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How to custom champion

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General guidelines

[[User:(your username)/(name of custom champion)]]
  • Always use good grammar and spelling.
  • Use the preview button to make sure your templates aren't broken.
  • When you've actually posted your champion up, make sure to replace the "Blog posts" category with "Custom champions".
  • The best rule of thumb: Always compare your custom champion to actual champions. Over half of the rules here are this same rule applied in different contexts.
  • None of the "rules" here are absolute. However, you must know the rules before you can break them.

Also, see this post.

Champion stats

  • To specify what resource your champion uses, check Template:Champion info/doc. For now, it only works for existing resources; you can't specify "Uses chocolate" yet, for instance.
  • Use the champion lists by stat for reference when designing a champion. You don't want a champion intended as a squishy mage to have 440 (+90) health, for instance, which puts them in the range of bruisers like Vi Vi or Hecarim Hecarim.
  • Range: 125 is the standard range for melees, 550 is the standard range for ranged. Adjust as necessary. If your melee champion is using a long weapon (Wukong Wukong, for instance), their range can be increased to somewhere between 150 and 200. If your champion is ranged but is somewhat tanky (Graves Graves, Urgot Urgot, Morgana Morgana) or is a non-ADC that makes good use of autoattacks (Twisted Fate Twisted Fate, Kayle Kayle, Nidalee Nidalee, Jayce Jayce), then reduce your champion's range.
  • Attack speed: Attack speed numbers are unusual decimal numbers for a reason. When picking a base attack speed number, keep attack delay in mind. 0.7 is not a valid attack speed number; 0.694 is.
  • Magic resist: 30 (+1.25) for most melees. 30 (+0) for ranged, as well as melees with innate damage reduction/massive sustain/turn ranged.
  • Movement speed: 325-340 for ranged, and usually 335-355 for melees. Alistar Alistar, Blitzcrank Blitzcrank, and Nautilus Nautilus are exceptions.

Champion abilities

  • Caster spells often do 60-80 / 80-120 / 140-170 / 180-210 / 220-260 damage.
  • Spammable spells (Shadow Slash.png Shadow Slash, Empower.png Empower) or pure utility spells (Charm.png Charm, Satchel Charge.png Satchel Charge) do less damage.
  • AP ratios are usually within the 60% to 90% AP range. You can go higher, but watch where you're going carefully.
  • Total AD ratios are not bonus AD ratios. A spell that does 60 / 100 / 140 / 180 / 220 (+ 75% AD) does too much damage because you didn't take the champion's base AD into account. 10 / 35 / 60 / 85 / 110 (+ 75% AD) or 60 / 100 / 140 / 180 / 220 (+ 75% bonus AD) are just about right.
  • AD ratios are weaker than an equivalent AP ratio. 60% bonus AD is not average, it is weak, especially compared to 60% AP. AD items, masteries, and runes usually give less AD than AP items give AP (compare Last Whisper item.png Last Whisper to Void Staff item.png Void Staff or Martial Mastery mastery s4.png Martial Mastery with Arcane Mastery mastery s4.png Arcane Mastery) because autoattacks also scale with AD. There's a reason why things like Spear Shot.png Spear Shot and Judgment.png Judgment have seemingly high AD ratios.
  • Ultimates usually cost 100 mana. Manaless champion ultimates usually cost nothing.
  • Ultimates that only do damage have low cooldowns within the 60-90 second range: Final Spark.png Final Spark, Ace in the Hole.png Ace in the Hole, Mega Inferno Bomb.png Mega Inferno Bomb, Super Mega Death Rocket!.png Super Mega Death Rocket!.
  • High-impact ultimates have 90-150 second cooldowns: Curse of the Sad Mummy.png Curse of the Sad Mummy, Glacial Prison.png Glacial Prison, Command- Shockwave.png Command: Shockwave, Cataclysm.png Cataclysm.
  • Massive-impact ultimates have ~180 second cooldowns: Stand United.png Stand United, Requiem.png Requiem, Destiny.png Destiny.
  • Keep your champion's full burst damage in mind. Although I made this list as a silly pointless reference, it's useful when you're trying to make a champion. If your champion has four 70% AP ratios, you better have a good reason for it, or otherwise your champion is just doing too much damage.

Champion ability frames

Passive ability

{{Ability|I
|name = 
|icon = Ability.jpg
|description = 
}}

Passive ability with ability details

{{Ability frame|I|
{{Ability info
|name = 
|icon = Ability.jpg
|description = {{sbc|Passive:}}
}}
|{{Ability2
|targeting=
|damagetype=
|spelleffects=
|onhiteffects=
|spellshield=
|additional=
}}
}}

Active ability

{{Ability|Q
|name = 
|icon = Ability.jpg
|description = {{sbc|Active:}} 
|leveling = 
|cooldown = 
|cost     = 
|costtype = 
|range = 
}}

Passive and active ability

{{Ability|Q
|name = 
|icon = Ability.jpg
|description = {{sbc|Passive:}}
|description2 = {{sbc|Active:}} 
|leveling = 
|leveling2 = 
|cooldown = 
|cost     = 
|costtype = 
|range = 
}}

Ability with multiple components

{{Ability frame|Q|
{{Ability info
|name = 
|icon = Ability.jpg
|description = {{sbc|Active:}}
|leveling = 
|cooldown = 
|cost = 
|costtype = 
|range = 
}}
{{Ability info
|name = 
|icon = Ability.jpg
|description = {{sbc|Active:}} 
|leveling = 
|cooldown = 
|cost = 
|costtype = 
|range = 
}}
}}

Ability with ability details

{{Ability frame|Q|
{{Ability info
|name = 
|icon = Ability.jpg
|description = {{sbc|Active:}}
|leveling = 
|range = 
|cooldown = 
|cost     = 
|costtype = 
}}
|{{Ability2
|targeting=
|damagetype=
|spelleffects=
|onhiteffects=
|spellshield=
|additional=
}}
}}

Champion ability templates

{{sbc|Active:}}
  • Used for the words "passive", "active", and "toggle" at the beginning of ability descriptions.
{{lc|Magic Damage}}
  • Used before an ability scaling in the "leveling" field.
{{ap|60|90|120|150|180}}
  • Used to show leveling abilities. In this case, this ability does 60 damage at rank 1 and 180 damage at rank 5. This template works with any number of ability ranks. Also used to create fancy decimal numbers: 1.25 rather than 1.25.
{{as|(+ 35% AP)}}
{{pp|3|40|70|100|1|7|13}}
  • Used to show the level scaling of innate abilities, like this: 40 / 70 / 100. The first number (N) shows the number of values; the next N numbers show the actual changing numbers; and the last N numbers show the levels at which they change. Was this explanation too confusing?
{{plus}} {{times}}
  • Used to show addition and multiplication symbols:  +  × .

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