League of Legends Champion Ideas

#1 - SIR ORRIK, THE GHOST KNIGHT

Deviant Art image serving as concept art for Sir Orrik the Ghost Knight
Image ©2005-2010 JasonEngle

Design Intent: Tank
Tags: Tough, Melee, Healer, Support, Snare, Fighter

Bio / Lore

Sir Orrik was once a knight in the employ of the noble Lord Arlond, swearing to protect his Lord’s wife and daughter after Arlond was slain in battle against Noxian forces. He fell prey to the dark seductions of Katarina however, turning a blind eye when she murdered his charges in return for the promise of her love and a new life. Their first night together turned out to be his last when he awoke to the swift, sharp pain of Katarina’s poisoned dagger in his back. Cursed to an unending afterlife of guilt, his tortured spirit has made a pact with the summoners of the League of Legends, but it is unknown whether he seeks eternal peace through redemption or greater dark power to enact revenge.

Passive: Ghost Shield - Sir Orrik gains bonus Armor and Magic Resistance for each nearby enemy.

The bonus is considerably larger for nearby enemy champions than nearby enemy minions/neutrals.

Q: Phantom Steed - Summons a phantom war horse to charge forth and damage all enemies it passes through. Cast again to teleport to the horse, dissipating it in a burst of ghostly energies.

The phantom war horse charges in a straight line from Sir Orrik through targeted location to max range unhindered by units and terrain (can go through walls), damaging enemy units it passes through. Pressing Q again before it reaches max range prematurely ends spell, instantly teleporting Sir Orrik to its location and damaging all nearby units. Ability power increases damage, and leveling this ability increases max range, damage, and mana cost.

W: Wall of Bones - A wall of skeletal remains bursts from the ground in a ring around Sir Orrik. Enemies passing through the wall are held fast by clawing hands that deal damage.

Similar to Veigar’s Event Horizon, but this casts immediately on key press instead of selecting a target location, PBAE with radius centered on Sir Orrik’s location at cast time. Friendly units can pass through but enemy units who touch the wall are snared and take damage. Ability power increases damage, and leveling this spell increases wall duration, damage, and mana cost.

E: Spectral Bond - Forms a ghostly bond with an allied champion, healing the ally each time Sir Orrik strikes a foe and transferring a portion of all damage that ally receives to Sir Orrik instead.

While buff is active, heals ally for static amount each time Sir Orrik lands a physical attack regardless of damage dealt by that attack, and also transfers a % of any damage that ally takes (physical or magic) to Sir Orrik. Castable on self (only life gain effect occurs). Ability power increases life gain per attack, and leveling this ability increases life gain per attack, duration, and mana cost.

Ultimate: Call To Arms - A haunting clarion call sounds, empowering Sir Orrik’s sword and armor. He gains greatly enhanced attack speed and damage reduction as well as undodgeable attacks.

Buff self, attack speed increased & attacks ignore dodge chance, adds flat % damage reduction on all incoming damage before Armor & MR are taken into account (so Armor / Magic Penetration do not affect this damage reduction). Duration is similar to ults of Tryndamere/Alistar/Ryze/etc. Leveling this ability increases bonus attack speed and damage reduction, reduces cooldown, and increases mana cost.

#2 - SKIZZ, THE INSANE ENGINEER

Deviant Art image serving as concept art for Skizz the Insane Engineer
Image ©2009-2010 zeo-x

Design Intent: Melee DPS
Tags: Melee, Carry, Fighter, Stun, Slow, Farmer

Bio / Lore

Skizz was one of Heimerdinger’s brilliant students at the Academy of Science & Progress, earning perfect marks in all of his classes and creating numerous advanced machines. He was always slightly off kilter however, showing an unnatural proficiency and, some would say, obsession with bladed machines. While experiments with these dangerous machines could sometimes cause accidents at the Academy, Skizz had one too many such “accidents” on his record and was eventually expelled. Skizz has now joined the League of Legends in his new robotic suit outfitted with blades and spikes, designed to kill those moral hypocrites who would stand in the way of science and oppress his genius.

Passive: Frenzy - Causing pain works Skizz into a frenzy, giving him bonus attack speed each time he attacks.

Each consecutive attack adds bonus attack speed, up to a maximum number of stacks. If Skizz does not attack for a while, Frenzy deactivates and he loses these bonuses.

Q: Blademail - Skizz’s machine suit is outfitted with blades which passively damage all enemies around him. He can launch these blades in all directions for heavy damage, but then loses the passive until his machine rearms.

Passive: While not on cooldown, deals minor physical damage over time each second to all enemies within a small radius. Active: Deals a base damage amount plus his attack value to all enemies in a large radius. Ability Power affects damage, and leveling this ability increases damage for both passive and active, reduces cooldown, and increases mana cost.

W: Evil Genius - Skizz studies his foes, learning their weak spots each time he kills one. He can also focus his evil genius to make his next attack exploit weaknesses in his foe’s armor and cripple them.

Passive: Gain a permanent attack bonus each time you get the killing blow on an enemy. Bonus is larger for champions than minions/neutrals. Active: Similar to Blitzcrank’s Power Fist, this is a low-cost, low-cooldown ability that empowers your next attack to gain bonus armor penetration and slow your enemy for a few seconds. Can be used with Decapitate (see below). Passive remains in effect even while Evil Genius is on cooldown. Leveling this ability increases bonus armor penetration, reduces cooldown, and increases mana cost.

E: Electric Leash - Attaches an enemy champion to a location with an electrice leash, dealing damage over time. If the enemy stretches the leash too far, it snaps, stunning and damaging them.

Lasso anchors at the location of the champion on cast and forms a electrified line to the champion, causing magic damage over time. If at any point the champion moves too far from the anchor location during the duration of the spell, the lasso snaps, dealing a large amount of magic damage and stunning them briefly. Ability Power affects damage, and leveling this ability increases damage, stun duration, and mana cost.

Ultimate: Decapitate - Skizz attempts to sever the head of an enemy with a single powerful slice. If the damage from this attack brings the enemy below a threshold of health, they are slain outright.

Empowers the next attack to automatically crit for a large percent multiple of Skizz’s attack plus significant bonus damage. Can be used with Evil Genius (see above). If the enemy’s remaining HP after the attack is below a specific threshold, that enemy is automatically killed. Leveling this ability increases damage, increases the HP threshold for automatic death, and increases mana cost.

#3 - VOVO THE PRANKSTER APPRENTICE [Work In Progress]

Deviant Art image serving as concept art for Vovo the Prankster Apprentice
Image ©2010 pyromaniac

Design Intent: Mage
Tags: Ranged, Mage, Snare, Support

Bio / Lore

For every straight A student, there is a class clown with straight D’s in the background. But Vovo didn’t care - to him, “D” stands for “Diploma” and even then what really mattered to him was perfecting his magical pranks. In his first 3 weeks of sorcery school, he managed to detonate the alchemy lab, transform the headmaster into a chicken, and enchant the chamber pots to violently eject anything placed within them, all at the same time! Much to the relief of his teachers, he decided that higher education wasn’t for him, and instead sought out the Institute of War to join the League of Legends with his magical skills.

Passive: Dinkle the Imp - Vovo summons his familiar, Dinkle the Imp. Dinkle follows Vovo’s orders and acts as a mobile conduit to allow Vovo to use his spells from Dinkle’s location.

While not on cooldown, automatically summons Dinkle next to Vovo. Dinkle has HP, Armor, and MR that grow as Vovo levels, but no basic attack of his own. If Dinkle stands motionless for 4 seconds, he stealths until his next action (damage delays this). Vovo can order Dinkle with alt + right click, and he can cast spells with Dinkle as the source by using alt + left click (AoE / range swaps to originate from Dinkle instead of Vovo when alt is held down, let go of alt to switch it back to Vovo). Regardless of whether Dinkle or Vovo casts the spell, the mana is still drained from Vovo and the ability goes on cooldown. If Dinkle is killed, this passive goes on cooldown for a short while. Once cooldown is complete, Dinkle is resummoned next to Vovo once more. Dinkle’s AI remains motionless at all times unless ordered by Vovo. Dinkle is treated as a champion for the purposes of spell targeting.

Q: Instant Quicksand - Turns the ground at a location into quicksand, snaring enemies in the center and slowing enemies on the edges.

Target location becomes quicksand for a short while. All units in the center are snared and units on the edges are slowed while in the quicksand. Units that escape the quicksand remain slighlty slowed for a few seconds after escaping.

W: Mirror Image - Creates duplicates of an allied champion that mimic their actions and explode in a cloud of chicken feathers when slain.

Creates multiple duplicates of any allied champion that deal 10% damage and take 200% damage. They perform the exact same commands that the targeted champion does. For move commands, they will move to a random location within a short radius of where the champion is moving. At cast, this creates a huge burst of smoke clouds and stealths the targeted champion for 0.25 seconds (to remove targeting). The illusions receive any buffs on the champion at cast, but not subsequent buffs. If the champion uses an ability, the illusions mimic the animation at the target(s) but no actual effect occurs. On death, the illusion explodes in a cloud of chicken feathers which reveal stealthed units and add a chance to miss on attacks. The miss chance stacks additively if multiple illusions explode simultaneously. Press W and target an illusion to manually detonate it (global range to detonate). Illusions fade after duration expires. Cooldown for this ability begins after the last illusion fades or is detonated.

E: Arcane Booby Trap - Places a magic rune at the location that detonates when an enemy triggers it, dealing damage and launching the victim in the air to the location selected at casting time.

When cast, the user selects the target location to which the rune launches its victim. Then Vovo (or Dinkle) channels for a bit and etches the rune at his current location, and a line to the target location appears. The rune & line stealth after 1.5 seconds. If an enemy walks on the rune, it explodes for damage and flings the enemy in the air to land at the location.

Ultimate: Enlarge - Increases an allied champion’s size to make them move faster, hit harder, and take more punishment. Can be cast on Dinkle to transform him into a Giant Imp with a claw attack.

Adds bonus movement speed, bonus damage, and bonus HP to the ally. Increases the size of the art model by a percentage. Ability power affects bonus damage and bonus HP, leveling this ability increases bonuses, reduces cooldown, and increases mana cost.