[Fun Activity] Here's a character theme, can you think of a kit for this champion?

BLIGHTBRINGER·8/7/2018, 2:12:48 PM·14 votes·5,239 views

https://i.imgur.com/6W2ZLDU.png

https://i.imgur.com/XFJdqFn.png

###Mage/Fighter


My Ideas

  • Passive: No ideas.
  • Q: Uses Rifts to redirect projectiles and ranged abilities (Main Ability with a low Cooldown), even being able to teleport enemies that are dashing towards you.
  • W: Some sort of rank scaling based Passive relating to Rifts, that increase their power in some way.
  • E: Opens up a unique Rift to enter a negative dimension granting invisibility and untargetability for x duration.
  • R: No Ideas.

Gameplay

  • Considered to be a counterpick towards mobile champions.
  • Good against projectile based enemies.
  • Passive and W could be replaced to add some sort of utility or artillery.
  • Ultimate ability would be a global effect of some kind.
  • Has lesser damage to almost no damage, as he uses damage against the enemy.

###Got any ideas? Shoot away in the comments section :)

https://i.imgur.com/8lUTmO1.png

12 Comments

GelsominoKiller8/7/2018, 11:58:16 PM4 votes

He's an ancient shuriman demigod betrayed by almighty cosmic beings and trapped into a legendary spoon for all of eternity. Now he wants to die and destroying the universe is apparently the only way he's thought of.

As the harbinger of oblivion and avenger of vengeance his kit must express rage and edginess.

P: 3 hit passive for maxhp true dmg

Q: slash his weapon on the ground multiple times, very angrily. Screams every time he does it. Knocks up and knocks back all enemy hits, screams again.

W: teleports behind you. Whispers "notthing personnel kid" and proceeds to stab you

E: he screams and then sends out a powerful wave of energy full of counterplay and Morello's design principles that passes walls and nukes people from fog of war. 1s cooldwon.

R: Aatrox stops screaming for a second; the player is very relieved. Then he screams the most powerful earrape imaginable and ascendes into an edgier plane of existence. What happens next is not really important

Warlord Rhinark8/8/2018, 1:25:39 PM2 votes

Almost all of the things I wanted to say have already been said so this one is probably going to be quite similar to the rest.

I'll try to incorporate the requirements you set out.

Name: Valanth the Crusader of the Cosmos.

Passive - Cosmic Cleave: 10 second static cooldown. Every few seconds, Valanth imbues his sword with cosmic energy, causing his next basic attack to deal 5 / 10 / 15 / 20 / 25 (+ 100% AD) (+ 50% AP) bonus magic damage in a cone in front of him. Basic attacks reduce the cooldown of Cosmic Cleave by 1 second.

Q - Singularity Spike: Valanth shoots a singularity spike at the target enemy, latching unto it. After a 2 second delay, it explodes, dealing 25 / 50 / 75 / 100 / 125 (+ 50% AP) magic damage and slowing all enemies in a 500 radius for 10 / 20 / 30 / 40 / 50% (5% per 100 AP) for 2 seconds. Every enemy slowed reduces the cooldown of Cosmic Cleave by 1 second.

Counterplay against mobile champions and ranged poke.

W - Gravity Shift: Valanth harnesses the power of a moon, causing gravity around him to become stronger in a 500 radius for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies inside the area are slowed by 10 / 20 / 30 / 40 / 50% (+5% per 100 AP) and are Grounded. Any dashes and or projectiles that enters his Gravity Zone are negated and the enemy is immediately Knocked Down. Negating a dash or projectile reduces the cooldown of Cosmic Cleave by 1 second.

Fulfills the requirement of both being a counterpick against mobile champions, being good against enemies with projectiles, and it doesn't deal any damage.

E - Dimensional Shift: Valanth temporarily phases out of this dimension gaining 10 / 20 / 30 / 40 / 50% (+5% per 100 AP) bonus movement speed and becoming stealthed and invulnerable for the next 0.5 / 1 / 1.5 / 2 / 2.5 seconds. Being hit by a spell or abiltiy reduces the cooldown of Cosmic Cleave by 1 second. Valanth can still cast abilities whilst shifted, but can't basic attack, use summoner spells nor use item actives.

Bonus movement speed helps provide counterplay against mobile champions and untargetability provides counterplay against projectiles.

R - Time Warp: By harnessing the gravitational forces of the universe, Valanth warps the flow of time, accelerating all allies, including himself, allied champions, minions, structures and pets by 10 / 20 / 30% (+1% per 100 AP), whilst deaccelerating all enemies by 5 / 10 / 15% (+1% per 100 AP) for 10 seconds. Things Time Warp accelerates/deaccelerates include:

  1. Health regeneration.

  2. Resource regeneration.

  3. Attack speed.

  4. Movement speed.

  5. Cooldowns (both passive, ability, summoner spell, rune and item cooldowns)

  6. Cast time.

  7. Channel time.

  8. Projectile speed.

  9. Dash speed.

  10. Debuff durations (including crowd control effects).

Fulfills the requirement of a global effect and is still counterplay against mobility and projectiles and it doesn't deal any damage.

I hope this wasn't a waste of everyone's time.

Bootleg Gay8/7/2018, 2:36:37 PM2 votes

Some kind of cosmic magic fighter, huh? This stuff is just off the top of my head. Mind you, I woke up like, an hour ago.

Passive- Distorted Sensing

The prosthetic leg is infused with magic, tapping the ground. As they walk, they create small shock waves that reveal units, including traps, but the type of enemy or trap won't be known unless encountered. Units appear for him and his allies as small stars with space dust around them.

Q- Cosmic Cleave

Enhances next basic attack to gain increased range, converted to magic damage, and deal bonus magic damage to the initial target, as well as those in a line behind them. Hitting multiple targets grants a burst of movement speed and slow resistance. (Not a projectile. Hits in a similar way to Kayles ranges attacks.)

W- Shimmering Lights

Creates two parallel walls of celestial lights that blocks movement from both sides. Allies and himself within the path gain bonus movement speed. Enemies that dash through the walls break a section and are dealt magic damage.

E- Phase Shift

Pulls himself through a rift to a location, revealing all units around him and marking them. Marked targets take bonus magic damage and are slowed by his attacks when hit.

The cooldown is reduced each time he damages a champion.

R- Force of the Cosmos

Target a location, drag the cursor, and release. (Viktor E, rumble R)

Creates a wave of every that violently shoves enemies in the direction of the wave, dealing damage. Can incur the dash effect of Shimmering Lights. Completely reveals units.

J4K ShadyBacon8/9/2018, 6:47:09 AM1 votes

Note: I deviate from your ideas slightly to better align with the ideas of him as a mage/fighter or monk as per traditional fantasy class types. Values may need to be balanced and are more or less given to provide a deeper understanding of the ability. Let me know what you think. Any constructive criticism is more than welcome, cheers!

Passive - Basic attacks slow enemies. Consecutive blows against the same enemy increase the strength of the slow and damage of the basic attack at a cost of attack speed up to a max of 5 stacks.

10/15/20/25/30% slow +0/7.5/15/22.5/30% AP to basic attack damage

  • 0/5/10/15/20% attack speed

Ability Q - Dashes a short distance (500 units) in a targeted direction dealing 100/120/140/160/180 (+30% AP) physical damage to all enemies he passes through. Dashing through a rift increases the distance traveled by 150/200/250 units and damage by 10/15/20/25/30% AP [Bonus is based on levels put into W]. Cooldown 8/7/6/5/4 seconds

Ability W - Opens up a rift in a targeted direction a short distance (200 units) away from him and can recast the ability to open up another rift in a targeted direction (800 units) away from him. If he does not recast the ability after a short period of time (2 seconds) the initial rift will collapse in on itself. Rifts despawn after 20 seconds. Cooldown 16/14/12/10/8 seconds

Enemies, allies, and ability projectiles can travel through rifts, but only if two are in play.

Projectiles that travel through rifts act as if they did not travel the distance between the rifts ie. A projectile that would normally travel 1000 units if shot into a rift 100 units away will continue to travel its final 900 units upon exiting the second rift.

Ability E - Sends out a burst of cosmic energy in a forward slash traveling 200 units and dealing 60/70/80/90/100 (+75% AP). Enemies hit will be slowed by 10% for 1 second. If the slash travels through a rift its reach is increased by 200/250/300 units, deals 80/100/120/140/160 (+125% AP) and slows for 12/14/16/18/20% for 2 seconds [Bonus is based on levels put into W]. Cooldown 12/11/10/9/8 seconds

Ability R - Creates a black hole around the champion granting him a shield for 100/200/300 (+40% AP), grounding enemies within its 200/250/300 unit radius and slowing them for 20/30/40% (+2% per 100 bonus health) Cooldown 100/90/80 seconds

Storn Saroe8/8/2018, 6:01:26 AM1 votes

Rigel, a stellar traveller that can channel the power of the cosmos through his sword. I wanted to try make a low cc AD melee auto-attacker without a true dash because they never seem to work out and I thought I'd make my life hard :p (numbers are mostly just random on the spot, very little thought has gone into balance).

Passive: Celestial Tear Hitting an enemy champion or epic monster with an ability leaves behind a small tear in space that the champion draws strength from. Each Celestial Tear lasts for 10-16 seconds (based on level) and grants 2-10 bonus AD as well as 1-3% attack speed (based on level)

Q: Falling Star Rigel empowers his blade for the next basic attack granting bonus on hit magic damage equal to 30/50/70/90/110 + 0.1/0.2/0.3/0.4/0.5 total attack damage for the next basic attack. On hit the champion gains 30/35/40/45/50% decaying bonus movement speed over 2 seconds (refreshes not stacks). 8/8/7/7/6s cooldown, basic attacks reduce the cooldown of Falling Star by 1 second (Aesthetically an empowered auto reset that looks like an epic overhead swing with pretty star effects).

W: Stellar Wanderer Rigel opens a portal and blinks to a nearby Celestial Tear within 1500 units leaving behind a Celestial Tear at his prior location. 18/16/14/12/10 second cooldown. (Similar to Rek'Sai ultimate where there is a brief delay before they re-appear so not instantaneous but they are also not targetable for the 1 second duration when he is travelling).

E: The Stars Align Rigel channels planar energy through his blade dealing 40/60/80/100/120 + 50% AP + 0.1 AD aoe magic damage in a straight line for 1100 units. If The Stars Align passes through a Celestial Tear any targets hit are marked with Gravitational Anomaly for the next 3 seconds. 12/11/10/9/8 second cooldown. Targets marked with Gravitational Anomaly are grounded and take 4% +1% per 100 AD of the targets maximum health as physical damage each time Rigel hits them with a basic attack.

R: Celestial Opposition Rigel absorbs all Celestial Tears within 1500 units to restore his strength, this removes all the tears healing Rigel for 4/6/8% of his maximum health per Celestial Tear and causes an explosion that deals 15/20/25 per Celestial Tear + 80% AP + 100% bonus AD magic damage all enemies within 500 units. 180/150/120 second cooldown.

Playstyle Rigel is relatively low mobility with no hard cc and lacks true engage. He would have low base stats but once he gets going would be a monster. In laning phase you would max e to help farm at range, against ranged match ups he will struggle if is he is properly kited as he has no sustain outside his ultimate meaning he can be poked down in lane, although if he can line up his e, he is great for setting up ganks on normally mobile targets due to gravitational anomaly. In team fights Rigel profits from long fights where he can have multiple tears in play for the bonus AD and attack speed. His percent health damage and passive from his skill shot e also makes him a monster if he can set up around monster objectives as he can burn them quickly thanks to his e and q, use them to generate celestial tears, and then use the movement speed from his q or blink from w to turn on the enemy. W is an interesting ability as it doesn't always work well as an engage option; firstly it requires a tear to go to, secondly the slight delay is a double edged sword as if there are only a few tears and he uses it in vision it can make Stellar Wanderer predictable allowing for the enemy to cc Rigel as soon as he appears and blow him up, although it does mean it can be used to delay if caught out in a fight. Since it is a long cooldown in short fights if he uses it to close distance it will mean he is unable to use it to disengage which can get him killed quite quickly. His ultimate is either a finisher or an oh crap button as it will remove all the tears, severely weakening his dps afterwards.

Hope you like it, thoughts welcome :)

DemonBoneJangles8/7/2018, 8:03:30 PM1 votes

Name Cern

Passive- stellar rift Cern is constantly surrounded by a zone of stellar energies that duplicate positive effects that enemies recieve and strengthen negiticlve ones inflicted upon them. Heals, Shields and buffs are duplicated at 50, 75, 100% strength and all debuffs are extended by 25, 50, 75% or have their effects increases by that much if they are non decaying.

Q- void shield Cern surrounds himself with a wall of swirling void energies, this wall moves with him and reflects ranged non ultimate abilities back at their caster.

W- stellar winds When cast this ability pushes minions back to the edge of the wind and focuses all ranged attacks and abilities on the enemy champion furthest from Cern, champions inside the wind are grounded and unable to use movement related spells and effects.

E-cosmic burst Cern charges his blade with cosmic energies, his attacks gain range for the next 3/4/5/6/7 seconds dealing damage in a line towards his target

R-stellar impact Cern chooses his target and gathers his energies into his blade he can recast this ability to leap into the sky and strike his target after a delay dealing damage based on distance traveled and both his and his targets current health

Shmeeve8/9/2018, 4:20:26 AM1 votes

no right leg days for him I guess