70/50 seconds. Active grants a MS boost and doubles bonus MR for the duration.

Pros: Can get to, and stick to, targets. Deals both burst and sustained damage. Relevant at all stages of the game.

Cons: Limited effectiveness against champions that are not mages/use mana. No AoE, bad waveclear. Bad roamer. Not overly mobile. Horrible jungler.

Why he's not OP: He only rekts mages, loses to pretty much every other class. Crippling overspecialization. Why he's viable: Strong counterpick potential. Scales with opponents, very effective even if behind.

Meep Man10/20/2015, 2:51:40 PM1 votes

Zuldic, the Grand Mage of Runeterra Mage Secondary: Support Health- 555 (+85 per level) Health Regen.- 7.5 (+0.5 per level) Mana- 380 (+60 per level) Mana Regen.- 9 (+0.75 per level) Armor- 25 (+3.5 per level_ Magic Resist- 30 (+0 per level) Movement Speed- 330 Attack Damage- 47 (+2.75 per level) Attack Speed- 0.665 (+2.45% per level) Attack Range- 525 (Ranged)

Passive- Master of the Magic Arts Innate: Zuldic does not gain any bonus health. Instead, he gains bonus health equal to his current mana.

Ability 1- Tome of the Elements Active: Zuldic opens a book of the magic arts and replaces his basic abilities with three different spells, each forming one of the different elements of Fire, Water, and Air. While this book is open, Zuldic cannot move. Spell 1- Fire: Zuldic shoots a fireball in the target direction that is so powerful that it pierces through the enemies armor, dealing 50/85/120/155/190 (+55% AP) true damage in an area of effect around the first target it hits. Spell 2- Water: Zuldic forms a bubble around himself, giving him a 75/100/125/150/175 (+5% max mana) shield and 30/35/40/45/50 armor and magic resist. If the bubble is destroyed, enemies near Zuldic take magic damage equal to the shield amount. Spell 3- Air: Zuldic creates a tornado at the target location that deals 30/45/60/75/90 (+30% AP) magic damage per second to enemies inside. Once a target enters the tornado, they will be slowed from 2/4/6/8/10% to 30/35/40/45/50% depending on their distance from the center. The tornado lasts for 3 seconds. If Zuldic is interrupted by hard crowd control before he chooses a spell, the cool down of this ability is reduced by 75% and half the mana cost is refunded. Cost: 75 mana Cool Down: 12/11.5/11/10.5/10 sec. Fire Range: 1000 Fire AoE Radius: 225 Water Burst Range: 400 Air Range: 650 Air AoE Radius: 250

Ability 2- Soul Research Passive: Every other level Zuldic gains, starting at Level 1, at the time he levels, he will study the enemy team and decide the best strategy. He will then gain either 4 flat magic penetration or 7 ability power depending on which will make him deal more damage to the majority of the enemy team. Active: Zuldic begins to study the target unit by draining away their life essence slowly over 6/7/8/9/10 seconds, dealing 5/9/13/17/21 (+6% AP) magic damage per second and giving Zuldic 3/4/5/6/7 experience per second. Zuldic is slowed by 10% during this and the tether can be broken by moving far enough away from Zuldic. Cost: 35/45/55/65/75 mana Cool Down: 16/14.5/13/11.5/10 sec. Range: 700 Tether Range: 825

Ability 3- Anti-Magic Shell Active: Zuldic gives himself a magic shield, shielding himself from 30/50/90/170/330 (+100% AP) magic damage and giving himself 5/10/20/40/80 magic resist. Whenever an enemy damages this shield with magic damage, they will take 20/40/60/80 (+20% AP) magic damage. This can only happen two times per spell cast. Cost: 30/45/60/75/90 mana Cool Down: 20/18.5/17/15.5/14 sec.

Ultimate- Infinite Knowledge Passive: Zuldic increases his bonus health gained by 15/20/25%. Active: Zuldic copies the last non-ultimate spell used by the target champion. He will have this spell for 1/2/3 uses and the mana cost of the spell is reduced by 20/35/50%. If Zuldic is killed, he instantly loses the spell. Zuldic can force himself to lose the spell by clicking on a blue gem over the ability icon. Cost: 100/75/50 mana Cool Down: 8 sec. Range: 600/850/1100

Filthy Wook10/20/2015, 3:13:09 PM1 votes

A passive allies near him/her have all shields increased by 15% (not to sure on this one) A Q that is a skill shot AP scaling stun, slows on hit. Killing a minion reduces cooldown by 50%, somewhat low mana cost. A w that grants himself or a teammate an AP scaling shield, that if destroyed grants them a tenacity buff of 15/20/25/25. An E that is a skillshot that scales of AP and AD which shoots a fast moving projectile that stuns all enemies hit, reducing the length of stun the more ememies hit. And the R that grants his entire team a large shield and a magic shield for 4 seconds, global.