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My Champion Ideas

Creator: CasterMaster
March 27, 2012 8:30pm
28 posts page 1 of 3 Forums » Theory Crafting & Ideation » My Champion Ideas
Permalink | Quote | PM | +Rep | Commend by CasterMaster » March 27, 2012 8:30pm | Report
Anyways, I usually have some ideas for champions and heres one that I thought up of. Tell me what you guys think of it:



Shinsuu, the Silent Shinobi
Melee, Assassin, Bruiser

Elite Assassin (Innate): Shinsuu's attacks and skills against the same target will apply an additional 7% damage and can stack up to 5 times per attack or skill. Switching to another target resets the counter.

Toxic Kunai's: Passive ~ Shinsuu gains additional 10/15/20/25/30 Attack Damage.
Active (Toggle) ~ Shinsuu's basic attacks become ranged (575 range) and poison the target, dealing magic damage equal to 10% of her attack damage over 3 seconds but reducing her overall damage output by 18%. Each auto-attack will drain 7 mana. 1 second cool-down.

Shuriken Assault: Shinsuu throws 3 Shurikens in a cone, damaging all enemies hit for 50/100/150/200/250 (+0.7 AD) damage. If Toxic Kunai's toggle is on, this skill becomes a single target attack and deals double the amount of base damage. 750 range, 6 second cool-down.

Focus Charge: After a brief delay, Shinsuu rushes forward, knocking up all enemies hit (like Shadow Dash but with 0.5 second delay). Enemies hit take 30/60/90/120/150(+0.6 AD) damage. 700 range, 9 second cool-down.

Aerial Assassination (Ultimate): Shinsuu quickly jumps into the air and assassinates all knocked-up enemy champions for 60/120/180 physical damage 5 times (+0.5 enemy AD) (+6 physical damage per enemy champion knocked-up and targeted). During this skill, all enemies will gain double resistances while knocked in the air. This skill cannot be activated unless there are nearby enemy champions knocked up. This skill only applies Elite Assassin to the target with the lowest maximum health. 200 range, 140/120/100 second cool-down.



Tell me what u guys think =)
EDIT:Did some small edits to it (nerfs =P)

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Permalink | Quote | PM | +Rep | Commend by GrandmasterD » March 27, 2012 9:34pm | Report
Passive is 100% OP; 50% damage increase is ridiculous!

Q - seems ok; probably need to tweak the mana numbers and maybe the damage reduce.

W - is OP as **** with Q on! 500 + 1.4/AD?!?! Even if it is bonus AD; on a 5 sec cool down; this is insane.

E - seems okay but is indeed very much like Shadow Dash; I think you could come up with something more unique :)

R - I like the scaling with enemy AD but I think that is a bit too weird; maybe make it scale with enemy AP as well so that it will be threatening for mages. Also, 1500 true damage is way too much! Also I dont like the dependency on the knockup; true you got E + R combo but still...


overall this champ seems waay 2 OP; the skills themselves seem okay but will need a little tweaking.
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Permalink | Quote | PM | +Rep | Commend by CasterMaster » March 27, 2012 10:02pm | Report
I have some other ideas. Ult for 1500 2stronk. Reliance on knock-up means that a good team comp would be well suited. Should fix her W as it should only be dealing double base damage =P I'll tweak it now

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » March 27, 2012 10:23pm | Report
The basic idea for this champion was to enable more multi-role abilties for champions. Such as Shinsuu, she can play a deadly solo top champion yet even a ranged AD carry. This adds more uniqueness I think and can be more difficult for the opposing team to guess what role you play. Also encourages good teamwork to be effective. Such as if Malphite hits the entire enemy team with Unstoppable Force followed by Shinsuu's ultimate can really take out a large portion of the enemies health.

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » March 29, 2012 7:32pm | Report
Akino, the Future's Guardian
Ranged, Carry, Assassin, Support


Willpower (Innate): Akino gains 5% increased attack speed and 1.5% movement speed for every nearby enemy champion within an 850 radius.

Energy Shield: Akino places a bubble-type shield on himself and 2 nearby allies (prioritizes champions). The shield absorbs 50/100/150/200/250 (+0.7 AD) damage and deals 15/30/45/60/75 (+0.4 AD) magical damage to nearby targets in melee range. After the shield wears out (either by absorbing all the damage or after 4 seconds), it becomes translucent and gives the wearer increased 3/6/9/12/15% damage reduction instead for 3 seconds. 9 second cool-down at all levels.

Vanish: Akino immediately teleports to the cursor's location, slowing all nearby enemy champions both in the activation and destination locations at a range of 250 for 5/10/15/20/25% of their movement speed for 3 seconds. 125/250/375/500/625 Cast Range, 19/18/17/16/15 second cool-down.

Magnetic Pulse: Akino fires a dense bolt of energy at a location, dealing area-of-effect damage to all targets hit for 60/120/180/240/300 (+0.7 AD) magical damage. 850 Cast Range, 7/6.5/6/5.5/5 second cool-down.

Warp Realm (Ultimate): Passive: Akino's first attack every 8 seconds will stun the target 4 seconds after being attacked for 0.5/1/1.5 seconds.
Active: Selected target goes back in time 3 seconds during cast. The target will be in the location they were 3 seconds ago with their past stats (health, mana, etc). Can be used on allied champions and enemy champions. 1000 cast range; 80/70/60 second cool-down.

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » April 5, 2012 7:47pm | Report
Joesae, the Yoyo Emperor
Melee, Bruiser, Carry, Assassin[/b]


Combo Strife(Innate): Every time Joesae attacks, deals damage or casts a spell, he gains 2 Combo (maximum 100 Combo all levels). Combo is lost after 5 seconds of not being in combat. Joesae also applies a 3-hit combo with his basic attacks. His first attack will give him 35% increased attack speed for his next two attacks. His second attack will deal 110% damage and his third attack will deal 120% damage. All of Joesae's skills apply on-hit effects.

Yoyo Overhand: Joesae quickly throws his yoyo towards the cursor. The yoyo will stop after hitting the first enemy champion and bounce the opposite direction it was thrown and deals 50/100/150/200/250 (+0.7 AD) magical damage to the champion hit. Joesae can then pick up his yoyo by moving to its location. However, Joesae cannot use any skills or attack while his yoyo is not with him (except his ultimate). The yoyo will return to him after 5 seconds or when he picks it up. 800 range, 6 second cool-down.

Yoyo Sweep: Joesae sweeps in a cone in front of him with his yoyo, dealing 30/60/90/120/150 (+0.6 AD) damage to all enemies and disables and silences them for 0.7 seconds. 600 range, 6 second cool-down.

Yoyo Uppercut: Joesae spins his yoyo, hitting enemies in front and behind him for 50/100/150/200/250 (+0.7 AD) damage. 500 range (front and back), 6 second cool-down.

Depending on his last move, his ultimate will be different. 60 second cool-down, costs 24 combo.



Yoyo Breaker(UltimateQ): Joesae immediately pulls his yoyo back towards him while pulling the enemy champion along with it. He then attacks 5 times in front of him for 25/50/75 (+0.15 AD) physical damage each hit. He then brings his yoyo into the air and smashes it down in front of him for 100/200/300 (+0.6 AD) damage, stunning all enemy's hit.

Yoyo Striker(UltimateW): Joesae targets a single enemy champion and immediately throws his yoyo at the target, dealing 50/100/150 (+0.5 AD) physical damage and pulling himself to the target. He then knocks all targets around him (600 radius) into the air and repeatedly attacks all targets 5 times for 20/40/60 damage. Targets knocked into the air take an additional 10/20/30% increased damage.

Yoyo Spin(UltimateE): Joesae stuns the nearest enemy champion with the lowest maximum health for 1 second and immediately starts spinning, dealing 50/100/150 (+0.8 AD) physical damage per second for 4 seconds. In this state, he cannot control his movement and moves at random.

Wipe Out(Finale): After a brief delay, Joesae smashes the ground with his yoyo, dealing 300/650/1000 (+1.0 AD) magical damage to all non-allied targets within a 1200 radius. Costs 100 combo and can only be used within 10 seconds after using his ultimate (does not matter which one). 160 second cool-down all levels.

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Permalink | Quote | PM | +Rep | Commend by Jpikachu1999 » April 6, 2012 9:34am | Report

Anyways, I usually have some ideas for champions and heres one that I thought up of. Tell me what you guys think of it:



Shinsuu, the Silent Shinobi
Melee, Assassin, Bruiser

Elite Assassin (Innate): Shinsuu's attacks and skills against the same target will apply an additional 7% damage and can stack up to 5 times per attack or skill. Switching to another target resets the counter.

Toxic Kunai's: Passive ~ Shinsuu gains additional 10/15/20/25/30 Attack Damage.
Active (Toggle) ~ Shinsuu's basic attacks become ranged (575 range) and poison the target, dealing magic damage equal to 10% of her attack damage over 3 seconds but reducing her overall damage output by 18%. Each auto-attack will drain 7 mana. 1 second cool-down.

Shuriken Assault: Shinsuu throws 3 Shurikens in a cone, damaging all enemies hit for 50/100/150/200/250 (+0.7 AD) damage. If Toxic Kunai's toggle is on, this skill becomes a single target attack and deals double the amount of base damage. 750 range, 6 second cool-down.

Focus Charge: After a brief delay, Shinsuu rushes forward, knocking up all enemies hit (like Shadow Dash but with 0.5 second delay). Enemies hit take 30/60/90/120/150(+0.6 AD) damage. 700 range, 9 second cool-down.

Aerial Assassination (Ultimate): Shinsuu quickly jumps into the air and assassinates all knocked-up enemy champions for 60/120/180 physical damage 5 times (+0.5 enemy AD) (+6 physical damage per enemy champion knocked-up and targeted). During this skill, all enemies will gain double resistances while knocked in the air. This skill cannot be activated unless there are nearby enemy champions knocked up. This skill only applies Elite Assassin to the target with the lowest maximum health. 200 range, 140/120/100 second cool-down.



Tell me what u guys think =)
EDIT:Did some small edits to it (nerfs =P)


I am slightly confused about her Q, when you mean her "overall damage output".

W seems like a copy of Rake without her Q activated.

E seems interesting as a disruption ability. Can it go over walls?

I don't like that her ult is so situational. I understand you can E right into the enemy team and then pop your ult, but it still requires you to get right into the faces of your enemies, while also being seen from like a mile away.

You mark her as an assassin, but from what I can see in teamfights, she is mostly AoE damage, unless she activates her Q, which seems unusual because it reduces her overall damage. She isn't like Talon, where she can Shadow Assault away, or like Kassadin where he can Riftwalk away.

Also, her AD ratios seem to be quite low, is she going to be relying on AA for her damage? It seems to me that, as an assassin, higher ratios are necessary for more burst damage. Just my opinion.

Akino, the Future's Guardian
Ranged, Carry, Assassin, Bruiser


Willpower (Innate): Akino gains 5% increased attack speed and 1.5% movement speed for every nearby enemy champion within an 850 radius.

Energy Shield: Akino places a bubble-type shield on himself and 2 nearby allies (prioritizes champions). The shield absorbs 50/100/150/200/250 (+0.7 AD) damage and deals 15/30/45/60/75 (+0.4 AD) magical damage to nearby targets in melee range. After the shield wears out (either by absorbing all the damage or after 4 seconds), it becomes translucent and gives the wearer increased 3/6/9/12/15% damage reduction instead for 3 seconds. 9 second cool-down at all levels.

Vanish: Akino immediately teleports to the cursor's location, slowing all nearby enemy champions both in the activation and destination locations at a range of 250 for 5/10/15/20/25% of their movement speed for 3 seconds. 125/250/375/500/625 Cast Range, 19/18/17/16/15 second cool-down.

Magnetic Pulse: Akino fires a dense bolt of energy at a location, dealing area-of-effect damage to all targets hit for 60/120/180/240/300 (+0.7 AD) magical damage. 850 Cast Range, 7/6.5/6/5.5/5 second cool-down.

Still thinking of an ultimate, wanna help me out? =D


I like this idea!

Personally, I think you could list this guy could be listed as a support champion, because he has a shield, slow, and good harass with Magnetic Pulse.

On that note, I was going to suggest your ult have some effect such as, doubles/triples your passive bonus + gives your passive bonus to your allies. Or, you could have it so that whenever you activate it, it doubles your passive bonus and enhances your other abilities.

Also, you could have your ultimate be something with CC or a heal. Now that I'm thinking about it, you could have it be a knock up/hover. Hover being that all champions are in the "knocked up" condition, but they can still cast spells and attacks, but can't move. I dunno, just something to go along with your first champion.

I can't make up my mind on an ult idea ... I just hope I gave some inspirations.

Joesae, the Yoyo Emperor
Melee, Bruiser, Carry, Assassin[/b]


Combo Strife(Innate): Every time Joesae attacks, deals damage or casts a spell, he gains 2 Combo (maximum 100 Combo all levels). Combo is lost after 5 seconds of not being in combat. Joesae also applies a 3-hit combo with his basic attacks. His first attack will give him 35% increased attack speed for his next two attacks. His second attack will deal 110% damage and his third attack will deal 120% damage. All of Joesae's skills apply on-hit effects.

Yoyo Overhand: Joesae quickly throws his yoyo towards the cursor. The yoyo will stop after hitting the first enemy champion and bounce the opposite direction it was thrown and deals 50/100/150/200/250 (+0.7 AD) magical damage to the champion hit. Joesae can then pick up his yoyo by moving to its location. However, Joesae cannot use any skills or attack while his yoyo is not with him (except his ultimate). The yoyo will return to him after 5 seconds or when he picks it up. 800 range, 6 second cool-down.

Yoyo Sweep: Joesae sweeps in a cone in front of him with his yoyo, dealing 30/60/90/120/150 (+0.6 AD) damage to all enemies and disables and silences them for 0.7 seconds. 600 range, 6 second cool-down.

Yoyo Uppercut: Joesae spins his yoyo, hitting enemies in front and behind him for 50/100/150/200/250 (+0.7 AD) damage. 500 range (front and back), 6 second cool-down.

Depending on his last move, his ultimate will be different. 60 second cool-down, costs 24 combo.



Yoyo Breaker(UltimateQ): Joesae immediately pulls his yoyo back towards him while pulling the enemy champion along with it. He then attacks 5 times in front of him for 25/50/75 (+0.15 AD) physical damage each hit. He then brings his yoyo into the air and smashes it down in front of him for 100/200/300 (+0.6 AD) damage, stunning all enemy's hit.

Yoyo Striker(UltimateW): Joesae targets a single enemy champion and immediately throws his yoyo at the target, dealing 50/100/150 (+0.5 AD) physical damage and pulling himself to the target. He then knocks all targets around him (600 radius) into the air and repeatedly attacks all targets 5 times for 20/40/60 damage. Targets knocked into the air take an additional 10/20/30% increased damage.

Yoyo Spin(UltimateE): Joesae stuns the nearest enemy champion with the lowest maximum health for 1 second and immediately starts spinning, dealing 50/100/150 (+0.8 AD) physical damage per second for 4 seconds. In this state, he cannot control his movement and moves at random.

Wipe Out(Finale): After a brief delay, Joesae smashes the ground with his yoyo, dealing 300/650/1000 (+1.0 AD) magical damage to all non-allied targets within a 1200 radius. Costs 100 combo and can only be used within 10 seconds after using his ultimate (does not matter which one). 160 second cool-down all levels.


Woah woah woah, 3 auto attacks per auto attack? That is just OP. Personally I think you should increase the combo that you get to 10 per ability or attack, as only your ultimate uses combo.

Q sounds like a great poke tool. Just throw it at them, it bounces back towards you!

W and E seem good.

You like assassins a lot don't you? I do recommend changing him to ranged though, as he does have some burst with his abilities, but he can only realistically combo with two of his skills + his ult.

Ultimates: I would make all his ultimates cost between 50 - 100 combo, with the final smash costing 0 - 50 combo (depending on what you picked for the original cost). I also would increase the cooldowns to 80 - 100 seconds, and make Finale have the same cooldown. That way, you wouldn't have to wait another 100 seconds to have a giant part of your burst damage.

Q(Ultimate) doesn't seem to be strong enough to me, 120+ armor seems to negate most of the damage.

W(Ultimate) seems pretty good. Though, if they aren't knocked into the air, they don't really take that much damage.

E(Ultimate) seems terrible to me. It's like a bad version of Cyclone.

Finale seems pretty good to me, especially if you make the changes I listed up a little bit. I would say that if you wanted true damage, you could do 150/325/500 true damage to all enemies. Considering that early game the first level will do more magic damage, but late game when everybody builds magic resist, the true damage will be better.

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » April 6, 2012 1:32pm | Report
Kk I remembered Akino's ultimate now. Going to update

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » April 12, 2012 7:24pm | Report
Here's another one I've been thinking of:


Kyujen, the Knight of the Flames

Melee, Mage



A Warm Heart (Innate): Kyujen increases the damage reduction on her nearby allies by 2% for each ally nearby (1000 range).

Blaze Burst: Kyujen selects a target and swiftly strikes with her sword 3 times, each dealing 10/20/30/40/50 (+0.25 AP). 2 second cool-down; 300 range.

Mystic Fire: After a 2 second delay, ignites a large area in flames dealing 40/80/120/160/200 (+0.6 AP) instant damage and 15/30/45/60/76 (+0.4 AP) continuous damage for 4 seconds. 12/11/10/9/8 second cool-down; 700 range.

Pure Insight (Passive): Every time Blaze Burst is cast, it will reduce all her cool-downs by 0.5 seconds. Additionally, using Blaze Burst 3 times within 6 seconds will ignite her sword in flames, granting her additional 12/24/36/48/60 AP and 3/6/9/12/15% magic penetration for 3/3.5/4/4.5/5 seconds.

Infernal Concussion (Ultimate): Kyujen quickly dashes to the selected enemy champion, dealing 200/400/600 (+0.8 AP) to the target and stunning them for 2 seconds. After successfully striking her target, Kyujen gains an additional 20% cool-down reduction and increased 20% maximum cool-down reduction for 4/4.5/5 seconds. 700/850/1000 range; 100/90/80 second cool-down.

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » April 27, 2012 9:58pm | Report
If you were to make a champion of yourself, how would u do so? Let's start a thread here!

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