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champion suggestion need name, hybrid carry,...

Creator: Dzeno January 30, 2012 8:58am
Dzeno
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Permalink | Quote | PM | +Rep January 30, 2012 8:58am | Report
I'm working on a new champion, which is some kind of dude with either energy crystals that feed on enemies energy or some kind of dude with bloodsuckers/grubs/maggots that feed on the enemies flesh and blood, these crystals/bloodsuckers/grubs/maggots can become bombs/mines.

However I don't have any good names for him yet, So I'm asking if somebody does have good names and I also what like to know what you think of him. Also I would be honored if someone woould like to make a drawing of him

This is my new champion X:
He's an innovative melee hybrid carry, which has to switch often between abilities and auto-attacks to achieve his maximum damage potential. The focus on this champion lies with on-hit effects and being able to win 2v1 situation (however I left an usefull ability for that situation out, to bad).
His passive is 1 of the things that defines him. Also I loves his 2nd ability which works very great together with ability 1.
Anyway tell me what you think :).

Passive (innate):
Every auto-attack marks an enemy with a (burrow grub) mark up to 3 marks, each marks deals 2/4/6/8/10 (+0.025 AD)(+0.025 AP) physical damage per sec for 3 seconds, also reducing healing effects by 5% per stack.

Ability 1:
passive:
Once an enemy has been marked with at least 1 (burrow grub) mark, he drops a fully loaded (burrow grub) after 3 seconds reducing the amount of stacks by 1. This fully loaded (burrow grub) will arm in 1.5 seconds, exploding when an enemy walks over it (150 range radius) doing 40/75/110/145/180 (+0.4 AP) magic damage and applying on-hit effects for 20% or dissappearing after 60/90/120/150/180 seconds.

#Note: an enemy that stay on the fully loaded (burrow grub) for longer than 1.5 sec will trigger it as well
#Note: the fully loaded burrow grubs are visible but are as hard to spot as nidalee's traps.


Active:
... can place 1/2/3/4/5 fully loaded (burrow grubs) at target locations within 10 sec, which will arm after 1 sec.
(can be canceled early be reactivating)

#note: you can still walk when using this skill

CD: 20 seconds
Mana cost: 25 mana per fully loaded burrow grub
Range: 550

Ability 2:
Passive:
Enemies hit by this skill or by exploding fully loaded burrow grubs receives 1/2/3 burrow grub marks.

Active:
All armed fully loaded (burrow grub) within 750 range radius of you will form a polygone which explodes from the center out to it's edges (going about 800 to 1400 ms), doing 30/55/80/105/130 (+35 per fully loaded grub used)(+0.65 AP) magic damage and blinding and silencing enemies hit for 1.5 sec.

CD: 8.5 sec
Mana cost: 75 mana
Range: 750 radius around you

Ability 3:
Passive:
For every burrow grub mark that is nearby you get healed for 2/4/6/8/10 (+0.02 AD)(+0.02AP) per second.

Active (skillshot):
you aim and dash forward stopping when hitting an enemy dealing 20/35/50/65/80 (+1.2 AD) physical damage and applying om-hit effects.
Enemies in a 350 (or maybe 300) range radius around where you stopped are stunned for 0.5 per burrow grub mark, this includes the one hit. marks are consumed. Stun caps at 4 marks and every extra mark does 150 (+0.5 AD) physical damage.

CD: 9.5/9/8.5/8/7.5
Mana cost: 95 mana
Dash range: 450

Ultimate:
passive:
Enemies with a burrow grub mark have a blood pool around them and leave behind a blood trail on the trail you gain 2.5/5/7.5% MS per mark that the enemy that left it had (so with 3 marks adn lvl 3 ult, you get 22.5% MS on the trail). Enemies who get near enemies with burrow grubs get damaged by the blood pool, which has a 150 range radius around an enemy with marks, receiving 10/20/30 (+0.05 AD)(+0.05 AP) magic damage per mark that the enemy that left it had.

Active:
Fully loaded grubs are now dropped after 2 sec instead of 3, enemies can receive now 4/5/6 marks, the blood pool has a bigger radius, 200 range and even increases up to a 350 range radius over 3 seconds when standing still. All enemies standing on the blood pool or trail receive 1 mark after 2.5 sec and 1 more every 2.5 sec after that.
Lasts 15 seconds.

CD: 85 sec
Mana cost: 100/150/200
Range: self cast

Ability that was left out, wavering will, wavering strike, wavering decision, undecisive strike:
passive: when auto-attacking another enemy you gain 15 AS (when you switch attacking between enemies), this stacks up to 6 times and lasts 3 (or 2 till 2.5) seconds, stacks are refreshed every time you switch of an enemy.

Active:
Your attacks splash in a 150 radius around your target for 80% of the damage lasting 8 sec, you also gain 10/15/20/25/30% MS and ignore unit collision, this lasts for 3.5 sec.

CD: 20 sec or so
mana cost: 90
Range: self cast
Dzeno
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Permalink | Quote | PM | +Rep February 1, 2012 12:52pm | Report
Please someon help me come up with good names (and maybe looks)

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