Create a Champ

ImABigBlackDuck·7/1/2019, 7:29:41 AM·1 votes·1,573 views

Wanting to see what kind of champs people can come up with. Whether it'd involve old champions before reworks or something new. I guess I'll start. Just a note, I am a big fan of drain tanks or sustain tanks/bruisers. Raid boss essentially so these two champs are basically that.

First off, I miss the old Aatrox very much, when I heard his rework would come I was excited, but disappointed to what he became, so this is my iteration of what his rework could of been. He is supposed to be someone who was deeply inspired by the darkin himself, he went so far as to adapt his fighting style to himself which had led to him being tormented by himself and lust for power.

Helithius.

Passive: All attacks apply a bleed that deal damage over time for 5 seconds. Additionally, the bleed can stack up to three times to be consumed for one of two effects. The bleed has an AD and AP scaling.

Q, Blood Coil: Fire a single projectile that deals damage on hit and applies bleed to the target. (Cooldown 15-10 seconds) (AP Scaling ability) (Upgrade Path: Blood Coil can now be fired three consecutive times. If one target is hit with all three projectiles, the bleed will lower the target's movement speed by 20%) (Upgrade Path: Blood Boil becomes Blood Boil: Helithius launches a volley of consecutive Blood Coils around him for 2 seconds. Cooldown increases to 30 seconds all ranks)

W, Blood Price: Passive: Helithius can select which Price his opponent will suffer, however, Helithius can not have both Prices available to him until Blood Bath is learned or Blood Bath is evolved. Passive: Helithius can cycle between which Price his opponent will suffer with every third auto attack. Every third basic attack will consume bleed for one of two effects based off selected upgrade. (Upgrade Path: Consumed bleed will heal Helithius and increase the amount of healing when Helithius is below 40%) (Upgrade Path: Consumed bleed will instantly finish it's duration as well as deal bonus damage)

E, Blood Path: Helithius will leap to a target location or target, knocking them down for one second striking them with his sword to consume bleed to both heal and deal bonus damage. (Cooldown 17-11 seconds) (AD Scaling ability) (Upgrade Path: After successfully hitting a champion, large minion, large monster or epic monster, Helithius will be able to leap to another target or another target location up to three times. However, if Helithius chooses to leap to a location where none of the targets can be hit, Blood Path will go on cooldown.) (Upgrade Path: Blood Path radius is increased. Enemies caught within the radius will have their armor and magic resistance decreased by 5%.)

R, Blood Bath: Passive: Bleed will now heal Helithius for 5%-15% of the damage dealt Passive: Helithius can now upgrade each of his main abilities once. Can only upgrade one ability with every level of Blood Bath. Once an ability has been upgraded, it can not revert nor can it's other upgraded be selected. Active: Helithius grows in size. His movement is increased by 10%, his auto attack range is increased to 300. His Abilities have an increased range of 75. His Attack speed is increased by 25%. His AD and AP ratio are increased by 5%. Gains 20% tenacity and slow resists.

Helithius would primarily be an ad champion, however if he'd like, he can also go hybrid or even have a set AP build for diversity.

Dravous

Passive: Nearby minions and small jungle monsters grant 1% damage reduction. Large monsters grant 3% damage reduction. Nearby champions and large monsters grant 5% damage reduction.

Q, Soul Strike: Dravous next auto attack will fire a wave slowing the champion(s) the target for 1 second. With each upgrade, will increase the amount of waves fired for every level, up to 5 waves. Will not deal bonus damage to towers. (12-8 second cooldown)

W, Heavy Price Paid: Passive: every auto attack will drain three HP to gain one stored AD. Gains one health on hit. Active: Dravous drains 75-150 HP (increased per 500 health) and gains 20-60 AD (based on amount of stored AD) for 5 seconds. Gains 20%-30% life steal. Loses stored AD upon end duration.

E, Path of Dread: Dravous dashes to a target, increasing his damage reduction by 5% for three seconds. Dravous attacks his target, stunning his target for 1.5 seconds.

R, Gate of Bulwarks Will: Dravous releases up to five chains (one per champion) around him. All champions whom are chained will take 10% max health damage back over time, additionally, champions who damage Dravous will take an additional 20% max health for the damage they do to him. Dravous will heal for 5% of the damage done by Bulwarks Will per second. Lasts 7 seconds.

His whole goal is to deal as much damage as he can while tanking damage, but also to give his opponents less incentive to focus him. His early game trades will be based off elongated trades instead of quick short trades.

Also for the second champion, I didn't know what numbers to choose, so I went ahead and chose some wonky stuff

4 Comments

baguv1x7/3/2019, 2:01:39 PM2 votes

Brust

A furious farmer, covered in hay, fightting with his pitchfork, supposed to look like the haybaler from TABS.

P - Brust is invisible in bushes while not in combat. While in a bush, he gains 20% bonus AD and 40% bonus attack speed. These bonuses remain for 3 seconds after leaving the bush. If Brust is outside of a bush and attacks an enemy 4 times he gets the same bonuses for the next 6 seconds but halved (Cooldown 15 secs)

Q - Brust charges a powerful attack with the back of his pitchfork for 3 seconds. The attack knocks back enemies from 200 to 675 units, depending on when it was released and dealing 40/70/100/130/160 + 40% AD (Cooldown 18/17/16/15/14 secs). If Brust knock back the enemy in or near a bush brust can recast this ability for the next 4 seconds, being able to jump on that enemy dealing the same damage (725 range)

W - For the next 6/6.5/7/7.5/8 seconds, Brust's basic attacks deal 1%/1.5%/2%/2.5%/3% enemy max HP as bonus physical damage and heals him for 1%/1.25%/1.5%/1.75%/2% of his missing HP. At the end if he heals for more than 5% of his max HP or deals more than 10% of the enemy max HP with basic attacks he heals for the same amount he healed with all the basic attacks during that time. (15/14/13/12/11 secs cooldown)

E - Brust dashes a short distance (400 range), slowing the enemy by 20% for 3 seconds if Brust passes through him and gaining 20% bonus movement speed if Brust manages to proc the 4 basic attack buff in the next 6 seconds. The movement speed buff lasts for 4 seconds (13 secs cooldown)

R - Brust releases the hay he is covered with creating a big bush (700 radius) (lasts for 10 secs) and gaining 40%/50%/60% movement speed, decaying over the duration. When he leaves the bush or the lasting time ends, it gets destroyed and all the hay comes and covers him again, creating a small tornado near him (350 radius) for the next 6 seconds, knocking up all the enemies hit for 0.75 secs (Cooldown 130/120/110)

I may have put a little bit strong numbers on him, but i think he's balanced. U can itemize really easy against him since he deals only physical damage and because he heals and aa a lot perfect items against him are thornmail and frozen heart, while he cant build only damage and armor shred items since if ur squishy with him its hard cuz he may have trouble with locking onto enemies (his e is low range and not always possible to jump on them with q) so he would get killed very easily and also i would give him low armor, mr, ad, moderate attack speed and higher movement speed as base stats

SosGrohiik7/8/2019, 3:36:59 PM

Styx the rouge. Melee assassin ADC.

Passive: make your mark. Marking a target your next auto attack does 10% more damage and grants you 10% more gold upon gaining gold. (I imagine this functioning like azir turret. You click your passive and click on minion monster or champion and Mark them making Styx viable in most positions)

Q: cut purse. (17 second cooldown) Your next auto attack deals 50% less damage but grants you 10 gold on hitting a minion and 50 gold on hitting a champion.

W: Movement burst. Upon activating Styx gains bonus movement speed if an enemy is auto attacked during this Sprint Styx will tackle the target pushing them a short distance stunning both Styx and the target for a short duration. If W is pressed before the ability ends and hasn't tackled Styx does a agile roll where she becomes untargetable for the duration of the short roll.

E: Dagger toss. (10 second cooldown) deals 70% of her AD and 25% of her AP if she hits a target they are slowed and this ability is reduced by 2 seconds

R: open palm. Styx dashes a short distance. While she is close to her target she gains access to a GUI containing her enemies items. If she clicks on one before exiting attack range she gains a weaker version of the item and it's active. Upon pressing R again she can consume the item to use the active or discard the item to fish for another after the cooldown has ended. A third option to remove the item is to slay Styx.

Most of the cooldown could be longer but the concept is a thief assassin ADC who does more utility than damage. Her goal is to farm up and get more gold to get item advantages as she has little in the way of damage apart from auto attacks and her Q auto reset which deals half damage.