Champion Background Skins & Trivia
1 Growth 18 1 Growth 18
Health 434 (+87) Attack damage (+0)
Health regen. 7.5 (+0.75) Attack speed 0.625 (+2.0%)
fury (+0) Armor 24 (+3.5)
  Magic resist. 30 (+1.25)
Attack range 125 Mov. speed 335

Skjold, the Shield Warrior is my attempt at making a rage-based tank. Now, that may sound like a weird idea, since tanks are supposed to initiate while rage-based characters build up over time, but with what I had in mind Skjold here would have a really strong initiate that, if played correctly, would allow him to continue inflicting a lot of pain on the enemy team for the rest of the fight. I also really wanted to make a dual shield-wielding character for a long time, and here it would fit this champ's concept as a tank with a very aggressive playstyle.


Skjold's secondary resource is Fury, which is granted upon successful use of his abilities and is also partially consumed by some of them. Additionally, Skjold gains 1 point of Fury every time he takes damage equal to 1% of his base health (before reductions are applied), so 5.21 - 20 (based on level) Skjold loses 10 Fury per second when out of combat for 5 seconds.

Cold Rage
Battle Cry

Skjold's armor and magic resistance are increased by 0.3% for every point of Fury he has. At 100 Fury, he can cast a basic ability while it is on cooldown, consuming all of his Fury and resetting the ability's cooldown.

Additional info

The idea behind making a rage-based tank was giving Skjold powerful initial burst, and a passive that'd allow him to continue laying sustained damage if he makes good plays. The resistances allow him to accrue more Fury at a lesser cost in health, and the cooldown reset lets him double up on critical abilities. I wanted Skjold to be a high-risk, high-reward champ, where he can provide adequate support without Fury but primarily excel at aggressive combat, where soaking up damage for his team would also allow him to lay significant amounts of control himself.

Shield Dash
RANGE: 600
COOLDOWN: 18 / 16 / 14 / 12 / 10
Paragon of Demacia

Active: Skjold dashes forth, slamming into the first enemy unit he hits and dealing them magic damage. If Skjold hits an enemy he gains 15 Fury. Skjold can use Shield Bash within 3 seconds of using Shield Dash.

  • Magic Damage: 30 / 50 / 70 / 90 / 110 (+ 40% bonus magic resistance) (+ 50% AP)
Additional info

A basic dash, allowing Skjold to harass early game and, with its MR scaling, still deal an appreciable amount of damage in the late game when building tanky. The additional ability it unlocks also complements the Fury gain when colliding into a unit with this skill. This also allows him to chase and, with the second component, prevent escapes.

Shield Bash
Scrap Shield

Active: Skjold enhances his next autoattack within the next 5 seconds to deal bonus physical damage, silence his target for 1.5 seconds and grant himself 15 Fury. This ability resets Skjold's autoattack timer.

  • Total Physical Damage: 10 / 15 / 20 / 25 / 30 (+ 40% bonus armor) (+ 120% AD)
Additional info
  • Skjold can still critically strike while using Shield Bash, but the critical strike will not interact with Shield Bash's bonus damage.
  • Shield Bash's cooldown timer does not begin until the buff is either used or expires.
  • I wanted to do a few things with this skill: first, give Skjold a bit of potential as a fighter champ (with the AD scaling and AA timer reset) and second, give him good early game harass by letting him follow up a dash with a silence. This skill's separation from Shield Dash, apart from correspoding to his theme as a dual shield-wielding champion, is also meant to separate his mobility from his CC, letting him dash towards one champion and silence another. With his ult, it also allows him to taunt multiple targets.

Avenging Throw
RANGE: 375-850
Diplomatic Immunity

Active: Skjold throws one of his shields which will fly out in an arc with the cursor at its apex before returning to him, dealing magic damage and applying a 2 second slow to any enemies it hits along the way. After using Avenging Throw, Skjold can throw another shield within the next 3 seconds before incurring the ability's cooldown. Skjold cannot use any other abilities until he has regained both his shields. Skjold gains 5 Fury for every enemy the shield hits, though he cannot gain additional Fury by striking the same target twice.

  • Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 45% AP)
  • Maximum Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 90% AP)
  • Slow: 30 / 35 / 40 / 45 / 50%
  • Projectile Speed: 2.4 times the distance between Skjold and the cursor
Additional info

In addition to allowing Skjold to clear waves if going in top lane, this gives him a good poke, with the CC helping in teamfights, chases and escapes. It also synergizes with his ultimate, allowing him to taunt multiple enemies at a time. As with Shield Dash/Shield Bash, I wanted to give Skjold two casts of these per activation, partly because of his dual shields but also to provide a reward mechanic in which successfully hitting one or more enemies would allow for more harass.

RANGE: 700
COOLDOWN: 25 / 22 / 19 / 16 / 13
Prismatic Barrier

Active - on Ally Cast: Skjold places a shield on the target ally that will block the next offensive spell they are hit with. Shield lasts 1.5 seconds. Skjold gains Fury if his shield blocks a spell.

  • Fury Gain: 20 / 25 / 30 / 35 / 40
Additional info

The concept of a spell barrier made sense for a shield-based champion, and in his kit allows him to get into riskier situations, as well as provide peel for allies in teamfights.

One Man Army
COOLDOWN: 150 / 125 / 100
Petrifying Gaze

Active: For a limited time, Skjold's abilities taunt all affected enemies for 1 second. This effect cannot affect the same enemy more than twice. Additionally, Skjold reflects a portion of all incoming damage back as magic damage before reductions are applied, though he is still fully affected by it. While these effects are active, Skjold's Fury gains from all sources are doubled.

  • Duration: 5 / 6 / 7
  • Damage Reflection: 10 / 20 / 30% (+ 3% per 100 AP)
Additional info

For an aggressive tank, I wanted Skjold to have an ability that'd grant him a certain amount of extra control, both over the enemy team and over his own abilities. Combined with his innate, it also allows Skjold to continue supporting his team even after using his ultimate and abilities by reducing their cooldowns. It's also the ultimate component in his high-risk, high-reward strategy, requiring him to throw himself into the enemy team but allowing him to inflict a lot of pain by doing so.

Comments and criticism are heartily appreciated!

Change LogEdit

  • Shield Dash Fury gain on impact increased to 15, up from 10.
  • Shield Bash:
    • Fury cost removed.
    • Fury gain on hit changed to 15 against all enemies, from 20 against champions and 10 against non-champions.
  • Avenging Throw Fury cost on second shield throw removed.
  • Intercept Fury gain increased to 20 / 25 / 30 / 35 / 40, up from 10 / 15 / 20 / 25 / 30.
  • Shield Dash MR scaling changed to 40% bonus magic resistance, down from 40% magic resistance.
  • Shield Bash armor scaling changed to 40% bonus armor, down from 40% armor.
  • Fury no longer decays instantly.
  • Cold Rage:
    • No longer grants 0.2% CDR for every point of Fury. Instead grants bonus armor and MR equal to 0.3% of his armor and MR for every point of Fury.
    • At 100 Fury, Skjold can consume all of his Fury to cast a basic ability still on cooldown.
  • Spell Shield is now only targeted, and no longer a stationary barrier.
  • One Man Army:
    • Now only reflects damage instead of damage and CC.
    • Base reflection percentage lowered to 10 / 20 / 30%, down from 11 / 22 / 33%.
    • AP scaling increased to 3% per 100 AP, up from 2% per 100 AP.
    • Cooldown reduced to 150 / 125 / 100, down from 175 / 150 / 125.
  • Cold Rage decays continuously, rather than after 5 seconds out of combat.
  • Avenging Throw slow duration reduced to 2 seconds.
  • Intercept:
    • Now can be used to cast a spell shield on allies (including himself) that lasts for 1.5 seconds or until popped, giving Skjold mana if set off.
    • Ground-targeted active knocks enemies back.
    • Spell barrier width increased to 300 / 350 / 400 / 450 / 500, up from 180 / 210 / 240 / 270 / 300.
  • Fury loss when out of combat increased to 10 per second, up from 5 per second.
  • Intercept Fury cost removed, Fury gain now increases per rank.
  • Avenging Throw base damaged reduced to 40 / 65 / 90 / 115 / 140, down from 35 / 70 / 105 / 140 / 175.
  • Shield Dash scalings changed from (+40% armor) (+30% bonus AD) to (+40% magic resistance) (+50% AP).
  • Shield Dash damage type changed from physical to magic.
  • Shield Bash damage changed from 30 / 50 / 70 / 90 / 110 (+40% magic resistance) (+30% bonus AD) to 10 / 15 / 20 / 25 / 30 (+40% armor) (+120% AD).
  • Avenging Throw AP scaling changed from 35% AP to 45% AP.
  • Shield Bash and Shield Dash base damage reduced to 30 / 50 / 70 / 90 / 110, down from 40 / 70 / 100 / 130 / 160.
  • Armor and magic resist scaling changed back to total armor and magic resist.
  • Shield Bash and Shield Dash bonus AD scaling reduced to 30% each, down from 50% each.
  • Intercept only blocks enemy abilities instead of reflecting them. Fury gain increased to 30, up from 20.
  • Removed the post-reflection duration on Intercept.
  • Added AP scaling to One Man Army.
  • Armor, magic resist and attack damage scaling on Shield Dash/Shield Bash changed from total to bonus Armor, MR and AD.
  • Lowered the damage and CC reflection scaling on One Man Army from 25%/50%/75% (12.5%/25%/37.5% for CC) to 11%/22%/33%.
  • Scaled down CC reflected by One Man Army so that it only inflicts a percentage of its original effects.
  • Readded a 5 Fury cost to the second cast of Avenging Throw.
  • Removed the taunt time scaling on One Man Army. All abilities now taunt enemies for 1 second, regardless of the ultimate's level.
  • Attacks and abilities reflected by One Man Army deal 25%/50%/75% of the original's damage, down from full damage.
  • Removed the Fury cost for Avenging Throw and normalized the Fury gain to 5 for every enemy hit, down from 10 per champion and 5 for the rest.
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