Champion kit #36, saint Diver (magical)

FúrinKazan·2/25/2020, 9:14:45 PM·1 votes·1,812 views

Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.

Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.

I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):

  • Teruzumi Akashi (names are merely for inspiration and representation)
  • Diver core traits: reliable mobility, reliable upfront damage, reliable durability, moderate sustain

Passive: Every few seconds, Teruzumi readies his next basic attack to burn the targeted enemy champion with his faith, receiving 400 additional range (550 total) and dealing additional damage based on the current Health of enemies hit within a conical area behind him. Cannot happen when the target is at melee range.

Additionally, upon attacking enemies, Teruzumi receives 20% additional Attack Speed . This effect increases to 40% additional Attack Speed for 6 seconds after healing allies or protecting them with shields.

-Damage: 16/18/20 (+ 3% AP)% of enemies' current Health as Magic Damage -Cooldown: 20/16/12 seconds

Values at levels 1/7/13.


1st Skill: Teruzumi invokes a religious symbol that smashes the ground within an area in front of himself after 0.75 second, dealing damage to enemies hit. Enemies at the center are also slowed by 40% for 1.5 seconds. The symbol then remains in place for 6 seconds.

While the symbol remains active, it emits an aura that increases Teruzumi's basic attacks, causing them to deal additional damage and receive 50 additional range (200 total). If the area of effect is abandoned, the Cooldown begins.

-Damage: 60/105/150/195/240 (+ 60% AP) as Magic Damage -Additional damage: 26/37/48/59/70 (+ 30% AP) as Magic Damage -CD: 10/9/8/7/6 seconds (begins after 6 seconds or upon leaving the aura)


2ª Habilidade: Teruzumi the targeted enemy champion or large monster at short range, smiting him with a powerful holy light and dealing damage that increases with the Health the enemy has missing. For the next 4 seconds, the Passive's additional Attack Speed is doubled and all healing is increased by 1% for every 1% of Maximum Health Teruzumi has missing, up to a cap.

Additionally, the duration of the 1st Skill's aura is extended for 3 seconds (never more than 6) and, while it lasts, Teruzumi's basic attacks heal himself and nearby allied champions for 50% the additional Magic Damage. If the ability's target dies immediately or before the bonuses end, they're all lost but Teruzumi heals himself for 50% the initial damage (the healing increase is still applied).

-Damage: 60/75/90/105/120 (+ 30% AP)-120/180/240/300/360 (+ 70% AP) as True Damage -Healing increase: 25/30/35/40/45% -CD: 20/19/18/17/16 seconds (begins on use)


3rd Skill: Teruzumi advances with increasing speed towards a targeted enemy champion he has already damaged in the last few seconds, independing of the distance. The target is chased until Teruzumi reaches him, dealing damage and knocking him up for 0.75 second. If no enemy champion has been recently damaged, this ability becomes Clairvoyance.

**Clairvoyance: **Reveals the targeted area within a large distance with sacred light, granting vision of it for 3 seconds. The revealed area expands over the duration. Teruzumi may recast the ability to advance towards an enemy champion revealed by the light even if he has not been damaged.

The effects have separated Cooldowns, being Clairvoyance's Cooldown 300% higher than normal.

-Damage: 40/65/90/115/140 (+ 40% AP) as Magic Damage -CD: 18/17/16/15/14 seconds


Ultimate: Teruzumi lightens himself with an unwavering faith, gaining a shield. For up to 10 seconds, he receives 400 additional range (550 total) and his basic attacks launch chains against their targets for up to 3 seconds, burning them as additional damage over time. Attacks against enemies already under this effect reset its duration and Teruzumi steals 20% of chained enemy champions' Movement Speed. Additionally, the additional damage dealt to enemy champions regenerates the shield (but never higher than the limit).

After at least 10 seconds (reduced by 1 second for each chained enemy champion, every second), Teruzumi may recast the ability to break the chains, dealing damage and stunning for 1.25 seconds those that were currently tied to them.

Enemies that exceed the limit of the chains will release themselves, but new basic attacks may reapply the effect.

-Shield (limit): 100/150/200 (+ 60% AP) -Damage (over 3 seconds): 80/140/200 (+ 40% AP) as Magic Damage -Final damage: 120/210/300 (+ 60% AP) as Magic Damage -CD: 140/120/100 seconds


Melee, uses Mana

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