All Might, Worlds Symbol of Peace {CWC Champion Concept}
All Might, The Worlds Symbol of Peace
note: before i begin a reason why my entrance may seem similar to others works layout is because i used their layout. Thank you in advance for reading :).
_This is my entry for the Civil War Contest and for my crossover character i decided to choose The Worlds Symbol of Peace, All Might. I've been watching a lot of My Hero Academia recently and i found All Might (otherwise known as Toshinori Yagi) to be a really compelling and awesome protagonist. _
_With my concept, i wanted to create a champion that could come back from dire situations and succeed from the darkest fights and impossible situations. Basically what All Might does in the anime and manga. _
All Might was recognized as the strongest hero in the world. He was the "Symbol of Peace" and such deterrent against crime that villains were largely discouraged by his presence in society. I thought this was an idea to be touched on and i really tried to craft that image of a perfect, prevailing number 1 hero.
I also found All Mights "true form"interesting and i decided to add two forms to this champion to add a setback to his overwhelming strength and power.
**Splash Art** note: not made by me
https://images6.alphacoders.com/859/859799.png
**Login Music**
https://youtu.be/I_g66udmpG4
Overview
Roles Primary: Fighter Secondary: Bruiser
Attack Form Melee
Position Top/Jungle
Generic Playstyle Team-fights/extended fights
statistics Health: 550(+120) Health Regen: 10.5 (+1.25) Mana: None Mana Regen: None Range: 150 Attack Damage: 60 (+6.5) Attack Speed: 0.75(+2.5%) Armor: 30 (+4.25) Magic Resist: 48(+1.5) Movement Speed: 355
Attack: 10 Defense: 10 Ability: 10 Difficulty: 10
**Full Name**
Toshinori Yagi
**Alias**
All Might
Worlds Symbol of Peace
**Race**
Meta Human
Lore
"Hey villain, have you ever heard these words? Go beyond! PLUS...ULTRA!" "My power has been declining faster than I expected...But I must do this.Why? Because I am...the Symbol of Peace!" -All Might, Worlds Symbol of Peace
All Might is the unreachable mountain which towers over villains. Due to a fight with his arch-nemesis All for One, he suffered a grievous wound to his abdomen and he cannot maintain his transformation of a large, muscular man with well-defined physique.
**Design Philosophy**
_All Might sure knows how to make an entrance. He fights with great flair and energy, and his entrance to fights and the fights themselves should be no different. Once All Might enters a fight, the focus should be on him immediately or be prepared for chaos and mayhem. He doesn't have traditional utility but as said before he commands enemies attention allowing his team to clean up after his mess. _
_While playing All Might there is no situation where you cannot come out victorious no matter what._
Abilities
One For All
Passive - Stock: All Might uses energy to power his abilities. He can hold a maximum of 200 energy at once and replenishes 25 energy every second.,
Passive - Number 1 Hero: Part 1 Once All Might has 40% of his maximum health left, Number 1 Hero is triggered.
- All Might gains +10% life steal, +10% movement speed, +10% attack speed, +10% attack damage and his basic attacks and abilities deal additional true damage equal to 5% of the enemies maximum health.
Part 2 Once All Might has 20% of his maximum health remaining, Number 1 hero part 2 is triggered.
- All Might gains +20% life steal, +20% movement speed, +20% attack speed, +20% attack damage and his basic attacks and abilities deal additional true damage equal to 8% of the enemies maximum heath.
Both passives cooldowns are conjoined. Once Part 1 of number 1 hero is activated the second part can be activated within 25 seconds. Number 1 hero part 1 lasts 10 seconds and part 2 lasts 8 seconds. This ability has a 300 second cooldown.
Passive - broken body All Might starts off in his Muscular form but every 10 minutes he returns to his true, weak form for 1 minute. While in Weak Might form his armor and magic resistance is reduced by 80%, his movement speed is reduced by 20%, the passive Number 1 hero is deactivated, and health is reduced by 50%.
note: Once weak Might transforms to All Might he regains all lost health, armor, magic resistance and movement speed. note: while in Weak Might Form he does not have access to abilities(not summoner spells).
Q- Detroit Smash/Texas Smash Cooldown: 18/17/16/15/13 s Cost: 50/60/70/80/100 energy
Cast once to activate ability and again to choose between Detroit Smash or Texas Smash, enhancing your next attack.
Range: 175
All Might uses a downward punch dealing physical damage to the initial target and to enemies behind in a cone shape. The initial target once hit will be swiftly slammed down to the ground then knocked up for 0.5 second.
- Initial punch deals 90/140/190/240/290 (+1.5AD)
- Damage to enemies in cones area of **650 ** 30/40/50/60/80 (+1.5AD)
- Knock up lasts 0.5 s
Texas Smash
All Might uses a powerful straight punch dealing physical damage and knocking back target (+500) units
- Texas Smash deals 80/130/180/230/280 (+2AD)
- enemy is knocked back 500/550/600/650/750 units
W- Plus Ultra (Go Beyond)
cooldown: 20/19/18/17/15 s cost: 50/60/70/80/100 range: 1000
**First Cast: ** For each Ally and Enemy below 50% of their maximum health All Might gains 40/60/80/100/120 health.
**On Second Cast: ** All Might gains 10/15/20/25/30 armor and 5/7/9/11/15 magic resist for each enemy near him. (1000 radius)
note: After the first cast, the second cast can be used within 5/6/7/8/10 seconds. note: Plus Ultra starts its cooldown countdown after the First Cast has been used. **note: **Plus Ultra goes through cooldown countdown while Second Cast is active.
E- New Hampshire Smash
cooldown: 16/15/14/13/12 cost: 10/20/30/40/50 range: 650
All Might blasts himself towards an enemy and smashes his body into the enemy, crushing them with his great weight.
For each enemy New Hampshire Smash can be re cast for the next 6 seconds. Enemies must be within 1000 radius.
- Impact of New Hampshire Smash deals 20/40/60/80/100 (+1AD) physical damage.
- Enemies hit by this ability will be briefly stunned for 0.15 seconds.
- After hitting enemy target All Might will then be knocked back 125 units back.
note: enemies that walk in the radius will be counted and New Hampshire Smash will reset unless the re cast period has closed.
R- United States of Smash
cooldown: 160/140/120 s cost: none range: 350
All Might delivers an incredibly powerful punch and smashes his target into the ground. The target is then knocked high into the air for 2.5 seconds. After the Knock up the target will fall down to their original location dealing massive damage to themselves and to other enemies around them in 500 radius.
- Initial impact deals 250/350/500 (+1.2AD) physical damage plus 5% of your maximum health as true damage.
- Impact of fall deals 100/200/300 (+1AD) to the initial target and 80/140/200 (+1AD) to other enemies in 500 radius.
After using United States of Smash the duration that the player can stay in All Might form is reduced by 30 seconds.
note: target cannot be targeted or attacked while falling. note: Player can lose up to a maximum of 420 seconds on All Might Form. (14 uses of United States of Smash will leave 3 minutes on All Might counter.)
**Playing as All Might**
As All Might you want to get into the middle of fights to use **Plus Ultra**. The more enemies you are facing the better as your abilities are meant to wreck havoc onto the whole enemy team. Use **United States of Smash** to punish enemies that stay too close to each other or separate priority targets with either **Texas Smashes** knock back or **Detroit smashes** knock up. Try to gain as much attention from the enemies on to yourself as possible because with your life steal, increased health, armor and magic resistance tanking their burst should be no problem.
Recommended Items
Starting
(offensive)
(defensive)
(jungle)
Core'

Offensive

Defensive

**Recommended Summoner spells**
  
Counter Tips
- All Might is heavily auto attack reliant when All Might goes up to cs poke him.
- Don't go in all at once, take turns going at him to not trigger Plus Ultra.
- Every 10 minutes or so All Might transforms into Weak Might, while he is in Weak Might form he is at his weakest point. Take advantage of this to deny him creep score and objectives.
- Prolonged games will be beneficial for your team as All Might cannot keep his Muscular form for long.
**Quotes**
**Upon Selecting**
"Whether you win or lose... You can always come out ahead by learning from the experience."
**Upon Banning**
"It's not bad to dream. But you also have to consider what's realistic."
**First Move**
"A pro [hero] always puts his life on the line!"
"You can be a hero!"
"There's a difference between those who always aim for the top and those who don't."
**Movement**
"First, save him."
"My body moved on its own before I could think."
"A hero is someone who smashes through every obstacle life puts in his way! Do you know of what I speak villain! Plus Ultra!"
"Remember why you started down this path, and let that memory carry you beyond your limit."
**Attacking**
"Plus Ultra"
"Hey villain, have you ever heard these words? Go beyond! PLUS...ULTRA!"
"My power has been declining faster than I expected...But I must do this.Why? Because I am...the Symbol of Peace!"
**Taunt**
"It's fine now. Why? Because I am here!"
"You can become a hero!"
"The most inflated egos are often the most fragile."
"The young crop of heroes these days are obsessed with flashiness, but the hero game ought to be a labor of love."