(Custom, Fan-made Champion) Kiya, The Feline of Fervor
|date = N/A |health = 45 |attack = 35 |spells = 80 |difficulty = 35 |hp = 433 (+62) |mana = 275 (+48) |damage = 48 (+3) |range = 550 |armor = 14 (+3.35) |magicresist = 30 (+0) |attackspeed = 0.677 (+3.5%) |healthregen = 9.24 (+1.14) |manaregen = 6.46 (+0.72) |speed = 320 |IP = 6300 |RP = 975 }} Note: For the always-up-to-date version of this champion concept, please check out the "blog version. I also have other champion concepts listed there.
- 1 Abilities
- 2 Lore
- 3 Cosmetics
- 4 ==
- 4.1 Quotes
- 4.2 Playing as Kiya
- 4.3 Extra Kiya Art
Note: All numbers can be changed. Concept is key. Special thanks to Taios for helping me with the number crunching. Also special thanks to Kitty, tā¦
(Custom Champ) Vikki, The Gemini Witch (Ver. 6.0)
Here is a link to my custom champ I designed called .
LoL needs more complicated designs.
New Champ Syndrome
So the new "League of Legends" patch just came out, and of course this means Riot Games has released another champion into the game: Draven, The Glorious Executioner. I have only played in a few matches with/against Draven so far, but he looks like a really neat and genuinely interesting character. He appears to be a great addition to the roster, or so it seems.
However, with Draven's release comes another case of something I wish I had a proper name for, but it is something that I have noticed since the first time I played LoL a few years back. And this is ... the strange phenomenon of people suddenly forgetting their fundamentals the moment they pick a new character to play.
Like seriously, I wish I knew the official term for this strangeā¦
(Champ Creation) Kiya, The Feline of Fervor
Kiya, The Feline of Fervor
I designed Kiya to be a buff/debuff-centered support champion. I love cats, and because the game already had Nasus and Renekton, I just went with the next logical animal one would find in Egyptian-based mythology. Also, you gotta love them cat puns. ^..^
Emotions: The Driving Force behind Player Performance+
I wrote a guide about player emotions and how it correlates with player performance, which can be found on my personal blog. Basically, I believe how you feel drastically links to how you play in a given game. >^..^<