[C2C] Combine 2 Champions

Secluded Death·12/30/2015, 12:19:12 PM·5 votes·1,472 views

Concept This is a really simple idea. Take any two champions from the game and combine their names, abilities, and passives in whichever way you want! Make them as OP as you'd like or try to make one that makes sense. The choice is yours. ☻

Rules -Names should be combined. You can also combine their titles or make up a related theme. -The same abilities should be combined together. Passive with passive, Q with Q, etc.

How to Play If you want to make your own, feel free to reserve a combination in the comments section like "Reserved: Drasus (Draven + Nasus)". And please make a new thread with the tag [C2C], so I can link them here :).

Thanks to Leroyswish for helping me come up with the idea!


#Example

#[C2C] Drasus, the Curator of Execution Attack Range: 125 (Melee)

Innate: Soul of Drasus Drasus permanently has 10/15/20% lifesteal.

Whenever Drasus catches a Siphoning Axe, kills a minion or monster, or destroys a turret, he gains a stack of Soul Eater. Killing 6 minions in a row without dropping an axe grants 2 bonus Soul Eater stacks. When Drasus kills an enemy champion, he consumes all Soul Eater stacks gaining 50 plus twice the amount of Soul Eater stacks consumed in gold. Upon Death, Drasus loses half of his Soul Eater stacks.

Q: Siphoning Axe Drasus' next autoattack gains range and deals bonus physical damage. This attack causes his axe to ricochet off the target landing later near Drasus. If Drasus catches an axe, his next autoattack becomes another Siphoning Axe.

Siphoning Axe permanently deals 3 additional damage for every target it kills doubled if the target was a champion, large minion, or monster.

W: Blood Wither Drasus steals the movement speed of target enemy champion increasing over 5 seconds while also stealing that target's attack speed by half the amount.

E: Spirit Fire (I tried ; -;) Drasus unleashes a spirit flame in a line that knocks enemies aside and slows them. Enemies hit are also damaged and burned causing them to take magic damage per second and reduce their armor.

R: Whirling Fury of the Death Sand Drasus empowers himself sending a shockwave of Death Sand towards the end of the map that returns to Drasus dealing physical damage to enemies it passes through both ways. Until the sand returns, Drasus has increased health, size, and attack range while also dealing magic damage to surrounding enemies and gaining AD equal to a portion of the damage dealt.

#Other C2C Concepts

13 Comments

FlameHalbrdOkido1/3/2016, 7:04:37 AM3 votes

Vel' Zir, The Emperor of the Void Vel' Koz + Azir

Attack Range: 525

Passive: Organic Legacy

Vel' Zir's spells build Organic Reconstruction stacks on enemy units (pets, minions, Champions, Towers). The third spell hit consumes the stacks and deals bonus true damage.


If Vel' Zir lands the killing blow on an enemy with a Organic Legacy stack, a rooted remnant of that unit will be constructed in the spot that the unit was killed. This unit will operate like a mini tower (or tower if a tower was killed) and will AA any enemy units in its range prioritizing enemy champions. This remnant unit has the same stats and amount of health as it did when it was alive and can be targeted by enemy units. But when Vel'Zir is not within 2000 units of this unit its health will lose all its armor and magic resist. Enemies killed by the Remnant grant Vel' Zir gold and XP. Remnants last 50 seconds (except those with an active life span).

Q: Conquering Fission Range: 950/ Recast Soldier Charge Range: 425

Vel' Zir sends a Sand Soldier or Organic Remnant nearest the cursor toward a target location. If using a Sand Soldier, at the end of range or upon recast, it will split into two and charge in opposite directions perpendicular to the previous path. Sand Soldiers deal magic damage to all targets they pass through and apply a slow for 1 second.

W: Time Rift Rift Range: 1000/ Soldier Spawn Range: 500/ Soldier Tether: 1100

Vel'Zir opens a rift to the past that deals an initial burst of damage, after a 0.5 second delay a soldier is summoned at the half point in the rift. This soldier replaces Vel'Zir's basic attack to targets within 450 units of the soldier. Their attacks deal magic damage to enemies in a line. Time Rift also passively grants attack speed to Azir and his Sand Soldiers when attacking units with Organic Legacy Stacks. Soldiers last 10 seconds and grant vision. This ability has 2 charges.

E: Shifting Disruption Max Dash Range: 1100/ Explosion radius: 150

Vel'Zir causes the area in his current location to explode knocking away enemies before he dashes to the Sand Soldier or Organic Remnant nearest the cursor, damaging enemies. If he hits an enemy champion, he gains causes another area explosion before gaining a shield. If Vel'Zir passes any units with any Organic Legacy stacks the strength of the shield is increased by # of stacks passed.

R: Life Form Reconstruction Ray

Vel' Zir roots himself and unleashes a channeled laser beam that follows the cursors location for 2.5 seconds that deals damage and slows enemies. Wherever the laser touches, Vel' Zir erects a wall of soldiers from the ground, knocking away enemy units. The more enemy units that the laser hits, the longer the wall will stay up.

Note: basically you draw the line of the wall.

This...was fun

StephenTheGod1/1/2016, 3:10:47 AM3 votes

Malric, The Monolith's Knight

Taric+Malphite

Attack Range: 125

Innate: Shieldcraft Using an ability shields Malric for 5% of his maximum health and reduces the cool downs of all of his abilities by 1. The shield stacks up to 25% of his maximum health. The shield has no max duration.

Q: Seismic Imbue On Self: Heals Malric for 140% of the normal heal and increases his base movement speed by the movement speed steal percentage for 4 seconds.

On Enemy: Heals Malric for 75% of normal heal value, and sends a shard to the enemy that deals 125% of the normal heal value as magic damage and steals their movement speed.

On Ally: Drains movement speed from Malric, but sends a shard to the ally that heals them for 200% of the normal value and speeds them up with the stolen movement speed for 4 seconds. Malric recovers the speed over the duration.

W: Brutal Shattering Aura: Grants nearby allies bonus armor and a 300 diameter circle cleave for 100% of the bonus armor from this aura as magic damage.

Passive: Increases Malric's armor by a flat amount and a percent amount. The flat amount becomes negative while on Cooldown.

Active: Causes all allies that are effected by the aura to deal magic damage to nearby enemies and reduce their armor every time they auto attack for 5 seconds.

E: Dazzling Slam Slams the ground in a huge radius around Malric, slowing enemy attack speed and dealing magic damage. This radius is 2.5x the radius of Ground Slam. Enemies within the original radius take double damage and are stunned for 1 second as well.

R: Radiant Force Charges to an area, dealing enormous magic damage, knocking hit enemies up, and debuffing their attack damage and ability power in a aura for a long period of time. For this duration, his passive's CDR has 3x power.

Dis The Chris1/11/2016, 5:26:09 AM2 votes

Malzarick - (Malzahar + Yorick)

Void Covenant

On every fourth ability use, Malzarick summons a Void Commander unit that remains on the field until it is killed or 21 seconds has passed. If Malzarick dies, the Void Commander stays behind but stops attacking.

For every Void Commander active, Malzarick's basic attacks deals additional 3% damage for each active summon aside from the Void Commander. After 7 seconds, the Void Commander grows in size, gaining 50% bonus attack damage and armor, and frenzy after 14 seconds, gaining 100% bonus attack speed.

  • Void Commander Bonuses stacks, so if there are 2 Void Commanders and 3 active summons, it would grant Malzarick a total of 18% increased damage in his basic attacks.

Call of War

Charges Malzarick's next basic attack, causing it to deal additional 15 / 30 / 45 / 70 / 95 + (20% of Attack Damage) physical damage. Upon hit, creates two orbs beside the target, after 0.5 second delay, deals 45 / 65 / 80 / 120 / 150 + (40% of Ability Power) magic damage to all enemies caught between the orbs.

Void Covenant - Summons a War Commander on initial attack. This unit has increased 4 / 8 / 16 / 20 / 24 Attack Damage and 15% / 20% / 25% / 30% / 35% bonus Movement Speed. Basic Attacks from the War Commander silences enemy units for 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds. Silence may only occur on the same target every 14 seconds.

Pestilence Zone

Malzarick creates a zone of slow on the targeted area, dealing 2% / 2.5% / 3% / 3.5% / 4% + (1% per 100 Ability Power) of the target's maximum Health each second and inflicting a 10% / 15% / 20% / 25% / 30% slow. Capped 120 damage per second against enemies and monsters.

Void Covenant - Summons a Null Commander on cast. This unit doubles all slow effects in melee radius around it.

Malefic Famine

Malzarick infects the target enemy's mind with hunger for 4 seconds, dealing 5 / 10 / 15 / 20 / 25 + (5% of Ability Power) magic damage every half second. While active, the target's attacks will heal the user for 10% of the damage dealt.

If the target dies while under Malefic Famine, it will pass to the closest enemy, refreshing the duration and restoring 5 / 7 / 9 / 11 / 13 Mana to Malzarick.

Void Covenant - Summons a Vision Commander on cast. This unit's attacks heals Malzarick equal to 15% of the damage dealt, doubled to 30% against enemy champions.

Nether Omen

Malzarick conjures a controllable Omen Revenant from an ally or himself for 10 seconds. The Omen Revenant has 50% / 75% / 100% of the target's current Health and 20% / 25% / 30% of the target's Attack Damage at the time of cast. The Omen Revenant's Health decays by 20% each second.

If the Omen Revenant dies, it suppresses the nearest enemy champion for 2 seconds, dealing 40 / 70 / 100 + (20% of Ability Power) magic damage every half second. If it is killed by an enemy champion, it will suppress that enemy instead.

Lord Caelistis12/30/2015, 8:48:23 PM2 votes

(Posting from phone, gonna look like poop)

GARUS THE KNIGHT

PASSIVE: Every auto-attack inflicts Holy Wound, dealing X physical damage per second for 5 seconds. Garus recovers 50% of the damage dealt by Holy Wound. Can stack up to 5 times.

Q : SHREDDING STRIKE. Garus gains X movement speed. The next auto attack will silence his target and reduce his movement speed by X.

W : HOLY HOOK. Garus grabs everybody in front of him and gains 10 armor and MR per champion struck.

E : SPINNING SLASH. Garus spins around 5/6/7/8/9 times over 3 seconds. Champions struck by the blade are inflicted a stack of Holy Wound and take 120% of the damage.

R : EXCELLENT EXECUTION. Garus slamdunks his target into the ground, dealing more damage per stack of Holy Wound. If Garus kills his target, every auto attack and Spinning Slash inflict 5 stacks of Holy Wound.

Milodic Mellodi1/11/2016, 12:51:01 AM1 votes

Kintana - The Eternal Gunner (Tristana + Kindred) Visual: Lamb is replaced by a Tristana with Lamb-and-Wolf-esque features, and Wolf is replaced by two floating laser sight magnification lenses (think Orbitars from Kid Icarus: Uprising). Tristana herself actually has a rocket launcher, exactly like her Rocket Girl skin's. When she attacks certain targets, the Orbitar(s) (I'll refer to them as such) focus their laser's(s') sights on the appropriate target (based on the effect).

Passive Name: Mark of the Gunner ('Draw a Bead' is a term that I couldn't deconstruct without taking away its meaning, so I did the name another way) Passive Effect: Kintana can Mark targets to hunt. Kintana gains increased Attack Range and Sight Range against Marked targets. Successfully completing a hunt permanently empowers Kintana's basic attacks.

Q Name: Demolition Dance Q Cost and Cooldown: 30 (Ranks 1-5); 15 seconds Q Passive: None Q Active: Kintana vaults, firing a rocket at the closest target (or the Marked target, if in range). Upon successfully dealing damage, Kintana's Attack Speed is increased by [30/47.5/65/82.5/100]% for 5 seconds. Casting Rocket Frenzy or killing a Champion while this spell is active reduces the cooldown of this spell to 2 seconds. Q Damage: The rocket from this ability deals the same amount damage as Kintana's basic attack, dealing Physical Damage.

W Name: Gunner's Frenzy W Cost and Cooldown: 50 (Ranks 1-5); 20/18.5/17/15.5/14 Seconds W Passive: As Kintana moves she builds stacks of Gunner's Vigor, up to a maximum of 100. At full stacks Kintana's next basic attack drains undefined health from the target. W Active: Kintana fires at the ground to propel herself to target location, dealing [needs defining] magic damage and creating a cloud of dust surrounding her for a short time. The Movement Speed of enemies inside the dust cloud is reduced by 60% for [1/1.5/2/2.5/3] seconds. The closest enemy in front of Kintana who is inside the cloud is targeted by her left Orbitar's laser sights, and any Champion targeted by this laser's sights is visible and cannot become invisible. The dust cloud and left laser dissipate in 8 seconds or when Kintana leaves the cloud. On a Champion Kill or assist, Gunner's Frenzy's cooldown resets.

E Name: Explosive Dread E Cost and Cooldown: 60/65/70/75/80; 16/15.25/14.5/13.75/13 Seconds E Passive: Enemies explode when slain by Kintana's basic attacks, dealing [needs defining] Magic Damage to nearby enemies. E Active: Places a charge on target enemy or turret that explodes after 5 seconds, dealing [(1/1.3/1.6/1.9/2.2] per Attack Damage point) (0.5 per Ability Power point)]. While the charge is active, Kintana's right Oribitar's laser sights lock onto the champion with the charge, firing 2 homing blasts that deal [needs defining] magic damage. A champion targeted by this laser's sights cannot become untargetable by it until the end of the Active's duration, but can still become invisible (the targeted champion will still be targeted by the laser).

R Name: Blaster Respite R Cost and Cooldown: 100 (Ranks 1-3); 125/107.5/90 Seconds R Passive: None R Active: Kintana fires a special rocket into the air that crashes down at a target location and explodes outwards, creating an area in which no living things, ally or enemy, can die. Upon reaching 10% Health, units become immune to further damage or healing. When the area dissipates, all living things inside heal for [200/250/300]. This special rocket is immune to effects until its explosion. If the rocket explodes at an enemy's location, 1 enemy is knocked [600/800/1000] in a direction opposite to yours for [(300/350/400) (+(1 per ability power point))] magic damage (all other enemies are knocked away the same distance for no damage), and the area created is shaped in a 90 degree cone directly away from that 1 Champion.

If anyone would like to help me fine-tune this combination, you're free to help! I tried to make her capable of ADC and Jg, and capable of being a well-rounded Hybrid.

StephenTheGod1/20/2016, 1:50:39 AM1 votes

Ezze, the Prodigal Mage

Innate: Arcane Force Hitting an enemy champion with a spell gives a charge. He gains 5% movement speed for each charge, and charges last for 5 seconds. At five charges, gains a mana based shield and reduces his spells' cooldowns by 0.75x his Q Cooldown every time he hits an enemy champion with a spell, both the shield and the CDR lasting for 3 seconds.

Q: Overloaded Shot Fires a blast of energy that deals physical damage and reduces the cooldowns of all abilities by 1.5 if it hits. It scales with AD and AP. If it doesn't hit anything, it fires 3 weaker shots in a triangle, one directly forward and one to each side. These blue shots deal low damage based off AP and Mana. The hits from the blue shots do count as spells for passive.

W: Essence Prison Snares and deals magic damage based off AP and Mana to an enemy champion and creates a 400 unit diameter circle around them. Whilst on this area, enemy champions take magic damage over time, while allies have improved attack speed. This area lasts until the initial target leaves the area. If the target dies, up to two enemy champions within have this ability cast on them, and the original area disappears.

E: Arcane Flux Blinks a very short distance (200 units) in a skill shot, then measures the amount of enemies within a 200 diameter circle of the point of impact. He then splits up magic damage among them based off of AD, AP, and Mana and shreds a percentage of their MR. This shred stacks, but the stack power is (Initial Shred)/(How many stacks). He then blinks in the same direction his original blink went, with distances based on enemies hit. Every minion/small monster increases it by 20, every champion 100, every large monster 200, and every epic monster 500. Blinking 500 or more units refreshes its Cooldown.

R: Desperate Shot Fires a huge wave of energy after a brief channel with an infinite range. It deals magic damage based off AD and AP, heals for 100% of the damage it deals, and reduces the damage it deals by 5% for each enemy it passes through. While it is on the map, along with Arcane Force being active, using a spell makes him use Arcane Flux in that direction. Arcane Flux has no mana cost, a one second Cooldown, and 499 base blink range for the duration. Upgrading this ability slows the wave of energy.

Sorry for taking so long, I have a life.

StephenTheGod1/1/2016, 11:25:27 AM1 votes

Reserving Ezreal+Ryze and Malzahar+Sivir.

Tamur1/3/2016, 11:52:33 PM1 votes

Dr.Yi - The Zaun Blademan (Master Yi + Dr. Mundo)

**Passive - Adrenaline Strike **

Dr. Yi regenerates 0.3% of his maximum Health each second, Additionally every 4 strikes, Dr. Yi strikes twice.

Q - Infected Strike

Cost: 50/60/70/80/90 Health Range: 975

Dr. Yi teleports across the battlefield with blinding speed, dealing physical damage to multiple units in his path, while simultaneously becoming untargetable. Alpha Strike can critically strike and deals bonus physical damage to minions and monsters. Basic attacks reduce Alpha Strike's cooldown.

Dr. Yi teleports to strike up to 4 enemies, dealing 25/60/95/130/165 (+100% Attack Damage) physical damage to each and slowing them by 40% for 2 seconds. (Max 300/350/400/450/500 damage to Monsters)Half of the Health cost is refunded if the cleaver hits a target (increased to the full Health cost on killing blows). while simultaneously becoming untargetable. Infected Strike can critically strike, dealing an additional 60% Attack Damage physical damage. Basic attacks lower the cooldown of Infected Strike by 1 second.

**Burning Meditation ** Cost: @Effect1Amount*2@ Health Per Sec Range: 325

Dr. Yi drains his Health to reduce the duration of disables and deal continual damage to nearby enemies.

Toggle: (off) Dr. Yi deals 35/50/65/80/95 (+20% Ability Power) magic damage to nearby enemies per second, and reduces the duration of disables on Dr. Yi by 10/15/20/25/30%.

(on) Dr. Yi channels, restoring 30/50/70/90/110 (+15% Ability Power) Health per second for 4 seconds. This healing is increased by 1% for every 1% of Dr. Yi's missing Health.While channeling, Dr. Yi reduces incoming damage by 50/55/60/65/70%. This damage reduction is halved against turrets.

Masochism Style

Cost: 25/35/45/55/65 Health Range: Self

Masochism deals bonus magic damage on Dr. Yi's next basic attack and increases Attack Damage by a flat amount for 5 seconds. In addition, Dr. Yi also gains an additional amount of Attack Damage for each percentage of Health he is missing.

Passive: Grants 10% Attack Damage.

Dr. Yi deals an additional 0 damage (3/3.5000000000000004/4/4.5/5% of max health) on his next basic attack and increases Attack Damage by 40/55/70/85/100 for 5 seconds. Dr. Yi gains an additional bonus 10/15/20/25/30 (+10/12.5/15/17.5/20% Attack Damage) true damage for 5 seconds. Afterwards the passive bonus is lost while Masochism Style is on cooldown.

Sadism Highlander

Cost: 20% of Current Health Range: Self

Dr. Yi sacrifices a portion of his Health for increased Movement and Attack Speeds as well as making him immune to all slowing effects. While active, Champion kills or assists extends Highlander's duration. Passively reduces cooldown for his other abilities on a kill or assist and drastically increased Health Regeneration.

Dr. Yi regenerates 0 health (40/50/60% of max health) over 12 seconds. Additionally, he has increased Movement Speed by 25/35/45%, Attack Speed by 30/55/80%, and grants immunity to all slowing effects. While active, champion kills and assists extend the duration of Highlander by 4 seconds.

FlameHalbrdOkido1/5/2016, 1:51:53 AM1 votes

thanks for linking my concept Secluded Death! ^_^