2 Champ ideas I'd love to just throw out there

Aradehk·7/25/2015, 5:58:20 PM·1 votes·605 views

So I have 2 Champion ideas that I'd like to share with the League community:

1st:Zrau, the Mechanical Marksman.

Appearance: Is a manlike robot with a gun on the left hand, and opening on the shoulders for missiles.

Lore: Constructed years ago in Zaun, Zrau is a robotic fighter used to attack from range. Durable, powerful, and destructive, it was made to replace the Zaun Amorphous Combatant, or Zac. Zrau was built and called the Zaun Ranged Attack Unit. After formulas to remake Zac were lost, Zaun scientists decided to make a new combatant. Using tons of specially constructed bullets, missiles, and programming, Zrau is perfect for ranged combat.

Abilities: (Zrau is resourceless and Ranged)

Passive: Piercing Bullets: Zrau uses strong bullets for his basic attacks, causing each consecutive basic attack on the same target to reduce their armor by 1 for 3 seconds. Stacks up to 10 +lvl (except for 6,11,16) (25 maximum) times. This effect can only apply to one target at the same time.

Q: Heavy Fire: Upon activation, causes your next three basic attacks to lose 0.6/0.55/0.5/0.45/0.4 attack speed, but deal bonus physical damage equal to 35/45/55/65/75% of your AD, but they cannot critically strike. Cooldown: 15/14/13/12/11 seconds.

W: Radar: Passively, all enemies hit by this ability's active are marked, increasing your damage to them by 15/20/25/30/35%. Upon activating, you send a Radar around you that scans in a circle around you 3 times, revealing all enemies within a 1750 unit radius if you do not see them and marking them. Cooldown: 33/31/29/27/25 seconds.

E: Missile Barrage: Roots yourself for 0.5 seconds, then fires 5 missiles in the direction of your cursor, each dealing 35/50/65/80/95 +30% AD physical damage. If there are marked targets nearby, one missile will instantly go to them. If there are more marked targets than Missiles, this ability prioritizes champions. All excess missiles continue in the direction. Cooldown: 16/15/14/13/12 seconds.

R: Attack Sequence: Roots yourself for up to 5 seconds. During this time, you gain 30/40/50 bullets. Each bullet deals 30/40/50% of your AD in physical damage. You make activate to rapidly fire your bullets in a direction, about 10/15/20 per second. These bullets apply your passive. The recoil of shooting the bullets damages you a little bit, dealing 5/10/15 damage to you each time you shoot.

2nd: Shrif, the Guiding Light

Appearance: A large man, carrying a lamp and a candle. There are three different sized candles on his back, and his stomach area is clear glass, divided into rectangular sides. All of the candles are burning, except the flames are a vivid yellow, and so are flames for abilities.. His head is a lamp, and there is a candle inside. The lamp's sides are divided into rectangular sides like on his chest. He is wearing dark brown tops, and his pants are ripped on the right leg, where there is another glass part with a candle inside.

Lore: Stories tell of many on a fool's endeavor who find themselves hopeless and lost. They fear themselves to be doomed, bound to die. They wander around, waiting for the inevitable. Then they see a glimmer of hope. AN indeed very literal glimmer of hope. They are met by a strange creature of a man, the thing has tons of candles with yellow flames, and a lantern. The man walks towards them, and they see he has no head, merely a lamp. His stomach is visible through very clean glass with another candle. They become scared of the man, who then tells them to come. The person then becomes engulfed in light, then awakes in their home.

Abilities: (Shrif is melee)

Passive: Shine Brightly: Enemies within a 200 units have a 5 (+lvl, except for 6,11, and 16) % chance of their basic attacks missing Shrif. This chance is doubled against minions and monsters.

Q: Soul Flame: Uses your candle to light a target nearby enemy on fire, dealing 50/65 80/95/110 +30% AD +80% AP magic damage over 4 seconds and slowing them by 30/35/40/45/50% for the duration. Mana cost: 30/35/40/45/50 mana Cooldown: 13/12/11/10/9 seconds.

W: Lamppost: Passively, your basic attacks deal bonus magic damage equal to 20/25/30/35/40% of your AP when you have a Lamppost active. Upon activation, you place of Lamppost at a target location, which grants vision like a ward for 30/35/40/45/50 seconds. You may cast your Q on the Lamppost to increase its time by 15/20/25/30/35 seconds (this is based on points into your Q, not your W) You ready a Lamppost every 90/85/80/75/70 seconds, at a maximum of 3. Cost: 1 Lamppost Cooldown: 3/3/3/3/3/3 seconds.

E: Candle Life: Targets an enemy, then marks them with a candle. After 10 long seconds, the candle runs out, and they take 60/100/140/180/220+10% AD +85% AP magic damage. Mana cost: 70/80/90/100/110 mana. Cooldown: 20/20/19/19/18 seconds after candle runs out.

R: Lead the Way: Passively, you and allies gain +40/50/60 movement speed when moving behind Shrif as he moves towards enemy champions or areas that you do not have vision of, but only if they move in the same direction as Shrif. Upon activation, you mark an area up to 2000 (it is 550 units wide) units in front of you from your location, and allies within it gain +30/40/50% movement speed, and take 20/30/40% reduced damage, as well as deal 10/20/30% extra damage.These effects only apply if you are inside, and are granted to you as well.

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