Views: 1717 Truly outrageous store for my champion Ideas
Well, I don't know how you came to this, but as you are here now, you might aswell blow your mind with the most
I posted my first 1 or 2 champ Ideas with completed stat and damage numbers and so on, but I figured out it is probably just boring to read and also takes too much time for me. Besides, a champion that is pure theorycrafting will barely ever have the balancing of in-game champs that have been tested out for months anyways.
So, you can always ask me if you want precise numbers (I got them ready for most of my champion Ideas) but I wont include them in the text. Numbers that will be in the text are cooldown, range and effect/CC durations, as they are essential for balancing purposes.
So, let's get on to the champion Ideas:
Ghora, the Dreadful (AD Bruiser)
Ghora is an AD Tank/Bruiser that excels at dishing out large amounts of damage to the enemy team if focused. He also offers a decent amount of crowd control for successful ganks and initiations. He has strong waveclear, a decent escape and can wreck any enemy that dares to dive him when he has his ult, which makes him a great champion for turret defense and splitpushing. He can have immense damage output in teamfights, however, he is slow and his skills can be avoided easily, so a player used to kiting and poking can kill him without even getting in danger.
Whenever Ghora is damaged by any source of damage, he gains bonus attack damage equal to 10% of that damage for 4 seconds.
Q (Furious Slash):
Range: 300, Cooldown: 9/8/7/6/5 seconds
Ghora quickly slashes all enemies in front of him, dealing physical damage to all enemies inside a cone and knocking them back for a short distance. Ghora heals for 3% of his missing health for every enemy hit.
W (Rage Attack):
Range: 600, Cooldown: 12/11/10/9/8 seconds
Ghora leashes out with his weapon for a brief time before striking on the ground, unleashing a fiery shockwave that damages all enemies in a line in front of him. If he lost more than 10% of his maximum health within the last 5 seconds, the shockwave ignites enemies hit for additional magic damage over 3 seconds, also inflicting grievous wounds debuff.
E (Ruthless Stampede):
Cast Range: 700, Impact Range: 125, Cooldown: 18/16/14/12/10 seconds
Ghora jumps in the Air for 1 seconds, then smashes on the ground in the chosen location (location is revealed to enemies on activation), dealing high physical damage to enemies hit and knocking them up for 1 second. If Ghora’s health gets below 30%, the cooldown of Ruthless Stampede is decreased by 7 seconds.
Range: 300, Cooldown: 120/100/80 seconds
Grabs the target and the most wounded enemy champion in range and smashes their heads together, dealing huge physical damage to both of them and stunning them for 1 second. If there is only one target in range, he will smash it with his fist for equal damage and stun. If the targets health is below 40%, the damage of Bonecrusher is increased by 30%. If a target is killed this way, he shouts a triumphant roar, decreasing all incoming damage by 40/45/50% (60/67.5/75% if he killed both enemies) for 3 seconds and taunting nearby enemies for 1 second (1.5 seconds if both enemies were killed).
Zurg, the Voodoo Shaman (Supportive Tank)
Zurg is an AP Bruiser with a Shaman themed skillset. He applies debuffs to the enemy team, allowing his team to come out on top in teamfights. He has low damage, but is strong at picking off targets with his W+E combo when they are out of position. His unique totem pole ability can also be used to control minion waves or to tank towers and monsters for easy objective-taking. He has to be in a team with Totemic Maokai , as they match from appearance and both have an AoE damage reduction tool to reduce a teams damage by 25% in a total. While he does not do a lot of damage by himself, he can wreck the enemies' day in teamfights with his ultimate.
His abilities drain energy out of his enemies, shielding him for 7.5% of the damage done (for 5 seconds). If the shield takes damage, he regenerates life and mana equal to that amount.
Q (Totem Strike):
Range: 125; Cooldown: 9/8/7/6/5
His next autoattack deals bonus magic damage in an area around the target and reduces the resistances of enemies hit for 3 seconds. This resets the AA animation.
W (Totem Pole):
Cast Range: 800; AoE Range: 250; Cooldown: 20/18/16/14/12
Summons a totem pole in the chosen area, briefly knocking enemies on top of it aside. The totem pole deals AoE magic damage around it and applies the cursed debuff to nearby enemies, reducing their damage by 10%. It remains in place for 5 seconds or until killed (has 300/475/650/825/1000 health and no resistances).
E (Arcane Chain):
Range: 850; Cooldown: 14/13/12/11/10
Throws out an arcane chain that pierces all enemies in a line, dealing magic damage and briefly rooting them in place (kinda like Zenith Blade). If the chain connects to a totem pole, he pulls himself and all pierced enemies towards the totem, dealing bonus magic damage and stunning them for a short time on arrival.
R (Black Despair):
Range: 800; Cooldown: 120/100/80
Zurg speaks a curse on all enemies in his radius that remains active for 4 seconds. Enemies inside the radius rapidly lose Movement Speed and Attack Speed. They no longer share vision with their team and their vision radius decreases. The debuffs get stronger the longer an enemy is inside the radius and get weaker if the enemy leaves the radius or the curse ends, resulting in a maximum effect time of 8 seconds (4 seconds cc getting stronger, 4 seconds cc getting weaker).
Filona, Envoy of the Woods (AP Tank)
Filona is an AP Tank that excels at constantly disabling her opponents while also dishing out decent amounts of damage. She doesn't offer a lot of hard CC, but compensates with AoE effects and long effect durations. She has unique utility with her E, and can disrupt entire teams if they stand in the radius of her ultimate, Power of the Woods.
Passive (Wooden Skin):
Filona gains bonus armor, magic resist and movement speed while she is inside a brush. The buff remains active for 1 second after she leaves the brush. The bonus scales with champion level.
Q (Leaf Shot):
Range: 800; Cooldown: 9/8/7/6/5 seconds
Sends out a razor sharp leaf, damaging all enemies in a line. If the leaf crosses a brush, damage and speed are increased and Filona heals for 25% of the damage done.
W (Seizing Rootage):
Range: Variable; Cooldown: 24/22/20/18/16
Passive: If Filona doesn’t move for a second or longer, roots are spreading from her location with a speed of 300 up to a maximum range of 600. Spreading speed is increased if Filona is inside a brush. Roots are not visible to enemies and grant vision of the covered area. They are removed upon moving.
Active: Roots become visible and instantly expand as if Filona stood still for 1.5 seconds, slowing enemies inside their range. After 3 seconds, the roots converge, dealing magic damage to all enemies within the radius and snaring them for 0.5-1.5 seconds (the closer to the center, the longer the snare). Leveling increases slow and damage.
E (Rampant Growth):
Range: 1000; Cooldown: 14/13/12/11/10
Filona unleashes the power of nature to grow an area of brush in the chosen path for 5 seconds. Your team’s vision is not affected by the brush, enemies inside the brush are revealed (stealthed units included, but not wards and traps). During that time, the movement speed bonus from her passive is greatly increased. Leveling increases the maximum path length and the movement speed bonus.
R (Power of the Woods):
Filona shifts to tree form for a maximum of 12 seconds (can be cancelled by reactivating). In tree form, her movement speed is decreased by 50%, or by 25% if she is inside a brush. She gains bonus armor and magic resist and roots are spreading from her, slowing enemies movement and dealing a low amount of damage. Her basic attacks gain increased range, do bonus magic damage and pull targets towards her for a short distance. The same target cannot be affected by a pull more than once every 5 seconds.
Devi, the Ki Engineer (AP Carry)
Devi is a ranged AP Carry and is weak early, but dominant in teamfights. He can defend allies, disrupt enemies or simply deal tons of damage in a close area around him. He has very unique mechanics and is extremely position and combo-dependant, which makes his kit a pain in the a** to balance and hard to understand his potential at all. If you have any ideas to improve this idea, don't hold back and post them below.
Passive (Ki Ring):
If Devi is not attacked by any champion or turret for 3 seconds or if he scores a kill or assist, he sends out his Ki Ring to a range of 600. Using an ability charges the Ki Ring with a certain power. Reactivating the ability or using another ability unleashes the charged abilities and streaks the ring towards Devi, setting the abilities on cooldown. When two powers have been charged on the Ki Ring, a bonus effect is granted depending on the combination of powers:
- Q and W: The next autoattack silences and slows the enemy by 25% for 1 second.
- Q and E: Drains 10% of the damage done and improves every shield by this value.
- Q and R: Removes the knockback effect and increases the damage by 20%.
- W and E: The lightning burst charges the shields with electrical power, causing them to damage attackers for a percentage of their max health and silence them for 0.2 seconds.
- W and R: Upon being repositioned, enemies receive the confused-debuff for 1.5 seconds, causing them to move in the opposite direction of the summoners command.
- E and R: Removes the pull effect, and increases the movement speed of shielded allies by 20% for 2.5 seconds.
Cooldown: 12/11/10/9/8 seconds
Upon being unleashed, the Ki Ring streaks inwards, damaging all enemies in its path. The damage decreases by 20% for every target hit, down to a minimum of 40%. 20% of the damage inflicted charges Devi’s spear and causes his next autoattack to do bonus magic damage equal to that amount. When hitting a champion or monster, the bonus damage is limited.
Cooldown: 12/11/10/9/8 seconds
Upon being unleashed, the Ki Ring streaks inwards, damaging all enemies in its path and silencing them for 0.5 seconds. After reaching Devi, the Ki Ring unleashes a lightning burst with a range of 600, dealing magic damage to all enemies inside the radius and silencing them for another 0.5 seconds.
Cooldown: 12/11/10/9/8 seconds
Upon being unleashed, the Ki Ring streaks inwards, shielding all allied champions in its path for 5 seconds. Shielded allies receive a small buff to their armor and magic resistance.
Cooldown: 90/70/50 seconds
Upon being unleashed, the Ki Ring streaks inwards, dealing magic damage to all enemies in its path and pulling them towards Devi. During the next 3 seconds, the ability can be reactivated to streak the Ki Ring outwards, dealing magic damage to all enemies in its path and knocking them back to a distance of 600. If the ability is not reactivated within 3 seconds, this happens automatically.
Eryn, the chorus girl
Eryn is an assassin-style AP Carry. I got inspiration for this Idea from Sporners "Dancing goddess" champion concept and worked her out to be a ninja-style dancer that uses animal dances as her abilities. Her huge AoE makes her an assassin with huge teamfight potential, which is somewhat different to many other assassins. In exchange, she doesn't have that much single target damage and has difficulties slaying her target when she doesn't hit her full combo. Finishing the idea, I realize that she has a lot of similarities with Kennen with her ult and passive, but I don't care, as the other abilities are different enough.
Passive (Dance Fever):
Whenever an enemy is hit by her abilities, he recieves a mark for 6 seconds. The same ability cannot apply multiple marks to one champion with the exception of her ult. If an enemy has 2 marks on him, he starts dancing for 1 second, blocking his movement, aa and abilities. If an enemy is affected by this debuff again within the next second, the duration is shortened by 50%. Her ability dances cannot be interrputed by CC abilities, she will be CC'd at the end of her dance.
Q (The Lion's Dance):
Cooldown: 9/8/7/6/5, 60 energy
Dances in place for 0.5 seconds. Claws grow out of her fingers and deal magic damage to all enemies in a range of 300. The damage is increased by 30% if the target is affected with the poison from her W. She heals for 10/12.5/15/17.5/20% of the damage done.
W: (The Snake's Dance):
Cooldown: 14/13/12/11/10, 100/95/90/85/80 energy, Range: 800
Dances in place for a second, then suddenly dashes towards the target, dealing initial magic damage and slowing it in combination with magic DoT. She only dashes to her target when it is within a range of 1000/1025/1050/1075/1100 after her dance (which means enemies can dash out of danger when she starts dancing). If the dash is cancelled, the cooldown is reduced to 5 seconds.
E (The Crow's Dance):
Cooldown: 14/13/12/11/10, 80/75/70/65/60 energy
Dances towards your cursor for 1/1.25/1.5/1.75/2 seconds with 60% increased movement speed. Crows fly out to the 3 closest enemies within 500 range, dealing small magic damage and blinding them for a second. She can be redirected in the process.
R (The Dragon's Dance):
Cooldown: 130/110/90, No Cost, Range: 600
Dances in place for 2 seconds. 2 Dragon images are summoned and move around the player in circles, spitting out a huge burst of fire every second, starting with one instant burst upon activation for a total of 3 bursts. Each of these three deals AoE magic damage and applies a mark to all enemies hit. If she recieves lethal damage during her ultimate, the entire ultimate will go off before she dies.
No Name Idea (AD Carry)
NoNameIdea is an AD Carry with a kit that contains high mobility and is best used with a high risk high reward playstyle. His damage relies heavily on his passive, which can give him crazy amounts of damage if he gets personal enough to hit with all of his abilities.
When hitting an enemy, NoNameIdea's weapon is charged with energy (stacks up to 10 times). Upon autoattacking an enemy champion, all stacks are consumed, dealing 4/8/12/16/20/24/28 true damage for every stack consumed.
Q (Open Fire):
Range: 800, Cooldown: 10/9/8/7/6
NoNameIdea fires off a rapid cascade of 6 shots in a cone in front of him (takes 0.1 seconds for every shot), dealing physical damage to the first enemy hit with every projectile.
W (Critical Shot):
Range: 700; Cooldown: 6/5.5/5/4.5/4
Quickly fires two offset shots in a line, dealing physical damage to the first enemy hit and lowering his movement and attack speed by 15% for 2 seconds (stacks additively if both shots hit the same target).
Range: 600; Cooldown: 18/16/14/12/10
NoNameIdea moves so quickly towards the chosen location that he leaves behind an image of himself for 3 seconds (the image grants vision). All attacks pass right through his image, and he can quickly swap places with his image by reactivating the ability (can be done up to 2 times) (all shots aimed at him will then hit his image instead). The quick moves however harm NoNameIdea's condition, increasing incoming damage by 50/45/40/35/30% for 3 seconds for every time he swaps places with his image.
R (Hextech Grenades):
Range=1500; Cooldown: 120/100/80
NoNameIdea loads 3 grenades for 10 seconds. Using R again releases a grenade (grenade speed=1500), dealing physical damage to all enemies in a circle (range 250) and knocking them back from the center (distance of 250). If he is within the explosion-radius, he is knocked back aswell, but gets no damage.
To make up for the high utility name gets from his E and R, he has a comparably low autoattack range (525/similar to graves).
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That's it so far. New champions will be added whenever I'm bored enough. Feedback is appreciated, so tell me if you found any truly outrageous Idea or if you think I should flush any of these down the drain.
Love your ideas lol very creative. Zurg is probably my favorite, league needs a legit shaman! Ghora... what can i say about him.. those skills would be so OP lol Healing, grievous wounds, a short stun and aoe? oh **** lol
Ty for the feedback. Considering Ghora being op, I mentioned that he is rather slow, has no way to prevent kiting and his W and E have a delay which means you can basically dodge him easily.
His heal is not much (3% of MISSING HP means he is never able to sustain on a really high level, but gets stronger when he gets low, which fits his berserk kit quite well imo).
I considered he can get extremely dangerous if you get initiated on with his ult, because the stun means he can chain EWQ for insane damage. However, note that he isn't going to have much AD from his passive when he tries to 100-0 you with a flash-ultimate initiation, which means his damage is MUCH lower, plus the damage increase on low HP targets for his ult includes that the damage isn't too damn op when used on full hp targets.
If he decides to initiate without flash, just dodge his E and get out of his ult range, he will just be kited to death. The fact that he can basically do everything with his kit doesn't mean he always does. In fact, Ghora players will need to perfectly time when they took enough damage for their passive to kill their target with one combo rotation.
I should probably add a sidenote that his E airtime does not make him untargetable, which means he might be offscreen, but Ignite or Requiem wont be negated. And I will increase the E delay from 0.75 seconds to 1 second to make it harder to chain to ally CC.