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Farrel, the Black Knight

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Champion Background Strategy Skins & Trivia
1 Growth 18 1 Growth 18
Health 435 (+86) Attack damage 53.2 (+3.5)
Health regen. 7 (+.9) Attack speed 0.658 (+3.5%)
Mana (+0) Armor 15 (+3)
Mana regen.   (+0) Magic resist. 30 (+1.25)
Attack range 125 Mov. speed N/A

Farrel, the Black Knight is my fifteenth champion concept.

Abilities

Flesh Wounds
ChampionSquare

Farrel's limbs are detachable. Each of his limbs grants him a bonus while attached:

  • Left Arm (Shield Arm)
    • Armor Bonus 6 - 22 (based on level) / 24 - 40 (based on level)
  • Right Arm (Sword Arm)
    • 100 Bonus Attack Range
    • Bonus Attack Damage 5% / 10% / 15%
  • Left Leg
    • Movement Speed Bonus 2% / 4% / 6%
  • Right Leg
    • Movement Speed Bonus 2% / 4% / 6%
For every 15% of Farrel's maximum health lost, one of his limbs falls off at random. While unattached, its bonus is void, and it remains where it landed for 2 minutes or until it is picked up. Farrel can pick up his limbs to restore 5% of his maximum health. Farrel may pick up a limb once every 15 seconds.


Arm Ring
COST: An Arm
COOLDOWN: 8
ChampionSquare

Active: Farrel detaches and throws one of his arms in a circle, dealing physical damage to all enemy units. If it hits an enemy champion, it will deal bonus physical damage and stop in place, but will otherwise return to him.

  • Physical Damage: 25 / 50 / 75 / 100 / 125 (+30% of Bonus AD)
  • Physical Damage to Champions: 30 / 62.5 / 93.75 / 125 / 165.25 (+37.5% AD)


Leg Lob
RANGE: 800
COST: A Leg
COOLDOWN: 14
ChampionSquare

Active: Farrel kicks one of his legs off in a straight line in front of him, dealing physical damage, and knocking enemies aside. If Farrel hits an enemy, champion, his leg will deal bonus damage and bounce straight back to him.

  • Physical Damage: 20 / 40 / 60 / 80 / 100 (30% of Bonus AD)
  • Physical Damage to Champions: 30 / 60 / 90 / 120 / 150 (37.5% AD)


Splatter
COOLDOWN: 20
ChampionSquare

Passive: Whenever Farrel (or his clone) lose a limb from any cause, blood splatters from its socket, dealing magic damage to all nearby enemies.

  • Magic Damage: 45 / 75 / 105 / 135 / 175 (+35% AP)

Active: Upon activation, all of Farrel's (and his clone's) limbs will explode, consuming all the limbs, dealing magic damage, and knocking enemies back from the limbs.

  • Magic Damage: 70 / 105 / 140 / 175 / 210 (+50% AP)


Head Roll
COST: All Limbs
COOLDOWN: 180 / 160 / 140
ChampionSquare

Active: Farrel separates his head from his body and generates a new body, restoring health. His old body remains as a controllable clone for up to 20 seconds, and has 80% of his stats (assuming Farrel had all of his limbs). After 20 seconds, or on death, his clone explodes, dealing damage based on the amount of time it has been separate.

  • Heal: 30% / 35% / 40% of missing health
  • Magic Damage Minimum: 150 / 250 / 350 (+25% of Bonus AD) (+45% AP)
  • Magic Damage Maximum: 450 / 750 / 1050 (+40% of Bonus AD) (+60% AP)



Additional Info

This is my fifteenth champion concept. As such, the ratios and costs may not be perfectly balanced to best fit Farrel into the existing list of champions.

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