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Champion Concept

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About the concept

My concepts focus more on the kits and its thematics. As I make a lot of them, I really don't care about names, statistics or lore. And because I don't have names, lets consider <?> as the champion's name. Also, please forgive any english errors, it isn't my first language

Passive
STATIC COOLDOWN: ONE GUARD EVERY 10 / 8.5 / 7 / 5.5 / 4
ChampionSquare

Every few seconds a guard appears around <?>, with a maximum of 4 at any given time. These guards display themselves proportionally around <?>, accompanying him and interacting with his abilites and basic attacks.

  • Guards' health: 30% maximum health

Guards assist the basic attacks of <?> whenever his target is within a certain angle of the guards.

-With 1-2 guards around, only one of them assists <?> in an attack.
-With 3-4 guards around, two of them assist <?> in an attack.

  • Guards' attack damage: 40% AD

Guards can be targeted, block skillshots and receive 25% reduced damage from area of effect abilities. They deal Physical Damage.

  • Guards' protections: 80% of <?>'s protections

Guards attributes which aren't specified are equal to those of <?>.


1st Ability
COST: ? MANA
COOLDOWN: 5
ChampionSquare

<?> commands his guards to spin around him. Each time a guard passes through and enemy, he deals damage. Enemies inside the area of movement of the guards are slowed by 30%. Spinning guards always take 2 seconds to revolve and only assist basic attacks if possible. Losing all of the active guards or activating the 2nd Ability cancels this one. Lasts at most 6 seconds. Can't be used with no guards active.

  • Damage per guard: 20 / 25 / 30 / 35 / 40 (+ 40% AD) as Physical Damage

This ability has an internal cooldown of 1,5 seconds whenever the 2nd Ability is activated. Its own cooldown only begins after its duration expires, after it is canceled or if all guards die.


2nd Ability
COST: ? MANA
COOLDOWN: 5
ChampionSquare

<?> commands his guards to protect him even if it costs their lives. While the effect lasts, all the damage that would be dealt to <?> is instead repassed to his guards (all of them receive the damage). The percentage of repassed damage is reduced based on the number of guards beyond the first (the more the guards, smaller the percentage). Furthermore, the guards' escort grants bonus movement speed to <?>. Losing all of the active guards or activating the 1st Ability cancels this one. Lasts at most 6 seconds. Can't be used with no guards active.

  • Percentage of repassed damage reduced by guard beyond the first: 6 / 7 / 8 / 9 / 10%

This ability has an internal cooldown of 1,5 seconds whenever the 1st Ability is activated. Its own cooldown only begins after its duration expires, after it is canceled or if all guards die.

  • Bonus movement speed: 10 / 15 / 20 / 25 / 30%


3rd Ability
COST: ? MANA
COOLDOWN: 16 / 15 / 14 / 13 / 12
ChampionSquare

A group of soldiers equipped with shields and spears reveals itself in the target location and briefly advances towards the chosen direction. The advance deals damage and pushes enemies in the opposite direction.

  • Damage: 60 / 95 / 130 / 165 / 200 (+ 50% AD) as Physical Damage

For the next 3 seconds, these soldiers stand in their current position, blocking the passage of enemies with their shields and every second they pierce in the same direction they advanced with their spears, slowing enemies hit.

  • Slow: 99% for 1 second


Ultimate
COST: ? MANA
COOLDOWN: (NO ALLIED CHAMPIONS AFFECTED): 40
ChampionSquare

Grants to <?> 4 completely new guards, replacing those before them. Beyond that, it also grants guards to nearby allies. For the next 7 seconds, all the effects of the guards now also works for those accompanying <?>'s allies (guards only assist ranged attacks if their range allow it), including <?>'s 1st and 2nd abilities. There is an exception, however: no new guards spawn to accompany allied champions. All the damage dealt by the guards counts as <?>'s damage.

  • Guards granted to each nearby ally: 1 / 2 / 3

The cooldown of this ability increases by a certain percentage for each allied champion affected by it.

  • Cooldown's percentage increase for each ally affected: 80 / 65 / 50%


References

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