[Fun Champion Concept] Chain, the Keeper of Fate

Nikushimi Zero··3 votes·800 views

WARNING!!! DISCLAIMER!!!: This Champion design is a FUN design with HEAVY copyright in it due to it being pretty much Link, the Hero of Time. Please, this is a fun concept and NOT meant to be one that people go "This is just Link!" Yes, it IS just link. A champion based off of him and who pretty much IS him with minor differences in appearance and wording. So please, if all you're going to do is say that this is just Link, then please go somewhere else. That is my warning to you. Please focus on the design and champion concept. This is meant to see how Link would be if he was an actual champion in the League. If you would like to contribute to the concept then please leave feedback below and let me know how I did transforming one of the gaming industries most iconic characters and let me know what you think ^^ Upvote if I did well, and comment if I can improve or if you just want to give props. Thank you! ^^

All rights for Link are reserved by his creators, Nintendo, and its affiliates. I hold no sway over the properties of Link and the Zelda series of games. This is my take at a champion based on Link from the game series Zelda. The only thing I take credit for is in converting him to be a champion and the slight tweaks I do to his appearance. Everything else is to Nintendo and Links creators.


Health: 500 (+75) Mana: 310 (+50) Health Regen: 6 (+1) Mana Regen: 6 (+1) Armor: 25 (+4) Magic Resist: 32.1 (+1.25) Attack Damage: 61 (+3.5) Attack Speed: 0.65 (+4%) Melee/Range: 150/600 Movement Speed: 355 Primary Role: Fighter Secondary Role: Tank/Mage/Assassin (To be Determined)


Quick Background/Lore: A young boy who lived an orphan in a far off corner of the world. He grew up not knowing his purpose, but approached by an elder who was dying of a strange disease. Sent from his home with only his sword and shield that he had been gifted to fight an evil that was encroaching upon the land. Alongside his spirit companion they ventured forth to stop this evil. Gaining much along the way in terms of powers and strength. Nothing more than the true power of his blood could he defeat the evil.

Now, with the evil defeated he is approached by a mysterious group calling themselves "Summoners". To make peace with the land and with all the world he leaves his home behind to fight in their "League" as they call it. On what they call "The Fields of Justice" he fights to hone his skills and bring home wealth, peace, and prosperity to his land.


Appearance: Aside from the picture Chain has silver hair and golden glowing eyes. His clothes are pretty much the same as the picture except that the bottom of the tunic extends farther like that of a trench coat and the outer parts have armor plates over the actual coat/tunic making it armored on the outside like scales. He is also right handed instead of left like Link (But, he could be left as well if he wished. He is ambidextrous).


Passive: Spirits of Life/Melee: Magic of the Sword/Range: Arrow of Radiance:* Spirits of Life: Around the map are littered spirits lost in the world away from their homes. Chain can gather them as he roams the map up to a max of 5. When Chain takes fatal damage the spirits he has gathered restore him to life using their energy. Each fairy gives 1/5th of his maximum health back and mana. 5 spirits mean full health and mana.

Cooldown: Static 230. Each spirit he gathers reduces cooldown by 20s.

Magic of the Sword: Chain is skilled in the art of magic and the sword. On every 3rd attack Chain spins in a circle dealing 30 (+20% AD)(+20 AP) extra magic damage in a 300 unit radius AoE. On every 6th attack Chain spins again in a 500 unit radius AoE for 50 (+30% AD)(+30% AP) extra magic damage.

Arrow of Radiance: Every 3rd attack shoots an arrow charged with the radiant light of righteousness dealing 20 (+30% AD)(+40% AP) extra damage and damages those around the target in a 150 unit radius.

Note: I used 3rd and 6th to hopefully explain it better. The first 3rd attack does a small AoE and less damage while the second 3rd attack does a bigger and more damaging one. Resetting on the next 3rd attack to the first AoE. Hopefully that makes sense. This is meant to be a call to Links spin attack. How the longer you hold it the more powerful and bigger it is, but instead of holding it is every 3rd attack gaining a more powerful one the next 3rd attack.


Q Melee: Righteous Fire: Chain gathers energy of the elements and slams his fist/sword/shield into the ground causing a 600 unit radius fire storm that expands outwards damaging all in its path for 20/40/60/80/100 (+10% AD)(+40% AP). Those caught in the blast take 10/13/15/17/20 + Chains lvl as magic damage every second for 10 seconds.

Cost: 70 Cooldown: 20/17/15/13/10s Damage Type: Magic.

Q Ranged: Inferno Shot: Chain gathers energy from the element of fire channeling them into his arrows. Shooting an arrow of fire in a 950 unit range damaging all in its path and explodes when it hits an enemy champion or at the end of its trail in a 300 radius for 20/35/45/55/65(+20% AD) physical damage 20/35/45/55/65(+30% AP) magic damage. Goes through minions.

Cost: 90 Cooldown: 15/13/11/9/7s Damage Type: Split. Half Physical. Half Magic.


W Melee: Shield Repulse: Chain brings his shield up which blocks 100% physical and magical damage and repels the first spell that hits it back at his enemies damaging them for 50% of the original spells effects and damage. While this skill is up Chain cannot attack and moves at 20% reduced speed. He is protected from the front and the sides.

This does not 100% block ults. Instead, in the case of Lux's ult he can block it, but will still take damage at 70% less. Just like ults, he can block towers, but takes 90% less damage. Still taking damage.

Cost: 70 Cooldown: 0.5s

Note: This skill has an activation area circle to in the form of a half circle. When activating the circle will appear centered on Chain to choose which direction to block in. Clicking will set the direction. While the skill is up he is locked facing the direction he activated it in. If that makes sense good, otherwise don't be afraid to ask. I hope that made sense though.*

W Range: Tundra's Sting: Chain channels the energy of cold to charge his next shot. Shooting an arrow made of pure ice in a line damaging enemies in its path for 15/25/35/45/55(+20% AD) physical damage and 15/25/35/45/55(+40% AP) magic damage with a range of 950 units. If this hits a champion the arrow stops and freezes them. Stunning them for 0.5s.

Cost: 90 Cooldown: 15/13/11/9/7s Damage Type: Split. Half Physical. Half Magic.


E Melee: Chain Shot: Chain sends out his chain in a 800 unit range, hooking the target and damaging them for 50/90/130/170/210 (+50% AD)(+10% AP).

If the target is a minion he grabs them and pulls them to his side for the next 5s making it untargetable, invulnerable, and disabled until released. The minion can be released within a range of 750 damaging it and those around it for 20/40/60/80/100 (+10%AD)(+10% AP) in a 250 unit radius.

If the target is a champion they are hooked for 5s and can be pulled 400 units towards Chain. While hooked they are slowed for 20% speed.

This can also be targeted to terrain. Turrets, walls, inhibs, forests, etc. Allowing Chain to pull himself towards the area. This effectively can allow him to jump over walls and get out of fights.

Cost: 80 Cooldown: 17/15/13/11/9s Damage Type: Physical

E Range: Marksman's Glory: Chain channels extra power behind his shot. Aiming a shot with a range of 900 units that pierces all in its path and damaging them for 90/130/170/210/230 (+60% AD)(+10% AP). Doing a back flip as he looses the arrow. Landing 400 units away from where he was standing. After landing he shoots another arrow with the same range towards the closest enemy dealing 30/50/70/90/110 (+30% AD)(+10% AP) damage which pierces enemies.

Cost: 130 Cooldown: 14/13/12/11/10s Damage type: Physical

Note: Think of this like Quinn's attack, but instead of jumping off of an enemy he jumps from where he is.


R Master of the Sword/Bow: His ultimate is always available. Activating it switches him between melee and range mode. Gaining bonuses depending on which mode he is in. Passive for both: 5/10/15% armor penetration and critical hit chance.

Cooldown: 3s

Master of the Sword: While in melee mode Chain gains 10/20/30 to armor and magic resist. Master of the Bow: While in range mode Chain gains 10/20/30% attack speed increase.


There you have him! My take of Link as a Champion! The idea is mine, but I'd like to restate that Link is owned by his creators, Nintendo, and its affiliates. I do no own Link or his design. I take credit only on this take of him as a champion, but not for Link himself. Please let me know what you think and leave feedback below! Thank you! ^_^

9 Comments

Nikushimi Zero1 votes

xD I wonder if the downvotes were because this is based on Link. Lol. Please, do give me feedback and upvote if you think this is an awesome conversion. Let me know your thoughts! Whether you like the idea or don't! ^^ Enjoy the conversion and I hope you like. ^^

Nikushimi Zero1 votes

Feedback from anyone? It would be much appreciated, and upvote if you like, or as a few have done already, downvote if you don't. I only hope that they, and you, downvote because it isn't a good champion to you and not because it is based off of Link. :3

Let me know your thoughts! Thanks! ^_^

Nikushimi Zero1 votes

The* bump. Just to see what people think. This is, btw, just a concept that was meant for fun to see what people think and to create Link as a champion without completely destroying copyright. Which, btw this is not meant to do.

So! Just let me know what you think! ^_^

Secluded Death1 votes

I think the issue here is that if the fun concept was based on Link, you could've just called him Link :P. The damages seem a bit low and they aren't specified as magic damage or physical damage. Feel free to increase the damage values and remember that magic damage can be more flexible early while physical can be more flexible late.

Overall, the kit is great and looks like real fun. I would definitely play him!

One more thing, his melee W has a 0.5 second cooldown. I don't know if that was intentional, but if it was, I suggest increasing that by a lot more.

+1'ed and hope the review helps! ☻

Nikushimi Zero1 votes

Thank you for the feedback!

Yes, could have been named Link, but I saw another concept and people raged at the use of the name of the character so I changed this name XD Chain was the only think I could think of that resembled "Link" if that makes sense and still sounds badass.

The damage was low because I seem to always get on my champion concepts that the damage is "Too high" or "Too OP" even though from this concept they're usually about 20-30 points higher and about 10% more bonus from AD or AP. Sometimes even less in most cases so because I wanted this to get actual attention for how cool it would be I decided to lower the damages.

Thanks for letting me know that you think it would be awesome! I do too.

As for the W.

Yes, it was meant to be 0.5s for the main fact that it does NO damage and is a utility that makes him immobile. He can't attack at ALL in this pose and is locked into the direction he is facing when activating this ability much like how Link brings his shield up and can't attack and is locked in the direction his shield is facing. Make sense? If it was a longer cooldown it wouldn't be of much use from my perspective. By a lot though what do you mean? I think it is good as is because of how it completely immobilizes him and is meant as a shield that only covers him. Doesn't cover anyone else by his side. The only way it would block something is if it was a skill shot aimed in his and another champions direction with the other champion being RIGHT behind him.

So unless they are literally directly behind him they will still be damaged. Plus, moving at 20% less speed already hampers him will unable to turn his direction or anything. This makes his positioning very instrumental and letting up under severe fire would be death for him, but quick acquisition of a new direction can save him. This of course can be over come by multiple champions flanking or CC effects such as Cho'Gath's displacement followed by a stun or something.

Anyways, thanks for the feedback! Let me know if what I said makes sense and changes your mind at all on the CD. Just let me know what you think of "A lot" and what I said! ^_^ Much appreciated!

EDIT: Oh yeah. The damages. I didn't specify. Not exactly as I thought it might be obvious for most of them. I shall change them to make a little more sense.

Secluded Death1 votes

It's better to have a champion start OP than UP because it lets people know HOW powerful you want the ability to be. The numbers make it feel like you don't want this champion to deal any damage.

W: The ability reflects the first ability that hits Chain for 50% of damage and spell effects back to the attacker. After that, it blocks 100% non-true/non-ultimate damage for the remainder of the duration. Considering most ultimates are >1 minute, he basically takes no damage for most of the game. Innately, being dealt no damage means he will block single target skillshots therefore being a permanent protective shield for an unlimited duration.

Take a look at Braum's E which is very similar to your ability: "Braum raises his shield in the targeted direction, creating a barrier that reduces the damage Braum takes from oncoming sources (excluding true damage and towers) for the next few seconds." CD: 18/16/14/12/10 seconds Damage Reduction: 30/32.5/35/37.5/40% Duration: 3/3.25/3.5/3.75/4 seconds

Braum's shield deals no damage, and yet is restricted by a hefty cooldown early, blocks at most 40% of non-true/non-turret damage, and has a duration at 4 seconds max. Even if your shield blocks 50% of ultimate damages, that is still more than Braum's damage reduction. A directionally faced shield would not only block skillshots, but targeted projectiles as well. Also, the 0.5s CD lets Chain repositoin the shield nearly at any time blocking projectiles left and right (literally ☻).

Hope I provided some insight, and thank you for the detailed reply!

Nikushimi Zero1 votes

No, thanks for the insight. I did actually think of Braums shield when creating that ability.

Only thing is that it wasn't as large as Braums, he still moves pretty fast while it is up (In fact I don't think he gains speed reduction?) and Braum blocks even CC effects which Chains does not. Though it blocks the first spell hit and send it back (This spell can also be dodged and isn't homing dealing 50% damage if it hits). While this helps protect him he literally can't do anything else if swarmed. Even if he was able to continuously position he would whittle down to nothing.

Also, he is limited by Mana. Spam it too much and you will be defenseless. His shield does not block true damage either.

The way I saw the shield was as a sort of tool and therefore should be able to be used quickly, but at a cost. At a static 70 mana cost, even at high levels that is almost the cost of an ultimate.

Also, I don't disagree. I see the problem with it, and I had hoped it would be good if explained the way I explained it. As a tool meant to be used at caution as it could drain quickly and leave them defenseless. This way they couldn't just use it and stay in a corner forever (Though that wouldn't help anyone XD).

I think I do have a solution if you mind commenting on what you think of it? How about it drains mana per second? I would like it to keep a semi fast cooldown while punishing people who just use it willy nilly. Yes, I just said willy nilly. :P Even if they continuously on and off it they would be spending 70 mana each time and would be overwhelmed and out of mana. I could also up the mana cost.

Hrm, but I do see your point. Was hoping to get it to be a fast CD. I am of course willing to up the CD. What would you suggest as the CD? Taking into account that this ability is a self protection and not a team protection like Braums and taking into account the other penalties. Mana cost, speed reduction, immobility, etc.

Secluded Death1 votes

I see what you are trying to achieve, but self-protection is indirectly team protection. Skillshots have to hit something and if it hits you dealing no damage, that costs the enemy both cooldown, mana, and positioning.

If you don't mind me overstepping a bit, I would suggest this: -Remove the damage reflect. -Change cooldown to 1 second -Make damage reduction scale (for example: 50/55/60/65/75% halved against ultimate abilities) -Have the mana cost be both on cast and per second like: 40/45/50/55/60 +3% maximum mana per second

With these changes, you can apply more strength to the other abilities giving balance and spreading out the power.

As always, Smiley ☻

Nikushimi Zero1 votes

No, no. You don't overstep at all! I actually appreciate talking and conversing over things rather than "This is wrong. Change it." So I appreciate it.

There is only one thing I don't quite want to do and that is to remove damage reflection completely. The reason being is....well....I'm sure you've played Legend of Zelda Orcarina of Time I'm assuming. So you know the final boss battle and how you can hit back and reflect with the mirror shield and the Master sword. Well, that's what I was trying to portray with the shield.

Yes, it blocks and can last as a secondary effect (As a shield does), but to also reflect on the mirror shield and master sword mechanic against Ganondorf in LoZ: OoT.

1 second cooldown was what I was thinking as well.

I am just trying to sorta sort everything out into his abilities while covering the majority of his "Main" skills from the games.

I shall definitely think on this and wouldn't mind more feedback. ^_^ Thanks though for giving me things to think on.

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