Abandoned Kit Ideas (Mages)
Hello all! Below, I'll be listing a bunch of ideas I had for Champion kits that I have since abandoned. These kits I believe are too complicated, too boring, or already implemented in a better way in the game by Riot themselves. My posting here is in hopes that someone can at least take some of the ideas here and use them more efficiently, or perhaps be inspired by what they were meant to be. Or at the very least, get a chuckle out of them :P
Idea One:
Fetcher, The Exuberant Echomancer Basic Premise: A sound-based champion who fought by manipulating sound magic and used Echo-location. Scrapped for being a complicated mess.
Echo-location (innate): Upon spell cast, Fetcher sends out near-invisible waves, which bounce off terrain and enemy champions, revealing enemies struck, and afflicting them with Resonate for 6 seconds. Fetcher’s abilities have bonus effects on Resonating Champions, and basic attacks reset the duration of Resonate. Hitting a Resonating Champion with sound-waves send off sound-waves from that champion’s location.
Boop (q): A fast skill shot that deals more damage the closer it is to Fetcher, but the farther it is from Fetcher, the larger the aoe. Resonating Enemies are knocked away from Fetcher, and Fetcher may detonate this ability early.
Unlike Fetcher’s other abilities, the Sound Waves go out from the Boop, not Fetcher herself.
Listening to Footsteps (w): Fetcher gains a burst of movement speed. If Fetcher uses this ability while near a Resonating enemy, she will warp to that enemy. This ability has no cast-time.
Decibel Destruction (e): Fetcher sends out an AOE cone, damaging enemies hit, disorienting Resonating enemies, and destroying projectiles caught in the blast.
Sound of Silence (r): After short delay, Fetcher blasts an AOE around her, damaging enemies, with more damage to nearby enemies, interrupting and silencing enemies hit. Resonating Champions are near-sighted and have all sound muted.
Idea Two:
Glynt, The Misadventurous Magnetic Master Premise: A mage who sought the Science behind magic, using magnetism. Scraped most for being a complicated mess.
Polarity (innate): Glynt’s abilities and basic attacks mark enemy units with a magnetic aura matching Glynt’s current magnetic aura: either positive or negative. Glynt’s 6th consecutive basic attack against one target will give them their charge. Charges last for 6/7/8/9/10 seconds, increasing with ranks in Charge
Any unit who attempts to move towards another unit with a matching charge has reduced movement speed. If a unit moves away from a unit with a matching charge, it gains increased movement speed. Inversely, any unit who moves towards another unit with an opposing charge has increased movement speed, and gains reduced movement speed when moving away. If there are two units of different charges in the same direction, then the closer of the two units always applies first.
The movement speed reduction or boost becomes stronger the closer the units are together. If the reduction from this ability would drop a units movement speed below 200, then that unit is knocked back 100 units from the unit that is causing its reduced movement speed. If the movement speed boost from this ability would cause the units movement speed to exceed 200% of their base movement speed, then that unit is pulled to the unit that is granting the increased movement speed.
Additional applications of this passive on a single target will amplify the effects, up to 5 times. Gylnt’s own aura’s strength is increased with ranks in Charge. > > Magnetic Disc (q): > Glynt throws out a small metal disc in target direction, damaging the first enemy hit. This disc has the same charge that Glynt currently has, and counts as a unit for the sake of Glynt’s Polarity. If two disc’s of the same charge hit a target within 3 seconds of each other, then that target is charged with the same magnetic aura as with Polarity. > > If this skill shot comes within 50 units per charge of an enemy unit with an opposing charge, the disc will veer towards that unit and attempt to connect with it. This veering may cause the ability to exceed its normal range limitations. The veering is increased in strength per amplification of Polarity on the target, with the skill shot always hitting if the target is at max charges. > > If this skill shot comes within 50 units per charge of an enemy unit with a similar charge, the disc will veer away from that unit. This veering may cause the ability to exceed its normal range limitations. The veering is increased in strength per amplification of Polarity on the target with the skill shot never hitting if the target is at max charges. > > If Glynt throws out a second disc with the same charge, the first disc will gain a burst of speed, while the second disc will move more slowly and cause it and the first disc to veer if they get within 100 units of each other. > > If Glynt throws out a second disc with an opposing charge, then the first disc will move more slowly, but the second disc will attempt to hone in on the first disc. > > Charge (w): > Glynt switches his current magnetic aura, cycling between positive and negative. > > In addition, Glynt gains increased attack speed when attacking targets with an opposing aura, and his attacks deal an additional 2/4/6/8/10% of his ap as magic damage per stack of amplification of the target. > > Glynt must start with a point in this ability. > > Magnetic Personality/Ionic Strike (e): > If Glynt is Positively Charged, he gains access to Magnetic Personality. Glynt zooms in on target negatively charged enemy or Magnetic Disc. If this ability was used to target an enemy unit, they are lightly damaged and rooted for 0.5 seconds. If this ability was used on a Magnetic Disc, this abilities cooldown is reduced by 50%, and Glynt throws the disc towards his old position, changing its charge to Positive.
> > If Glynt is Negatively Charged, he gains access to Ionic Strike. Gylnt fires off a line of static electricity charged from his magnetic aura. If this electricity hits a target that is negatively charged, it damages the unit and passes on through it, extending past its normal range. If this unit hits a positively charged unit, that unit takes increased damage, but the line stops there. If this line strikes a positively charged Magnetic Disc, it switches the Discs charge to negative. > > Magnetic Pulse (r): > Glynt over-charges his magnetic aura, blasting out a wave of elctro-magnetic energy. This wave damages all enemies that are currently charged with his passive. Enemies that have an opposing charge are pulled towards him and rooted for 1 second. Enemies that have a similar charge are knocked away instead. This ability switches the charge of all enemy units hit to match Glynt’s current charge. Even if this ability did not damage the enemy units, they are still charged. > > After a 1.5 second delay, this ability may be cast again. Glynt looses this second cast if he does not use it within 2 seconds.
Idea Three:
> Hahla, The Mask of Insanity > Premise: > A dangerous psychotic imp inspired by Skull Kid from Majora's Mask. Fights using Insanity. Scrapped for just... being bad. > > Edge of Madness (innate): > Whenever Hahla casts an ability that damages an enemy, nearby enemy champions that have vision of him gain a stack of Creeping Madness, up to 50 stacks. At 50 stacks, the target goes Insane, taking true damage over 5 seconds, and treating Hahla as an ally in regards to spells and abilities. After going Insane, champions cannot gain Creeping Madness for 2 minutes or until they die. Stacks of Creeping Madness do not decay over time. If Hahla dies, all champions that participated in his death (kills or assists) lose half their stacks of Creeping Madness. > > *Easter egg: Insanity does 1 less damage to insane champions (Jinx, Kled, Shaco) > > Hideous Laughter (q): > Hahla laughs for 3 seconds, dealing magic damage to all nearby enemies, and causing enemy champions to gain a stack of Creeping Madness every second. Hahla can move while channeling this ability. > Hahla can cast this spell on a nearby enemy champions with 10 or more stacks of Creeping Madness to force them to laugh, stunning them for 1.5 seconds, causing the damage to center on them, and causing them to gain a stack of Creeping Madness every 0.5 seconds. > > False Opening (w): > Hahla causes his own or target allies health-bar to appear to drop by 5% of their max health, for 3 seconds. If an enemy tries to deal damage to the affected ally while their health is ‘dropped’, that enemy takes 50/60/70/80/90% of all damage they deal to the target as magic damage. Every instance of damage causes the enemy to gain a stack of Creeping Madness. > > Jump Scare (e): > After a brief delay, Hahla hops to target location, dealing light magic damage and causing a stack of Creeping Madness to all nearby enemies, (300 range) then waits for a brief moment, before hoping back to his previous location. While Hahla is waiting for his second jump, he can cast this ability again targeting a nearby enemy afflicted with Hideous Laughter (range 600), causing him to jump to them instead, dealing magic damage in an area, and causing 2 stacks of Creeping Madness. > > Break the Mind (r): > Hahla shatters the mind of nearby enemy champions, dealing magic damage and doubling their current stacks of Creeping Madness. > Enemy Champions that see this ability drive an ally Insane gain 5 stacks of Creeping Madness instead of 1. > If this ability hits someone already suffering from Insanity, the duration of Insanity is refreshed, and that champion sees all units on the battlefield as Hahla for the duration of that Insanity. All summoner names will change to match Hahla’s summoner, and all units will be shown as enemies, though allies can still not be targeted. The size of all models does not change.
Idea Four:
> Ipennia and Ainnepi, The Beginning and The End > Premise: > A farm-based mid-laner that part-way though, permanently transforms into a powerful mage with little farm potential, but tremendous scaling. Scrapped for, well, that. The premise is just bad XD > > Ipennia, The Beginning > Fortunate Child (innate): > Whenever Ipennia would gain gold from killing minions, monsters, or Champions, she has a chance equal to twice her level to gain an additional 10 gold. > In addition, Ipennia may purchase ‘Fate’s Talisman’ from the shop for 3000 gold. > > Fate’s Talisman (3000 gold) > Cooldown: 2 minutes. > The next time Ipennia would use ‘Prayer’, this item is consumed and Ipennia is transformed into Ainnepi, The End. Ainnepi is her own champion with a unique set of states and abilities. All levels and items are kept the same when Ipennia transforms. > Dying or purchasing this item resets its cooldown. While this item is on cooldown, Prayer will not transform Ipennia. > > Tribute (q): > After a brief delay, Ipennia deals 40/50/60/70/80 (+40 ap ) true damage to target minion. If this ability kills the minion, half the mana cost is refunded. > > Sygil of Glory (w): > Ipennia throws out a Sygil of Glory at target location. After 2 seconds, holy lightning strikes all minions around the Sygil, dealing 80/100/120/140/160 (+80% ap) magic damage to them. > > Arms of the Blessed (e): > Ipennia allows her crossbow to be blessed for 8 seconds, causing her basic attacks against minions to fire an additional 4 bolts at the target, each doing 20/30/40/50/60 (+20% ap) magic damage to the target > > Prayer (r): > Ipennia kneels down and prays for 2 seconds. At the end of the prayer, if she was not interrupted, Ipennia gains 500 gold. > If Ipennia has a Fate’s Talisman, she instead consumes the Talisman and transforms into Ainnepi, The End. > > Ainnepi, The End > Prophesied End (innate): > Ainnepi’s abilities deal an additional 100% of her ap as bonus magic damage to enemy champions below 20% of their max health. > > Slaughter (q): > After a brief delay, Ainnepi lunges forward, stopping at the first enemy champion she hits, dealing 50/70/90/110/130 (+95% ap) magic damage to all nearby enemy champions. > > Sygil of Fury (w): > Ainnepi creates a Sygil of Fury at target location for 6 seconds. Every 2 seconds, an arc of lightning leaps from Ainnepi to the Sygil, dealing 80/100/120/140/160 (+80% ap) magic damage to all enemy champions struck, and all enemies around the Sygil. If the Sygil is cast on a champion that is marked with Fate Defied, the area of the Sygil grows, and Ainnepi will immediately fire a bolt of lightning at it. > > Will of the End (e): > Passive Effect > Ainnepi’s basic attacks against enemy champion deal an additional 20/35/50/65/80 (+40% ap) magic damage. > > End of All Things (r): > Ainnepi begins to channel for 3 seconds, causing a large circle to appear around her. At the end of her channel, Ainnepi deals 200/250/300 (+170% ap) magic damage to all enemies within the circle and marking them with ‘Fate Defied’ for 4 seconds. Ainnepi’s abilities deal true damage to all enemies marked with ‘Fate Defied’
Idea Five:
> **Yvenn, The Malevolent Maestro ** > Premise: > An evil musician who used weak basic abilities to build up chords in order to unleash devastating Finales for his Ult. Scrapped for being complicated mess. > > Resonance (innate): > Whenever Yvenn affects an enemy champion with an ability, he causes them to Resonate, taking 10% more damage from Yvenn’s abilities, and dealing 5% of his ap as magic damage to nearby enemies every second for 2 seconds. This can stack up to 4 times. > > Major (q): > Yvenn passively gains 2/4/6/8/10 ability power. > Yvenn plays a major chord, causing nearby allied minions to gain 10/15/20/25/30 movespeed for 2 seconds. > > Minor (w): > Yvenn passively gains 1/2/3/4/5% attack speed. > Yvenn plays a minor chord, causing auto-attack’s to deal an additional 10/15/20/25/30 magic damage for 1 second. > > Suspended (e): > Yvenn passively gains 20/40/60/80/100 health > Yvenn plays a suspended chord, extending the effects of his Major Chord, Minor Chord, and Resonance by 1 second. > > Finale (r): > Yvenn plays his masterpiece. His Masterpiece changes depending on which chords he has last played. > > Aria (QQQ): > Yvenn plays a triumphant Aria, causing all allied units to gain a large boost in movespeed. >
> Canon (QQW): > Yvenn plays a powerful canon, causing a blast of energy to shoot in a line in front of him, damaging and knocking aside all enemies. > > Waltz (QQE): > Yvenn plays a quick waltz, draining the movement speed of nearby allies and causing his own movespeed to be increased. The more movespeed Yvenn drains, the higher his own movespeed will rise. > > Dirge (WWW): > Yvenn plays a devastating dirge, lowing the armor and magic resist of all nearby enemy champions for 2 seconds. > > Ave (WWQ): > Yvenn plays an Ave for 2 seconds, rooting nearby enemy champions. > > Minuet (WWE): > Yvenn plays a mournful minuet to steel the soul, causing he and his allies to gain a shield for 2 seconds. > > Full Rest (EEE): > Yvenn stops playing for a brief moment, healing for a small amount. If none of his abilities are currently in effect, the heal is increased. > > Bridge (EEQ): > Yvenn plays a transitioning number, creating a bridge for a short distance that allows him to cross over walls. > > Dissonance (EEW): > Yvenn plays a dissonant chord, damaging all enemies in a cone in front of him. > > Sonata (QWE): > After a brief delay, Yvenn plays his all mighty Sonata for 4 seconds, dealing damage to nearby enemies. Enemies closer to Yvenn take increased damage. >
And these were just my mages! Hopefully this inspired, educated, or at the very least amused! Cheers