Champions that didn't make it.

Roger Fakerer·9/26/2015, 4:44:28 AM·2 votes·1,100 views

Hey LOL Community,

I designed 5 champions earlier this year and submitted them to Riot in my Game Designer job application. In lieu of their rejection I thought it would be fun to see what you, the general public, think of the champions I designed. Enjoy!

Quigley the Ammunition Authority

Primary: Marksman Secondary: N/A

Stats Health 467 (+67) Attack Damage 53.46 (+3) Health Regen 5.62 (+0.5) Attack Speed 0.690 (+3.8%) Mana 267.2 (+31) Armor 19.012 (+3.4) Mana Regen 5.67 (+0.4) Magic Resist 30 Range 575 Move Speed 325

Abilities

Passive: Bayonet

Quigley recognizes his vulnerability to close quarters combat and as such has a bayonet affixed to the end of his rifle. Targets within 125 range of Quigley are too close to be shot at and are stabbed instead. The bayonet does 30 + 5*Quigley's level true damage.

Q: Burrowing Shells | Cooldown: 2 | Mana cost: 7/12/17/22/27 per shot

Quigley starts firing burrowing shells that explode inside their target after a brief delay (1 second after being hit) doing 10/14/18/22/26 (+0.5AP) magic damage and slowing the victim by 6/8/10/12/14%. The slow lasts 1 second and can be refreshed but not increased by subsequent explosions.

W: Piercing Shells | Cooldown: 2 | Mana cost: 5/8/11/14/17 per shot

Quigley starts firing armor piercing shells which ignore 2/4/6/8/10% of the targets armor. Each subsequent piercing shot on the same target ignores an additional 1% of their armor.

E: Impact Shells | Cooldown: 2 | Mana cost: 6/10/14/18/22 per shot

Quigley starts firing impact shells which knock his target back 10/20/35/55/80 on hit.

Note: Ordinary shots at no cost are fired when all ammunition is off. Quigley can only fire one special type of ammunition at a time, anytime one type is toggled on all three go on cooldown for 2 seconds. Quigley's Q, W, and E are not affected by cooldown reduction. Structures are not affected by special ammunition.

R: Elite Sniper | Cooldown: 110/90/70 | Mana cost: 100

Quigley drops into a prone position deploying his gun stand and engaging his long range scope. Unable to move for the next 4/6/8 seconds, or until the ability is cast again or is interrupted, Quigley doubles his attack range (1150). While sniping Quigley can still toggle his ammo but cannot use his bayonet, he also cannot attack any targets within 400 range while prone.

New mechanics:

bayonet: an automatic swap from range to melee attack based on enemy proximity
impact shells: an auto attack that knocks back	
prone: a long range attack that cannot target enemies that are too close

My Vision

Quigley is definitely a Yordle and probably a friend of Heimerdinger and a rival of Tristana. I envisioned a marksman who relies purely on autos to get the job done. It is only fitting that this would come in the form of a Yordle packing multiple types of ammunition. To give a unique flavor to the role I decided to play around with attack range through the use of his passive bayonet and his ultimate elite sniper. Stabbing close range targets with your gun knife for true damage will be very satisfying while not being able to shoot close range targets while prone will certainly be frustrating, then again the payoff is 1150 range for a few seconds, #worth. I am also really excited about impact shells and how they would play out on the fields!

Champion Strengths and Weaknesses

Strengths: choose your ammo, long range, good sustained damage, relevant early, mid and late game.

Weaknesses: no real escape, high mana costs, no burst damage.

Oswald the Divine Channeler

Primary: Fighter Secondary: Tank

Stats Health 595.8 (+91) Attack Damage 61.46 (+3.5) Health Regen 6.59 (+0.7) Attack Speed 0.651 (+3%) Mana 231.8 (+38) Armor 24.88 (+3.7) Mana Regen 6 (+0.7) Magic Resist 32.1 (+1.25) Range 125 Move Speed 340

Abilities

Passive: Veneration

Oswald takes (level + 7)% less damage from minions and monsters.

Q: Chastise/Sermon | Cooldown: 25/23/21/19/17 | Mana cost: 100 | Range: 450

Passive: Every seventh attack Oswald deals a faith inspired blow that crushes his target for an additional (+100%AD) physical damage and stuns them for 0.5/0.75/1/1.25/1.5 seconds.

Active: Channels a berating sermon on target enemy champion, bringing them to their knees in shame. The stun lasts 1/1.25/1.5/1.75/2 seconds or until the channel is broken.

Note: The passive is disabled while the active is on cooldown.

W: Devotion/Fervor | Cooldown: 20 | Mana cost: 40/50/60/70/80

Passive: So strong is his faith Oswald receives frequent blessings from above. Every 22/20/18/16/14 seconds he is healed for 20% of his missing health. This timer is not affected by CDR.

Active: Channels a one second prayer and then emerges in a fervorous state. Oswald is imbued with +15% size, health, attack speed, move speed, armor, magic resistance, and tenacity. The fervor lasts 4/6/8/10/12 seconds.

Note: The passive is disabled while the active is on cooldown.

E: Repentance/Exonerate | Cooldown: 20/18/16/14/12 | Mana cost: 60/70/80/90/100 | Range: 777

Passive: Each minion/monster slain adds a stack of repentance. Oswald is debuffed by 1hp per stack.

Active: Absolving himself of guilt for his sins Oswald channels for two seconds then unleashes the power of his sorrow. Exonerate deals 20/50/90/140/200 (+100%AD)(+ repentance stacks) physical damage in a 250 radius AOE.

Note: Repentance stacks are not lost upon exoneration, they persist and stack throughout the game.

R: Divine Fortitude | Cooldown: 150/125/100 | Mana cost: 100 | Range: Global

Target allied champion is imbued with divinity from above. The buffed champion receives 10% CDR, 20% reduced mana/energy costs, and they are immune to all crowd control while channeling (and only while channeling). The buff lasts 20/30/40 seconds.

New mechanics:

sermon: a stun that is channeled
repentance: a debuff that increases as more farm is accrued
exonerate: a physical damage ranged aoe nuke that scales partially on creep score
divine fortitude: a long lasting buff that grants cc immunity while channeling

My Vision

I was determined to design a champion based around channeling with an ultimate that gives him, or an ally, the ability to channel uninterrupted. I decided on a fighter priest, AD caster, jungler. Oswald would be Demacian, he certainly embodies all that is righteous and holy, and so when it came to his kit I kept that in mind. With the focus on being a channeler I had to make sure he had multiple channels, and that forced me to give each of his abilities a passive aspect to keep him versatile. I am particularly proud of repentance/exonerate I think it really captures the spirit of the champion while at the same time makes for very interesting gameplay. While his ultimate will be used on himself most of the time I am very excited at the prospect of him using it on a friendly Nunu, Fiddlesticks, Galio, or maybe even that top laner who is trying to teleport to a dragon fight. Oswald doesn't offer obscene damage himself but he can certainly hold his own and he provides valuable single target crowd control for the mid and late game team fights. His camp clears will be slightly above average and between his passive and devotion he should stay very healthy in the jungle. I chose to disable the passives on q and w when the actives are on cooldown so as to give him some meaningful choices about when to hold on to those skills. With 40% cdr and five points in fervor he could have it up constantly, but at the cost of losing the passive healing. Similarly he might be tempted to sermon an enemy carry but if he does he will lose the chastise bonus on his basic attacks, however if he is clever with his ganks he could potentially chain a 3.5 second stun at level 9. Like any melee fighter there is the vulnerability to being kited so I gave him some sticking power in his kit as well as a medium range nuke. I deliberately denied him any gap closing because I felt it would have been too much.

Champion Strengths and Weaknesses

Strengths: safe jungling, decent burst, single target crowd control, powerful buff, global ultimate.

Weaknesses: stacking debuff, long cooldowns, no gap closer, item dependant.

Fulgora & Procella the Volatile Vixens

Primary: Mage Secondary: Assassin

Stats Health 507.68 (+75) Attack Damage 55.04 (+2.4) Health Regen 6.5 (+0.6) Attack Speed 0.658 (+3.6%) Mana 342.4 (+52) Armor 22.22 (+3.6) Mana Regen 6.97 (+0.85) Magic Resist 30 Range 525 F (125 P) Move Speed 330 F (350 P)

Abilities

Passive: Counterpart

Fulgora and Procella, though separate entities, share a strong bond which manifests in the physical. Procella is empowered by her twin sister and transforms the magical energy of her sibling into raw physical strength. 30% of Fulgoras ability power is converted into bonus attack damage on Procella.

Q: Lightning Bolt | Cooldown: 8 | Mana cost: 50/60/70/80/90 | Range: 800

Fulgora summons a powerful bolt of lightning (100 radius) from the sky at target location dealing 50/80/110/140/170 (+0.7AP) magic damage.

Q: Thunderclap | Cooldown: 12 | Mana cost: 35/50/65/80/95 | Range: 650

Procella summons forth two mighty waves (250 width) of sound that converge at a location erupting in a concussive blast that deals 40/75/110/145/180 (+0.5AD) physical damage and stuns any enemies caught between them for 0.25/0.5/0.75/1/1.25 seconds

W: Static Field | Cooldown: 16 | Mana cost: 30/50/70/90/110 | Range: 500

Fulgora discharges 2/3/4/5/6 electric sparks over 2 seconds, each spark seeks out the closest enemy and does 50 (+0.4AP) magic damage. Enemies struck by multiple sparks take 5% more damage per spark.

W: Cumulonimbus | Cooldown: 14 | Mana cost: 40/50/60/70/80

Procella summons a thunder cloud (radius 300) over her head that follows her for 5 seconds. While present the cloud slows enemies within by 6/8/10/12/14% and increases Procellas movement speed by 4/7/10/13/16% and her attack speed by 10/13/16/19/22%.

E: Arc Blast | Cooldown: 6 | Mana cost: 30/45/60/75/90 | Range: 700 (500 bounce range)

Fulgora fires an electrical blast at a target dealing 60/100/140/180/220 (+0.6AP). After 0.5 seconds the current lashes out striking up to 2 targets behind the initial target and deals between 50-150% damage based on the armor of the initial target. (The higher their armor the more subsequent damage is dealt).

E: Rising Force | Cooldown: 10 | Mana cost: 50/65/80/95/110 | Range: 550

Procella channels for 1 second and then dashes to target enemy knocking them up for 1 second dealing 50/80/110/140/170 (+1.3 bonus AD) physical damage.

R: Tag Team | Cooldown: 15/13/11/9 | Mana cost: None

The twins alternate back and forth on the battlefield. The swap is immediate and cannot be used to avoid damage or crowd control.

New mechanics:

arc blast: does increased damage to secondary targets based on the armor of the initial target
tag team: an instant swap from one sibling to another

My Vision

I am really excited to present this duet. Their names literally mean lightning and thunder and they would definitely crash and bang onto the battlefield. We have several transforming champions and even one who swaps in her pet but a true tag team has yet to enter the fray. I also really wanted to design a mixed damage champion that does not require a hybrid build path. This champ is all about inflicting pain, Fulgora lights you up with damage and when she is out of cooldowns that's when Procella comes in to do more damage! Despite this duos ability to put out some hurt I think the drawbacks keep them in balance. They have to wait longer than other transformers between swaps and their other abilities are not exactly on tap either. I am really proud of arc blast, borrowing from D&D where lightning damage is amplified by armor, I am sure this spell will make squishies think twice before standing too close behind their tanky frontlines. I felt like Procella, being melee, needed some kind of gap closer but I did not want to give this duo a free escape. Rising force allows her to potentially get in range for a smackdown but good luck using it to get away, you can always dash to a minion or monster but that channel is begging to be interrupted. These vixens are definitely not “good guy” candidates but whether they are evil or just ambivalent is undetermined.

Champion Strengths and Weaknesses

Strengths: burst damage, decent crowd control, good range, mixed damage, lane bully.

Weaknesses: long cooldowns, high mana costs, no reliable escape, no inherent armor penetration.

Ursula the Wicked Witch

Primary: Support Secondary: Mage

Stats Health 560.8 (+81) Attack Damage 49.04 (+2.65) Health Regen 9.01 (+0.95) Attack Speed 0.625 (+2.61%) Mana 354.4 (+58) Armor 20.88 (+3.7) Mana Regen 10 (+0.75) Magic Resist 30 Range 500 Move Speed 325

Abilities

Passive: Symbiosis

Ursula and her cauldron are linked magically. The cauldron shares the same max HP and HP5 as Ursula and has 150% of her armor and MR. If Ursula is slain her cauldron will crumble, if the cauldron is destroyed Ursula too will suffer. Upon destruction Ursula takes true damage equal to 25% of her max HP and is stunned for 0.25/0.5/0.75/1 seconds. While concocting the damage goes up by 5% each second to a maximum of 25% additional true damage. If destroyed, the cauldron is gone for 30 seconds and Ursula's W and R are disabled until it returns.

Q: Hex | Cooldown: 8/7/6/5/4 | Mana cost: 10/20/35/50/70 | Range: 500

Ursula can frequently Hex enemy champions. One Hex is relatively minor but they can stack up over time to become quite a hindrance. A hex does 25/50/85/130/185 (+ 0.3AP) magic damage and drops target's AD and AP by 8/10/12/14/16% for 8 seconds . Each additional hex refreshes the 8 seconds and adds an additional %1 debuff. Ursula can stack hexes infinitely.

W: Concoct/Follow | Cooldown: 12 | Mana cost: 8/10/13/17/22 mana per second while conconcting

Toggle: Cauldron stops following and begins concocting/Cauldron stops concocting and follows

The cauldron follows Ursula closely until she orders it to concoct. When she does her bond with the cauldron begins to strengthen, boosting her ability power, her CDR, and her range. When following the Cauldron grants 5 AP and 5% CDR, during concoction the AP is increased by 10, the CDR by 1%, her AA range by 20, and her spell range by 50 per second for a maximum increase of 55 AP, 10% CDR, 100 AA range, and 250 spell range at 5 seconds.

Once concoction begins the cauldron is planted and a circle with a radius of 200/300/400/500/600 appears, originating in the cauldron's center, and expands by 50 every second for up to 5 seconds. Ursula must remain within the radius during the initial channel or it will be broken, however she can move freely and use all her abilities during the channel. If she is silenced, stunned or taunted the channel is broken (note that roots, snares and knockups that do not knock her out of the radius will not break the channel). The channel ends after 5 seconds but the concoction persists until toggled, or the cauldron is destroyed, or Ursula leaves the radius. Her ultimate is only active during concoction.

E: Life Link | Cooldown: 16/18/20/22/24 | Mana cost: 40/45/55/70/90 | Range: 750

Ursula can place a life link on any creep, monster (not epic ones), or champion that lasts 5 seconds. The outcome will depend on which champion triggers it. If a friendly champion kills a linked target they will be healed for 5/7/9/11/13% (+ 0.03AP%) of the target's max HP. If an enemy kills a linked target they will take magic damage equal to 6/8/10/12/14% (+ 0.01AP%) of the target's max HP.

R: Toil and Trouble/Possession | Cooldown: 80/100/120/140 | Mana cost: None

Passive: Enemies in the cauldron's radius are affected, each point in T&T adds a new passive ability.

1 Point: Noxious Smoke reduces magic resistance by 5% (+0.04AP%) + 1% per second of concoction. 2 Points: Acid Cloud reduces armor by 10% (+0.03AP%) + 2% per second of concoction. 3 Points: Reach from Beyond releases tendrils every 0.5 seconds dealing 100 (+0.25AP) magic damage. 4 Points: Banshee's Wail releases shrieking howls every 0.5 seconds dealing 200 (+0.25AP) magic damage and deafening for 1 second.

Note: Per second stacking caps at 5 seconds then persists, tendrils and howls prioritize champions.

Active: Focus all the power of the cauldron on an enemy champion. Target becomes violently possessed for 1/1.5/2/2.5 seconds gaining +30% attack damage, movement speed, and attack speed. They uncontrollably attack and pursue the closest champion (friend or foe) until the possession ends.

Note: the active is only enabled once concoction has channeled for 5 seconds, it has a 1000 range (which includes the bonus 250). Upon activation the cauldron is depleted and automatically toggles.

New mechanics:

symbiosis: destroying the cauldron does true damage to and stuns Ursula
concoct: a channel that allows moving around and casting other abilities
life link: makes last hitting dangerous for enemies
deafening: victim loses all in game sound while deaf
possession: makes it possible for a champion to auto attack an ally

My Vision

I see Ursula as a very ugly witch, we could use a hideous female character! Where lore is concerned she is from Zaun and would have an affiliation with Singed. My main goal in designing this champion was to incorporate a cauldron which would be really neat to see on the fields of justice. When she starts concocting I see her throwing ingredients into the pot as she utters classic lines like “eye of newt”, and “wing of bat” etc... Her ultimate active is also really dangerous since it actually buffs the enemy it inflicts, but how cool would it be to turn the enemy marksman on their own team for a few seconds!

Champion Strengths and Weaknesses

Strengths: good harass, strong mid-late game, powerful in choke points, ally healing on kill.

Weaknesses: low mobility, poor early game, poor fighting on the move, needs her cauldron.

Hektor the Clay Golem

Primary: Tank Secondary: Support

Stats Health 616.28 (+98) Attack Damage 64.43 (+3.375) Health Regen 8.59 (+0.8) Attack Speed 0.613 (+0.75%) Mana 240.4 (+43) Armor 30.72 (+4.6) Mana Regen 6.755 (+0.45) Magic Resist 32.1 (+1.25) Range 150 Move Speed 335

Abilities

Passive: Absorption

Hektor absorbs all physical projectiles that hit him, but he takes 10% increased physical damage.

Q: Replenish | Cooldown: 30 | Mana cost: 30/40/55/75/100

Hektor drives his hands into the earth to leech vital minerals in order to replenish his health. While channelling he regenerates 40/65/90/115/140 (+0.6AP) per second for up to 5 seconds. For 9 seconds after replenishing Hektor is invigorated and has +50% tenacity.

W: Puddle | Cooldown: 24/21/18/15/12 | Mana cost: 70/80/95/115/140

Hektor dissolves his form into a 225 radius clay puddle at his feet. While puddled he is untargetable and he slows enemies passing over him by 25/35/45/55/65% while dealing 30/45/60/75/90 (+0.7AP) per second. Puddle lasts 2/2.25/2.5/2.75/3 and cannot be deactivated early. While puddled Hektor cannot move or use any abilities, his passive is also disabled.

E: Sentinel | Cooldown: 18/17/16/15/14 | Mana cost: 80/90/100/110/120

Hektor creates a duplicate of himself at his current position. This clay statue has 75% of his combat statistics (HP, Armor, MR, AD, AP, AS). It can't move and automatically attacks enemies in range, it prioritizes champions and low health minions. Hektor can only have one sentinel at a time, spawning a new one will destroy an old one. Sentinels have no timer, they remain until destroyed. Upon destruction a sentinel leaves behind a puddle whose duration and slowing power is equal to the rank of Hektor's W (but using its own AP for scaling). Sentinels have the Absorption passive.

R: Shatter | Cooldown: 110/100/90 | Mana cost: 100

Hektor fires up his inner kiln, channelling for 2.5 seconds. During the channel his armor and magic resist are increased by 50/100/150. Upon completing the channel his ceramic body shatters in a ring of shards that expand to a 700 range and then contract to reform him. The shards do 250/400/650(+1.0AP) magic damage to all enemies on the way out and half that damage again on the way back in. If the channel is interrupted the spell will fizzle but the cooldown will be halved. Shattering makes Hektor disappear and thus untargetable until the shards recreate his body.

New mechanics:

absorption: Hektor and his sentinels block all physical projectiles all the time, at a cost
sentinel: a guardian statue with multiple uses
shatter: Hektor disappears upon exploding becoming untargetable until he is reformed

My Vision

I wanted to design a golem type champion made of a natural resource that I could build around. I came up with his ultimate first and thought having a clay golem firing himself with his own kiln was too good to pass up and so Hektor emerged around that premise. Inspired by Yasuo and Braum I thought it would be interesting to have a champion who always blocked projectiles (only physical ones, lets not break the game), but this type of power definitely needed a drawback, hence the amplified damage taken. Having a powerhouse front line that cannot be bullied out of lane would be an asset to any team so to compensate I aired on the side of utility when designing the rest of his kit. I really like the sentinel skill and I think it would fit so well in any meta whether it is used to absorb damage for the team or to protect that side lane from the slow push nobody wants to go deal with. Regarding lore I see Hektor as a “good guy” but his origins are open ended.

Champion Strengths and Weaknesses

Strengths: high sustain, tanky, massive damage soak, good disengage, can be in “two places” at once.

Weaknesses: no reliable crowd control or hard engage, no gap closer, low mobility.

4 Comments

LilQuacker9/26/2015, 12:21:36 PM1 votes

Lol rito didnt want you?Amumu item 3070

GreenLore9/26/2015, 1:33:53 PM1 votes

Overall I think you have some cool ideas(I really like the idea of having a witch with a cauldron),but there are still some points to improve: 1.You should always try to give the characters a different theme than anyone else.Quigley would probably step too much into caitlyns territory,because Caitlyn isn't just a sniper of the game,but she is THE sniper of the game.Likewise the twins use a lot of electricity,which would probably step into Kennens theme,while Hektor would probably be too similar to Malphite/blitzcrank in terms of theme.

2.Try to make the kits a bit more dynamic.I mean Quigley for example pretty much just consists of autoattacking the enemy(also I think he'd be difficult to balance,I mean riot originally tried to do something similar to this with Jinx and decided not to do it because it either wasn't fun or ended up op)

3.I would actually avoid stuff like arc-blasts damage scaling with the enemies armor.I mean it basically punishes the enemy team for trying to defend against the champion(even worse since they also deal some physical damage,so if you want to survive against them,then you'll probably want some armor).I also feel a bit like the passive on the twins is a bit redundant,it feels more like a part of their R instead of the passive(other transformation-champs have stuff like this as part of their transformation)