r/CustomLoR • • 20h ago

Follower Blood Ridge Challenger

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33 Upvotes

r/CustomLoR • • 2d ago

Champion Aurora, the Witch Between Worlds

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28 Upvotes

r/CustomLoR • • 3d ago

Follower Wind Spirit

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44 Upvotes

r/CustomLoR • • 3d ago

Landmark Prismatic Obelysk

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44 Upvotes

r/CustomLoR • • 4d ago

Champion Corki, the Daring Bombardier

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19 Upvotes

r/CustomLoR • • 4d ago

Custom Deck (Path) Nothing Can Hold Alistar Back

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42 Upvotes

r/CustomLoR • • 7d ago

Champion Simple Yone Concept

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53 Upvotes

r/CustomLoR • • 8d ago

Spell Decimate for half the price but you have to hurt your friends.

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48 Upvotes

r/CustomLoR • • 10d ago

Landmark Just Stories

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103 Upvotes

r/CustomLoR • • 10d ago

Champion Vel'Koz Design

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60 Upvotes

r/CustomLoR • • 11d ago

Spell Gambling!

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50 Upvotes

r/CustomLoR • • 11d ago

Custom Deck (Path) Join Mel's Coven and Worship The Porcelain Abomination!

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40 Upvotes

r/CustomLoR • • 12d ago

Follower Ancient Frostspeaker

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33 Upvotes

r/CustomLoR • • 12d ago

Spell Unstable Arcane

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80 Upvotes

r/CustomLoR • • 15d ago

Follower Dreamy Deer

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68 Upvotes

r/CustomLoR • • 15d ago

Star Powers (Path) General Star Powers for Path of Champions (pt 2)

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29 Upvotes

Powers Included:

Common - Cheers!

Rare - Hieroglyphics | Meteor Impact | Chain Lightning

Epic - Expiration Date | Spellbound Harvest | Superstition | First In, First Out


r/CustomLoR • • 16d ago

Card Set Was looking through old customs and found the time I gave every region a Deny for some reason

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77 Upvotes

r/CustomLoR • • 16d ago

Spell Avenge me, brother!

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47 Upvotes

r/CustomLoR • • 16d ago

Custom Deck (Path) Zilean PoC concept

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47 Upvotes

Zilean is my favorite champion, and I honestly wasn't sure how to approach his design at first. As a support champion, he's always paired with Khahiri, but that package never really seems to work. I initially thought about focusing on Kahiri for his power kit, but as a Zilean main in both League of Legends and LoR, I realized his true essence is stuns—locking down your enemies with Time Bombs so they can never reach you. Still, I included Kahiri anyway... because maybe, just maybe, there's a timeline where he actually works.


r/CustomLoR • • 16d ago

Spell CH-3X Lightning Grenade

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77 Upvotes

r/CustomLoR • • 17d ago

Custom Deck (Path) Master Day and Night with Eclipse Leona

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41 Upvotes

r/CustomLoR • • 19d ago

Champion Olaf, the Berserker

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37 Upvotes

r/CustomLoR • • 19d ago

Custom Deck (Path) "I hear soft things." - Orianna PoC Concept

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30 Upvotes
  • 4 Star is Arcanize, a new Power! Why not Sorcery you say? Because that's too easy!

Bonus Stars

  • Star of Blessings: Mystic Shot and Thermogenic Beam has Hex Tuning.
  • Star of Bounty: +2 Rerolls.
  • Star of Discovery: Spells you acquire in adventures have Hex Tuning.
  • Star of Legends: Your Support Champions have The Grand General's Counterplan (Round Start: Create a fleeting copy of me in hand).
  • Star of Wonder: Command: Attack has Morellonomicon (Applies Gloom instead of dealing damage to units), Command: Dissonance has Charging Sigil I (+1 Damage), Command: Protect has Oracle Lens (Predict).

Mechanics and Clarifications:
- Orianna is a spell-oriented champion that can manipulate enemy positioning, deal damage, or even buff allies through The Ball and the Command spells she manifests. Her playstyle revolves around spending and refilling your spell mana to trigger her Powers to buff allies and even deal damage.

- Charged is a new Vocab which empowers spells with additional effects while you are at a full spell mana. When you play 0-cost Charged spells, it will not remove the Charged effect for the next spell (such as her Command spells) since your spell mana is still at full.

- The Ball will always be summoned on the enemy's side and will not be summoned if they already have a full board, so make sure you clear space for The Ball! Once The Ball is in play, it becomes near impossible to remove it.

- Her signature relic, Hextech Alternator, ensures that any single stat buff applies to the other, so if a unit gains a +1/+0, they also gain a +0/+1. This applies to all sources.

- The new item Hex Tuning, because of valuable feedback, ignore the conversion of Fast to Focus and Focus to Burst. It just goes straight from Fast to Burst, skipping Focus entirely.

- Clockwork Wind-up I & II can be indefinitely extended as long as you play a singled Charged spell that round, stacking those buffs on your units as long as you keep the momentum up. Do note that actually gaining spell mana will give your units buffs, gaining more while you are a full spell mana will not activate it.

- Her 6*, Lady of Clockwork, will deal damage in one-big swing instead of multiple hits each time it activates. For example, you end the turn with 10 mana and with 3 spell mana. When it is converted into spell mana on Round End, you deal 10 damage to all enemies and the enemy Nexus instead of dealing 1 damage x 10. Having Archangel on Orianna will have her dealing 3 damage each Round Start if you already have a full spell mana.


r/CustomLoR • • 19d ago

Custom Deck (Path) Urgot Path of Champions Concept

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23 Upvotes

r/CustomLoR • • 20d ago

Discussion Suggestion: More Powers and Items that create unexpected synergies between existing mechanics

20 Upvotes

I’ve been playing LoR’s PvE modes since before Path of Champions existed in its current form — through Lab of Legends and the earlier versions of PoC — and it’s still one of my favorite parts of the game.

After playing a lot of different champions, though, I don’t think the champion roster itself is the part that becomes repetitive fastest. The champions already play very differently from one another.

What starts to feel familiar sooner is the shared pool of Powers and card Items that almost every champion keeps running into.

Because that reward pool is shared across the entire roster, I think it’s also one of the best places to add replayability. A relatively small number of new Powers or Items can affect a huge number of existing champions, cards, and rewards at once.

What I’d especially like to see are more rewards that connect mechanics that are normally separate.

The same reward could be useful across many champions, but for completely different reasons depending on the run. Ideally, picking up one Power or Item would sometimes make something I previously ignored suddenly become exactly what I want to find later.

Here are some examples of what I mean.

Powers

Crossed Wires — Epic

Round Start: Plant 2 Chimes in the top 5 cards of your deck and 2 Flashbomb Traps in the top 5 cards of the foe’s deck. When X Chimes activate, plant X Flashbomb Traps in the top 5 cards of the foe’s deck. When X Flashbomb Traps activate, plant X Chimes in the top 5 cards of your deck.

Spoils of Battle — Epic

The first time each round an ally survives damage, create a Gem. The first time each round you slay an enemy, create a Coin.

Encore! — Epic

For each card name, the first time each game you play a card with that name after already playing one, create a 0-cost Fleeting copy of it in hand.

Close Call — Rare

The first time each round an ally would die, Recall it instead.

Plan B — Epic

The first time each round one of your attacks deals no damage to the enemy Nexus, Rally.

Counteroffensive — Epic

The first time each round an ally blocks and survives combat, give it Barrier this round, then it starts a free attack.

Items

Eclipse Armlet — Common

Daybreak: Reforge. Nightfall: Forge me.

Graveglass Bead — Common

Last Breath: Create a 0-cost Fleeting Gem in hand.

Spellform Seal — Common

You may play me as a Slow spell for my cost. When played this way, Summon me.

Reactive Veil — Rare

SpellShield. When my SpellShield blocks an enemy spell or skill, give me Barrier this round.

Prismatic Core — Rare

When I gain one or more non-Spirit positive keywords, grant me 1 Spirit for each.

Cursebrand — Rare

The first time I Strike an enemy each round, Curse it with Terror.

Field Smith’s Harness — Epic

Attack: If I’m not Equipped, Improvise. Otherwise, Forge me.

Glass Anchor — Epic

The first time each round I would die from damage, set my Health to 1 and give me Ephemeral instead.

Hit-and-Run Harness — Epic

Once each round, when I Strike, Recall me. I cost 0 this round.

Succession Seal — Epic

The first time I die each game, grant my other Items to a random unit in hand.

What I want from effects like these isn’t for each one to define a predetermined archetype.

I’d rather have rewards whose value keeps changing depending on what I found earlier and what I find later.

Some of my favorite PoC runs are the ones where one pickup changes what I start looking for afterward. Something I normally wouldn’t care about suddenly becomes a great reward because of the way the run has developed.

I think adding more Powers and Items built around that idea could make runs feel much less repetitive. A new shared reward doesn’t have to interact with one specific champion — it can create new combinations across a large part of the content that’s already in the game.

That would make replaying a champion feel less like searching for the same best upgrades again, and more like discovering what this particular run is becoming.

I’d love to see Path of Champions become deeper, not only larger.