10 Champion Concepts (and Kits)- By Bear Stance
These are champions that I have been designing for the past few months, there are a lot of varied ideas so if you find one that you really dislike or you think wouldn’t work please continue on to the next champ and leave a comment at the end. Id love to hear some feedback, if you have critiques for multiple champs please section them off from each other (Not all grouped together in one long paragraph) and I will be glad to answer any questions you have on them. These are all my ideas, any similarities to others on these forums is coincidental ( mostly cause im brand new to using these). Final note: the numbers I gave to champion cooldowns and abilities, etc, are simply estimates, I'm mainly trying to showcase the champion ideas and the kits associated with them.
Brakius THE SCARS SWARM
• Appearance: 3 sandworms that crawl together • AA Weapon: teeth/biting • Passive: The swarm have 3 health bars, one for each parasite. If a parasite dies that part of the health bar will be gone until it has completely regenerated. For every parasite that is destroyed the swarm will receive a 30% damage bonus from all sources. Lifesteal, spellvamp, Parasite Lifesteal, and Spawn Fountain are the only ways of regaining lost parasites; Potions, summoner spells, and Champion abilities will not assist in regaining lost parasites, instead will heal and replenish the living ones.
Each member of the swarm will receive 50% of total health bonuses.
• Q : The Swarm dives through the target enemy with their next basic attack, and slows them for 35% deals physical damage.
30/50/70/90/110 +(1.2 AD) Physical damage-1.2 scaling because it takes place of a basic attack
Cooldown: 8/7/6/5/4
• W : Shoots a blinding mist in a cone, any enemy champion looking at the swarm will be blinded for 2 seconds, it will still do damage if the target is looking away.
60/95/130/165/200 +(.5 AP) Magic damage
Cooldown: 14/13/12/11/10
• E : Passive- the first basic attack on a new target heals the swarm for 5% of the targets health. A target can only be hit once every 6 seconds with this effect.
Active- Parasitic egg is placed on an enemy champion and lasts for 30-50 seconds, 50 percent of all healing done on the enemy champion is also given to the swarm.
30/35/40/45/50 seconds the parasite will be maintained
Cooldown: 60 seconds
• R :Detonates the parasite on the target champion dealing true damage in a circle around the area. Resets cool down of parasitic egg. If there is no parasite in place, the explosion will occur on the swarm.
150/225/300 Aoe true damage
Cooldown: 150/130/110
Kilrin PRODIGY OF ZAUN
• Appearance: very lightweight clothing, goggles, simple steampunkish look • AA Weapon: Small hand Cannon • Passive: If an enemy is hit by 3 electrical abilities within 3 seconds. I.e. Q or W they will be stunned The stun is active for 2 seconds
• Q : Creates a pulse at each electro snare dealing damage and slowing the enemy, triggers passive stun
30/50/70/90/110 +(.4 AP) Magic damage per snare
Cooldown: 8/7/6/5/4/3 seconds
• W : Dashes in target direction, and charges up the next basic attack with electric damage. Applies a stack to passive stun.
40/70/100/130/160 +(.3 AP) Magic damage
Cooldown: 12/11/10/9/8
• E : The Engineer sets up an electro snare, up to 3 electro snares can be placed at once, if something is in between the snares it will take magic damage. If 3 snares are placed, the area between all of the snares becomes an electric field that deals the same amount of magic damage. Can hold up to 5 at once.
20/40/60/80/100 +(.3 AP) magic damage per second
Can place 1 electro snare every second (goes down with cdr)
Cooldown: 10/9/8/7/6 seconds.
• R :A Satellite strike hits the ground in a wide laser, that moves a specified direction triggers after 2 second channel.
220/330/440 +(.4 AP) Magic damage
Cooldown: 100/90/80 seconds
Caine THE TRUE GUNSLINGER
Passive: If he hits a new target before the target hits him, he will deal bonus damage on the target for the first three instances of damage on the target.
10/14/18/22/26/30/34/38/42 Physical Damage
Increases every 2 levels
You can refresh this passive if you haven't given or received damage from the same source in 10 seconds
• Appearance: An old man, a western outlaw, somewhat scarred • AA Weapon: Revolver, a single large revolver • Q : Doubles attack range, halves attack speed (toggle)
- passive, while standing still attack speed increases
20%/35%/50%/65%/80% increased attack speed after 1.5 seconds
Cooldown: 2 seconds
• W : Dash in target direction (activating W does not affect the attack speed buff given by Q) champion will not be effected by cc of any kind if dashing backwards, though all damage will go through.
Cooldown: 16/13/10/7/4 Seconds
• E : fires a skill shot projectile, applies on hit effects.
25/50/75/100/125 +(1.1 AD) physical damage to all targets in a line
30% slow applied to all hit by the projectile
Cooldown: 10/9/8/7/6 seconds
• R : Champion chooses 1 target (champion or not/ potentially structures as well) to focus fire, gaining increased attack damage and range while attacking this target over the next 4 seconds.
30/60/90 +(.2 AD) Additional Physical damage while attacking the target from any source of physical damage
20%/30%/40% increased range while targeting the selected enemy
Cooldown: 100 seconds
Feign THE UNTAMED SPIRIT
• Appearance: A Spirit Wolf, Long fur, glowing eyes • AA Weapon: Spirit Claws, extend farther than his paws actually do. • Passive: Can move through all minions and friendly units. Gains movespeed per level.
5/7/9/11/13/15/17/19/21/23/25/27/29/31/33/35/ 38/41 total passive movespeed gained
• Q : Charge/Howl Charge, increases the spirits movespeed for a 1.5 seconds and a passive buff on damage while in this form (AD)
20/45/70/95/120 movespeed when moving towards an enemy champion, half the movespeed buff will still be given if activated without going towards an enemy champion.
Passive: AD bonus 10% while in offensive form
Howl, The closer an enemy are to the spirit during howl, the greater the slow applied. Does Aoe damage (AP)
30-90/50-120/70-150/90-180/110-210 +(.6AP) Aoe Magic Damage
20-70% for 2 seconds
Cooldown: 10/9/8/7/6 seconds
• W :Cerration/Spirit Shield Cerration, makes all your auto attacks do bleed damage (NA)
15/25/35/45/55 physical damage per second for 2 seconds on basic attacks, stacks up to 3 times. Costs mana on basic attack to have active.
Spirit Shield, the spirit receives a shield that blocks incoming damage. (AP-Health)
100/140/180/220/260 +(.25 Bonus Health)(.2 AP) shield gained for 3 seconds.
Cooldown: 8 seconds at all ranks
• E :Flight/Scout Flight, the spirit sends out a bird apparition it will deal damage to the target. Ignores collision with minions of all kinds. If reactivated before the bird connects with a target the spirit can jump to its location. (AP)
90/120/150/180/210 +(.4 AP) Magic Damage
Cooldown: 10/9/8/7/6 seconds
Scout, sends a bird to scout a large circle around him, returning to him after the circle is complete. Flight cannot be used until Scout has completed its cycle.
Cooldown: 30/25/20/15/10 seconds
• R : Change Forms, also if changing into defensive form, the spirit gains a bonus to mr and armor while in the form. If changing into offensive form, the spirit gains an attack speed buff for a few seconds. (AD-AP) (Switching forms costs mana, unlike with Nidalee/Elise etc.)
20%/40%/60%/80% attack speed buff for 2 seconds
10%/15%/20%/25% bonus to MR and armor while in defensive form
Cooldown: 15/13/11/9 seconds
Cedric THE DISEASED DOCTOR
A doctor who has studied every illness he could by experiencing them himself. Due to his habit of forcibly injecting himself with many diseases over his lifetime, the doctor is immune to nearly all poisons and infections possible.
• Appearance: A renaissance era plague doctor • AA Weapon: throwing syringes/needles • Passive: the doctor will not take damage from the same source more than once in a very brief time. I.e. The doctor is immune to succeeding ticks of damage with the exception of ignite. ( Only affects damage, doesn't change effects caused by the damage, slows for example)
Each of his poisons is unique, they can all stack on top of one another.
• Q : the doctor shoots a poisoned needle skillshot, will pierce through more enemies with level.
30/65/100/135/170 +(.5 AP) magic damage 10/15/20/25/30 +(.2AP) magic damage per second for 1.5 seconds
2/3/4/5/6 enemies can be hit before the projectile stops
Cooldown: 8/7/6/5/4 seconds
• W :activates an aura of poison around the doctor dealing magic damage.
20/40/60/80/100 +(.5) magic damage per second for 2.5 seconds.
Mana cost per second: 15/20/40/60/80
Cooldown: 2 seconds (toggle)
• E :the doctor gains a speed buff and applies a slow to all of his other spells.
25%/30%/35%/40%/45% increased movespeed on activation.
15%/20%/25%/30%/35% slow applied, lasts for 1.5 seconds
Duration: 4/4.5/5.0/5.5/6.0
Cooldown: 20/18/16/14/12
• R :The doctor infects a single target with a horrible contagion, it will spread rapidly, dealing increased damage to victims that are near each other. Effects last for 6 seconds from when the first victim is infected. (Cedric can infect a teammate, one who will disperse the disease better than Cedric or an enemy champion would)
50/75/100 +(.3 AP) magic damage per second for both the poison aura, and the infection. The one carrying the plague can only be hurt by one source of the damage.
6 second duration for ability
2/2.5/3 second duration for poison on contact
Cooldown: 140/120/100 seconds
Aro THE ESSENCE OF THE ISLES
• Appearance: a large liquid specter, he is shadow isles blue • AA Weapon: Ranged, fog attack • Passive: The fog is able to convert a percentage of damage dealt into mana for himself.
15% of magic damage Dealt is returned as mana.
• Q :The fog rushes forward a few feet, if pressed against a barrier the fog will pass through to the other side regardless the distance. Costs increased mana with each cast for a short time.
60/80/100/120/140 +(.4AP) magic damage dealt to enemies passed through. Dash distance: 250 Mana Cost: 40/50/60/70/80 (costs 1.5 times previous mana cost each cast within 8 seconds) up to 400 at all ranks.
Cooldown: 2 Seconds
• W : on target ability that steals mana and deals damage (AP)
Mana Stolen: 30/50/70/90/110 +(.15% of Aros mana pool)
70/100/130/160/190 +(.5AP) Magic damage
Cooldown: 14/13/12/11/10
• E : Silences all enemies in a cone in front of the fog dealing magic damage. Lasts up to 3 seconds or as long as the fog is channeling the ability for. Costs mana per second.
60/100/140/180/220 +(.8AP) magic damage over 3 seconds
60/75/90/105/120 Mana per second
Cooldown: 14/13/12/11/10 seconds
• R : The fog surrounds an allied champion, giving them a shield based off its own current health. If reactivated the fog will leave the allies side and return to normal, but with the health that was left on the shield. If the shield is destroyed than Aro will die. Costs mana per second.
Lasts for up to 8 seconds
Cooldown: 90/70/50 seconds
Gabriel THE HAMMER OF JUSTICE
• Appearance: A large old man, heavily armored, angelic looking, has golden ropes/chains wrapped around his arms • AA Weapon: Chain Gauntlets/Rope Gauntlets • Passive: gains a set amount of armor and MR for every enemy champion near him. Scales with level.
Gains 5+(2 per level) MR/armor for every enemy champion within 600 units of him
• Q : Grabs target champion and throws them a targeted direction. Cannot be used on the same target more than once every 8 seconds. Low CD. If target is thrown against a solid surface they will be stunned for a short duration.
60-90/80-120/100-150/120-180/140-210 +(.4 AD) damage after throw, damage if a structure is hit.
Cooldown:14/12/10/8/6 seconds
• W :Whips his chains around him dealing physical damage, increased damage the closer the enemy is to the front of the swing. Applies on hit effects.
50-80/80-110/110-140/140-170 +( 1.0 Bonus AD) physical damage
Cooldown: 8/7/6/5/4 seconds
• E : Charges at target champion and tackles them moving both of them a set distance in front of the Judge. If a wall is hit with the charge the target will be slowed and take increased damage. If the charged target hits another enemy champion they too will be damaged for the full amount.
30-60/50-90/70-120/90-150/110-180 +(.6 Armor) physical damage
60%/65%/70%/75%/80% slow on contact with wall/structure
Cooldown: 7/7/6/6/5 seconds
• R : Gains a spell shield equal to, increases movement speed substantially if moving towards an enemy champion
35%/40%/45% movespeed bonus
160/280/400+(25% bonus health) spell shield for 4.5 seconds
Cooldown: 120/90/60 seconds
Halira THE SHADOWS REMORSE
• Appearance: sneaky small woman, spectral eyes, and ghostly weapons • AA Weapon: Melee, Spirit Daggers • Passive: Whenever Halira is not visible to the enemy team She begins charging her stun to its max duration, or charge the mark to its maximum effective time. • Q : On target stun if the target is looking away, on target slow If the target is watching her. Will deactivate stealth. Stun lengthens with passive.
60/90/120/150/180 +(.5AP) magic damage 1.5-3.2 second stun/slow based on passive.
40%/45%/50%/55%/60% slow
Cooldown: 9/8.25/7.5/6.75/6 seconds
• W : Activatable stealth and move speed boost, last for the 3 seconds, if marked target is killed within 5 seconds of the mark being placed, stealth is refreshed.
25%/30%/35%/40%/45% movespeed on activation
Cooldown: 14/13/12/11/10 seconds
• E : A mark is placed on an enemy for 3 seconds, all damage that enemy takes will be amplified by a Percentage. Remains stealthed when activating. Mark time lengthens with passive.
15%/17.5%/20%/22.5%/25% Damage induction on marked target.
3-7 second duration, depending on passive charge
Cooldown: 10/9.5/9/8.5/8 seconds
• R : Gives a low health ally stealth for a few seconds. Target ally must be below 40% health. Target champion will be unstealthed 1.5 seconds early if they use offensive abilities and/or auto attacks.
2.5/3/4.5 seconds of stealth
Cooldown: 70/60/50 seconds
Relic THE FORGOTTEN DRAGON
• Appearance: a small baby dragon • AA: Claws • Passive: The Dragonling gains a small percent of AP from armor and MR. At the max level for any of its abilities they gain an added effect. Gets 20% of armor and MR as AP
• Q : Hiccup/Firebreath- The dragonling Shoots a small amount of fire at the target direction. Maxed: The Dragonling stands in one place breathing a cone of fire, the cone of fire follows the cursor lasts for 2.5 seconds.
70/120/170/220 magic damage /180 +(.4ap) magic damage per second
Cooldown: 10/8/6/4/8 seconds
• W : Defensive Curl/ Burning Terrain- The dragonling curls up in a defensive circle, gaining armor and mr for the duration. 1.5 seconds. Enemies who hit the dragonling take a slight amount of damage. Maxed: The Dragonling now sets alight the ground around him dealing slight fire damage to all enemies within the circle.
15/25/35/45/60 armor & MR
8%/14%/20%/26%/32% Damage returned to attacker
250 +(.5 AP) magic damage on burning terrain
Cooldown: 20/18/16/14/12 seconds
• E : Swoop/ Assault- The dragonling charges at an enemy dealing physical damage and slowing them briefly. Maxed: The Dragonling charges at an enemy and carries them backwards, all enemies that are passed through with the dash are damaged.
50/80/110/140/200 +(.7 armor) physical damage 30%/45%/60%/75%/90%/ Slow for 1.8 seconds
Cooldown: 15/12/9/6/8
• R : Flaming Vortex/ Cataclysmic Vortex- The dragonling flys in a circle rapidly pulling targets towards himself dealing more magic damage the closer to the center they are, lasts 2 seconds. Maxed: Does substantially more damage, and will stun targets at the center for 1 second.
100-200/150-275/200-400 (Damage at the edge of the ability-Damage at the center) +(.4 AP) magic damage per second.
Cooldown: 130/110/90 seconds
Soul SURVIVOR OF THE VOID
• Appearance: void corrupted armor, heavy sword, and heavy shield • Passive: Soul cannot use basic attacks. He also has a stamina bar instead of a mana/fury/energy bar. Stamina regenerates whenever an ability hasn't been used for 1 second, it regenerates at a rate of 50 per 5. Regen increases every time a point is put into his ultimate.
If there is any amount of the stamina bar left, an ability can be activated. I.e. if soul Q's when he only has 10 stamina left, he will go down to 0 and will be unable to cast another ability until he has some amount of stamina again.
The stamina bar increases every 3 levels. 100/140/180/220/260/300/340
If an enemy champion is hit with 3 instances of damage within 4 seconds, 30% of stamina is returned to the stamina pool.
• Q : Swings his weapon in front of himself, will effect every enemy within its path. The first enemy champion hit by the swing will take full damage, all seceding champions will take reduced damage. Applies on hit effects. (takes place of autoattack). Soul begins with one point in this ability.
0/15/30/45/60/75+(1.0 AD) Physical damage
25%/35%/45%/55%/65% Physical damage dealt to secondary enemy champions
Stamina Cost: 25/40/55/70/85/100
Cooldown: 2/1.8/1.6/1.4/1.2/1
• W : Soul lifts his shield and reduces all incoming damage to himself by a percentage amount. The shield must be facing the source of the damage. Though if the source of the damage is an Aoe or on location spell I.e. Karthus ult, Aoe spells, simply raising the shield will apply the damage reduction.
30%/35%/40%/45%/50% damage reduction while shield is active
15/20/25/30/45 stamina used per second the shield is active
Cooldown: 1 second-toggle
• E : Roll, cannot be stopped, stunned, or slowed in anyway while rolling, all damage will not be avoided. Will not get rid of effects that were put in place before the roll.
Cooldown: 8/7/6/5/4
• R : The knight channels the power of the void at a cost, losing health at a constant rate down until he reaches 30% of his maximum, or the timer runs out. Stamina regenerates while in combat while r is active. Damage from all sources is heavily increased.
140%/180%/220% Damage increase
50/75/100 health loss per second
Active for 8/9/10 seconds
Passive: Stamina Regen: 70/100/130 per 5 seconds
Cooldown: 130 seconds
I will be posting the lore for all ten characters if at least a few people are interested, throw a vote into the poll so i can see which character is most liked and,
Please post a comment of your thoughts, I am eager to hear how you guys think my champions would fit into the game. Lastly, thanks for reading -Bear Stance
but without a real focus but I do really like these champ ideas. While 10 is my personal favorite, i think you're most creative is a tie between Aro and Brakius. Brakius sounds fun to play, and i think unfortunately Aro's ability to steal mana and what looks like dependency on it in some cases, might give him too much power over other players and utter destruction at the hands of non mana based champs. I hope Rito will take a look at these at least.