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User blog:AcesRockz/Touhou Custom Champion Concepts


Touhou Custom Champion Concepts

AcesRockz February 6, 2016 User blog:AcesRockz

Hello there!

My name is AcesRockz and I present to you a set of kits based on characters from the Touhou franchise. I am aware that there are already custom champion pages for some of these characters but I wanted to apply my take on how these characters can be presented in League of Legends gamplay, taking into account the current season and meta. I know that a lot of these numbers and abilities are out-of-whack so that is why I am open to discussions and suggestions regarding them! Champion specific stats are also omitted at the moment until I get a much more firm understanding of how scaling works, which is why this is more of a list rather than each character having their own custom champion page. I will also be adding more characters to this list as time goes on so please do chime in when this post is updated!


  1. In the kits, CD is short for cooldown.
  2. A TL;DR is provided to explain better with already existing abilities for reference.
  3. Whenever I make a custom champion page for a character, they will be removed from this list.

Hakurei Reimu (Melee/Mage/Fighter/Mana):

  • Passive - Natural Talent:
    • For each unique enemy champion slain, damage dealt to enemy champions and damage recieved from enemy champions is increased and reduced by 1% respectively, up to a cap of 5%.
  • Q - Yin-Yang Orb:
    • Stores a charge every 12/11/10/9/8 seconds, up to 2 charges. After a brief cast time, consumes a charge to create an Orb at a target location, dealing 90/120/150/180/210(+ 60% AP) AOE magic damage. Orbs stay on location for 6 seconds. Can be cast while moving. Orbs will glow if they are in range to mimic Persuasion Needles or Homing Amulets
    • TL;DR: Syndra's Dark Spheres (Q) that last shorter and act like Zed's Living Shadow (W).
  • W - Persuasion Needles:
    • Fires a wall of needles in a line that deals magic damage that decreases after each passed unit, down to a minimum and slowing by 50% for 1.5 seconds. Nearby Orbs also fire needles towards the mouse, dealing half the damage and has no slow. Champion Needle magic damage: Max 60/90/120/150/180(+ 50% AP), Min 20/45/60/75/90(+ 30% AP). Orb Needle magic damage: Max 30/45/60/75/90(+ 25% AP), Min 10/17.5/25/32.5/40(+ 15% AP).
    • CD: 10/9/8/7/6 seconds.
    • TL;DR: Lulu's Glitter Lance (Q) with decaying damage with no slow and half damage coming from Orbs.
  • E - Homing Amulets:
    • Basic attacks within the next 4/4.5/5/5.5/6 seconds become ranged, throwing homing amulets that deal 25/45/65/85/105(+ 50% AP) bonus magic damage. Nearby Orbs also fire amulets at basic attack target but these projectiles can be blocked by other units.
    • CD: 15/14/13/12/11 seconds.
    • TL; DR: Kayle's Righteous Fury (E) but uses projectiles and no AOE while orbs shoot projectiles like Lulu's Pix passive.
  • R - Fantasy Seal:
    • Summons 3, stocked and all nearby Orbs to her side, orbiting around her for 6 seconds and gains 35% movement speed for 3 seconds. Orbs then seek out the closest enemy champion as projectiles, dealing 100/200/300(+ 45% AP) magic damage for each Orb and removing each Orb upon hit. Each hit also deals 50/100/150(+ 15% AP) AOE magic damage around target and knocks back the target a short distance based on incoming Orb direction. Orbs in this state will not mimic Persuasion Needles or Homing Amulets. Unused orbs will be refunded as Yin-Yang Orb charges, up to the cap.
    • CD: 180/130/80 seconds.
    • TL;DR: Syndra's Unleashed Power (R) that acts like Ahri's Fox Fires (W).

Kirisame Marisa (Ranged/Mage/Mana):

  • Passive - Just Borrowing:
    • Basic Attacks against enemy champions steal 2/3/4/5 gold. This cannot occur on the same enemy champion for 25 seconds.
  • Q - Illusion Laser:
    • After a brief cast time, fires a long range laser in a line that deals 80/110/140/170/200(+ 60% AP) magic damage to all enemy minions and monsters and stops on the first enemy champion hit. Consuming a Stardust mark with this ability grants 40% movement speed for 1.5 seconds.
    • CD: 7 seconds across all ranks.
    • TL;DR: Jhin's Deadly Flourish (W) active without root and with a shorter cast time.
  • W - Stardust Reverie:
    • Passive: Basic Abilities mark enemies with Stardust for 4 sec. Landing abilities on Stardust marked enemies consume the mark, dealing 35/70/105/140/175(+ 40% AP) magic damage.
    • Active: Dashes towards target direction with adjustable range, leaving behind a trail of 1-4 stars that, after a delay, deal 80/120/160/200/240(+ 60% AP) AOE magic damage.
    • CD: 15-14-13-12-11 seconds.
    • TL;DR: Passive is like Lux's Illumination but with effects based on what ability procced it. Active is like Corki's Valkyrie (W) but with delayed damage and slightly slower speed.
  • E - Magic Missile:
    • Fires a projectile at a target direction that explodes upon hitting an enemy, dealing 110/135/160/185/210(+ 50% AP) AOE magic damage. Stardust marked enemies will be slowed by 40% for 1.5 seconds.
    • CD: 16 seconds across all ranks.
    • TL;DR: Karma's Inner Flame (Q) with slightly longer range and conditional slow.
  • R - Master Spark:
    • After a brief cast time, channels to fire a large AOE laser in a line towards the cursor that deals 40/60/100(+ 25% AP) magic damage every .25 seconds for 3 seconds. Direction of laser can be changed slightly by moving the cursor.
    • CD: 180/160/140 seconds.
    • TL;DR; Vel'Koz Lifeform Disintegration Ray (R) with slightly larger AOE and slightly longer range but way slower turn rate.

Izayoi Sakuya (Melee/Assassin/Fighter/None):

  • Passive - Punctuality:
    • Basic attacks on enemy Champions reduce basic ability CD by 1 second. Assists reduce basic ability CD by 50%. Kills reduce basic ability CD by 100%.
  • Q - Ricochet Knife:
    • Throws a fast knife at a target enemy that deals 60/85/110/135/170(+ 60% bonus AD) physical damage and ricochets up to 4 additional targets, reducing damage by 10% for each bounce and marking enemies with Time. Basic attacks consume Time to deal 20/30/40/50/60(+ 40% bonus AD) bonus physical damage and slow the target for 70% for .75 seconds. Time marks consumed on enemy champions grant Sakuya 40% movement speed for 1 second.
    • CD: 10/9/8/7/6 seconds.
    • TL;DR: Katarina's Bouncing Blades (Q) but deals physical damage and slow on mark consumption.
  • W - Perfect Maid:
    • Dashes towards target direction, dealing 70/90/110/130/150(+ 40% total AD) physical damage to all enemies she hits, and causes her next basic attack in the next 3 seconds to gain range, deal 100/130/160/190/210(+ 60% total AD) bonus physical damage and blink her behind her target.
    • CD: 12 sec at all ranks.
    • TL;DR: Ekko's Phase Dive (E) but the dash deals damage and the blink sends you behind your target.
  • E - Soul Sculpture:
    • Passive: Grants 10/20/30/40/50% bonus attack speed.
    • Active: Increases attack speed to 2.5 for the next 3 basic attacks within the next 3 seconds and deals (70-85-100-115-130% total AD) physical damage to her target and in a cone behind her target for each attack.
    • CD: 15/14/13/12/11 seconds.
    • TL;DR: Passive is like Twisted Fate's Stacked Deck (E) attack speed aspect. Active is like Jayce's Hyper Charge (W) with Titanic Hydra's on hit effect but in a shorter cone.
  • R - Luna Dial:
    • Throws a pocket-watch projectile at a target direction that attaches to a unit or remains in place, marking a large zone. After 4 seconds, the zone activates for 2 seconds, dealing 200/300/450(+ 80% AP)(+ 30% bonus AD) magic damage and slowing all enemy units in it by 30/40/50% for the duration they are in the zone. If Sakuya is inside/enters the activated zone alive, all enemy units in it are stunned for 2 seconds.
    • CD: 170/130/90 seconds.
    • TL;DR: Fizz's Chum the Waters (R) projectile aspect with Ekko's Parallel Convergeance (W) active.

Kochiya Sanae (Ranged/Support/Mage/Mana):

  • Passive - Esoteric:
    • Grants 25% bonus mana regen and 2.5% cooldown reduction for each nearby allied champion. The cooldown reduction gained from this increases the cooldown reduction cap.
  • Q - Wind Call:
    • Passive: Grants her 2/4/6/8/10% bonus movement speed and half of that to nearby ally champions.
    • Active: After a brief cast time, calls a wind wave that spreads out in a cone that deals 90/115/140/165/190(+ 50% AP) magic damage and slightly knocks back enemies with .5 to 1.5 seconds(based on distance traveled by wind wave) of airborne time.
    • CD: 16/15/14/13/12 seconds.
    • TL;DR: Passive is like Janna's actual passive and Zephyr (W) passive. Active is like Janna's Howling Gale (Q) but is in a cone with shorter range, slightly slower and lacks the charge aspect.
  • W - Cobalt Spread:
    • The next 3 basic attacks within the next 5 seconds deal bonus 60/90/120/150/180(+ 50% AP) AOE magic damage around her target and slow her target by 40% for 1.5 seconds.
    • CD: 10 seconds at all ranks.
    • TL;DR: Kayle's Righteous Fury (E) but slows.
  • E - Sky Serpent:
    • Sends out 3 serpent minions(each having 1 hit point that can only be decreased by basic attacks, has 100% of Sanae's total movement speed and can move through units) that chase the nearest ally or enemy champions up to a certain distance. Enemy champions are dealt 80/105/140/175/210(+ 40% AP) magic damage, granted standard vision of them and marked with Coil for 4 seconds. Sanae’s or ally champion basic attacks consumes Coil marks, rooting target enemy champion for 1 second. Ally champions are granted 30% bonus movement speed and a 70/95/120/145/170(+ 40% AP) health shield for 4 seconds. Multiple serpents hitting the same unit only refresh the mark/root duration or bonus movement speed duration. Additional Serpents on the same enemy champion will not apply Coil marks if a previous mark had been procced. Serpents will never try to hit Sanae and will always spread out to hit different targets if possible.
    • CD: 19/18/17/16/15 sec.
    • TL;DR: Frost Queen's Claim/Twin Shadows active with much shorter range, has 3 projectiles instead of 2 and has different interactions based on the champion unit hit.
  • R - Forgotten Miracle:
    • After a short cast time, produces an aura that lasts 3 seconds. The aura heals her and ally champions for 40/60/90(+ 15% AP) every .5 seconds. The aura moves along with her position. Aura duration is increased by .5 seconds for each unique tagged ally champion.
    • CD: 180/140/100 seconds.
    • TL;DR: Moving Janna Monsoon (R) with shorter range, without the knockback and duration extension works like Sona's auras.

Konpaku Youmu (Melee/Fighter/Assassin/Slash):

  • Passive - Possessions:
    • Roukanken: Youmu's non-Possessions critical strikes deal 175% damage and her basic abilities grant a stack of Slash, up to a cap of 5.
    • Hakurouken: Tthe next basic attack or Slash of Present will consume 5 Slash stacks to critically strike for 225% damage and slow by 35/40/55/70% for 1 second.
    • Youmu is also constantly accompanied by her ghost half, Myon, that trails slightly behind her. Youmu can “pick up” Myon by moving to it. If Youmu moves to far away from Myon, it will blink to her and resume trailing.
  • Q - Medium’s Bind:
    • Launches Myon at a target direction with adjustable range, dealing 80/110/140/170/200(+ 40% bonus AD) physical damage to all enemies it hits and heals Youmu by 1.5% of the damage dealt. Myon remains in its location until Youmu picks it up, casts Medium's Bind again or casts Slash of Present.
    • Sword Skill: Grants Youmu and Myon 30/45/60% bonus attack speed and 10/15/20% bonus movement speed for 4 seconds.
    • CD: 16/15/14/13/12 seconds.
    • TL;DR: Orianna's Command: Attack (Q) that deals physical damage.
  • W - Slash of Present:
    • Dashes through target enemy, dealing 40/55/70/85/100(+ 100% total AD) physical damage. Myon also dashes to Youmu’s location after the dash, dealing 50% of Medium’s Bind’s damage(or 70% total AD if Medium’s Bind has not been learned) to enemies it hits. Regardless of distance traveled or cast location, Youmu always stops 75 units(edge to edge) on the other side of her target. Has a short cooldown and can be cast again on-target within .75 seconds of the first cast, after which a long on-target cooldown begins. Basic attacks on-target reduce on-target cooldown by 1 second.
    • CD: .5 seconds across all ranks. On-target CD: 24/22/20/18/16 seconds.
    • TL;DR: Yasuo's Sweeping Blade (E) with Orianna's Command: Attack (Q) mixed in and some more interactions.
  • E - Insightful Strike:
    • The next basic attack in the next 2 seconds gains 50 range, deals (+ 30/35/40/45/50% total AD) bonus physical damage and reduces the target’s bonus armor by 30% for 2 seconds.
    • CD: 12/11/10/9/8 seconds.
  • R - Secret of Life and Death:
    • Briefly turns Myon into a targetable clone version of Youmu that retains all of her stats and current health and automatically mimics her basic attacks and Slash of Present. Can manually move and attack targets with ctrl but always chooses the same target for Slash of Present. If Myon is out of range for Slash of Present, it will automatically try to get into range for it. If Youmu is out of range for Slash of Present, Myon will wait until Youmu is in range. Clone lasts for 10 seconds and takes 50% more damage from all sources and cannot be healed or shielded. Clone shares Slash stacks with Youmu. Q turns into Sword Skill for the duration the clone remains.
    • CD: 190/160/130 seconds.
    • TL;DR: Shaco's Hallucinate (R) but the clone can also perform an ability and lacks the clone death explosion aspect.

Onozuka Komachi (Melee/Fighter/Tank/Mana):

  • Passive - Ferryman’s Fee:
    • Hitting enemy champions with an ability grants 4/5/6/7 gold for each unique enemy champion hit.
  • Q - Reaper’s Sweep:
    • After a channel time of .25 seconds, during which Komachi can move, swings scythe around her to deal 90/115/140/165/190(+ 40% AD) AOE physical damage and deals 150% damage when hit by the scythe's blade. Reaper’s Sweep’s CD is reduced by 1 second for each unique enemy champion hit.
    • CD: 9 seconds across all ranks.
    • TL;DR: Darius's Decimate (Q) but with Hecarim's Rampage (Q) CD reduction aspect, quicker damage window, shorter cast time and shorter range.
  • W - Boat Charge:
    • Dashes towards target direction with an adjustable range, knocking aside enemies and slowing them by 15/25/35/45/55% for 1 second. Gains a 90/120/150/180/210(+ 5% max health)(+ 70 per unique enemy champion hit) health shield at the end of the dash that decays over 6 seconds. If she collides with terrain, all enemies within a short range from Komachi are knocked up for 1 second.
    • CD: 19/18/17/16/15 seconds
    • TL;DR: Gragas's Body Slam (E) with shorter adjustable range, knocks aside enemies and grants a shield.
  • E - Confine:
    • Slams the ground with her scythe to deal 80/100/120/140/160(+ 70% AP)(+ 50% bonus AD) AOE magic damage and draws in nearby enemies.
    • CD: 15/14/13/12/11 seconds.
    • TL;DR: Diana's Moonfall (E) with damage but no slow.
  • R - Poor Fate:
    • Channels for 1.25 seconds before dealing 100/200/350(+ 50% enemy current health) physical damage in a narrow line that stops at the first enemy champion hit, slowing them by 35% for 1.5 seconds, revealing and marking them with Distance for 4 seconds. After 1 second of casting Poor Fate, Komachi can activate Ritual of Ecstasy if an enemy champion has been marked with Distance.
    • Ritual of Ecstasy: Channels for 1.5 second before swapping places with the champion marked with Distance, giving Komachi 20/40/60 bonus armor and magic resist for 8 seconds.
    • CD: 160/130/100 seconds.
    • TL;DR: First cast is like Jhin's Deadly Flourish (W) active but with longer range and second cast is like Urgot's Hyperkinetic Position Reverser (R) but only disables you.

Cirno (Ranged/Marksman/Fighter/None):

  • Passive - Chill:
    • Basic abilities apply Chill to enemies, reducing attack speed by 5/7.5/10/12.5% for 3 seconds.
  • Q - Icicle Gun:
    • The next 3 basic attacks in the next 4.5 seconds turn into a flurry of icicles, firing 3 projectiles that each deal (40% total AD) physical damage for a total of (120% total AD) physical damage for each attack. Each projectile applies on hit effects and only the first can critically strike. Icicle Gun buffed basic attacks apply Chill. If Icicle Sword is activated after Icicle Gun’s activation, the buff from Icicle Gun grants 9/12/15/18/21(+ 1 per 100 AP)% bonus movement speed instead for the remainder of the buff’s duration.
    • Icicle Spin: Spins Icicle Sword around her for 3 sec, dealing 20/40/60/80/100(+ 40% AP) magic damage every .5 sec, during which she cannot use basic attacks. Icicle Spin is immediately ended when Icicle Sword’s duration ends but can be ended prematurely by casting Icicle Spin again or another ability.
    • CD: 9 seconds across all ranks.
    • TL;DR: Icicle gun is like Ashe's Ranger's Focus (Q) lacking the stack aspect, fires less projectiles, and can be cast when available. Icicle Spin is like Garen's Judgement (E) but deals magic damage.
  • W - Icicle Sword:
    • Cirno’s basic attacks turn melee for the next 9 seconds, reducing her attack range. During the duration, her basic attacks deal 30/50/70/90/110(+ 30% AP) bonus magic damage and doubles the attack speed reduction from Chill when applied to enemies. For the duration, turns Icicle Gun into Icicle Spin. If Icicle Gun has been activated before Icicle Sword, Icicle Gun is refunded half the cooldown(is actually Icicle Spin at the moment of cooldown refund) at the cast of Icicle Sword.
    • CD: 18 seconds across all ranks.
  • E - Frozen Frog:
    • Stores a charge of Frozen Frog every 18 seconds, up to 2. Throws a Frozen Frog at target location that arms after .5 seconds. If an enemy comes close to it, the frog shatters the ice, dealing 70/100/130/160/190(+ 45% AP)(+ 30% total AD) AOE magic damage and slowing enemies by 10/15/20/25/30% for 1.5 seconds. Frogs remain on the map for 4.5 minutes and grants vision in its AOE range.
    • TL;DR: Teemo's Noxious Trap (R) but does not bounce on other frogs, and does not apply a DOT but has a slightly larger AOE.
  • R - Perfect Freeze:
    • Channels for 1.25 seconds to deal 180/270/450(+ 60% AP)(+ 50% bonus AD) magic damage in a cone in front of her, slowing enemies by 60% for 3 seconds and stuns enemies applied with Chill for 1.5 seconds.
    • CD: 180/135/90 seconds.
    • TL;DR: Cassiopeia's Petrifying Gaze (R) but has a slightly narrower and longer cone and has a guaranteed stun on enemies with Chill.

Alice Margatroid (Ranged/Mage/Mana):

  • Passive - Doll Cremation:
    • Every 21/19/17/15 seconds, the next basic attack deals bonus 20(+ 5 x Level) AOE magic damage.
  • Q - Puppeteer's Servants:
    • Stores a Doll charge every 14 seconds, up to 3. Releases a doll at a target location. Dolls behave similar to an ally melee minion(movement speed and aggro response wise) that has 3 hit points(ranged champion and minion/monster basic attacks reduce hit points by 1, melee champion attacks reduce hit points by 2). Dolls have longer attack range than melee minions and has 75% of Alice's total attack speed and attack damage. Dolls can be manually controlled for movement or attack with ctrl. Dolls will become unresponsive and immobile if Alice goes too far away or if 1 minute has passed.
    • TL;DR:Heimerdinger's turrets (Q) but melee and can move.
  • W - Phalanx Charge:
    • Briefly summons a Doll that thrusts a weapon in a target direction towards the mouse, dealing 90/115/140/165/190(+ 60% AP)magic damage. Active Dolls also dash a short distance and thrust their weapons towards the mouse at ability cast. Additional hits from Alice or active Dolls deal 50% reduced damage.
    • CD: 7 seconds across all ranks.
    • TL;DR: Similar to Azir's soldiers' attacks but they dash a bit towards their target.
  • E - Trip Wire:
    • Can be cast on an enemy unit or Doll. Enemy cast: deals 70/95/120/145/170(+ 50% AP) magic damage and slows by 70% for 1 second. Doll cast: links a tether to a doll that deals 80/105/130/155/180(+ 60% AP) magic damage on contact. The tether also continues to the closest doll within a certain range before finishing back at Alice's location. Enemy champions caught in a tether that is between two dolls are rooted for 1/1.25/1.5/1.75/2 seconds. Tethers remain on the field until after 1.5 seconds of returning to Alice. Can be cast while moving.
    • TL;DR: Enemy cast is like Soraka's old silence (E) but only the damage with slow. Doll cast is like Katarina's Bouncing Blades (Q) but instead of bouncing, a tether network forms between Alice and the Dolls.
    • CD: 14 seconds across all ranks.
  • R - Artful Sacrifice:
    • Detonates all Dolls within a certain range after a .5 seconds channel time. Explosions deal 200/350/500(+ 60% AP) AOE magic damage and slow by 25/35/45% for 1.5 seconds. Damaging an enemy champion(s) with an explosion stores 1 Doll charge in Puppeteer's Servants for each explosion that damaged an enemy champion(s). During the channel time, active Dolls are immune to damage.
    • CD: 210/160/110 seconds.
    • TL;DR: Gangplank's barrels (E) but deals magic damage and restores a charge when damaging an enemy champion.

Saigyouji Yuyuko (Melee/Tank/Mage/None):

  • Passive - Emissary of the Dead:
    • Yuyuko cannot gain AP from items, instead turning that AP into bonus health. Killing enemy/neutral minions will grant 2 AP, large minions/monsters will grant 5 AP, kills and assists on enemy champions will grant 15 AP. Yuyuko's basic abilities also use health as cost.
  • Q - Sakura Flourish:
    • Passive: Every 3rd auto attack will cause Yuyuko to sweep her fans around her, dealing 30/45/60/95/110(+ 30% AP) bonus AOE magic damage to nearby enemies.
    • Active: Calls upon a gust of cherry blossom petals in an area around her towards a target direction. Enemies hit take 75/100/125/150/175(+ 50% AP) magic damage and are knocked in the direction of the gust. Yuyuko also gains 30% attack speed for 1.5(+ .5 per unique enemy champion hit) seconds.
    • CD: 13/12/11/10/9 seconds. Cost: 5% current health.
    • TL;DR: Passive is like Diana's Moonsilver Blade but without the attack speed aspect. Active is like Thresh's flay but with more damage, shorter and broader range and has no slow.
  • W - Ghastly Butterflies:
    • Toggle OFF: Killing units restores (.1/.2/.3/.4/.5)% of max health.
    • Toggle ON: Creates an aura around her filled with butterflies that circle her, dealing 15/20/25/30/35(+ 15% AP) AOE magic damage to nearby enemies every .5 seconds and grants 10/12.5/15/17.5/20% bonus movement speed for .5 seconds upon damaging an enemy champion.
    • CD: .5 seconds. Cost: 10/15/20/25/30 health per second.
    • TL;DR: Active is like Mundo's Burning Agony without the tenacity aspect and the range is between that and Karthus's Defile (E).
  • E - Instill Death:
    • Fires a wisp projectile at target direction, slowing enemies hit by 30/35/40/45/50% for 2 seconds and stopping on the first enemy champion hit, marking the enemy champion with Inevitable Fate for 5 seconds. If Yuyuko or allies do not deal any form of damage or crowd control on the target marked with Inevitable Fate for the duration of the mark, the target is dealt 30(+1 per 100 AP)% of its maximum health in magic damage.
    • TL;DR: Projectile's range and speed is like Ryze's Overload (Q) and the mark aspect is like Kindred's Mounting Dread (E).
    • CD: 20/19/18/17/16 seconds. Cost: 5% current health.
  • R - Border of Life and Death:
    • Passive: Yuyuko gains 1% of her total AP as bonus AP for every 2.5% of her missing health, up to 40% bonus AP. This does not stack with itself.
    • Active: For the next 5 seconds, Yuyuko's missing health turns into Spectral health(health that is still categorized as missing health) and causes a decorated fan to appear behind her. If Yuyuko does not take fatal damage during the duration, she is healed for 25/35/45% of the Spectral health she has at the end of it. If Yuyuko takes fatal damage during the duration, she reanimates herself after 2 seconds of stasis, causing her Spectral health to decay and she remains "alive" while she has Spectral health, being able to cast abilities(cost paid in Spectral health) and auto attacks but not item actives or summoner spells. Spectral health decay rate increases as time passes and Spectral health can be recovered only through spell vamp sources. During the reanimated state, Yuyuko gains 35% bonus movement speed and 20/30/40% spell vamp. Can be cast while under CC. Effects such as Guradian Angel and Chronoshift will take precedence over Border of Life and Death and will refresh the duration of the self buff.
    • CD: 180/150/120 seconds. Cost: 25% current health.
    • TL;DR: Karthus and Sion's passives combined with some buffs.

Yakumo Yukari (Melee/Support/Mage/Mana):

  • Laplace's Demon:
    • 1 minute and 30 seconds after the start of the game, untargettable closed gaps periodically appear around the map(1 gap every minute, prioritizing locations near Yukari's current location and indicated on the minimap by a dot). Yukari can click on a closed gap within range of her, opening the gap to reveal an eye that initially grants standard sight in an area around it before sight is reduced to a much smaller area but grants true sight instead. Opened gaps give sight for 45 seconds and remain untargettable. Unopened gaps remain on the map for 5 minutes before disappearing. Opened gaps are visible to the enemy.
    • TL;DR: Bard's passive but places mini-pink wards that have a time limit. Standard sight range is around the size of a green ward's range and true sight range is slightly larger than the sight granted by Teemo's mushrooms.
  • Q - Foreign Debris
    • First Cast: Channels for up to 4 seconds, marking the cursor with an area that increases in size, up to a maximum size. Yukari can still move while channeling but cannot use basic attacks or abilities. At the end of the channel, Foregin Debris is automatically cancelled and half its cooldown is refunded.
    • Second Cast: Places the marked area at the target location, causing foreign debris to fall on the area after .625 seconds of delay. Enemies within the area are dealt magic damage and are stunned for .5-1.5 seconds based on channel time.
    • TL;DR: .
  • W - Arcanum Barrier:
    • Summons a barrier at the target location, granting sight around it and remaining on location for 2.5 seconds. Allies and enemies can pass through the barrier. Allies gain 20/25/30/35/40% movement speed for .5 seconds, refreshing while remaining in contact with the barrier. Enemies are slowed for 20/25/30/35/40% for .5 seconds, refreshing while remaining in contact with the barrier. When the barrier disappears, Allies remaining in contact are granted a shield while enemies are dealt magic damage.
    • CD: 18/17/16/15/14 seconds.
    • TL;DR: .
  • E - Phantasmic Journey:
    • Yukari places a closed gap at the target location. Within the next 8 seconds and while being within range of the closed gap(indicated by a circle around it), Yukari can activate this ability again to open a gap at her location, causing her to automatically take the gap and disappear for a few moments before coming out of the first closed gap, opening it. If Yukari goes beyond the indicated range, the closed gap disappears and this ability goes on cooldown with the cooldown reduced by the amount of time passed between placing the closed gap and exiting the range. The gaps continue to remain open for the next 4 seconds, allowing allies and enemies to take either gap and emerging from the other. Allies and enemies cannot use the gaps for 2 seconds after already having used them. Allies emerge slightly sooner than enemies. Gaps will not close if a champion is still travelling within them, only closing immediately after the last champion emerges. A faint visual link will be created to show which gaps are connected. 
    • CD: 24/22/20/18/16 seconds.
    • TL; DR: Bard's Magical Journey (E) but can be cast anywhere but with certain parameters.
  • R - Abandoned Line:
    • After 1.5 seconds of channel time, during which she opens two gaps that become connected by a train rail, summons a train to run by that deals 250/350/500(+ 60% AP) AOE magic damage, knocks enemy units. Allies are pushed away from the center of the train. The train remains on the field for 2/2.5/3 seconds and acts like terrain. The train can run by in any direction at any point within range.
    • CD: 210/170/130 seconds.
    • TL;DR: Victor's Death Ray (E) but wider and has CC.

As you can see, these kits still need to be tuned out. I would greatly appreciate suggestions, discussions and help that would improve these!

If you made it all the way here(either skipping or actually reading), thank you for taking your time to look at these ideas!

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