Casting one of the Swarm's basic abilities begins a combo, unlocking different abilities depending on the previous abilities used. If the Swarm successfully executes a combo, they replenish 5% of their maximum health. If the Swarm fails to complete a combo, they gain 15 armor for 3 seconds. A successful combo is where three abilities are chained successfully. A combo will fail if the next ability is not cast or by failing to land the effect.
The Swarm's basic abilities have no individual cooldowns, but will set off a 7 second global cooldown after every combo (succeed or fail). The global cooldown is affected by cooldown reduction. The Swarm's ultimate is unaffected by this combo mechanic.
The Swarm is granted 15% bonus movement speed for 2 seconds upon killing a minion, or 5 seconds after a champion kill or assist.
Omen of Agony
COST: 30 / 36 / 44 / 50 / 56 health
Active: Omen deals physical damage to his target and curses them with Omen of Agony, causing them to take 2.5% increased damage from the Swarm for 5 seconds.
Casting Omen of Agony grants the Swarm the ability to cast Mental Barrage or Blink for 5 seconds.
Active: Qualm's next attack infests the target with visions of the void, dealing magic damage over 3 seconds. If the target is marked with Omen of Agony, the damage amplifier is increased to 5% and its duration is refreshed.
If Mental Barrage lands, the Swarm can cast Nausea for 5 seconds.
Magic Damage over 3 seconds:
100 / 150 / 200 / 250 / 300 (+50% AD)
COST: 20 / 26 / 32 / 38 / 44 health
Active: Gevaar releases a horrible scent, dealing magic damage to surrounding enemies and inflicting them with Nausea for 4 seconds. Nausea increases the target's cooldowns by 15% for abilities cast while nauseated.
Magic Damage: 25 / 50 / 75 / 100
/ 125 (+40% AD)
COST: 26 / 32 / 38 / 44 / 50 health
Active: Gevaar rips open a gateway to the void, teleporting the Swarm to a nearby location and leaving behind void residue for 3 seconds. Allies who pass over the residue are hasted by 15% for 3 seconds.
Casting Blink grants the Swarm the ability to cast Discharge for 5 seconds.
COST: 20 / 26 / 32 / 38 / 44 health
Active: Qualm spits a ball of void energy that bounces between targets dealing magic damage. If Discharge kills an enemy, they explode dealing the same damage to surrounding enemies.
Magic Damage: 100 / 150 / 200
/ 250 / 300 (+50% AD)(+50% AP)
Sentiment of Fear
COST: 30 / 36 / 44 / 50 / 56 health
Active: Qualm deals magic damage to his target and curses them with Sentiment of Fear, causing their crowd control reduction effects to be reduced by 25% for 10 seconds.
Casting Sentiment of Fear grants the Swarm the ability to cast Crippling Bite or Bad Breath for 5 seconds.
Active: Gevaar's next attack against a champion or large monster takes infects them with a poison that damages them over 4 seconds. The poison will spread to nearby uninfected enemy champions or monsters over the duration. The poison will continue to spread until there are no further unaffected targets in range.
Magic Damage over 4 seconds:
50 / 75 / 100 / 125 / 150 (+75% AD)
Spread Radius: 550
COST: 26 / 32 / 38 / 44 / 50 health
Active: Gevaar belches on the target enemy, dealing magic damage and silencing them for 2 seconds.
Casting Bad Breath grants the Swarm the ability to cast Cleave for 5 seconds.
Active: Omen roars, increasing the swarm's movement speed and attack speed by an amount for 7 seconds.
Casting Energizing Roar grants the Swarm the ability to cast Isolation for 5 seconds.
Bonus Movement and Attack Speed: 10 / 15 / 20 / 25 / 30 %
COST: 20 / 26 / 32 / 38 / 44 health
Active: Qualm's next basic attack sends his target mad, dealing modified damage and causing them to take magic damage over 10 seconds.
Physical Damage: 100 / 150 /
200 / 250 / 300 (+50% AD)
Magic Damage over 10 seconds:
50 / 75 / 100 / 125 / 150 (+100% AD
COST: 26 / 32 / 38 / 44 / 50 health
Active: Qualm blasts the target with magic damage. If the target was marked with Agateophobia, the magic resist reduction is increased to 30% and its duration is refresjed.
Casting Icathian Gaze grants the Swarm the ability to cast Skull Bash for 5 seconds.
Magic Damage: 50 / 75 / 100 / 150 / 200 (+50% AD)
COST: 20 / 26 / 32 / 38 / 44 health
Active: Omen's next attack deals additional damage equal to 175% of his attack damage and stuns his target for several seconds.
Stun: 0.5 / 0.75 / 1 / 1.5 / 2
COOLDOWN: 150 / 130 / 110
Passive: Every successive attack increases the Swarm's attack damage by 5 for 5 seconds. This stacks up to 3 times.
Active: The Swarm channels for 2 seconds to summon a number of Voidbeasts to join their ranks for 15 seconds. Additionally, they surround themselves with void energy for 5 seconds that deals magic damage per second to nearby enemies. Voidbeasts are untargetable minions that only attack the Swarm's attack target, functioning like on-hit damage.
From the Journal of Kassadin:
The Void is a home, if one could ever call it that, to beings so dark and twisted, the mortal mind couldn't even begin to comprehend it without falling to its whispers, as was the case of Malzahar, or making a sacrifice so grievous it was unforgivable as in the case of myself. It creates its own, as well as steals victims from other dimensions, amassing an army, that none could hope to stop, especially if the signs are ignored and marked off as "opportunities to research". Of the many things it takes in, many are animals who happen to step into the wrong clearing one day where a rift has opened. These creatures have began to become known as the Swarm of the Void. At their figure head stood three creatures who came from Valoran, they are the most vicious, cunning, and powerful of all of the beings, and have been given the most from the will of the void.
Omen, Qualm and Gevaar were once regular dogs, they were known as Ooni, Quarky, and Flopsy to a hunter named Hubert Holmen who left to hunt on day with his dogs to bring dinner home to his two children and his wife. Misfortune befell their family that day, as their dogs had been consumed by the void, and as speculation would have it, when they returned to Valoran on a mission from the Will of the Void, destroyed their family, and the village they lived in. They still chatter in laughter after every session of study the League puts them through as though they are planning something. Even the behavior of Cho'Gath and Kog'Maw, who were also captured by the League have changed to a more sinister mood. Dark times lie ahead of us, especially with the advent of the malicious figurehead of the Swarm of the Void."
Omen has a violent sound to his voice and is deeper than the rest.
Qualm is at a high baritone tone, and sounds as if each word is carefully calculated.
Gevaar is at a medium tenor tone, and sounds maniacal, and crazed.
Omen: "I see agony!"
Qualm: "I sense fear!"
Gevaar: "I smell chicken!"
Qualm: "That is logical."
Qualm: "I'm surrounded by idiots......"
Gevaar: "Wait...which way? Ohhh..."
Occasionally, when the swarm turns around Gevaar will trip, snarl, and run quicker to catch back up.
Omen: "Enough of the fineries! Let's tear them apart!"
"By the Will of the Void....be consssumed...."
Activating Dark Swarm
During Dark Swarm the Swarm become pitch black and leave a shadow trail behind them, their eyes are all yellow.
"Only a tassste of what is to come!"
Their skin begins to crack in multiple spots revealing the void energy that runs through them, it brightens and then they shatter like glass, the glass then melts into a pool of purple ooze on the ground.
"HISSSSS.....return....to the void...."
"AAAAHHH! The pain......"
Qualm: "Its all your faults!"
Omen: "Mine? You couldn't ev--"
Gevaar: "I don't think that last meal agreed with me..."
A trail of bloodied bodies lies soaking the ground below them, some are partially eaten, most killed for the sport. At the end of the trail, screaming is heard, a village is under attack. A dark shadow darts and chases after a small child. The child runs down an alley to try and hide but sees yet another shadow and reverts the other way, only to be cut off by another. The creature raises its head, blood is leaking out of its ugly maw, human blood. "No Ooni......" cries the child. The maw curves slightly, into a twisted smile. Kassadin hears the scream over the hills. He directs the capture party to the direction he heard it. “Be careful, we cannot let them escape.”
The creature lifts his head from his feast. It has a blood crazed look to his face, its many eyes drunk with the taste of blood. “We are not alone…I smell more.” Two other dark creatures emerge from the shadows. The cobalt colored beast sniffs the air. “It smells…..like air….” The other snaps at him, a deep purple colored creature. “Moron, look over the hill.” They looked up and saw four figures approaching them. The reddish one narrows its eyes and licks its maw. “The feast continues…”
“There!” Kassadin yells. The three beasts emerge from the shadows and approaches slowly. “Foolisssh fleshlingssss….” hisses the void beasts in unison. The deep purple one stops. “Impossible….” Kassadin stared deeply at it “Qualm….Omen….Gevaar…how dare you show your faces upon my world.” The cobalt one, Gevaar, perks his head. “MALZAHAR?!” he calls. Omen, the reddish voidbeast, snaps, “You fool its Kassadin, the traitor of the void. Kill him.” The void beasts rush at him. Kassadin yells, “NOW!” A flash erupts at the site. When Kassadin's vision recovered, he notices the void beasts suspended in the air by arcane magics. Omen grinned, “clever girl.”
A large container is being wheeled in to transport its contents to an arcane prison. A hiss and a chilling laugh emits from the container. One of the guards falls over and breaks out in a cold sweat, he begins to mumble in an incomprehensible tone. His eyes roll back and thick blood begins to leak from his eyelids. The void beasts inside laugh. The remaining guard’s mental steel dwindled quickly, and panic begins to grow over them. Yet the creatures do no more, it was but a game to them.
The void beasts scramble in perpetual darkness, it was not foreign to them however, as the void is a dark cold place. A crack of light blinds them, their vision regains quickly and they see a cloaked figure standing before them. Qualm smiles “Have you come to kill us, summoner?” The summoner laughs back “I’m not that foolish, killing you would accomplish nothing, and instead we shall utilize this gift of the void and learn how to stop it.” Omen cracks into maniacal laughter, “You cannot stop the void your fate is inevitable, you will all be consumed by the voi—“ The summoner interrupts the void beast “Your testing begins now.” She raises her hand and the Swarm's vision wavers and goes dark.
Qualm lifts his head; he shook his head he realizes he was blind in all but his two main eyes. He looks down and sees short brown hair covering his paws. His claws were not grievously long and his bloodthirsty thoughts had been lifted. He looks to his side and sees his companions, they look nothing like what they had before; a memory hit him almost to the heart. He realizes this was part of a memory he had suppressed for years. They were dogs again, as they were, before, before the dark hole. He went to speak to wake up the other two, but instead only a bark came out. The other two woke and look over at him, both with what he imagined his face looked like when he realized what he and they looked like. The door next to them opens and a man in hunter’s clothes and a large beard emerge.
Qualm felt a deep pitted sorrow when he saw his face, he realized it was his old master, in addition, he felt a strange want to make him happy. He realized that was his old goals when he was a simple dog. “Ready, lads?” The hunter said. The three barked, as if by instinct. The hunter grabbed an old rusty gun and a few bullets and placed them into his coat pocket.
The scene shifts and they are now out in a wooded area. Their master keeps still like a statue, his eyes scanning the landscape for any hint of movement. “These woods haven’t been the same in a long while, there ain’ nothing out here anymore…Well…let’s head home then, we’ll have to find somethin’ else for dinner.” Just as they begin to leave, Qualm’s head snaps to the side, his attention diverted to a movement in a nearby bush. “What is it Quarky?” Qualm growled. The hunter looks through the scope of his gun. “Look at that, good job boy, you done found us our dinner.” As the hunter prepares to take a shot the creature darts from the bush. “Get em, lads!” The three dogs run off after it. Qualm went to stop, he remembered the following events. He tries to bark to stop the other two, but has no control of even himself, his body continues to run after it. He sees a dark hole, the creature ran into it, and the dogs follow.
Darkness envelopes Qualm. He hears whispers in his head, tempting him with bloodthirsty thoughts. It teaches him forbidden knowledge. It makes him almost human in mind, yet with a twisted goal. He's being designed by these whispers into a predator of the most supreme nature. One of no morals, no compassion, only a thirst for blood, with the added dagger of intelligence and tactical thinking. Qualm screams out, he realizes he has become a monster, he begins to grow a desire to destroy the void. But the whispers keep coming, his control begins to die. Until the creature he was before, Quarky, no longer lived, and Qualm was born.
Qualm remembers the summoner’s presence. “Clever magic, summoner. You almost had me.” His eyes jolt open. The summoner looks surprised. “You have a lot of strength in you Qualm, your story is tragic, but I know what was is dead, what is left is but the demented husk of your former self and the void. How does it feel to expose your mi--” The summoner stops, her eyes become shallow. Qualm smiles. “You think you magics are stronger than mine, summoner? You think you can just hold dominion over me with a flick of your fingers? The magic that courses through my veins is ancient, known only to the voidborn, and that is why I am here. I come to hold the door for the countless creatures trapped inside the void to pour out and overtake your world and claim it as our own in the name of the will of the void. Icathia shall be reborn, and the gods of the ancient cyclopean civilization shall be reborn and rewarded your realm, as well the pitiful souls of those who my kin spare as slaves.” Qualm’s eyes flared and the summoner’s eyes turn backwards. She saw a dark place, and countless creatures littered the broken landscape. They gathered around a small tear in the realm. She looked into the seam and saw what she recognized as Runeterra. A tall and demented creature stood, it had fury in its eyes. It spoke, “My children, the time we have waited long for comes, we shall feast until our stomachs are full—“ The vision was cut off.
The summoner fell to her knees. Kassadin lifts his hand from her eyes and wipes the sweat from her brow. Qualm grins “I wasn’t done traitor of the void…..how dare you interrupt my discussions. She asked to know of the void, so I told her.” Kassadin rises and looks at Qualm. “If it were up to me, I would cut your throat open and let free the vile essence that runs through your veins and watch you suffer until you've bled so much you can't even struggle in pain anymore and then give you the slow painful death like the countless victims before you, whose lives you stole. Unfortunately, the League wishes to study you more. And therefore you are required to fight as a champion of the League of Legends. Thus, all I am allocated to say is ‘Welcome to the League of Legends.’ As a champion, however, I free myself the right to say ‘Watch your back, because I’m going to savor this opportunity to show you the pain your kind has wrought upon me and this world til you craw back into the hole you came from.” Qualm smiles again. “I have two who watch my back, traitor of the void, and countless more beyond the gate, who shall watch yours?”
For those of you who don't already know me, My name is BergMeister. I am a second year Illustration Major taking an interest into the Concept Art world and decided to join this forum as a way to express my creativity. This champion is my first champion and therefore took me a while to complete it as I had to do a lot of research to make sure nothing conflicted with anything as well as research using the kind souls who are more experienced at making champions who created guides and such. And a shout-out to Wuffle, I broke two of your rules. One: I made a void champion. Two: I made a champion based upon one of the champion Riot dumped. I still think it turned out pretty well though.
Without further ado, I present to you: the Swarm of the Void - Omen, Qualm, and Gevaar.
The Swarm is a deep combo system champion - by activating one ability, you change what the other 2 do. There are a total of 15 different abilities that can be preformed not including the ultimate which will remain constant, but only 3 (not including the ultimate) can be used per combo. For Dota players, the closest champion you can relate this to is Invoker, however there is A LOT less ability combinations and therefore a lot less memorization to do, and as a result would indeed fit well into the League as a high skill level champion. The Swarm's abilities are on a health cost system, and rely on chasing down a target or multiple targets by keeping up stacks by killing minions, completing combos, or killing enemy champions. They scale on AD, and deal mixed damage.
The swarm has 3 options in playstyle: a physical damage attack dealing more damage but only one target, a cc route, or multi-target abilities that deal less damage but does more in teamfights. You would start by activating one of the 3 marks. The mark from Omen is the start of the route for single target, the mark of Qualm starts the cc chain, and the mark of Gevaar is the AOE chain. The next ability to be used is from any ability other than the one you started on and under "second ability." If you started Q for example, look at the "second ability" under W and E. Find the one that says "from Q. and follow that path, those are the abilities that would open up when you start Q. When you choose your 2nd ability, the letter you choose will also become unavailable leaving you with only one option left. So if I started Q, and used my W next, I am left with my E. I look under E to "3rd ability" and that is what the finisher will do.
I was amongst the group of summoners who was sad to see Omen cancelled due to his inability to fit in any particular role. I took it upon myself to rework Omen with a few of my ideas and recently came up with a good and solid one that I like.
I kept many of the things I liked about omen, including the name but other things as well for example, the void look to him as well as a reptilian type beast, monsters are always a huge hit, especially if they're from the void. Also, the idea of him having spines on the back was the coolest things ever in my honest opinion and I wanted to incorporate that into my design even if it was or was not part of the final skill set.
My idea began to come together when I read a post that said, one of the reasons omen didn't work is when people said he didn't fit as a concept because he looks like he should have an entire swarm of them behind him. So I thought, well why the hell not? Lets bring in two more voidbeasts that are nearly identical to him and have them work as one champion and let the Swarm factor be prevalent in their lore.
My early thoughts on the Swarm's skillset would be something as simple as Q increases omen's damage passively, and does something actively, W increases Qualm's damage, etc etc etc. However, I began to dislike this idea, because it separated them as a whole, and thus began to rethink it. My ideas soon found their root in an interesting mechanic and it went like this: You use your Q, it changes what your W and E do, you use a second ability and it changes what the last does. You start with you W, it changes what your Q and E do. and so on and so forth, perhaps one doing more damage, one route offering more cc, or another offering more sustain or pushing power or AOE. The Swarm was originally an energy based champion, however it felt useless to have a resource they really couldn't run out of, and I found it more of a hassle to add in energy recharges into each ability. Therefore I did away with energy and implemented a health cost, and added in ways for them to regain health, by modifying their ultimate's passive, yet then I felt their early game would be too weak, so I switched the passives. With the current set, they are encouraged to farm, and gives them a jungle strength if they choose to do that. I also removed the AP ratios as I decided to make the Swarm similar to how Shyvana is built where she scales on AD but does more hybrid damage, rather than making them scale both AP and AD, and struggle to get items to suit that and end up being weaker than most champions, or not using their full rotation.
As far as personality and lore went, I had always loved famous trios such as the Three Stooges and the Hyena trio from Lion King, because of their ability to brighten the mood no matter how sour it was. I thought about making 3 stupid void dogs, but I thought that might get old rather fast. So my inspiration took more to the hyenas in their intelligence heights. One would be stupid, one didn't care about anything other than his stomach, and the other was cunning and crafty. Yet, I wanted them to have the same relationship with each other that the stooges did, constantly picking on each other and calling each other names, but yet at the end of the day an inseparable trio that put each other first before anything else: even the void! With that and all the humor they brought, I wanted them to have a darker and deeper side. These were bloodthirsty creatures that killed for sport, and would kill even young children. But it was to be understood, they were not always like that, the void changed their persona and killed the creatures they were before, their humor that they express now, is the lying corpse of what was before they were turned. But yet, even the void could not separate their unity as one.
When the Swarm activates his Q, W or E, the two skills he did not use are changed into alternate abilities for 5 seconds. For example, using Omen of Agony (Q) grants the Swarm the ability to cast Mental Barrage (W) and Blink (E) instead of Sentiment of Fear and Agateophobia. Upon using one of the two other abilities, the third and final ability is replaced with another alternate skill for 5 seconds. To complete the example, casting Mental Barrage would unlock Nausea (E) instead of Blink; or casting Blink would unlock Discharge (W) instead of Mental Barrage. This is called a "combo", and is the feature/theme of the Swarm's kit.
The Swarm features 6 different combos across 15 unique basic abilities. Upon successfully executing a combo, all his basic abilities are placed on a 7 second cooldown. If the Swarm fails to activate the second or third ability during the 5 seconds while they're available, all his basic abilities are placed on a 7 second cooldown (even the abilities he did not use). For example, if he casts Omen of Agony and Mental Barrage, but does not cast Discharge during the 5 seconds, his E skill would still go on cooldown.
The Swarm must have the ability available in order to cast it. For example, if the Swarm has not yet ranked his W skill, he will not be able to use any of the W abilities. Not being able to cast a skill due to it being unranked is still classified as failing a combo.
Additionally, his skills scale with the rank of the ability required to cast them. For example, Mental Barrage would scale with the rank of his W despite being part of his Q-combo. This is the create a feel that you are ranking up a specific member of the Swarm (either Omen, Qualm or Gevaar).
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.