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    LoL Champion Creations

    Zaffo
    Zaffo


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    Post  Zaffo Wed Feb 09, 2011 9:39 am

    I wanted to remake Terrorblade from DotA, so I came up with this. The concept and playstyle are basically exactly the same and the ult is also the same, but the ult was what made him cool. XD

    Specter of Damnation

    Passive: Soul Barrier
    Desc: She gains additional armor and magic resist the lower percent her health is.

    Q – Spirit Blast
    Desc: Sends out a dark spirit to suck the life out of the target, dealing damage and returning HP to her

    W – Possess
    Desc: Enters target minion’s body. While inside she steals HP from it every sec and is able to explode the body from the inside, dealing AoE magic damage.

    E – Ghost of the Damned
    Desc – Summons a clone of herself with the same HP, Mana, and items, but the close takes 200% more damage.

    R – Soul Swap
    Desc: Swaps her current % HP with target Champion.
    Zaffo
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    Post  Zaffo Thu Feb 10, 2011 9:14 am

    Magnus

    Smooth
    Rogue Criminal
    Model Description:
    Clothes: Black Hat, Tuxedo, Black Dress Pants, Black Dress Shoes
    Figure: Tall, Skinny
    Dance: Michael Jackson dance

    Story: Magus is a wanted criminal with a $1 billon dollar bounty on his head. He makes his living by raiding villages and cities, stealing anything he can get his hands on. He traveled across the land to Demacia, Noxus, Ionia, and Zaun robbing treasures and murdering countless people. The leaders of each city wanted him dead and put a large bounty on his head and claiming they want him brought back “Dead or Alive…but preferably dead”. The prince of Demacia, Jarvan, wanted to eliminate him on the spot and assigned Garen, the Might of Demacia, that duty. Magus, knowing Jarvan’s plan, is intrigued and sets off to the League to challenge Garen and after, Jarvan himself.

    Passive: Versatility
    Desc: When an enemy Champion is close to him (within melee range), he gains a 10% chance to block auto attacks. When an enemy Champion is far away from him (within max auto attack range), he gains a 10% chance to crit.

    Q – Gunblade Sweep
    Desc: Sweeps his two gunblades in an arc in front of him, dealing Physical damage to all enemies in melee range and shoots three bullets, dealing Magic damage to any enemies he hits. (like TF’s Wild Cards)

    W – Strafe
    Desc: Slides sideways in a direction, shooting two bullets forward (one before strafing and one after) dealing Magic damage to any enemy they pass through and slows the victims’ movespeed. If Dual Expertise is active, he deals Physical damage to all enemy units he passes through.
    -Distance will be the same as Shen’s dash

    E – Dual Expertise
    Desc: Passive: Allows his auto attacks to hit two targets (the second target is a random enemy in range). Active: Turns him into a melee fighter, and allows each of his auto attacks to slow the target.

    R – Burst Down
    Desc: Focuses target enemy Champion, giving him max attack speed while attacking that Champion, but reducing the damage he does with every attack.

    “Whether in close combat or ranged combat, my victory is assured.” -Magnus

    Recommended Items: Mercury Treads, Madred’s Bloodrazor, Malady, Rageblade, Black Cleaver, Infinity Edge (or Frozen Mallet)
    Zaffo
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    Post  Zaffo Thu Feb 24, 2011 11:10 am

    Yigaz (iono what to call him just made up something)

    Passive: Light and Darkness
    Desc: Whenever one of his spells deals physical damage, his ability power increases. Whenever one of his spells deals magic damage, his attack damage increases. Stacks 3 times.

    Q: Spirit Bolt
    Desc: Blasts the target with spiritual energy, dealing physical damage or magic damage depending on which is higher.
    2 sec CD if max CD

    W: Mysterious Orb
    Desc: Launches an orb toward target location, and explodes at target location, dealing physical or magic damage to enemy units around it and snaring them all. If he has a stack of Light, it deals magic damage, if he has a stack of Darkness, it deals physical damage.

    E: Attunement
    Desc: Passive: If his attack damage is higher than his ability power, his armor penetration increases. If his ability power is higher than his attack damage, his magic penetration increases.
    Active: Transfers some of his attack damage into ability power or ability power into attack damage depending on which is higher.

    R: Split
    Desc: Splits him into two, a light and a dark half, each with half of the whole’s health. The light half gains all of the whole’s ability power and his attacks deal magic damage based on ability power. The dark half gains all of the whole’s attack damage and his attacks deal physical damage. If one of the halves survives until the end of the duration, he revives as a whole with the same health that he had when he split.
    Zaffo
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    Post  Zaffo Fri Feb 25, 2011 6:47 pm

    I looked at Hound's post again and decided to make a Champion of him XD. Don't worry Hound, you can pretty much kill anything and everything.

    Hound
    The Wolf of Utter Pwnage

    Passive: Killing any unit permanently increases his attack damage.

    Q: Deadly Strike
    Desc: Hound attacks the target, dealing 100% of his AD plus X and slows the target.

    W: Dreadful Howl
    Desc: Hound howls, dealing physical damage to all enemies around him and instantly makes all minions have 10% of their hp.

    E: Devour
    Desc: Passive: If a minion is below 10% of its health, Hound’s next attack on it will instantly kill it. Active: Hound’s next attack on an enemy Champion will either deal 5% of its max HP in damage or, if the Champion is below 10% of its health, Hound will instantly kill it.

    R: RAGE
    Desc: Hound gets 10x bigger, gains 2x his AD, increased health, increased movespeed and attack speed and cannot be crowd controlled. While this skill is active, Hound will only target Champions and if Hound is having latency issues, Hound will be taken over by a CPU who will kill all enemy Champions it can until Hound can resume control.
    Zaffo
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    Post  Zaffo Mon Mar 07, 2011 10:45 pm

    Arcanis
    The Mystic

    Passive: Concentration
    Desc: For every 50 mana Arcanis has, he gains 5 MP5.

    Q: Magic Barrage
    Desc: Channels a stream of arcane magic at enemies in a cone, dealing magic damage every second it is channeled, and lowers enemy magic resist. Stacks 3 times. Lasts 5 sec. Channels for up to 3 sec. 10 sec cd.

    W: Mystic Orb
    Desc: Launches a magical orb toward target location, dealing magic damage to all enemies it passes through. Activating this spell again causes him to teleport to the orb. 25 sec cd.

    E: Arcane Push
    Desc: Releases a large amount of magical energy at the target enemy Champion, dealing magic damage and knocking it back. If the target collides with terrain, the target is stunned for .5/1/1.5/2/2.5 sec. 30 sec cd.

    R: Tower of Woe
    Desc: Summons a pillar of unstable arcane energy at target location. Any damaging spells cast on the Tower of Woe causes it to release a wave of energy around it, dealing magic damage to surrounding enemies. The Tower is neutral and can be targeted by any Champion. 10 charges, Lasts 8 sec. 150 sec cd.

    *Note: Yes you CAN use Arcane Push on the Tower of Woe and knock it back

    Recommended Items: Rylais, Sorc Shoes, Archangel’s, Morello’s Evil Tome, Abyssal Scepter, Rabadon’s Deathcap


    Last edited by Zaffo on Wed Mar 09, 2011 11:07 pm; edited 1 time in total
    Zaffo
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    Post  Zaffo Mon Mar 07, 2011 11:22 pm

    Shinzu
    The Dancing Blade

    Passive: Combo Master
    After casting a spell, the next spell cast within 2 sec, has its damage increased.

    Q: Lotus Dance
    Desc: Spins to target, dealing physical damage to enemies hit.

    W: Backflip
    Desc: Shinzu does a backflip on the target, dealing physical damage and knocking it up.

    E: Assault
    Desc: Shinzu jumps into the air and stabs his target with both of his daggers, pinning it to the ground for 2 sec. If used on a knocked up target, Assault deals bonus damage

    R: Jump Kick
    Desc: Shinzu jump kicks the target, dealing physical damage and knocking it back and knocking Shinzu back half the distance.

    Zaffo
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    Post  Zaffo Mon Mar 07, 2011 11:38 pm

    Valdir

    Passive: Energy Bending
    Desc: While he is below 20% of his max mana, he gains increased health regen. While he is below 20% of his health, he gains increased mana regen.

    Q: Life Spike
    Desc: Blasts the target with energy, dealing magic damage and draining the target’s health or mana depending on which is lower. If the target does not use mana as a resource, it drains health.

    W: Celestial Binding
    Desc: Channels energy with target Champion. If target Champion is an enemy, it drains health or mana every sec. depending on which is lower. If it is an ally, it gives them his health or mana depending on which is higher.

    E: Flow of Energy
    Desc: Toggle: Allows him to use health as a resource instead of mana.

    R: Calamity
    Desc: Sacrifices 20% of his current health and mana and deals magic damage to the target equal to half of the total health and mana sacrificed (+ .5% of AP).

    Note: All spells that say "depending on which is higher / lower" is referring to Valdir's health or mana


    Last edited by Zaffo on Sun Mar 13, 2011 11:01 pm; edited 1 time in total
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    Schize


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    Post  Schize Tue Mar 08, 2011 1:40 am

    Aedan, The Will of Fire

    Melee, Support, DPS

    Flame wielding shaman, uses a scalpel-like knife. Melee range, low base health, medium base armor, scaling magic resist.

    Passive: Reinvigorated Flame
    When Aedan falls below 20% of his maximum health, he gains 20/30/40 Armor and Magic Resist, 8%/12%/16% Move Speed, and regenerates 1%/2%/3% of his health every second for five seconds. This effect can only occur once every 90 seconds.

    Q: Cauterizing Flame
    Aedan fires a burst of flame in target location, removing the "Mortal Wound" debuff from friendly units caught in the stream, as well as healing them for 70/105/140/175/210 +(.7 AP) over 3 seconds. Friendly units also gain bonus armor equal to 3%/6%/9%/12%/15% of their total armor for 3 seconds. 16/15/14/13/12 Second Cooldown.

    W: Cindercloak Shroud
    Aedan energizes target friendly champion with the Will of Fire, causing them to gain 14%/15%/16%/17%/18% Move Speed and 20%/25%/30%/35%/40% Attack Speed, as well as increasing Healing and Health Regeneration effects by 20% for 12 seconds. 15 Second Cooldown.

    E: Lava Lash
    Passive: Aedan imbues his knife with lava, causing his auto attacks deal an additional 25/35/45/55/65 (+.2 Bonus AD + .2 AP) per attack.
    Active: Aedan unleashes the lava imbue on his knife, dealing damage equal to his AD + AP, and ignites the target, applying Mortal Wound and causing an additional amount of damage equal to 50/60/70/80/90% of his total AD over 5 seconds. (Range similar to Irelia's Equilibrium Strike) 15 Second Cooldown.

    R: Inferno and Rebirth
    Aedan channels for a moment, creating a pulsing ring of fire that deals 100/150/200 (+.7 AP) to enemy units. Additionally, the ground is covered with a sacred flame, causing allied champions to regenerate health equal to 4% of Aedan's maximum health per second, as well deal 20/30/40 (+.1 AP) to all enemy units standing in the inferno. The total health regenerated is capped at 150/250/350.
    Reticulin
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    Post  Reticulin Wed Mar 09, 2011 1:42 pm

    nice brian
    Zaffo
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    Post  Zaffo Thu Mar 10, 2011 1:26 am

    Heres what i have so far for my fire golem guy. I still need a name and passive for him that I will edit later. And yes his Q is the same as my other champ Volcanus because I felt that it could fit in here.

    (Name)
    The Blazing Inferno

    Stats: Melee / Caster / Nuker
    Model: Golem with red / orange fire around him

    Passive:

    Q: Q – Lava Spew
    Desc: Regurgitates lava from his mouth, sending a lava flow forward, burning all enemies that step on it. If the lava collides with terrain, it will follow the terrain. If the lava collies with a cliff, it will flow off the cliff.
    -Cone effect, slowly spreads outward from the caster in a cone shape.
    -The range that it spreads is half as long as Caitlyn’s attack range

    W: Fiery Smash
    Desc: Punches the target enemy, dealing magic damage and knocking it down for .5 sec, interrupting any spellcasting.

    E: Terrain Shift
    Desc: Stomps the ground, creating a cliff at target location. Anyone on top of the cliff has vision of what is below it. Everyone else loses line of sight of anyone on the cliff.

    Note: The cliff is as wide as half a lane and as long as Caitlyn’s auto attack range. The cliff will face the opposite direction he is facing.

    R: Apocalypse
    Desc: Turns into a meteor and heads to target location, dealing magic damage to enemies hit and explodes on impact, stunning all surrounding enemies and igniting the area around it, dealing magic damage over time to enemies standing in the fire.
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    Post  Schize Thu Mar 10, 2011 11:06 am

    Atma

    Passive:
    Atma gains bonus health regeneration per five seconds equal to 10% of his attack damage. Atma's auto attacks heals him for an amount equal to his health regeneration per five seconds. This effect can only occur once every ten seconds.

    Q: Staggering Strike
    Atma attacks with immense strength, dealing 30/60/90/120/150 (+.5 Total AD + 4% of Max Health, bonus damage from health can not exceed (80/100/120/140/160)) physical damage on his next attack, and applying a mini-silence. Applies On-Hit Effects. 10/9/8/7/6 Second Cooldown.

    W:
    Atma gains 15/20/25/30/35 (+1% of Max Health) Armor and increases Critical Strike Damage of nearby allies by 4%/8%/12%/16%/20% for 6 seconds. 12 Second Cooldown.

    E: Trampling Charge
    Atma prepares for a moment, then dashes toward target location with increased move speed (+20%/30%/40%/50%/60%), ignoring unit collision, as well as dealing 90/115/140/165/190 (+.7 Bonus AD) through each enemy unit he passes through. The damage done is decreased by up to 50% at the furthest distance of his dash. Enemy units caught in the dash are also slowed by (20%/24%/28%/32%/36%) for 2 seconds. 22/21/20/19/18 Second Cooldown.

    R: Shattering Impaler
    Atma shoves his spear into target enemy champion, dealing 100/175/250 (+15% of Max Health, bonus damage can not exceed 200/350/500) as Physical Damage. The target is rooted in place for 2.5 seconds. While rooted, the target is incapable of receiving the benefits of friendly spells and auras. 110/100/90 Second Cooldown.

    PS. Not really liking his passive or his W. Any suggestions?
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    Post  Zaffo Fri Mar 11, 2011 2:35 am

    Hellscythe
    Soul Hunter

    Stats: Melee, DPS, Assassin
    Wields a two hand scythe

    Concept Art

    LoL Champion Creations - Page 2 196265_10150109284467336_537402335_6792216_3975940_n

    Story (summary):
    Weedle Sevetwheth was a mere peasant living in Zaun. One day, his hometown was raided. The raiders killed his entire family and burned the town to ashes. In fear, he ran to a secluded graveyard on the outskirts of the town where the raiders would not find him. There, he discovered a scythe, Hellscythe, which coursed with dark magic. Sensing the fear and anger in his heart, Hellscythe rose from the ground, floated into his arms, and said "Do you seek vengeance upon those who killed the ones you love? Then I shall give you power beyond your wildest imaginations, but under one condition. Your soul will be forever bound with me and your body shall be replaced with souls of the fallen". Weedle agreed and the scythe took away his soul and his physical body. Now renamed Hellscythe, he joins the League to harvest the souls of his enemies and seek his revenge.

    Passive: Killing an enemy harvests its soul, giving him Soul Counters. He gains 3 counters for killing a minion, and 5 counters for killing a Champion (Caps at 15 (from levels 1-6), 30 (from levels 7-12), 45 (from levels 13-18)). If he dies loses half his counters rounded up.

    Q: Soul Swipe
    Desc: His next attack cleaves, dealing damage equal to his AD to the target, and dealing AD plus bonus damage to a nearby enemy with the lowest health. If it only hits 1 target, it deals bonus damage. Soul Counters give additional bonus damage equal to the number of counters.
    -Low CD (Nasus’s Q CD) about 4 sec at lvl 5.
    -Low Mana Cost

    W: Mark for Dead
    Desc: Marks the target, dealing physical damage and marks them, giving sight for 6 sec. Cast again to detonate the mark to deal magic damage. It deals more damage the earlier the mark is detonated. Detonating the mark will cause you to lose vision of the target. Soul Counters increase the range of vision. At 0 counters you just see that target and anyone standing right on top of it. At max counters he gains vision of an area around the target (1/2 the range of a ward).

    E: Hemorrhage
    Desc: Slices the target enemy, dealing physical damage and applies a debuff that causes the target to bleed, dealing physical damage over time and slows the target.

    The bleed deals more damage upfront and diminishes every second, and the slow slows more upfront and diminishes every second. Soul Counters increase the duration of the slow by 2 sec for every 15 counters.

    R: Haunt
    Desc: Hides inside the body of any unit, becoming stealthed and untargetable (but still gets hit by AoE) He is allowed to activate the spell again to come out of the host, dealing magic damage 100 / 200 / 300 (+ .5% of AP) to enemies around him and slowing the host if it is an enemy. If the host is an ally, it grants it additional movespeed. When he reappears, he deals bonus damage equal to 3x the amount of his Soul Counters and gains 5/10/15 counters.

    Recommended Items: Wriggle's Lantern, Mercury Treads, Trinity Force, Guinsoo's Rageblade, Bloodthirster, Hextech Gunblade

    Thanks to Brian (Schize) for helping me with this Champion

    I need to add numbers to some of his skills which I will do later when I have time.

    Any suggestions will be appreciated.


    Last edited by Zaffo on Sun Mar 13, 2011 11:02 pm; edited 1 time in total
    Zaffo
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    Post  Zaffo Sun Mar 13, 2011 10:50 pm

    The Count

    Passive:
    Desc: Every 3 spell casts, a shield of bats surrounds him, reducing the damage of the next spell cast on him. Lasts 5 sec.

    Q: Swarm
    Desc: Unleashes a swarm of bats in a cone, dealing magic damage and lowers enemy’s damage.

    W:
    Desc: Turns into a mob of bats and charges toward target location dealing magic damage to enemies he passes through and slowing them.

    E:
    Desc: Bites the target, dealing magic damage and places a curse on them, lowering their magic resist for a few seconds.

    R: Bat Form
    Desc: Grows wings, giving him the ability to fly for a few seconds, increasing his movespeed and allows him to avoid unit collision and fly over walls and he is immune to melee attacks.
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    Post  Zaffo Mon Mar 14, 2011 3:55 am

    Illusionist
    Passive: Trickery
    Desc: Whenever an enemy Champion is affected by one of his crowd control effects, it takes magic damage at the end of the effect

    Q: Reversal
    Desc: Blasts target enemy with dark magic, dealing magic damage and causes it to move in the opposite direction for .5/.75/1/1.25/1.5 sec.

    W: Blinding Trap
    Desc: Places a trap on the ground, if an enemy Champion steps on the trap, it deals magic damage, blinds them, and reduces their sight range for a few sec.


    E: Hallucination
    Desc: Creates an illusion of target Champion. The illusion deals no damage and takes 200% extra damage. If the illusion is killed, it dealing magic damage to the enemy that killed it.

    R:
    Desc: Traps target enemy Champion in another dimension, making them see illusion versions of all allies and enemies. If the target attacks any of the illusions, the illusion explodes, dealing magic damage to that enemy Champion. If the target enemy Champion casts a spell on an ally illusion, the illusion disappears and drains the Champion’s mana, energy, etc. If the Champion does not use mana, it deals magic damage to it instead. Lasts 5 sec.
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    Post  Zaffo Mon Mar 14, 2011 3:57 am

    Hell Kaiser
    Passive: Pain
    Desc: Attacks cost health, but increase in damage after every attack. Cap at 5 attacks.

    Q:
    Desc: Strikes the target, dealing physical damage and healing him for 20% of damage dealt

    W:
    Desc: Deals physical damage and stuns the target

    E:
    Desc: Passive: When Hell Kaiser is below 20% of his health, he gains additional armor and magic resist. Active: Sacrifices a % of his current health and adds it to his AD for a few sec

    R:
    Desc: Executes the target, dealing initial physical damage plus bonus damage equal to % of Hell Kaiser’s health that is missing.
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    Post  Zaffo Mon Mar 14, 2011 3:58 am

    Name ?

    Passive: Electro-Boosts
    Desc: Increases his movement speed after casting a spell.

    Q: Cloaking Field
    Desc: Places a cloaking field generator at target location. When two generators have been placed and are in range of each other, (name) will become stealthed as long as he is within the cloaking field. Any traps placed within the cloaking field will also become stealthed. 3 sec fade time.

    -The range of the field will be from second turret to first turret.

    W: EMP Trap
    Desc: Plants a trap on the ground, any enemy Champion that steps on it activates the trap, dealing magic damage and silencing the target for 2 sec and drains their resources. 4 max

    E: Tazer
    Desc: Shocks the target, dealing magic damage and stunning it.

    R: Electronic Discharge
    Desc: Releases electricity from himself and all electronic devices on the map, dealing magic damage to all enemy units around them and slowing all enemies hit.

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    Post  Zaffo Mon Mar 14, 2011 4:34 am

    Water Elemental
    Passive: Adaptation
    Desc: In water form, 10% of his mana is added to his AP and 5% of his mana is added to his AD. In ice form, 5% of his mana is added to his armor and 3% of his mana is added to his magic resist.

    Q: Surge
    Desc: charges toward target location, dealing magic damage to enemies it hit.

    W: Suffocate
    Desc: grabs target enemy and suffocates it, dealing magic damage over time. Slows its movespeed and if the target gets out of range, the spell breaks.

    E: Clone
    Desc: Splits part of his body, creating a clone of himself. The clone deals damage equal to 50% of his AD and takes 200% additional damage.

    R: Ice Form
    Desc: Changes into ice form, gaining a new set of abilities. In this form he also passively reflects 15% auto attack damage back to the attacker.

    Q: Ice Shard
    Desc: Launches a shard of ice at target enemy, dealing magic damage and slowing its movespeed.

    W: Frozen Slate
    Desc: Flattens his structure, allowing him to reflect spells for a few sec, but slows his movespeed by 100% / 90% / 80% / 70% / 60%.

    E: Chilling Aura
    Desc: Passive: Enemies around him have their movement and attack speeds slowed. Active: Releases a wave of frost in the area, dealing magic damage and slowing enemies for double the passive effect.

    R: Liquid Form
    Desc: Changes back into liquid form
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    Post  Zaffo Mon Mar 14, 2011 9:56 pm

    Some people were complaining that I was making to many Male Champs. SO I've got a girl champ for ya =D also have another one in mind (a Seductress XD) but I need to think of what I want to do with her ( ie: what skills she will have).


    R-3

    Melee, Assassin
    Wields two wrist blades

    Story: Girl that was experimented on and scientists changed her body into a machine. Used for combat purposes.

    Passive: Lock On
    Desc: Attacking or using any spell on an enemy Champion causes her to lock-on to her target, increasing damage dealt to it from subsequent attacks. Locked – On targets will not be knocked back by Negation.

    Q: Distortion
    Desc: Slashes the target, dealing 50/80/110/140/170 (+.3 AD) physical damage. If activated again within 1 sec, slashes again swiftly, dealing 50/80/110/140/170 (+.3 AD) physical damage. If activated within 2 sec, stabs the target with more force, stunning it for 1.5 sec.

    W: Evanesce
    Desc: Phases out for .5 sec, then appears behind the target and attacks it, dealing 60/100/140/180/220 (+.4 AD) physical damage. If a spell comes into contact with her when she teleports, the spell is negated.

    E: Negation
    Desc: Quickly surrounds herself with a reflective barrier that absorbs a single spell or ability. If the barrier successfully absorbs any spell, all enemies around her are knocked back and slowed for 3 sec. Lasts 1 sec.

    R: Excel
    Desc: She reaches her limits, breaking any crowd control effects and making her immune to them for 3/4/5 sec. She gains increased damage and movespeed for 6/7/8 sec.

    Playing R-3: Initiate fights using W on a squishy then use E to knock his/her teammates away so you can focus the main target down. By initiating in this manner, R-3 has a high chance of getting CC, which is where her ult comes in. Use it along with her Q to take down the squishy targets as quickly as possible. Also, as long as R-3 does not deal damage to an enemy Champion, Negation will knock the target back, which is useful against ganks.

    Playing Against R-3: R-3's E lasts 1 second, so time your spells carefully if you do not want to get knocked back. Also, notice how R-3's ult's CC immunity effect is shorter than her increased damage and movespeed buff. As soon as the immunity breaks, CC her immediately to mitigate her damage.

    Recommended Items - Mercury Treads, Youmuu's Ghostblade, Trinity Force, Frozen Mallet, Atma's Impaler, Bloodthirster (?)

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    Post  Zaffo Tue Mar 15, 2011 9:17 am

    Omg this new champ is hot I'd love to play with her. XD ( =( sorry Sona I think this chick tops you =/ Nvm. Sona is still the best =D ) I call her the CC Queen (so much CC!) =P She is very fun to play (no seriously)
    Enjoy! =D
    PS: Gonna go on a Female Champ Creation Spree! all my next few champs will be girls! =P

    Seductress

    Support

    Passive: Temptation
    Desc: Every time Seductress is attacked, the attacking enemy’s attack speed is reduced by 10%. Lasts 5 sec.

    Q: Devil’s Kiss
    Desc: Kisses target enemy, stunning it for 2 sec. At the end of the stun, the target takes 60/100/140/180/220 (+.6 AP) magic damage.

    W: Love and Hate
    Desc: Licks the target, sending chills down its spine, dealing 100/ 150 / 200 / 250 / 300 (+.8 AP) magic damage over time to the target.

    E: Irresistible
    Desc: Passive: Lowers attack speed by 3%/6%/9%/12%/15% and movespeed by 10%/15%/20%/25%/30% of all enemy units around her. Active: Taunts target enemy Champion to “attack” her for .5/1/1.5/2/2.5 sec. If Irresistible is used while she has a target seduced, the enemy Champion attacks the seduced target instead.

    R: Seduce
    Desc: Commands the target to obey her, giving her control of the target for a few seconds. (4/6/8 seconds for Champions, 30/45/60 seconds for minions). Enemies are able to attack the seduced target.

    How to play the Seductress:
    1) Taunt target enemy Champion to attack you and lower their attack speed, then use Devil's Kiss to stun it so it doesn't get away then end with a Love and Hate to DoT the target.

    2) Seduce and enemy Champion then immediately taunt another enemy Champion to attack the one you seduced. While they are fighting each other you can get in close for a stun or DoT on one of them.
    Zaffo
    Zaffo


    Posts : 46
    Join date : 2011-01-21

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    Post  Zaffo Thu Mar 17, 2011 8:35 am

    We need more archers in LoL XD. I could not come up with anything unique for her ult....-.- if any1 has a better idea let me know.

    Aithne
    The Fire Archer

    Passive: Element of Surprise
    Desc: After coming out of brush, her next attack deals additional 50 (Levels 1-6)/100 (Levels 7-12)/150 (Levels 13-18) bonus magic damage. CD: 10 sec

    Q: Flame Shot
    Desc: Shoots an arrow in a line, dealing 40/80/120/160/200 (+.6 AD) physical damage to enemies it passes through and ignites them, dealing 20/40/60/80/100 (+.8 AP) magic damage over 4 sec.

    W: Torch Arrow
    Desc: Shoots an arrow at target location, dealing 60/100/140/180/220 (+.5 AD) physical damage to any enemies hit by it and giving sight for 10 sec. If the arrow lands in brush, it lights the brush on fire, dealing 20/40/60/80/100 (+.6 AP) magic damage per second to all enemies in the fire.

    E: Camoflauge
    Desc: Places a bush at target location, while in the bush, any enemies outside the bush cannot see you. Max: 3 bushes.
    Cooldown: 30/25/20/15/10 sec cd.

    R: Exploding Arrow
    Desc: Launches an exploding arrow toward target location. The first Champion hit causes it to explode, dealing 100/150/200 (+.5 AP) magic damage and igniting all enemies hit, dealing 100/150/200 (+.8 AP) magic damage over 5 sec and reduces healing received by 50%

    OR

    Desc: Launches an explosive arrow at target enemy Champion. The arrow sticks into the target, dealing 100/150/200 (+.8 AP) magic damage over 5 sec and reduces healing received by 50%. After 5 sec, the arrow explodes, dealing 100/150/200 (+.5 AP) magic damage to the target and all enemies around it and igniting all enemies around it, dealing 100/150/200 (+.8 AP) magic damage over 5 sec.
    (the second DoT only applies to enemies around the target, not the target itself since that would be OP XD)

    First Version is like Ashe's ult, Second Version is like Zilean's Time Bomb

    NOTE: The second version of the ult is NOT a skillshot but the first one is. Also notice that the first one ignites all enemies around the target and reduces healing, but the second version only applies the healing debuff on the target.
    Zaffo
    Zaffo


    Posts : 46
    Join date : 2011-01-21

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    Post  Zaffo Wed Mar 23, 2011 1:43 am

    Elemental Ninja
    Uses energy
    Ranged, Caster
    Passive: Elemental Burst
    Desc: After 3 spell casts, the next dagger thrown within 6 sec unleashes a burst of energy around it when it lands, applying a different effect depending on the dagger.
    Flame: Explodes, dealing magic damage to enemies in the area.
    Frost: Freezes the area around it, slowing enemy attack speed and movespeed
    Wind: Unleashes wind in the area around it, knocking enemies away from it.

    Q: Dagger of Flame
    Desc: Throws a dagger at target location, dealing physical damage to enemies it passes through and deals bonus magic damage. When it reaches the target location, it sticks to the ground for 30 sec.
    CD: 15 sec

    W: Dagger of Frost
    Desc: Throws a frost dagger at target location, dealing magic damage to enemies it passes through and slows their movespeed. When it reaches target location, it sticks to the ground for 30 sec.
    CD: 15 sec.

    E: Dagger of Wind
    Desc: Throws a wind dagger at target location, dealing physical damage to enemies it passes through and shreds their armor and magic resist for 5 sec. When it reaches target location, it sticks to the ground for 30 sec.
    CD: 15 sec.

    R: Elemental Rune
    Desc: Connects three daggers together, creating a runic symbol on the ground where they lay.

    If the majority of the daggers are fire, it ignites the area, dealing magic damage to enemies in the fire, lasts 4 sec and if they leave the fire, they keep burning for 4 sec.

    If the majority of the daggers are frost, creates ice spikes that burst out of the ground, dealing physical damage and knocking all enemies in the area up and slowing their movespeed when they come back down.

    If the majority of the daggers are wind, it unleashes a tornado in the area, preventing enemies from leaving or entering the rune for 4 sec.

    If there is one of each type of dagger, it will do all three effects but each effect is weaker. (Something like: ignites the area for 2 sec and ignites them for 2 sec, no knockup just slow, and tornado lasts 2 sec.

    NOTE: The ideal placement is a triangular shape so the effect works on everything in the triangle, but if it is not, the effects will still activate along the lines that connect the daggers.
    Zaffo
    Zaffo


    Posts : 46
    Join date : 2011-01-21

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    Post  Zaffo Fri Apr 15, 2011 9:27 pm

    Ikaros
    Alpha Angeloid

    Passive: Master’s Orders
    Desc: Ikaros will obey her master’s orders at all times. (She can still cast spells while crowd controlled)

    Q: Artemis
    Desc: Fires several missiles at target enemy, dealing magic damage. 10 sec cd

    W: Apeollon
    Desc: Ikaros summons her deadly bow, and shoots an arrow at target location. When it reaches the target location, it explodes, dealing magic damage to all enemies in the area. 15 sec cd

    E: Aegis
    Desc: Ikaros shields herself, absorbing all damage. She cannot attack or cast spells while this is active. Lasts 3 sec. 20 sec cd

    R: Uranus System
    Desc: Ikaros summons her battleship: the Uranus System, gaining new abilities. Lasts 10 sec. 175 sec cd

    Q: Homing Rockets
    Desc: Fires several mini rockets at the target, dealing magic damage to the target. These rockets’ projectile speed is faster than Artemis. Activating this spell again before the rockets hit the target will make the rockets return to Ikaros and shield her from the next spell cast on her. Lasts 3 sec. 5 sec cd.

    W: Robotic Arms
    Desc: Uses two robotic arms to grab the target, stunning it for 2 sec. 10 sec cd

    E: Hephaestus
    Desc: Charges up a high powered laser for 1 sec. then unleashes it forward, dealing magic damage to all enemies hit. This laser is as long as from your 1st mid turret to the enemy’s 1st mid turret and as wide as a lane. 10 sec cd.

    R: Uranus System
    Desc: Turns off the Uranus System.

    ____________________________________________________

    Nymph
    Beta Angeloid

    Support

    Passive: Enhanced Radar
    Desc: Nymph has the power to sense nearby enemies. Reveals stealth enemies and enemies in brush within a 250 aoe radius. (range of a normal AoE spell)

    Q: Paradise Song
    Desc:Blasts target enemy with energy from her mouth, dealing magic damage to the target and enemies around it and silences them for 2 sec. 15 sec cd

    W: Cloaking Field
    Desc: Stealths Nymph and allies in a 250 aoe radius. (range of a normal AoE spell) Lasts 5 sec. 30 sec cd

    E: Hacking
    Desc: Hacks into the target’s mind, turning off its functions making it unable to move, attack, or cast spells. Lasts 2 sec. 18/16/14/12/10 sec cd.

    R: Hacking Field
    Desc: Nymph creates a hacking field, changing the stats of everyone in the field. Increases allies attack damage, ability power, armor, and magic resist and reduces these stats in enemies while they are in the field. 150 cd

    ____________________________________________________

    Astraea
    Delta Angeloid

    Passive: Dolt
    Desc: Increases all damage she deals by 10% , but she gains a 5% chance to miss.

    Q: Hyper Acceleration
    Desc: Astraea charges toward target location at high speed and bashes targets in her way with her shield, dealing physical damage and stunning them for 1 sec. 15 sec cd.

    W: Photon Slash
    Desc: Slashes the target with her sword, dealing physical damage and slowing it. 8 sec cd.

    E: Aegis L
    Desc: Creates a powerful barrier in front of her, absorbing all damage and blocks all projectiles that go through the barrier (this includes skill shots and targeted spells with projectiles (ie: Ryze’s Q) She cant attack, move, or cast spells while the shield is on. Lasts up to 3 sec. 20 sec cd.
    Can be deactivated.

    NOTE: This Aegis cannot block attacks from behind.

    R: Chrysaor
    Desc: Astraea extends her photon blade forward, dealing physical damage to enemies in a line and penetrates all shields (this includes all bubbles, Kayle’s ult, Poppy’s ult) 175 sec cd.

    ____________________________________________________

    Chaos
    Epsilon Angeloid

    Passive: Tainted Love
    Desc: Chaos shows her love by killing others. Whenever she kills an enemy minion, she gains 1 additional AP, when she kills a Champion, she gains 5 AP.

    Q: Tainted Flame
    Desc: Chaos has the power to manipulate fire, launching dark fireballs at target location, dealing magic damage to enemies hit. Every 5th cast, she conjures a giant fireball that has a larger AoE radius and deals 50% more damage. 2 sec cd.

    W: Dark Grasp
    Desc: Chaos uses her wings to grab the enemy, dealing magic damage and snares it for 2 sec. 10 sec cd.

    E: Illusion
    Desc: Chaos transforms into any target to deceive the enemy. Her next spell cast deals 1.5x more damage. Lasts up to 10 sec. 20 sec cd.

    R: Evolution Blast
    Desc: Folds her wings together around her creating a cannon. She charges up a giant fireball for 1 sec and launches it forward, dealing magic damage to all enemies in its path. 150 sec cd
    Zaffo
    Zaffo


    Posts : 46
    Join date : 2011-01-21

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    Post  Zaffo Fri Apr 22, 2011 2:10 am

    Angel of Light and Darkness

    Support, Mage, Ranged, Nuke

    Passive: Light and Dark
    Desc: When she casts spells on an ally, she gains 1 Light counter. When she casts spells on enemies, she gains 1 Dark counter. If she has Light counters but casts a spell on an enemy, she loses all Light counters and gains 1 Dark counter (vise versa). Max 3 counters.

    Q: Judgment
    Desc: If used on an ally, it heals it for 80/120/160/200/240 (+.05) health or if she has 3 Light counters, it consumes the counters and heals for 1.5x more. If used on an enemy, it deals 80/120/160/200/240 (+.05) magic damage or if she has 3 Dark counters, it consumes the counters and stuns it for 1.5 sec.

    W: Divine Arrow
    Desc: Shoots an arrow toward target location. If it hits an enemy, it deals 100/140/180/220/260 (+.06) magic damage and slows it. If it hits an ally, it links her ally with her, causing her to take 1%/2%/3%/4%/5% (+1% for every 60 AP) of the damage her ally takes. If she has 3 Dark counters, it consumes the counters and increases the damage by 5%. If she has 3 Light counters, it consumes the counters and doubles the amount of damage linked.

    E: Chaos Shield
    Desc: Shields target ally, absorbing 80/105/130/145/160 (+0.4) damage. If she has 3 Light counters it consumes the counters and after the shield is destroyed, it heals all allies around it for 50% of the damage absorbed. If she has 3 Dark counters it consumes the counters and after the shield is destroyed, it deals magic damage to all enemies around it for 50% of the damage absorbed.

    R: Angel Form
    Desc: Transforms into full angel form, if she has Light counters, she turns into a Light angel, reducing damage surrounding allies take by 5%/10%/15% If she has Dark counters, she turns into a Dark angel, increasing damage taken by surrounding enemies by 5%/10%/15%. Lasts 5 sec.
    Zaffo
    Zaffo


    Posts : 46
    Join date : 2011-01-21

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    Post  Zaffo Fri Apr 22, 2011 2:56 am

    Twisted Trickster
    Ranged, Caster, “Support”

    Passive: Feedback
    Desc: After his spell effects end, he deals magic damage to the target equal to the amount of damage the target dealt with the effect on him/her. This effect cannot occur on a target more than once per 5 sec.

    Q: Rage
    Desc: Increases target’s AD by 5/10/15/20/25 (+.8 AP). Lasts 5 sec.

    W: Overload
    Desc: Increases the target’s AP by 10/15/20/25/30 (+.6 AP). Lasts 5 sec.

    E: Accelerate
    Desc: Reduces the target’s cooldowns by 1%/2%/3%/4%/5% and increases its attack speed by 1%/2%/3%/4%/5%. However, the target takes 1% of his max hp in magic damage per sec. Lasts 5 sec.

    R: Attack Me!
    Desc: Causes the target Champion to taunt all enemies around it to attack him/her. Lasts 1.5 sec. If the target dies while this effect is on him or her, all enemy Champions take magic damage equal to the amount of damage that was done to the target over this spell’s duration.
    NATkims
    NATkims


    Posts : 11
    Join date : 2011-01-25

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    Post  NATkims Sun Apr 24, 2011 5:49 am

    Roy, The Wrath of Destruction
    Burning Touch (Passive): Every enemy Roy hits gets a flame debuff and a gradual dot
    Lava Lance (Q): Creates a Lance of Lava in his hand and throws it to an enemy champion
    Fire Boost (W): Launches fire in the opposite direction to propel himself to a target area. If he reaches an enemy champion, that champion takes damage.
    Fiery Temper (E): Smashes the ground with a heavy aoe fire blast to the ground. Target champion that gets hit with this get smashed to the ground as well.
    Fire Blast (R): Puts his hand on enemy champion and launches a fire blast pushing the champion back a few meters. Enemies who walks in between the channeled fire will stop the blast and the champion will stop getting pushed back but whoever walks between this takes damage.






    Urlf, The Planets Child
    Thorn Armor (Passive): Any enemy who auto attacks Urlf automatically has 10% of that damage reflected. In addition, Urlf will also reflect 10% damage from skills every 10 casts from enemies.
    Earth Prison (Q): Urlf casts on target area and 2 seconds later walls appear crushing everyone within this area (sadly....damage hurts enemies only). Also, Enemy champions gain armor and is immobile during this time. Champions outside this prison is allowed to attack and break the prison.
    Mud Pile (W): Urlf changes the terrain of target area into mud and slows enemy champions in it.
    Battering Ram (E): Urlf rams target enemy and shoots them a distance away. If the enemy hits a wall or minioins or just anything during this collision, then they are immediately bounced back.
    Gravitational Pull (R): Urlf immediately channels a huge aoe forcing the soil of the ground to smash into him giving him more mass and a inhumane gravitational pull of its own. All opponents in this area are slowed. In addition, the force of gravity is soo warped that it changes the angles of ALL incoming skillshots that enters this area. Urlf also gains additional armor and resist after channel ends and is givin an aura that also slows all enemy champions.


    sooo yupp...ive been really lazy makin champs but me n kenny wanted to make a 5 man chained team w/ a theme or w/e...lol anyways here it is...all 5 are "op" in a sense but oh well Razz

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