A Bunch of Random Incomplete Champion Ideas
So whenever I get a neat concept in my head I typically flesh it out a little bit to see what it could look like but I never really do much from there, so I've decided to just post all my incomplete concepts for champions here because why not. Feel free to give your opinions of these and if any of you would like to take one of these and fully build the champion feel free to do so, you can change anything you want just be sure to post a link to this thread with in yours and a link to your thread here and I'll link it in this OP. So without further ado here is a bunch of random incomplete champion ideas. (One last thing, I typed these all out in notepad and I really don't feel like reformatting it all so sorry if it looks a little messy) I ended up doing some reformatting anyways cause I got bored.
Champion #1 Name, The Lucky Mage
Passive: Rinse & Repeat -Everytime Name casts an ability the next cast of that ability will do 10% more damage so long as Name as not used another ability. (Max 100%)
Q: Magic Blast -Name lobs a ball of magic energy at a target enemy dealing 50/100/150/200/250(+80% AP) magic damage. Cost: 40/45/50/55/60 Cooldown: 16/15/14/13/12
W: Hard Hitting -Name empowers his next 3 auto attacks to do a combined total damage equal to the damage of Magic Blast. Cost: 50 Cooldown: 17/15/13/11/9
E: Melting Beam -Name fires out a beam of magic energy that deals 50/75/100/125/150(+40% AP) magic damage to all enemies in a line, all enemies hit then take 50/75/100/125/150(+20% AP) over 3 seconds. -Melting beams damage is doubled against minions. Cost: 80 Cooldown: 20/19/18/17/16
R: Rollback -Passive: Name has a 10/20/30% chance to "Rollback" his basic abilities when they hit an enemy causing the cooldown to be reset and refunding 50% of the mana cost.
-Active: Name gains a 100% chance to "Rollback" his abilities for 5/7.5/10 seconds. Cost: 80/100/120 Cooldown: 140/120/100
Champion #2 Name, The Spirit Wielder
Passive: The Spirits Within -Name is connected to the Spirit realm and uses spirits to do his bidding, because of this Name does not have an auto attack and instead sends out a Spirit to attack his target.
- Spirits attacks deal 5(xchampion level)+1%(+0.5% per 100AP) of the targets missing hp as magic damage.
- Spirits will continuously attack as long as they are within 1000 units.
- Spirits must travel to their target and will also apply the Chilled debuff to all enemies they pass through and to the target upon arrival.
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- Chilled debuff causes enemies to have their movement speed slowed by 10%(+1% per 100AP) and their attack speed slowed by half that for 3 seconds stacking up to 5 times, enemies are also revealed for the duration.
- There can be more than one Spirit on any target.
- When all Spirits are out picking a new target will cause the Spirit that has been attached to the same target for the longest to move to the new target.
- Name controls 2/3/4/5 Spirits at levels 1/6/11/16.
- Spirits attack speed is equal to Names attack speed.
- Holding Alt while right clicking will return all Spirits attached to the target back to Name.
- Holding Alt and right clicking on Name will return all Spirits currently out back to Name.
- Spirits are returned instantly by traveling through the Spirit Realm and will not interact with any units.
Q: Soul Feast -Name commands all Spirits that are currently attached to enemies to feast on the targets soul dealing 50/75/100/150/200(+65% AP) magic damage per Spirit.
- If the target is an enemy minion of any kind and are below 10/20/30/40/50% health then the minion will be instantly executed, at max rank Soul Feast can execute non-epic monsters as well.
- If Soul Feast Kills the target, including executed targets, Name will recieve health equal to 10% of the targets max health.
- Soul Feast will apply 1 stack of Chilled for every Spirit on the target.
Cost: 50/55/60/70/80 Cooldown: 20/17/14/11/8
W: Tear the Veil -Name creats a small tear to the Spirit Realm at the target ground location that cause Spirits to flow into any unit with in the radius for 10 seconds.
- If units inside the zone are allied units then the Spirits will heal them for 20/25/30/40/50(+25% AP) health per-second, this effect is doubled on Champions.
- If units inside the zone are enemy units then the Spirits will damage them for 40/50/60/70/80(+40% AP) magic damage per-second, this effect is halved on Champions.
- Also applies 1 stack of Chilled every 2 seconds to enemies inside the zone.
Cost: 60/75/90/105/120 Cooldown: 20/18/16/14/12 Radius: 250
E: Summon Greater Spirit -Name sacrifices some of his health to summon a Greater Spirit for 25 seconds.
- Greater Spirits acts the same as a normal Spirit with a few adjustments.
- Greater Spirits is larger so when traveling to it's target it will hit more units along the way.
- Greater Spirits instantly apply max stacks of Chilled on enemies touched while traveling.
- Greater Spirits will apply 1 stack of Chilled while attached to an enemy.
- Greater Spirits deals double the damage of normal Spirits.
- Greater Spirits will always be sent first when targeting Champions.
- Greater Spirits can execute at double the threshold of Soul Feast.
- Greater Spirits can execute Champions at one-forth the threshold of Soul Feast.
- Greater Spirits do not replace normal Spirits.
Cost: 10% Current Health Cooldown: 30/25/20/15/10
R: Gateway to the Spirit Realm -Name leaps to the target location and slams his staff into the ground channeling for up to 10 seconds opening a 1000 unit radius gateway into the Spirit Realm summoning 1/2/3 Greater Spirits for each enemy within the zone.
- All enemies within the radius instantly get max stacks of Chilled.
- Name cannot take any action while channeling and the channel can only be stopped by a knock-up.
- When an enemy dies the Greater Spirits attached to them return to the Spirit Realm.
- If an enemy enters the area after the cast Greater Spirits will still be summoned and max stacks of Chilled will be applied.
Cost: 100/125/150 Cooldown: 140/120/100
Champion #3 Name, Title
Passive: Rev'd Up -Name's basic abilites can be charged up for bonus effects consuming some of her charge. Name gains 10 charge for every unit killed, this effect is double for large minions and monsters. Name gains 50 Charge for Champion kills.
- Name does not have mana and instead has a resource called "Charge", Name gains Charge by killing units gaining 10 for minions and monsters, 20 for large minions and monsters and 50 for Champions.
- Name's basic abilities can be held to charge them for bonus effects based on the level of charge.
- Name can charge her basic abilites 1/2/3 levels at level 1/6/11.
- Name will consume 50 Charge per level she charges her abilites.
- Name has 100-600 max Charge from levels 1-18. (1-100/2-130/3-160/4-190/5-220/6-250/7-280/8-310/9-340/10-370/11-400/12-430/13-450/14-480/15-510/16-540/17-570/18-600)
- Name can move while charging abilies however she is slowed by 15%.
- Name charges for 1 second per level and can hold at max charge for 2 seconds before releasing the charge reducing the abilities cooldown by 75% and refunding 50% of the charge consumed.
Q: Whiplash -Name lashes her whip in a target dircection dealing 50/75/100/125/150(+25% Bonus AD) physical damage to all enemies hit.
- Level 1 Charge:Whiplash does 50% increased damage.
- Level 2 Charge:Whiplash slows all enemies hit by 15% for 2 seconds, if Whiplash only hits a single target then they are slowed by 30%.
- Level 3 Charge:Name will continue the momentum and bring her whip down for a second strike dealing the same damage as the first strike again ignoring 10% of the enemies armor.
Cooldown: 10/9/8/7/6 Range: 800
W: Burnout -Name lets her whip out and spins in a quick circle dealing 25/60/95/130/165(+30% Bonus AD) physical damage to all enemies hit.
- Level 1 Charge:Burnout slows all enemies hit by 25% for 2 seconds.
- Level 2 Charge:Burnout deals 25% increased damage.
- Level 3 Charge:Burnout has 50% increased range and all enemies get knockbakced to the edge of the radius.
Cooldown: 12/11/10/9/8 Radius: 400/600
E: Breakdown -Name launches her whip at a targeted enemy dealing 50/80/110/140/170(+50% AD) physical damage.
- Level 1 Charge:Breakdown deals 50% increased damage.
- Level 2 Charge:Breakdown reduces the targets armor by 10%.
- Level 3 Charge:Breakdown roots the target for 3 seconds.
Cooldown: 20/18/16/14/10 Range: 1250
R: Wreckage -Name unleashes her whip in a frenzy around her for up to 5 seconds dealing 50/75/100(+50% Bonus AD) physical damage per second and slowing enemies by 30% while they are in the area. Cooldown: 120/100/80 Radius: 600
Champion #4 Name, The Element Blade
Passive: Elemental Affinity -Attunement spells share a global cooldown of 1 second. -Attunement spells share global mana costs of 66(-2/lvl). -Passive buffs of Elements last for 1.5 seconds after attuning to a different Element. -Which ever Element Name is Attuned to, that elemental dragon's buff's effect is increased by 25%.
Q:A ir Attune/Hurricane -Name Attunes to the Element of Air gaining 15% increased movement speed and attack speed and becomes a Ranged Champion. -While Attuned to Air, this ability becomes Hurricane.
- Name sends out a Hurricane around him dealing 25/50/75/100/125(+70% AP) magic damage and knocking all units 200 units counter-clockwise around him.
Cost: 50/60/70/80/100 Cooldown: 10 Range: 525 Radius: 500
W: Water Attune/Whirlpool -Name Attunes to the Element of Water gaining 15% increased ability power and causing his auto attacks to slow his target by 15%. -While Attuned to Water, this ability becomes Whirlpool.
- Name generates a Whirlpool at the target location dealing 50/100/150/200/250(+60% AP) magic damage over 10 seconds and also slowing enemies by 25% for the duration.
Cost: 50/60/70/80/100 Cooldown: 10 Range: 650 Radius: 400
E: Earth Attune/Earthquake -Name Attunes to the Element of Earth gaining 15% increased armor and magic resist and cause his auto attacks to deal splash damage. -While Attuned to Earth, this ability becomes Earthquake.
- Name causes an Earthquake to shatter the ground in a cone dealing 25/50/75/100/125(+65% AP) magic damage and rooting all enemies hit for 1 second.
Cost: 50/60/70/80/100 Cooldown: 10 Range: 500 Angle: 120
R: Fire Attune/Wildfire -Name Attunes to the Element of Fire gaining 15% increased attack damage and causes his auto attacks to deal an addition 45(+15% AP) magic damage over 3 seconds -While Attuned to Fire, this ability becomes Wildfire.
- Name starts a Wildfire at the target location setting all enemies hit on fire dealing 30/50/70/90/110(+70% AP) magic damage over 5 seconds.
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- If a unit that is on fire is near a unit that is not on fire for 2 seconds the unit that is not on fire will then become on fire.
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- If Wildfire deals the killing blow to an allied unit the gold goes to the enemy Champion that last dealt damage to it. If the unit is a Champion the kill credit goes to the unit it recieved Wildfire from.
Cost: 50/60/70/80/100 Cooldown: 10 Cast Range: 400 Radius: 250 Spread Radius: 250
Champion #5 Name, Title
Passive: Hand-Eye Coordination -Name does not have to stop moving to auto attack, because of this Name has 15% reduced movement speed at all times.
- Name's gun has no mana and has 6 bullets as ammo.
- Name's reload time is 2.5 seconds and is reduced by his bonus movement speed.
- Name will reload upon using all his bullets, casting a basic ability or after 5 seconds of being out of combat.
- If name reloads by using all his bullets he will load with the same type of bullet as his last clip.
- If name reloads by being out of combat for 5 seconds he will load with the same type of bullet in his current clip.
Q: Peircing Rounds -Name loads his gun with Piercing Rounds which will always travel to his max attack range damaging all enemies on the path. -These bullets deal 75/80/85/90/100% damage and will deal 10% reduced damage for each enemy hit (30% minimum). Cooldown: 10
W: Explosive Rounds -Name loads his gun with Explosive Rounds which will deal 50/55/60/70/75% of the damage dealt to nerby enemies as magic damage. Cooldown: 10
E: Hardened Rounds -Name loads his gun with Hardened Rounds which deal 1/1.5/2/2.5/3% of the targets current health as true damage. Cooldown: 10
R: Kill Shot -Name targets an enemy Champion to kill, after 3 seconds Name fires a deadly shot that deals 50/75/100(+15% AD)-150/300/450(+75% AD) physical damage based on the targets missing health. -If Name's target walks to far away before Name fires his gun, Kill Shot will cancel and go on a 50% reduced cooldown. Cooldown: 100/90/80 Range: 900 Break Range: 1200
Champion #6 Name, Title
Passive: Orb of Destruction -Name cannot auto attack and instead has an Orb that will constantly move towards the target location (wherever the mouse cursor is).
- The Orb moves at a speed equal to 75% of Name's movement speed.
- If the Orb becomes 2000 units away it will instantly teleport to Name's current location.
- The Orb deals 10-180(based on level) (+10% AP) magic damage per second to all units its touching.
- The Orb is 1
wide.
Q: Pulse -Name sends a pulse of magic energy to the Orb causing it to send out a short burst of energy dealing 40/60/80/100/120(+25% AP) magic damage to all enemies hit. -Hyperdrive: Deals 50% increased damage and has radius increased to 300. Cooldown: 10/8.5/7/5.5/4 Cost: 50/60/70/80/90 Radius: 200
W: Warp -Name sends the Orb through a rift warping it to the target location instantly. -Hyperdrive: Automatically casts Pulse for free with no cooldown. Cooldown: 20/18/16/14/12 Cost: 50/65/80/95/110
E: Fusion (Toggle) -Name fuses the Orb with cold energy causing the Orb to slow enemies hit by 5/7.5/10/12.5/15%(+1% per 100 AP) for 0.75 seconds. -Hyperdrive: Does not cost mana. Cooldown: 8 Cost: 10 per second
R: Hyperdrive
-Name loads the Orb with an immense amount of energy causing it to gain additional movement speed equal to 125% of Name's movement speed for 6/7/8 seconds.
-The Orb also deals 50% increased damage during this time.
-Name's basic abilities gain bonus effects during this time.
-The Orb is 2
's wide during this time.
Cooldown: 120/100/80
Cost: 100