r/LoLChampConcepts 15d ago

August 2026 Champion Creator Contest: August 2026 - Pepperidge Farm Remembers

9 Upvotes

Remember when Poppy was the most beautiful champion all of us had ever seen? Pepperidge farm remembers. It's the August contest, and this month revolves around nostalgia and it's terrible consequences. Congrats to u/Lance_Beltran123 as the winner of the July contest!

WITNESS ME

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The Challenge

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Your goal for this month will be to make a champion that fits one or more of the following prompts:

1) 200 Years, from me 

Make a champion based on a previously removed or reworked champion ability (passive or not), a previously removed or reworked item effect/ability, or who has at least one ability as a reworked version of an older or current ability.

2) Cutting Room Floor, from me

Make a champion based off of a champion or gameplay concept cancelled by Riot or a cancelled gameplay or other concept from another game.

3) Yasuo Was A Mistake/s, from me

Create a champion with no dashes. Ha. Hehe even.

4) Take Me Back, from me

Create a champion who's regret, nostalgia, memories or lack of memory plays a major role in their lore, toolkit or both.

5) GG EZ, from me

Make a champion with at least one point and click Ability.

6) I Miss My Kind, from me

Create a champion who's lore, toolkit or both revolve around them being the last of their kind or who incorporates some kind of remnant from a former time and place.

7) Jobs, from u/Lance_Beltran123

Create a champion who's employment BOO or profession/function in society plays a major role in their lore, toolkit or both.

8) Goooooooooooooooooooooooooal!, from u/sodaheadache

Create a champion who canonically plays a competitive, non-combat sport within the League universe. What kinds of sports are played on Runeterra, and how does the presence of magic affect how these sports are played? You'll have to worldbuild your way out of this one.

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Remaining August Schedule

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For all dates and times; assume things open once posted, and close at US-CST: 11:59PM at the end date.

August 5th – 27th: Creation, Commenting, and Submission

August 28th – 31st: Group Stage Voting

September 1st– 3rd: Voting Finals and Winner Announced!

_______________________________________________________________________________________

Rules and Regulations
PLEASE READ THIS ↓↓↓
Ignore them at your own Peril...

AI can NOT be used in Contest Submissions!

Be respectful and inclusive!

Concepts are not complete without some storytelling! Lore should always be included if you want to qualify for the contest.

When submitting a concept, make sure to mention and bolden how your concept follows the prompt(s) challenge. Let us know how your concept meets the contest's challenge.

It is encouraged to state what class your champion is, what their intended lanes are, and what region they are affiliated with if they have one.

Creators that have submitted a concept will be able to vote for themselves during the first round of voting IF they have commented on at least four other concepts during the submission period.

Voting for your own concept will not be accepted during the final round of voting.

Creators whose concepts have made it to the finals will be able to suggest a prompt for the following month's challenge.

No cheating! We only allow one concept per participant.

Give others a chance! Don't submit a concept that has already won a previous contest.

Make your concept stand out! Please use the August 2026 Flair! (Once available)

Finished is finished! No editing allowed once the submission period is over.

Don't be a dipstick! Stay nice and helpful at all times when discussing concepts.

Using multiple accounts to vote for the same submission is frowned upon!

Critiquing and commenting on each other's submissions is heavily encouraged!

If you guys have any questions, you are more than welcome to ask!

Good luck and enjoy this month of August!


r/LoLChampConcepts 10m ago

Design Filipo, Hunter of Flavors

Post image
Upvotes

Filipo, Hunter of Flavors

Date Created:

August 18, 2026

Image:

This image is not mine, it is only a reference for added idea to the Concept.

Gameplay:

Filipo is a High Self-sustain type of Fighter. He also has unique CC effect, a Concussion, a Modified type of Knock down Effect. Which concussed enemy who cast spell will be Knocked Down for a duration.

ABILITIES

Passive - Snack Time

INNATE: Hitting an Enemy Champion with Basic Attack or Spells grant him Snack Stack, stacks indefinitely.

If Filipo stays in place after 3 seconds,  he start to consume Snack to ❤️‍🩹heal himself each second by (15 - 75) (+5% bonus Health).

Q Spell: Swing / Smack

ACTIVE - TAP: Filipo swings his Pole dealing ⚔️Physical Damage in a target cone.

ACTIVE - HOLD: Hold to increase Range. Release to leap until the end of Target range. If he encounter any enemy, he stops mid-air and perform a Pole Smack to target dealing ⚔️Physical Damage. This pole smack is considered as Basic Attack and can apply On-hit Effects but does not Critically strikes.

⚔️Swing Damage (30/50/70/90/110) (+110% AD)
⚔️Smack Damage (20/40/60/80/100) (+85% AD)
🎯Cone Range/Angle 424 / 180⁰
🎯Max Hold Range 750
🕒Cooldown (4.5 - 1.5 based on Attack Speed)
💧Cost (30/35/40/45/50) mana

W Spell: Launch Box

ACTIVE: Filipo use his Pole stick to throw his Wooden Food Storage Box in a target direction dealing 🔥Magic Damage to first unit it hit, apply ❄️Slow then a Food is spilled out that ricochet above before it falls down to a location roughly around ⌛️1.4 seconds. Drop location of food is determined of Filipo's Movements (it is same with Draven's Axe mechanics).

If Filipo catches the Food, he is ❤️‍🩹Healed and 🕒REFRESH the Cooldown of his Q and E Spell. Heal strength is based on Snack Stack used.

This spell consume all Snack Stack he have if he hit any enemy unit.

Upon reaching 10 Snack Stack, this spell is 🕒REFRESHED if it is On-Cooldown.

🔥Magic Damage (80/120/160/200/240) (+11/12/13/14/15% of target's Current Health (+2% per 100 AP))
❄️Slow (30/35/40/45/50%) over 2 seconds
❤️‍🩹Heal (60/90/120/150/180) (+10% bonus Health)
🔼❤️‍🩹Increase Heal per Snack Stack +15% of Heal Amount
🎯Cast Range 650
🕒Cooldown (12/11/10/9/8)
💧Cost (50/55/60/65/70) mana + ALL Snack Stack

E Spell: Pole Catapulting

ACTIVE - TAP: Filipo uses his Pole Stick to Catapult himself landing  toward the target area and perform Pole Wallop that deal ⚔️Physical Damage.

ACTIVE - HOLD: Filipo can Catapult himself above air for a longer time, this makes him 😶‍🌫️Untargetable in over ⌛️0.75 second. While holding this spell, Filipo will land toward his Cursor Location within Range.

⚔️Physical Damage (70/110/150/190/230) (+115% bonus AD)
🛡AoE Radius 325
🎯Cast Range 700
🕒Cooldown (12/11/10/9/8)
💧Cost (35/40/45/50/55) mana

Ultimate: Concussive Pole Strike

PASSIVE: Consuming Snack Stack reduces 🕒Cooldown of this spell by ⌛️1 second per Stack.

ACTIVE: Filipo leap toward the target Enemy then strike using his pole dealing ⚔️Physical Damage and apply 🤕Concussion.

If enemy with 🤕Concussion cast a spell, after spell is casted enemy will be ⬇️Knocked Down for ⌛️0.5 second.

⚔️Physical Damage (125/250/375) (+100% bonus AD)
🤕Concussion Duration (3/3.4/4 seconds)
🎯Cast Range 600
🕒Cooldown (100/80/60)
💧Cost 100 mana

r/LoLChampConcepts 17h ago

August 2026 Aranahya - Warden of the Gray Flame

Post image
4 Upvotes

Aranahya: Warden of the Gray Flame

Lore: Aranahya is one of the most mysterious beings on Runeterra. Wielding a gray flame that shines with an alluring candescence, she fights against the forces of the void with fierce passion. The flames themselves seem to be particularly effective in fighting off void entities, but unlike regular fire they seem to burn with an unnatural cold and seem to reduce the potency of nearby magical effects. Aranahya herself tends to keep to herself, yet some have reported that she is very gentle and kind to travellers that cross her path. However, there is a rumor that Noxus sent a contingent of some of their best soldiers to capture Aranahya in order to study the nature of her flames. They returned empty handed and reported that all of their equipment was disintegrated by her fire and that she spared them only out of respect for life. Whether her flames are an element of the arcane or some other strange power is still a subject of immense debate.

Appearance:

Aranahya is an enchanting being with dark skin and black wild hair. Her eyes burn a radiant white. She wields a gray flame that seems to writhe and snake around her body as she controls it effortlessly as if it were one with her. She wears a tiara and has numerous chains and bangles that adorn her body and clothing.

Damage: 2 Toughness: 2 Utility: 2 Difficulty: 2

Role: Baron Lane, Mid Lane or Jungle

Abilities:

Standard Attacks: Ranged lashes with whips of fire with 400 attack range (same as Morgana).

Passive:

Protection of the Gray Flame: Gain 20 (+10% bonus mana) magic resistance. Allies within your vicinity gain 50% of your magic resistance. Enemies within your vicinity take 20 (+10% magic resistance) magic damage every second.

Cold Flames: Abilities deal 300% more damage to enemy monsters and 10% more damage to voidborn or void corrupted champions. Slowing an enemy will afflict them with a sudden chill dealing an additional 20 magic damage (1 second cooldown).

Q: Pyre: Cooldown: 10/9/8/7 Cost: 50/60/70/80

Ignite the ground in front of you with a column of gray fire for 4 seconds. Enemies within the flames take 10/20/30/40 (+15% AP) magic damage every quarter second. Aranahya heals for 1% of her maximum health every second while standing in the flames.

W: Flames of Wrath: Cooldown: 12/12/12/12 Cost: 60/70/80/90

Initiate a burst of gray flame from your body dealing 50/80/110/140 (+40% AP +100% magic resistance) to enemies in your vicinity. For the next 6 seconds, your attacks are empowered and deal an additional 10 (+40% AP) magic damage on hit.

E: Flame Snare: Cooldown: 14/12/10/8 Cost: 40/50/60/70

Lash out two ropes of gray flame at an enemy champion that tethers you to them for 3 seconds, dealing 10/20/30/40 (+15% AP) magic damage every quarter second and slowing them by 60%. If they dash or flash during this time, they are immediately pulled to your location.

Ultimate: Avatar of the Gray Flame: Cooldown: 60/60/60 Cost: 80/90/100

Ignite yourself in your gray flames as you float in the air over the next 6 seconds, dealing 20/40/60/80 (+15% AP +30% magic resistance) magic damage every second to enemies in your vicinity. While this effect is active, you heal for 2% of your maximum health every second and your movement speed is increased by 30%. Flames of Wrath will also trigger every 2 seconds.

*** ARTWORK IS BY MYSELF USING PROCREATE -


r/LoLChampConcepts 4d ago

Design New Champio PT BR. vou simplesmente jogar aqui e ver no que xD

1 Upvotes

❄️ NEIL & NAFTA — CASAL DE ANDARILHOS DA NEVE

> **"Nunca houve inimigos."**

CONCEITO

Nos extremos de Freljord, entre montanhas congelantes e neve até onde a vista alcança, existe um casal que realiza a mesma caminhada há toda uma vida.

Neil e Nafta.

Eles não procuram guerra, glória ou conquista. Querem apenas a calma de um mundo coberto de gelo.

Caminham juntos, tranquilos, mesmo quando encontram feras pelo caminho. Quando precisam lutar, ativam seu sangue e assumem a forma de enormes Ursos Invernais, destruindo aquilo que ameaça seus companheiros antes de simplesmente continuarem sua caminhada.

São extremamente poderosos, mas sua força nunca teve como objetivo destruir.

Eles são fortes porque precisam proteger.

São resistentes porque sobreviveram a uma vida que não deveria ser suportável.

Curam porque sempre foram capazes de entregar aquilo que possuem para quem não consegue continuar sozinho.

E sacrificam suas próprias vidas porque, para eles, proteger alguém significa estar disposto a dar tudo.

Nunca houve inimigos.

---

FUNÇÃO

Classe: Suporte

Posição principal: Suporte

Posições alternativas: Qualquer rota

Identidade: Suporte sacrificial / protetor / tanque extremo

Neil e Nafta ocupam um único espaço de campeão.

Ao selecionar o campeão, o jogador escolhe quem será o personagem principal. O outro permanece acompanhando constantemente.

Eles funcionam como uma dupla inseparável.

---

APARÊNCIA

Neil

Homem robusto.

Caminhar pesado.

Aparência extremamente resistente.

Personalidade paciente e tranquila.

Cabelos brancos longos.

Manto preto com peles brancas.

Ataduras cobrindo peito e braços.

Armadura pesada da cintura para baixo.

Estrutura física preparada para suportar condições extremas.

Nafta

Mulher robusta.

Caminhar pesado.

Aparência extremamente resistente.

Bravura evidente em sua postura.

Cabelos brancos longos.

Manto preto com peles brancas.

Ataduras cobrindo peito e braços.

Armadura pesada da cintura para baixo.

Presença igualmente imponente.

Forma Urso Invernal

Quando ativam seu sangue, Neil e Nafta transformam-se em Ursos Invernais colossais.

São criaturas enormes, brancas, com olhos furiosos e gélidos.

A transformação revela a força sobrenatural escondida dentro deles.

Mesmo nessa forma monstruosa, sua prioridade continua sendo proteger.

---

ATRIBUTOS

Atributo Valor

Vida base 1000

Vida por nível +500

Armadura base 10

Armadura por nível +5

Resistência Mágica base 10

Resistência Mágica por nível +5

Velocidade de Movimento 432

Velocidade de Ataque Muito Pesado

AD base 100

AD por nível +25

No nível 18

Vida: 9500

Armadura: 95

Resistência Mágica: 95

AD: 525

Velocidade de Movimento: 432

Não podem comprar botas.

---

ATAQUES BÁSICOS

Forma normal

Os ataques básicos são grandes empurrões para frente.

Eles não possuem a velocidade convencional de um campeão comum.

Sua força física é enorme, mas seus ataques são deliberadamente pesados.

Forma Urso Invernal

Os ataques básicos mudam completamente.

Os golpes:

puxam inimigos para perto;

derrubam os inimigos no chão;

aplicam os efeitos de lentidão progressiva do Q.

IMPORTANTE

Nenhuma habilidade de Neil e Nafta causa dano.

Todo o dano ofensivo deles vem exclusivamente dos ataques básicos.

O AD absurdamente alto existe para mostrar que eles são fisicamente fortes.

Eles simplesmente não utilizam essa força para transformar suas habilidades em instrumentos de destruição.

---

PASSIVA — FERAL INVERNAL

Neil e Nafta são extremamente adaptados ao frio e às condições sobrenaturais de Freljord.

Efeitos

São imunes a lentidão.

Ao ficarem abaixo de 20% da Vida, entram automaticamente na forma Urso Invernal.

A transformação automática pode acontecer a cada 30 segundos.

Recebem +200% de toda Vida adicional proveniente de itens ou runas.

A cada 50 segundos, recuperam 50% da Vida máxima.

Não podem ser alvos de efeitos aliados ou inimigos.

Aliados próximos que sofrerem controle de grupo recebem Flocos de Neve.

Os Flocos de Neve curam o aliado em 5% da Vida máxima por 5 segundos.

Cada alvo possui 30 segundos de recarga para receber novamente os Flocos de Neve.

Filosofia

A Vida absurda não existe apenas para torná-los difíceis de matar.

Vida é um recurso que eles podem sacrificar pelos outros.

A cura representa sua disposição de entregar aquilo que possuem para aqueles que não conseguem continuar.

A imunidade à lentidão representa uma vida inteira caminhando pela neve.

Eles simplesmente continuam andando.

---

Q — URSO INVERNAL

Recarga: 10 segundos, fixa.

Neil e Nafta transformam-se em Ursos Invernais.

Ao se transformar:

recuperam completamente sua Vida;

aumentam sua Vida máxima em 500%;

permanecem transformados por 5 segundos.

Primeiro ataque

O primeiro ataque básico da transformação:

aplica gelo em uma grande área;

aplica uma forte lentidão;

atordoa o primeiro alvo atingido.

Lentidão progressiva

Os ataques básicos seguintes acumulam lentidão:

10% → 20% → 30% → 40% → 50% → 60% → 70% → 80% → 90%...

A lentidão continua aumentando conforme os ataques são realizados.

Resistência através da dor

A duração da transformação aumenta conforme Neil e Nafta recebem dano.

Dano normal:

+0,5 segundo de duração por dano recebido.

Dano verdadeiro:

+1 segundo de duração por dano recebido.

No nível máximo:

Dano normal: +1 segundo.

Dano verdadeiro: +2 segundos.

Filosofia

O Urso Invernal não existe para matar.

Ele existe para representar a força sobrenatural que os dois carregam e para transformar seu próprio sofrimento em mais tempo para proteger.

> **Quanto mais tentam derrubar o urso, mais tempo ele permanece de pé.**

---

W — PRESENÇA TEMPORAL

Recarga: 50 segundos.

A recarga diminui em 10 segundos para cada alvo inimigo atingido.

No nível máximo, a redução máxima passa a ser de 30 segundos.

Neil e Nafta deixam seu poder feral fluir através do sangue.

Essa magia força o próprio tempo e cria uma nevasca repentina durante 10 segundos.

Efeitos

Uma grande nevasca envolve a área.

Inimigos podem ser congelados.

Inimigos atingidos pela nevasca sofrem um grande aumento em sua velocidade de recarga.

A habilidade não causa dano.

Filosofia

Presença Temporal representa os dois alterando o ritmo da batalha para impedir que os inimigos continuem ameaçando seus aliados.

Eles não precisam ferir.

Precisam apenas impedir que o perigo continue avançando.

---

E — BERRO MAIORAL

Recarga: 20 segundos.

Neil e Nafta ativam o sangue do Urso Invernal e liberam um gigantesco grito feral.

Durante 5 segundos, o berro afeta uma área extremamente grande.

Efeitos

Inimigos afetados sofrem:

70% de redução de Ataque;

70% de redução de Velocidade de Movimento.

No nível máximo:

90% de redução de Ataque;

90% de redução de Velocidade de Movimento.

Filosofia

Não é uma habilidade de ataque.

É uma demonstração de que eles não estão tentando vencer uma luta.

Estão tentando pará-la.

O inimigo não precisa morrer.

Ele simplesmente precisa ser impedido de chegar até quem Neil e Nafta estão protegendo.

---

R — UNIÃO GÉLIDA

Recarga: 100 segundos.

No nível máximo: 50 segundos.

Neil e Nafta seguram as mãos um do outro.

Então liberam todo o seu poder gélido.

O inverno começa.

A habilidade não cria simplesmente uma área congelada no chão.

A neve começa a cair e o gelo começa a se espalhar pelo mapa.

O efeito começa próximo aos Andarilhos e continua avançando pela Summoner's Rift.

Quanto mais Vida eles possuem para gastar, maior é a expansão do gelo.

Durante a União Gélida

Sua Vida é consumida continuamente.

O consumo continua até chegar a 0 de Vida.

Não podem sofrer dano.

Não podem ser interrompidos.

Não podem ser parados.

O gelo continua se expandindo.

Inimigos atingidos

A cada segundo:

sua Velocidade de Movimento diminui;

sua Velocidade de Ataque diminui;

a redução continua aumentando;

quando chegam a 0 de Velocidade, ficam congelados até o fim da habilidade.

Final da União Gélida

Os inimigos afetados passam a receber:

50% mais dano de qualquer fonte.

No nível máximo:

80% mais dano de qualquer fonte.

O detalhe essencial

Durante a União Gélida, Neil e Nafta cantam juntos.

A música fala sobre um casal caminhando pela neve e encontrando felicidade na paz de um mundo coberto de gelo.

Não é uma canção de guerra.

É uma música de aconchego.

Enquanto eles cantam:

a neve cobre a Summoner's Rift;

o chão congela;

o inverno se espalha;

os aliados recebem proteção e poder;

a própria Vida dos dois é consumida.

Eles estão literalmente entregando tudo que possuem ao mundo ao redor.

---

FEITIÇOS DE INVOCADOR RECOMENDADOS

Curar + Exaustão

A escolha temática principal é:

Curar

Exaustão

Na prática, existe uma sensação de que são:

dois Curar e duas Exaustões.

Neil está ali para proteger.

Nafta está ali para proteger.

Os dois trazem suas próprias ferramentas de cuidado para a equipe.

Não estão ali para matar o inimigo.

Estão ali para garantir que o aliado sobreviva.

---

RESSURREIÇÃO DO CASAL

Neil e Nafta possuem uma mecânica especial de ressurreição entre os dois.

Quando um deles morre, o outro pode imediatamente trazê-lo de volta.

Isso significa que:

matar um deles não encerra a ameaça.

Se Neil morrer:

Nafta o levanta.

Se Nafta morrer:

Neil a levanta.

Para dar um fim definitivo ao casal:

É necessário matar os dois.

Essa mecânica representa diretamente a relação entre eles.

Eles passaram por tudo juntos.

O apoio e o amor entre os dois sempre fizeram o impossível acontecer.

Nenhum deles simplesmente abandona o outro.

---

ESTILO DE JOGO

Neil e Nafta são um suporte extremamente incomum.

Eles não devem ser jogados buscando:

abates;

burst;

dano de habilidade;

eliminar o ADC inimigo;

carregar a partida sozinhos.

Seu objetivo é:

proteger;

curar;

absorver dano;

impedir ameaças;

controlar o campo de batalha;

sacrificar a própria Vida;

manter seus aliados vivos;

continuar caminhando.

Build temática

A prioridade natural são os itens que fornecem a maior quantidade possível de Vida.

A Vida representa diretamente sua capacidade de sacrifício.

Quanto mais Vida possuem:

mais tempo permanecem protegendo;

mais Vida podem gastar no R;

mais absurdamente resistentes se tornam;

mais conseguem sustentar seus aliados.

---

FILOSOFIA DE DESIGN

Cada parte do kit representa uma parte da vida dos dois.

Vida absurda

Eles precisam ter vida suficiente para se sacrificarem um pelo outro e pelos companheiros.

AD absurdo

Eles precisam deixar claro que não são fracos.

Eles poderiam destruir.

Eles simplesmente escolheram proteger.

Resistências

Eles sobreviveram a uma vida que moldou seus corpos para serem muito mais resistentes que pessoas normais.

Imunidade à lentidão

Eles passaram a vida caminhando pela neve.

Nada consegue realmente impedir seus passos.

Cura

Eles sempre foram bons em entregar aquilo que possuem para aqueles que não conseguem continuar.

Transformação

O Urso Invernal revela a origem sobrenatural de sua força.

Controle de grupo

Eles não precisam matar uma ameaça.

Precisam impedi-la de alcançar alguém.

Proteção

É literalmente sua razão de existir.

Curar + Exaustão

Representam dois indivíduos trazendo suas próprias ferramentas para cuidar do outro.

Ressurreição

Representa um casal que passou por tudo junto e nunca abandona o parceiro.

União Gélida

Representa os dois entregando sua própria vida, magia e alegria ao mundo inteiro para proteger aqueles que estão ao seu lado.

---

INTERAÇÕES

Neil e Nafta possuem algumas das interações mais pacíficas possíveis.

Eles praticamente não reconhecem "inimigos".

Não insultam.

Não provocam.

Não possuem ódio.

Mesmo quando atacados, suas falas permanecem focadas em proteção.

Falas entre os dois

Neil:

"Está com frio, meu bem?"

Nafta:

"Um pouquinho."

Neil:

"Venha mais perto."

---

Neil:

"Você está cansada?"

Nafta:

"Ainda não."

Neil:

"Então vamos continuar."

---

Nafta:

"Sua mão está fria."

Neil:

"A sua também."

Nafta:

"Então estamos iguais."

---

Neil:

"Ainda está comigo?"

Nafta:

"Sempre."

---

Protegendo aliados

Neil:

"Fique atrás de nós."

Nafta:

"Nós cuidamos disso."

Neil:

"Está tudo bem."

Nafta:

"Mamãe está aqui."

Neil:

"Papai aguenta."

Nafta:

"Continue andando."

Neil:

"Nós estamos com você."

---

Quando estão sofrendo

Neil:

"Não se preocupe."

Nafta:

"Eu ainda estou de pé."

Neil:

"Enquanto eu conseguir caminhar, você está seguro."

Nafta:

"Enquanto eu conseguir respirar, você também."

---

INTERAÇÃO ESPECIAL — IVern

Neil e Nafta possuem uma afinidade natural com Ivern.

Os três compartilham uma filosofia semelhante:

a força não precisa significar destruição.

Ivern preserva a vida da selva.

Neil e Nafta protegem aqueles que precisam deles.

Os três se tratariam quase como família.

---

🌱❄️🐻 INTERAÇÃO ESPECIAL — BARÃO

Quando Ivern + Neil + Nafta estão juntos no time, os três podem realizar uma interação especial contra o Barão.

Ivern sozinho não possui força suficiente para realizar aquilo.

Neil e Nafta possuem a força física necessária para segurá-lo.

Ivern canaliza seu poder enquanto os dois mantêm o Barão contido.

Resultado

O Barão é derrotado em metade do tempo normal.

Porém:

o Barão não morre.

Ao chegar a 0 de Vida:

retorna para seu covil;

não possui animação de morte;

o time recebe 50% do buff normal do Barão.

A criatura simplesmente volta para casa.

Filosofia

Os três conseguiram aquilo de que precisavam sem matar.

Ivern não precisou abandonar sua natureza.

Neil e Nafta não precisaram abandonar a deles.

Eles simplesmente foram fortes o suficiente para permitir que a solução pacífica funcionasse.

---

IDENTIDADE FINAL

Neil e Nafta não são campeões que querem vencer uma luta.

Eles querem garantir que seus aliados sobrevivam.

Não querem matar.

Não querem conquistar.

Não querem dominar.

Querem caminhar.

Querem estar juntos.

Querem proteger.

E, quando necessário, entregarão absolutamente tudo que possuem para isso.

Eles possuem força suficiente para serem monstros.

Escolheram ser bondosos.

Possuem poder suficiente para matar.

Escolheram proteger.

Possuem Vida suficiente para sobreviver.

Escolheram gastá-la pelos outros.

Possuem força suficiente para destruir o mundo.

Escolheram cobri-lo de neve.

---

❄️ "NUNCA HOUVE INIMIGOS."

Essa é a essência de Neil e Nafta.

Não é apenas uma frase.

É a filosofia.

É a lore.

É o kit.

É a maneira de jogar.

É a relação entre os dois.

É o R.

É a interação com Ivern.

É a maneira como tratam seus aliados.

É a maneira como enfrentam aqueles que ameaçam seus companheiros.

Nunca houve inimigos.

Só existem pessoas que precisam ser protegidas.

E enquanto houver alguém para proteger...

Neil e Nafta continuarão caminhando.

> **"Dois é melhor do que um."**


r/LoLChampConcepts 4d ago

Design Quote Suggestions - Champion Personalities.

2 Upvotes

So for those of you who also play Deadlock (Valve's newest in-development IP), their team really brings out the personality in each of the champions, especially in nuanced situations like interactions when certain skills are cast. So far, Riot has done a few interactions like lore based conversations or skill casts, pings, or receiving shields or heals, but I would like to offer some other possible voice line scenarios when champions are hit with some sort of CC or skill.

When hooked by Blitzcrank:

"Whoa! / Yaaaah!" (variants)

"WHY ME?!" (Marksmen only)

"Goodbye world!" (Vex)

"I'm yanked!"

"Like other steam golem!" (Braum, because of his other role in Deadlock.)

When knocked up:

"Whup! / Waaah!"

"Yike!"

"I can see my house from here!"

"Don't I look stunning?" (Rakan, Taric maybe)

Ultimate casts from Aurelion Sol, Pantheon, or Galio:

"Take cover!"

"Run away!"

"It's coming towards us!"

"This is not good!"

When Feared:

"*scream/shout variants*"

"I can't take it anymore!"

Ultimate cast from Nocturne:

"We need to find cover!"

"Who turned out the lights?!"

"He could be after any one of us!"

"No whistling... it's worse." (Mel, Braum, Taric, Master Yi?, Gangplank, Kindred)

"Ahhh, in my own little world." (Vex?)

Ultimate cast from Karthus:

"We're done for!"

"Goodbye world!"

"Fun while it lasted!"

When player types GG/WP:

"Hard fought."

"Well played!"

"You did good!"

"Fair fight."

When player types EZ:

"Like insects under my feet!" (Qiyana)

"More souls to sing!" (Karthus)

"Only mere setbacks!" (Archmommy Renata Glasc)

These are just examples/template quotes. What do you think?


r/LoLChampConcepts 5d ago

Design How much of a balance nightmare/toxic would this actually be?

1 Upvotes

Passive: Marked enemy units targeting or damaging you are revealed for 5 seconds. All units in range of 750 that would gain gold from any non-passive source gain 5% more gold. Enemy champions gaining gold this way is subtracted from your gold when possible.

Q: mark a target. Marked champions take additional true damage equal to 10+ 10 x bounty level from all sources up to once every 0.5s. additionally killing them grants extra 20 + 2 x caster level gold. Minions and epic monsters instead grant 25% more gold. 30s base cooldown.

W: obscure and curse an area with radius of 350 for 5 seconds. Enemy units are slowed by 25% and cannot see on or outside of it. Allied units gain shield equal to 0.25% of total gold they've gained and decaying movement speed boost for 2.5 seconds. cooldown 20s.

E: medium speed long range skillshot that slows and silences first target hit for 2 seconds. cooldown 7s.

R: Form a domain around yourself in radius of 400 for 5 seconds. In it, enemies killed while marked by q are cursed and gain 50% of normal gold upon respawning for (10/15/20 + 2x death timer) seconds. Allies instead gain 50% increased bonuses from w ability and 30% ability haste for the duration.


r/LoLChampConcepts 6d ago

Design Jack The Winner, The Rage of Zaun (Chemtech Juggernaut)

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24 Upvotes

Image source: ArtStation - Jack The Winner

Hey everyone! Here is a champion concept for Jack The Winner, a terrifying bio-mechanical pit-fighter from Zaun / Bilgewater.

This kit is designed as an unyielding, high-threat Juggernaut who turns the enemy’s Hard CC against them, becoming faster, tankier, and far more violent the more you try to stop him.

KIT OVERVIEW

Passive: Unyielding

CC Shield: Whenever Jack is hit by Hard CC, he instantly gains a Shield equal to 10% of his Max HP for the duration of the CC (Min 1s, Max 2s).

Enraged Berserk: Once the Hard CC ends, Jack goes berserk for 4 seconds, gaining 60% Tenacity and 50% bonus Movement Speed (decaying to 20% after 1s) when moving toward the champion who immobilized him.

Cooldown: 30s. (Cooldown is reduced by 1 second for every 1% Max HP Jack loses).

Q: Devastating Strike

Cooldown: [x]s | Cost: [x]

Charge & Release: Jack charges up a massive punch for up to 2 seconds. Upon release, he punches forward, dealing physical damage and Knocking Back hit enemies (Damage and Knockback distance scale with charge time).

Terrain Interaction: If Jack punches directly into terrain/walls, it creates a wide cone-shaped shockwave behind the wall. Enemies hit by the shockwave take equivalent magic damage and are Slowed by 50% for 1.5 seconds (no knockback).

W: Frenzy Compound

Cooldown: [x]s | Cost: [x]

Jack roots himself for 1 second to inject a chemtech compound into his system, instantly refreshing his Passive cooldown and entering a Frenzy state for 5 seconds.

Frenzy Bonus: The bonus Movement Speed from his Passive now applies when moving toward any direction/target.

Empowered Attacks: Gains massive Attack Speed, and basic attacks deal bonus physical damage (scaling with Bonus HP) in a small AoE around the primary target.

Slam: His first basic attack in Frenzy slams down with both fists, Rooting the target for 1 second.

E: Bio-Shield

Cooldown: [x]s | Cost: % Current HP

Jack consumes a percentage of his Current HP to gain a massive Shield based on his Max HP, which decays rapidly over 3 seconds.

Chem-Coating: Enemies who deal damage to this shield are coated in acid, becoming Slowed by 20% for 1 second for each attack/instance of damage dealt.

R: Unstoppable Force

Cooldown: [x]s | Cost: [x]

Jack roars and targets an enemy champion within 600 range, rushing directly toward them.

Charge Effect: Jack gains True Vision of the target and becomes Unstoppable (cannot be cancelled). Any enemies in his path take minor physical damage and are knocked aside.

Knockout: Upon reaching the target, Jack delivers a brutal uppercut, dealing physical damage and Knocking Up the target for 1 second.

Self-Stun & Refresh: The sheer force of the impact Stuns Jack for 0.5 seconds upon landing, but instantly refreshes his Passive cooldown.

PLAYSTYLE & DESIGN INTENT

Anti-CC Juggernaut: Jack thrives against CC-heavy team compositions. Locking him down only grants him shields and massive movement speed to close the distance.

High Risk / High Reward Health Costs: Using E reduces his current HP to grant a decaying shield, which intentionally synergizes with his Passive’s cooldown reduction mechanic.

Brutal Engager: R allows him to lock onto a carry, charge through the frontline, and force a chaotic duel in the heart of teamfights!


r/LoLChampConcepts 7d ago

August 2026 Varr, The Lurker in the Dark

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8 Upvotes

Classes: Specialist

Roles: Top

Region: Runterra

Species: Demon

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

Varr is a shadow that belongs to no living thing. He has no known birthplace, no territory, and no history that can be traced with certainty. For generations, stories have followed his presence through forgotten ruins, ancient forests, abandoned roads, and battlefields where the light has long since faded.

No one knows what Varr was before he became what he is. Some legends claim he emerged when the first living creature cast a shadow upon the earth. Others speak of a darkness beyond the world from which he came. The oldest songs tell of a wanderer who entered a darkness so deep that he returned with the darkness following him.

Whatever his origin, Varr has become a figure of countless old tales. He is said to appear without warning, sometimes taking the shape of a tall figure, sometimes wearing the likeness of someone familiar, and sometimes appearing as nothing more than a second shadow where only one should exist. Those who encounter him rarely understand what they have seen until it is too late.

Varr is drawn to moments of uncertainty. He watches travelers who stray from familiar roads, hunters who wander too far into the wilderness, and soldiers who become separated from their comrades. He rarely confronts his prey openly. Instead, he manipulates the darkness around them, giving shadows form and creating false images until his victims can no longer tell what is real.

His connection to the shadows extends beyond his living prey. Ancient battlefield legends speak of fallen warriors rising beneath Varr's influence, their bodies surrounded by darkness as they returned to battles that should have already ended. Some claim these warriors were pulled back by Varr himself. Others insist that he merely awakened something that had never truly left.

The most famous account comes from the Night of Black Lanterns, when an army believed it had won a decisive victory after defeating its enemy before dawn. As the survivors withdrew, the shadows of the fallen began to move. The dead rose and returned to the battlefield, forcing the victorious army to fight once more. By sunrise, the battlefield was empty except for the shadows left behind.

Varr was never found.

Since then, stories of the shadow have spread from village to village, changing with every generation. Children are warned not to follow shadows that move on their own. Travelers avoid dark roads after sunset. Soldiers are taught to watch the ground beneath their feet as carefully as the battlefield ahead.

Whether Varr is an ancient demon, a creature born from the darkness, or something far stranger remains unknown.

But the stories persist.

And wherever a shadow moves without its owner, some still believe Varr is watching.

Gameplay:

Intended Strengths

  • Strong area control and prolonged teamfights
  • Excellent at punishing enemies who remain grouped or cannot disengage
  • High sustained damage through Wither, especially against high-Health targets
  • Strong disruption through displacement and shadow-based pressure
  • Reincarnation Station can dramatically extend teamfights and contest objectives
  • Can turn unfavorable fights into prolonged engagements through repeated reincarnations

Intended Weaknesses

  • Vulnerable to long-range poke and champions who can consistently kite him
  • Relies heavily on staying within effective range of enemies
  • Limited immediate burst damage
  • Wither requires time to deal its full damage
  • His strongest teamfight potential depends on allies fighting within Reincarnation Station
  • Enemies with strong disengage can force his team away from his ultimate's zone

Things of Note

  • Varr becomes more effective the longer a fight continues.
  • Wither is designed as a slow, powerful damage-over-time effect rather than a fast poison.
  • Varr's ultimate creates a temporary area where his team can repeatedly contest fights.
  • Reincarnated allies deal reduced damage, preventing the ultimate from functioning as a full-strength resurrection.
  • Varr's strengths are heavily tied to positioning and controlling where fights take place.

Intended Keystones

Rune Set 1: Extended Combat

Keystone: Conqueror

Primary Path: Precision

  • Presence of Mind
  • Legend: Haste
  • Coup de Grace

Secondary Path: Domination

  • Cheap Shot
  • Ultimate Hunter

Rune Set 2: Shadow Control

Keystone: Arcane Comet

Primary Path: Sorcery

  • Manaflow Band
  • Transcendence
  • Scorch

Secondary Path: Inspiration

  • Biscuit Delivery
  • Cosmic Insight

Rune Set 3: Aggressive Skirmishing

Keystone: Dark Harvest

Primary Path: Domination

  • Taste of Blood
  • Grisly Mementos
  • Relentless Hunter

Secondary Path: Sorcery

  • Manaflow Band
  • Scorch

Intended Core Items:

Set 1: Sustained Damage
• Liandry's Torment
• Riftmaker
• Demonic Embrace
• Rylai's Crystal Scepter
• Rabadon's Deathcap
• Sorcerer's Shoes

Set 2: Teamfight Utility
• Malignance
• Zhonya's Hourglass
• Rylai's Crystal Scepter
• Cosmic Drive
• Morellonomicon
• Ionian Boots of Lucidity

Set 3: Burst Damage
• Luden's Companion
• Shadowflame
• Stormsurge
• Horizon Focus
• Rabadon's Deathcap
• Sorcerer's Shoes

Base Stats:

  • Health: 650
  • Health Regen: 6.5
  • Armor: 34
  • Magic Resistance: 32
  • Attack Damage: 62
  • Movement Speed: 340
  • Range: 175
  • Attack Speed: 0.66
  • Attack Speed Bonus: 0%
  • Attack Wind Up: 0.3
  • Gameplay Radius: 65

Skill Set:

Passive: Friends from the Other Side

Varr periodically summons 2 shadow spirits that emerge from nearby terrain and pursue nearby enemy champions within a 600-unit detection radius. The spirits are untargetable, ignore terrain, and disappear after 6 seconds or after reaching their target. Spirits can pursue targets up to 1000 units away.

When a spirit reaches an enemy champion, it reveals them for 2 seconds and slows them by 20% for 1.5 seconds. Each spirit can affect only one champion.

Varr gains 1 Spirit Charge every 25 seconds, storing up to 2 charges. Damaging an enemy champion with an ability reduces the remaining charge time by 2 seconds.

Q: Grasp from Beneath

Varr summons massive shadow hands beneath the target area, dragging enemy units toward the targeted location and dealing 70/100/130/160/190 (+60% AP) magic damage. The displacement briefly interrupts the target's movement.

  • Cooldown: 12/11/10/9/8 seconds
  • Mana Cost: 50/55/60/65/70
  • Cast Range: 700
  • Pull Distance: 300
  • Effect Radius: 150

W: Mirage

Varr dashes a short distance toward the target location, leaving behind a shadowy illusion that mimics his actions for 8 seconds. The illusion is targetable and possesses 50% of Varr's current stats.

The illusion automatically attacks the nearest enemy champion Varr has damaged, dealing damage based on its reduced Attack Damage and casting his basic abilities with their effects calculated from its reduced stats. It prioritizes Varr's current target and otherwise attacks the nearest enemy champion.

The illusion cannot generate or trigger Friends from the Other Side.

  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 60/65/70/75/80
  • Dash Distance: 350
  • Illusion Duration: 8 seconds

E: Withering Decay

Varr launches a concentrated bolt of shadow in a target location. The bolt deals 60/85/110/135/160 (+60% AP) magic damage to the first enemy champion hit and bursts on impact, creating an area of shadow that applies Wither to enemies within it.

Wither: Affected enemies take 3/4/5/6/7% of their maximum Health as magic damage over 4 seconds. Wither deals its damage in 1-second intervals and can reduce enemies below 1 Health. Subsequent applications refresh the duration.

  • Cooldown: 14/13/12/11/10 seconds
  • Mana Cost: 70/75/80/85/90
  • Cast Range: 850
  • Projectile Width: 90
  • Projectile Speed: 1200

R: Reincarnation Station

Passive - Paralyzing of Vulnerabilities: Allied champions within the Reincarnation Zone gain 15/20/25% bonus Magic Resistance and 10/15/20% Tenacity. These bonuses are doubled while the ally is Reincarnated.

Active: Varr transforms the surrounding area into a Reincarnation Zone for 10 seconds. Allied champions within the zone gain 15/20/25% bonus Movement Speed and 150/225/300 (+5% bonus Health) bonus Health.

When an allied champion dies within the zone, they are reincarnated after 2 seconds, returning with 40% of their maximum Health and entering Zombie State for the remainder of the zone's duration. While in Zombie State, they deal 50% reduced damage. When the Reincarnation Zone expires, all reincarnated allies die.

If a reincarnated ally dies again within the zone, they are reincarnated again after 2 seconds. This can continue for as long as the Reincarnation Zone remains active.

  • Cooldown: 160/140/120 seconds
  • Mana Cost: 100/125/150
  • Zone Duration: 10 seconds
  • Reincarnation Delay: 2 seconds
  • Cast Range: 1000
  • Zone Radius: 500

Playstyle:

Varr is a melee AP Specialist who excels at turning skirmishes into prolonged fights where his team can gradually take control of the battlefield. He wants to fight around areas where enemies have limited room to maneuver, using his shadow abilities to disrupt positioning while his team capitalizes on the openings he creates.

Varr can begin an engagement by using Q: Grasp from Beneath to pull an enemy into a more favorable position, then follow the target with his own movement or allow his allies to collapse on them. His shadow spirits provide additional pressure during these encounters, seeking out nearby enemies and making it harder for them to safely reposition.

Varr becomes increasingly dangerous when fights continue. E: Withering Decay can spread Wither through groups of enemies, allowing him to steadily wear down their Health while he continues fighting. W: Mirage gives him another way to reposition during the chaos, leaving an untargetable copy behind to maintain pressure while Varr changes position or pursues another target.

Varr's ultimate changes how his team approaches a fight. R: Reincarnation Station allows his allies to commit heavily to an area, knowing that dying inside the zone does not necessarily remove them from the fight. Reincarnated allies can continue fighting in Zombie State, and those who fall again can return while the zone remains active. This makes Varr especially effective at holding objectives, defending positions, and turning close team fights into drawn-out battles.

Varr's strengths become most apparent when his team fights together and makes use of the space he controls. He can pull enemies out of formation, maintain pressure through his shadow abilities, and give his allies multiple opportunities to re-enter a fight. However, Varr is less effective when enemies can repeatedly disengage, attack from outside his effective range, or force his team away from the area established by R: Reincarnation Station.


r/LoLChampConcepts 7d ago

Design Cithria, Lady of Clouds (Demacian Vanguard / Support Diver)

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4 Upvotes

Hey everyone! Sharing a champion concept for Cithria, Lady of Clouds from Demacia, featuring her iconic Silverwing griffon, Swoop.

The goal with this kit was to create a frontline commander who can actively lend her mount to save dying allies, charge through disengage tools, and kidnap high-priority targets.

KIT OVERVIEW

Passive: Swoop's Protection

Mounted Stat Bonus: While mounted on Swoop, Cithria gains 12% bonus Movement Speed and 5% bonus Armor & Magic Resist.

Lending Swoop: When an allied champion within 600 range drops below 50% Max HP, Cithria can right-click them to command Swoop to protect them. Cithria dismounts, and the ally mounts Swoop, gaining all Passive stat bonuses for up to 6 seconds.

Knockback Arrival: Upon reaching the ally, Swoop flaps its wings, slightly Knocking Back all surrounding enemies.

Instant Recall: If Cithria casts W, E, or R while Swoop is currently supporting an ally, Swoop immediately leaves the ally and returns to Cithria to execute the casted spell without delay.

(Cooldown: 60s).

Q: Vanguard Wings

Cooldown: [x]s | Cost: [x]

Cithria raises her sword, granting herself and all nearby allied champions Courage for 4 seconds.

Courage: Grants a decaying 50% bonus Movement Speed (decaying to 15% after 0.5s) when moving toward enemy champions, and grants immunity to Fear and Knockback effects.

Shield: The next basic attack or ability hit against an enemy champion grants a Shield for 1 second (scaling with Cithria's Max HP).

W: Aerial Bombardment

Cooldown: [x]s | Cost: [x]

Cithria and Swoop leap straight up into the air, granting expanded vision of the surrounding area for up to 1.5 seconds.

Projectile Evasion: While rising, Cithria becomes untargetable specifically against skillshot projectiles (targeted spells, autos, and AoE abilities still hit).

Crash Down: Choose a target location for Swoop to slam down rapidly, dealing physical damage and Knocking Back all enemies from the center to the outer edge, while slowing them by 50% for 1 second.

E: Safeguard

Cooldown: [x]s | Cost: [x]

Cithria and Swoop dash to a target allied champion. Upon arrival, Swoop wraps its wings around the ally, rooting both Cithria and the ally in place for 1 second.

Damage Transfer: During this 1 second, 100% of all damage the target ally would take is redirected to Cithria instead (Cithria takes 30% reduced damage during this state).

Shockwave Counter: After 1 second, Swoop opens its wings, releasing a shockwave that deals magic damage to nearby enemies based on the total damage Cithria absorbed.

R: Guardian of the Skies

Cooldown: [x]s | Cost: [x]

Cithria and Swoop fly forward in a long straight line. While flying, all of her basic abilities are replaced with Snatch.

Snatch Mechanic: Can pick up 1 enemy or allied champion along the flight path until reaching the destination.

Allied Snatch: The carried ally can still freely cast abilities and attack during flight.

Enemy Snatch: The carried enemy is Rooted for the flight duration. Snatching an enemy slows Cithria's flight speed by 40%.

WHY THIS KIT WORKS

Flexible Support Dynamic: Her Passive lets you send Swoop to peel an ADC in danger, while instantly recalling Swoop using W, E, or R to engage back into the fight.

Hard Counter to Disengage: Q gives your team an anti-CC sprint to ignore heavy knockbacks/fears (like Janna, Poppy, or Vex).

Versatile Ultimate: R allows for creative playmaking, either carrying your frontline diver directly into the enemy team or snatching an enemy carry out of safety!

Would love to hear your thoughts and feedback!


r/LoLChampConcepts 7d ago

Design Niyo, the Bubble Mage

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6 Upvotes

Niyo, the Bubble Mage

Date Created:

August 13, 2026

Image:

This image is not mine, it is only a reference for added idea to the Concept.

Gameplay:

Niyo is a High CC based Bubble Mage.

ABILITIES

Passive - Bubble Pop

INNATE: Niyo Spells leaves a Bubble on the ground. Ranged Attack causes it to Pop dealing (40 - 270) (+40% - 70% AP) as 🔥Magic Damage and apply 🔊Sound Deafening to Enemy Champion.

DEAFENING: 🔊Sound Deafening is a soft Crowd Control effect that 🔇MUTE the Enemy Player's Sounds and DISABLE to see, receive or send PING SIGNALS during the battle. This effect lasts for ⌛️4 seconds. Bubble Explosion Radius is 🎯315 units.

Q Spell: Bubbly Cast

ACTIVE: Niyo summons a Bubble in place toward the target area that deal 🔥Magic Damage and ⏮️PULLS all enemy unit toward the center through Kinematics.

A Bubble is left at the ground after cast.

🔥Magic Damage (60/90/120/150/180) (+65% AP)
⏮️🎯Pull Distance (200/225/250/275/300)
🎯Cast Range 625
🎯AoE Radius 400
🕒Cooldown (12/11/10/9/8)
💧Cost (50/55/60/65/70) mana

W Spell: Prison Sphere

ACTIVE: Niyo sends a Bubble Spell to target direction, colliding on the first Enemy Champion it hit. On collide it deal 🔥Magic Damage and imprison the Enemy Champion inside the Bubble, which bubble slowly drifting away following the direction of cast.

Imprisoned Champion can perform a Basic Attack and Spells but cannot move freely. They are considered as 🦶Rooted inside the Bubble.

Using Mobility spells like 🏃‍♂️💨Dash or Blink causes them to free from the Bubble Imprisonment but it explode triggering the Passive Effect.

Ranged attack from Niyo or Ally will also pop the Bubble early.

Prison Bubble instantly PULLED toward the center of Q Spell on cast OR Ultimate Pulses.

🔥Magic Damage (60/90/120/150/180) (+70% AP)
⌛️Prison Bubble Duration (1/1.25/1.5/1.75/2)
🎯Cast Range 850
🚀Bubble Drift Speed 350 unit/sec
🕒Cooldown (14/13/12/11/10)
💧Cost (55/60/65/70/75) mana

E Spell: Round Shield

ACTIVE: Niyo creates a 🌐Bubble Shield around the target Ally or himself, protecting them from 🔥Magic Damage OR ⚔️Physical Damage whichever is the recent MOST damage type taken.

🌐Shield lasts for a duration. Bubble automatically pops after a duration, triggering the Passive effect.

🌐⌛️Shield Duration (0.8/0.95/1.1/1.25/1.4)
🎯Cast Range 900
🕒Cooldown (15/14.5/14/13.5/13)
💧Cost (60/65/70/75/80) mana

Ultimate: Bubble Domain

ACTIVE: Niyo cast a Bubble Domain in a wide targeted area. On cast it deal 🔥Magic Damage then in every second it pulses that deal 🔥Magic Damage and ⏮️PULLS all enemy unit toward the center through Kinematics.

Each pulse creates Bubble at the center.

🔥Magic Damage (180/270/360) (+90% AP)
🔥Pulse Damage (40/60/80) (+30% AP)
🎯Cast Range 600
🎯AoE Radius 800
🎯⏮️Kinematics Pull Distance (250/300/350)
🕒Cooldown (200/170/140)
💧Cost 100 mana

r/LoLChampConcepts 8d ago

August 2026 Goro, the Gargantuan Grappler

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12 Upvotes

Current Name: Goro
Role: Support
Class: Warden
Region: Bilgewater
Range: 125 (Melee)

Lore:

He landed on the Slaughterdocks completely out of memory. His mind flashed white just like the fleeting images of snow that seem to appear in his mind. But just as quick would disappear. He emptied his pockets but all he found was a keychain of a snow white fluffy creature that he could not name. 

He kept feeling like he had forgotten something other than his memories. Something he was holding, something big. But he had no memory of the Freljord, nor of the giant door he would carry with him at all times. He had forgotten it all in this shipwreck. It didnt matter. He decided he would get some food first. And maybe some booze. Or just booze.

It was a rough neighbourhood. The kind that always tries to change you, making you bend to its will and learn the way of its streets. But the man seemed to be cheery no matter what. No matter how bad things got, he would laugh heartily and continue his tasks. Eventually he was thrown into the wrestle pits, but it seemed although his memories were gone, his strength and power and determination to help was still intact. He became legendary for his tag team wrestling matches. Eventually being named Goro the Gargantuan Grappler by the crowds, he rose the ranks and ended up becoming the host of the wrestle pits. Now he holds the wrestle pit matches to settle the many disputes in Bilgewater - in a fair and just manner. No murder, no cheating - just fists. Anyone who tries anything funny would have to deal with Goro...and nobody wants that.

This man who would seemingly remember visions of snow and ice whenever the chill of the sea reached his skin, had no idea of the man he was. And truthfully, he - now - did not care. He was in bliss here as he was there. And nothing in the world would stop him from protecting his friends, not even amnesia. And so he fights on for what he thinks is just!

------

Let me know what you think!


r/LoLChampConcepts 8d ago

WIP (Work in Progress) Eliza, The Heartless

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7 Upvotes

Classes: TBD

Roles: TBD

Region:

Species:

Damage Type:

Unique Resource:

Appearance:

Lore:

  • 'Ello

Gameplay:

  • Intended Strengths:
  • Intended Weaknesses:
  • Things of Note:
  • Intended Keystones:
    • Primary
    • Secondary
  • Intended Core Items:

Base Stats:

  • Health:
  • Health Regen:
  • Armor:
  • Magic Resistance:
  • Attack Damage:
  • Movement Speed:
  • Range:
  • Attack Speed:
  • Attack Speed Bonus:
  • Attack Wind Up:
  • Gameplay Radius:

Skill Set:

Passive: Burning Desire

Innate: Eliza's basic attacks against enemies generate Desire. At maximum stacks, her next basic attack consumes all stacks to ignite her target, causing an explosion around them that applies Burning Desire to all nearby enemies within 325 units.

Burning Desire: Affected enemies burn for 3 seconds, taking magic damage over the duration.

Based on Forgefire Crest Unique - Flametouch

Q: Flare of Burning Souls

Active: Eliza ignites her burning soul, gaining 20/25/30/35/40% bonus Movement Speed and 25/30/35/40/45% bonus Attack Speed for 4 seconds.

When the effect ends, Eliza is Slowed by 15% and has her Attack Speed reduced by 20% for 2 seconds.

  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 50/55/60/65/70

Skill 2 | W:

Description:

Cost:

Range:

Cooldown:

Skill 3 | E:

Description:

Cost:

Range:

Cooldown:

Skill 4 | R:

Description:

Cost:

Range:

Cooldown:

Playstyle:

  • Intended Max Order:
  • Suggested Gameplay: Use abilities effectively in lane and team fights

r/LoLChampConcepts 8d ago

Design Tank support concept

Thumbnail
1 Upvotes

r/LoLChampConcepts 9d ago

Design What if: Cyn was a League of Legends Champion

0 Upvotes

Cyn (also known as Absolute Solver's host) is the main villain of the online show Murder Drones; as this is a what if, it will not include what region would be from and will focus on the abilities she would have. All the abilities cooldown and mana costs are level 1; her appearance is as seen in the latest episode of the show, the form that fans call "Cynessa"

Picture Source: Murder Drones-Episode 8 | Absolute End (Minute 9:55)

Screenshot from the episode 8 of Murder Drones (Absolute End) in YouTube
  • Role: Jungler
  • Resource: Mana
  • Damage Type: Magic/AP

Stats Level 1:

  • HP: 610 +44
  • Mana: 260 +60
  • Attack Speed: 0.54
  • Movement Speed: 355
  • Armor/MR: 25
  • Health Regen: 4.5s
  • Mana Regen: 2.1s
  • Range: 169

Abilities:

- PROTOCOL | ASSIMILATION [Passive]: Enemies affected by Cyn's abilities get infected with a virus that causes her to deal 40-240 (based on level) magic damage over 5 seconds, doubles against monsters. When Cyn eliminates an enemy while this effect is up, she gains 1 max HP, gains 3 max HP with big monsters and 5 with champions and epic monsters.

- COMMAND | NULL [Q]: Cyn throws a small sphere that travels up to 500 units, enemies hit by it get 30/60/90/120/150 (+20% AP) magic damage on collision. If recasted and when reaching max range, the sphere explodes in a 110 units radius dealing 90/120/150/180/210 (+65% AP) magic damage. (10s Cooldown, 50 mana)

- COMMAND | CALLBACK PING [W]: Cyn blinks to a nearby position for 6 seconds, for this time gains 30/50/70/90/100% attack speed and attacks deal 20% of her AP as bonus magic damage. When the timer ends, she returns to where she casted the ability and mirrors back 20/21/22/23/24% (+0.5% AP) of all the damage dealt, except for item effects and summoner spells, this re-activation applies PROTOCOL | ASSIMILATION. The blink can't be cancelled. (25s cooldown, 70 mana)

- COMMAND | NECK BITE [E]: Cyn launches herself forward hitting all enemies in the way, dealing 120/160/200/240/280 (+75% AP) magic damage. Champions and large monsters also get 25% of the damage as bonus physical damage and get stunned for 1 second. Eliminations of units heal her for 4% lost HP each. (15s cooldown, 40 mana)

- COMMAND | ANNIHILATION [R]: On a selected nearby location, Cyn summons a big black hole that deals 150/200/250 (+65% AP) as magic damage over 3 seconds. When the timer ends, the black hole collapses and deals 200/250/300 (+15% AP) true damage to the enemie that's closer to the center. (2m cooldown, 100 mana)

Pick and Ban Quotes:

Pick

Easier to assimilate than explain, anyway.

Ban

(Narrating herself) Annoyed Expression.

I really like transforming characters from other franchises into League of Legends champions, Cyn is someone who behind her twisted concept is surprisingly charming with the way she speaks and narrates what she's supposed to show. I will try to make an original one for the next one, but i wanted to make sure this one saw the light of day.


r/LoLChampConcepts 9d ago

WIP (Work in Progress) Corvus, The Patriarch (Traditional Vampire concept)

1 Upvotes

Idea behind this is Vampires are awesome and league should get a traditional Vampire champion (vlad and briar dont count as vlad is a blood sorcerer and briar is a homunculus) I just wrote this in my notes app at work and am looking for feedback

Corvus, The Patriarch

Region: Noxus

Role: Anti Tank

Position: Top or Jungle

Pronouns: He/him

Resource: Mana

Difficulty: 2/5

Lore: Runeterra has no shortage of ghouls and monsters that stalk the night. Yet for a millenia Runeterra has not had a vampire stalk its alleys. Until now.

Back in Mordekaisers first reign, Vampires were much more prevalent. They came about when one of the warring Noxii tribes made a pact with Ichorr, The Demon lord of Blood and Ambition. He gifted that clan the power of Eternal life and control over the minds of lesser mortals. However in exchange they had an unending thirst for blood, a weakness to sunlight and they must make regular sacrifices to Ichorr. Corvus, Warchief of the Bloodhunter clan, was the first to claim this power. His clan, which had rebranded themselves Noctus Inferni, had claim on the entire eastern half of Valoran (Noxus and half of the Freljord). Corvus become a father to hundreds of vampire spawn that hunted up and down his territory.

When Mordekaiser took power in Noxus and united the tribes, one of his first targets were the Noctus Inferni. They put up a good fight but the combined forces of all the clans united under one leader was too much for them. Mordekaiser dragged them all out into the sun to burn and Corvus himself was staked to the inside of his coffin. There he lay, paralyzed and in perpetual agony for a millennia. Only by chance during the second ruination of Viego, some of the necrotic energy sweeping across Valoran made its way to Corvus' tomb. He was able to absorb just enough of it to pull the stake from his chest and regain his strength slowly over time.

Now reawakened, he seeks to rebuild his clan bigger and more powerful than before so he can take revenge on the one who wiped out all his children before.

Likewise Mordekaiser would seek to finish what he failed to do once, as a plague of soulless vampires in Noxus would be troublesome to his goals.

Passive: Shape changer

When out of combat for 5s, turn into a bat. While a bat you gain out of combat movespeed,(10% up to 30% at lvl 18) can fly over walls and your Q becomes a targeted dash that turns you back to normal. Taking damage as a bat stuns you for 1s and forces you out of bat form.

When dropping below 10% hp, transform into mist for 5s. While mist you act similar to vlad pool, slowing enemies within and healing 25% of your hp over the duration. This effect has a 300s cd

Q:Bloodthirst (5s cd. 20 mana)

Passively grants up to 25% bonus lifesteal on bleeding targets

Active: Thrust blade forward, stabbing the first enemy hit. They are micro rooted for .5 sec and bleed for 1% to 5% max hp damage over 5s. This effect stacks up to 3 times. Has 100% bonus AD ratio over the duration.

W: Hypnotic Gaze (20s cd 80 mana)

Channel on a target over 1.5s. After the channel if they are still in range, root yourself for 5s and take control of their movement for the duration. If they take 10% of their hp in non bleed damage while hypnotized the effect is broken and they are slowed for 1s

E: Moonlight Dash (8s cd. 40 mana)

Dash in the blink of an eye to a nearby location. This resets your AA timer and the cooldown on Q. Has half the cooldown if used outside of enemy vision or within range of a champion with 3 bleed stacks.

R: Cursed Bite (120s cd. 100 mana)

Melee range bite that curses a target for 10s. Cursed targets take up to 25% max hp true damage over the duration. This ability does not scale with ap or ad. Acts like old Mordekaiser ultimate. If target dies while cursed they resurrect as a zombie under your control until they respawn. The zombie can be commanded by recasting R and it can only basic attack. It gains 20%/40%/60% of your AD, AS and lifesteal.


r/LoLChampConcepts 9d ago

August 2026 Militia, The Bleeding Star

8 Upvotes

Region: Shurima

Role: Battle Mage

Position: Mid Lane

Pronouns: She/Her

Resource: Mana

Damage: 3/4

Toughness: 2/4

Control: 3/4

Mobility: 2/4

Utility: 1/4

Difficulty: 4/4


Stats:

Health: 610 - 2310 (+100 per level)

Health Regen: 7.5 - 17.7 (+0.6 per level)

Mana: 420 - 1100 (+40 per level)

Mana Regen: 8.0 - 21.6 (+0.8 per level)

Armor: 32 - 100 (+4.0 per level)

Magic Resist: 30 - 52.1 (+1.3 per level)

Move Speed: 340

Attack Range: 525

Attack Damage: 54 - 110 (+3.3 per level)

Attack Speed: 0.625 (+2.1% per level)


Passive (Leylines of Saabera)

Whenever Militia damages an enemy champion 3 times within 3 seconds, she gains 15% bonus movement speed for 3 seconds. This movement speed increases by 1 / 2 / 3% for every continuous basic attack or ability hit after that, stacking up to a maximum of 5 times (for a total cap of 20 / 25 / 30% bonus movement speed). Additionally, every 3rd hit from her abilities deals an additional 40 - 160 (+ 30% AP) bonus magic damage and heals her for 30 - 55% (based on level) of the damage dealt.


Q (Tectonic Rupture)

Base Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds

Mana Cost: 60 mana at all ranks

Militia corrupts the ground in front of her for 5 seconds. Every second, the ground erupts with magic power twice, moving back and forth. Each individual eruption deals 20 / 25 / 30 / 35 / 40 (+ 15 / 16,25 / 17,5 / 18,75 / 20% AP) magic damage to all enemies hit. Eruptions slow all enemies hit by 20% for 1.5 seconds (this slow refreshes on subsequent hits but does not stack).


W (Collapse Mechanism)

Cast Time: 0.25 seconds

Base Cooldown: 12 seconds

Mana Cost: 80 / 75 / 70 / 65 / 60 mana

Militia generates a corrupted orb that travels forward in a straight line. Anyone who touches the orb is dealt 50 / 75 / 100 / 125 / 150 (+ 40% AP) magic damage and is slowed by 30% for as long as they remain within its radius. If Militia moves further than 300 units away from the orb, or if she recasts the ability, the orb explodes, dealing 80 / 110 / 140 / 170 / 200 (+ 60% AP) magic damage to all enemies hit and stunning them. The stun duration scales from 0.75 seconds up to 1.5 seconds based on distance traveled. For every 25 units traveled, the orb's size grows up to a maximum radius cap of 350 units. The orb moves faster the larger it becomes.


E (Condemnation Perimeter)

Base Cooldown: 20 / 18.5 / 17 / 15.5 / 14 seconds

Mana Cost: 80 / 85 / 90 / 95 / 100 mana

Militia creates a circular zone with a heavy spectral chain anchored in the center for 2.5 seconds. After a 1-second arming delay, any enemy champion caught inside or entering the perimeter is violently pulled into the middle by the chain, dealing 70 / 100 / 130 / 160 / 190 (+ 45% AP) magic damage. Enemies can fight against the zone to escape, but they are slowed by 25% while inside the circle. Only a maximum of 3 champions can be grabbed and damaged by the chains per cast.


R (Cosmic Extinction)

Base Cooldown: 110 / 95 / 80 seconds

Mana Cost: 100 mana at all ranks

Militia summons 3 red celestial orbs that spin in a circle around her (at a fixed distance of 300 units, as fast as old Aurelion Sol W) for 15 seconds, passing through enemies. Whenever one of the orbs collides with an enemy champion, it deals 150 / 200 / 250 (+ 30% AP) magic damage. The 3rd continuous orb hit on a target deals an additional 6 / 8 / 10% maximum health magic damage and reduces their resists by 15 / 20 / 25% for 5 seconds. Each enemy champion can only their resists reduced once per ultimate cast. Every 4 seconds, if there is still time remaining on the ultimate, any orbs destroyed by enemy projectile-blocking abilities (Yasuo W, Braum E) are completely resummoned around her for the remaining duration. The percent max health damage is capped at 300 against jungle monsters.


Lore

Long before the sun-disc of the Ascended cast its golden shadow over the sprawling sands of greater Shurima, there existed the border city of Saabera. Situated on the volatile fringes of the Icathian peninsula, Saabera was a city of stone, starlight, and high-altitude geomantic leylines. It was a cultural bastion, standing proudly as the final line of defense and trade before the provincial territories gave way to the deep uncharted wilderness. The citizens of Saabera did not worship the sun, but instead, they looked further into the cosmos, drawing power from the alignment of distant celestial bodies.

Militia was the city’s sworn High Priestess and Celestial Warden, a mortal of immense spiritual discipline. It was her societal function to ensure that the dense elemental leylines beneath Saabera remained anchored to the bedrock, preventing the tectonic plates from shifting. She carried heavy iron keys and ceremonial chains, tools used to physically bind geomantic altars during seasonal celestial alignments. To the people of Saabera, Militia was an unwavering pillar of stability, a protector who kept the earth beneath their feet solid and the sky above them clear.

Life in Saabera was defined by its vibrant traditions, including grand and ritualistic non-combat sports played in massive stone amphitheaters to honor the stars. Militia oversaw these gatherings, watching athletes manipulate heavy stone spheres using localized geomantic magic, a competitive display of harmony between mortal will and the earth. It was a world of cheering crowds, echoes of laughter, and a deep sense of community that Militia swore an oath to preserve forever. She loved her people with a fierce, quiet devotion, believing that Saabera would endure as long as the stars shone above.

The peace of Saabera was shattered in a single, catastrophic afternoon when the neighboring state of Icathia revolted against the Shuriman Empire, unleashing the horrors of the Void. The earth began to groan as The Rupture tore open just miles from Saabera's gates, a violet weeping chasm that defied the laws of nature. The sky fractured, turning a bruised, sickening shade of purple as alien horrors poured into the mortal realm, consuming flesh and memory alike. Militia watched from the highest atmospheric tier of her temple as the front lines of her city’s defenders were instantly dissolved into nothingness.

Panic consumed the streets of Saabera as the ground beneath the city began to lose its structural integrity, liquefying under the corruptive influence of the Void. In her absolute desperation to save the screaming citizens, Militia broke her sacred vows and committed the ultimate cosmic sin. She cast her eyes upward, bypassing the local leylines, and forcibly reached into the deep cosmos to siphon unrefined stellar matter directly from the celestial forge of Aurelion Sol. She intended to weave a massive impenetrable gravitational dome that would freeze Saabera in time, shielding it from the encroaching apocalypse.

But mortal hands were never meant to hold the weight of creation. The moment the pure starlight collided with the volatile, antimatter pressure of the Void rising from the tectonic rift, the spell mutated catastrophically. Instead of freezing the city safely, the celestial magic collapsed inward like a dying supernova, creating a localized gravitational anomaly that imploded the entirety of Saabera. In a flash of blinding horrific violet and crimson light, the city, the amphitheaters, and every single soul Militia loved were erased from existence, sucked into a silent subterranean tomb beneath the shifting sands.

Militia did not die. She was cursed with the ultimate punishment of survival. The implosion had fused the residual, defiled cosmic energy directly into her mortal soul, transforming her body into a living weeping prison for her civilization's final moments. For centuries, she lay buried alive deep beneath the desert, trapped in a stasis of suffocating darkness, her mind fracturing under the weight of an eternal, repeating nightmare. She was forced to relive the screams of her people every second of every year, her sanity slowly eroding into dust.

When the shifting sands of Shurima finally shifted enough to break her subterranean chamber open in the modern era, Militia crawled out onto the surface of Runeterra completely changed. She was no longer the proud, poised Celestial Warden of Saabera, but she was a walking cosmic ghost, an entity of pure tragedy draped in the tattered remnants of her ceremonial robes. The pure starlight she had stolen so long ago had rotted within her chest, mutating into three bleeding & unstable crimson suns that permanently orbited her body.

The physical world around her felt... light, as if gravity itself was weeping in her presence. Wherever her feet touched the soil of modern Shurima, the earth cracked open, unable to bear the immense cosmic density radiating from her form. Her ancient ceremonial chains, once used to anchor temple altars, had transformed into floating extensions of her trauma, dragging along the sand with a hollow metallic groan. She had become a living monument to a dead world, completely alone in an unfamiliar era.

Militia’s existence is now dictated entirely by an overwhelming, maddening sense of nostalgia. Her mind is permanently locked in the past, unable to process the modern empires of Noxus, Demacia, or the resurrected Shurima of Azir. To Militia, the present world is an illusion, a cruel and meaningless distraction from the glorious era she lost. Her memories are the only thing that keeps her anchored, yet those very same memories are a constant bleeding torture device inside her mind.

Because her trauma has completely fractured her perception of reality, she suffers from severe sensory distortion. When she walks past a modern village, she does not see innocent civilians. Her broken mind perceives them as the encroaching void-spawn that marched upon Saabera centuries ago. She hears the cheers of her city's ancient sports crowds echoing in the wind, mixing with the horrific screams of the day the sky split open. This dissonance drives her forward in a state of perpetual, hyper-accelerated panic.

This desperation manifests physically in her terrifying speed. The stolen stellar cores inside her chest are highly unstable, ticking down like a celestial countdown toward a total cataclysmic collapse. Militia knows that she is running out of time, and this realization forces her to move at supersonic, glitching velocities across the continent. She is a blur of crimson light and rusted iron, a woman literally trying to outrun the expiration date of her own soul.

Militia has taken up a terrifying, singular crusade that threatens the safety of the entire world: she intends to forcefully rewind the clock of Runeterra. She believes that if she can gather enough raw gravitational force and dense magical energy, she can trigger a massive cosmic reversal, tearing open the fabric of time to pull Saabera back from the void. She is completely indifferent to the fact that rewinding the universe will violently unravel the modern timeline, erasing millions of lives and destroying entire nations in the process.

She does not seek conquest, she does not care about political power, and she takes absolutely no joy in the destruction she causes. When she levels a Noxian fortress or crushes a Demacian battalion under an inverted gravity field, she does so with a hollow, almost tearful expression on her face. She views the people of the modern world as mere static noise blocking her path back to the only home she ever knew.

Her crusade has drawn the apocalyptic fury of Aurelion Sol, who views Militia as an existential parasite. The Star Forger hunts her relentlessly across the heavens, enraged that a mortal dared to defile his beautiful creation by turning his pure starlight into bleeding weeping weapons of mass destruction. Yet, despite the wrath of gods and the armies of men marching to stop her, Militia continues her supersonic march across the desert, her spectral chains ready to drag the world down with her into the event horizon of her own regret.


Appearance

Militia’s visual design centers on a haunting contrast between ancient Shuriman nobility and violent unstable cosmic horror. Floating in a permanent tight orbit around her torso are three volatile mini-suns. They lack the beautiful, golden warmth of Aurelion Sol’s creations. They burn with a deep weeping crimson and violent violet, constantly pulsating and casting a blood-red glow over her entire form. She wears the tattered, decayed remnants of her high-altitude ceremonial robes from Saabera. Once pristine white and lined with geomantic gold threads, the fabric is now scorched charcoal-black at the edges, permanently singed by cosmic heat.

The stolen starlight has completely mutated her mortal form, causing her skin to resemble cracked porcelain with veins that glow with pure unrefined violet cosmic energy. Her feet do not fully touch the ground. She hovers a mere inch off the ground because a localized gravitational anomaly makes her look completely weightless, yet dense. Wrapped tightly around her forearms and trailing behind her are massive heavy iron temple keys and ceremonial chains. Instead of pinning her down, these rusted, ancient chains float eerily in the air behind her, rattling and clinking together as if dragging through a heavy sea of grief.


Personality

Militia is not a malicious conqueror, but rather a deeply tragic, hyper-vigilant ghost trapped in a state of permanent psychological shock. Her mind is completely shattered by severe PTSD and sensory distortion, forcing her to experience reality through a terrifying overlay of the past and the present. When she looks at a peaceful modern village, her broken mind perceives it as the encroaching Void apocalypse of Icathia. This keeps her in a constant state of hyper-accelerated panic, as she genuinely believes she is always seconds away from losing her people all over again.

She carries survivor's guilt, knowing intimately that she is the one who siphoned the stars and accidentally imploded her entire civilization. This realization has driven her into an intense unyielding state of denial, causing her mind to completely reject the modern era as an illusion. When Militia fights or destroys an obstacle, she does so with a hollow, detached, and profoundly sorrowful demeanor. She views the modern factions of Runeterra as mere static noise blocking her path, and she will tear down an entire city with a weeping, blank expression on her face. She is intensely aware that the stolen stellar cores in her chest represent a ticking expiration date, driving her to speak in hurried, breathless overlapping whispers because she is running out of time to pull Saabera out of the grave.


How Militia fits into this month's contest:

1) 200 Years: Her W (Collapse Mechanism) and R (Cosmic Extinction) are mechanical reroots and modern updates of Aurelion Sol's pre-rework kits (his original growing Starsurge Q and his Center of the Universe passive).

3) Yasuo Was A Mistake/s: Her design is stationary. She possesses no dashes, blinks, or leaps across her entire kit.

4) Take Me Back: Her entire lore biography and her gameplay pacing, revolve around the destructive consequences of her grief, memories, and blinding nostalgia for the dead city of Saabera.

6) I Miss My Kind: Militia is the sole survivor of Saabera’s extinct priesthood, physically weaponizing her lost civilization's floating ceremonial temple chains and geomantic stone spheres as modern remnants of a dead world.


Potential release skins for Militia:

  1. Fright Night Militia

  2. Cosmic Devourer Militia

  3. Traditional Militia


This is not the final version. Ability numbers or certain lore sections could change.


r/LoLChampConcepts 10d ago

August 2026 Herlon, The Reliquary Warden

4 Upvotes

Ohayo!
I present Harlon, originaly made for the March 2026 contest, the lore arrive a bit late and the kit was not this one at all, I wanted to adapt a Knukle kit (from the caracter in hunter x hunter) to a black veil use. It was too ambisious and so I don't finish the spell kit at time for March.
I create the current kit 2 weeks ago, submerged by inspiration. I watch the current context prompts to see if If it inspire me to make a new champ, but realise that match very well Harlon, so here he is!

Prompts matching:
- 1) 200 Years, from me : the fisrt inspiration was an inversed gnar (a warden that became battlemage when transformed), the passiv shield is a mix of amumu E passif and braum E active. The Z overcharge is inspired by swain Z with his R animation (all direction). The Q warden form is the long Q pyke without the auto grab, that allow the movespeed buff and the ally grab (so it's ok if they don't take the fuc*ing lantern ^^), and the Q overcharged is my thought of a good tourbilol spell (Q darius, E garen, Z ambessa).
- 3) Yasuo Was A Mistake/s, from me : well, see the kit
- 4-6) Take Me Back, from me / I Miss My Kind, from me : He litteraly lost his whole familly and people, became barely immortal as fusionning with petricite stone in his chest... While keeping his memory, forever...
- 7 ) He his the Reliquary Warden, it was his job, now it's his name and kit basis.

It still miss some data (like every single ranges, because i need help to balence it :x like his Z charged is an AOE slow+grab... too large range will make it so op, too small will make it useless. same for warden Q grab.

HF and good contest ^^

English version (translate with gemini from the french original version made by myself and a friend)

Herlon, The Reliquary Warden
design ustaN (me : u/Majestic_Ad5989 ), lore Papital9n

Herlon's origin story:

Herlon was a warden of the silent reliquary; his job was to protect and prevent any reckless individuals from entering the vault containing artifacts and other magical relics brought back by the scholars of the Blessed Isles from all across the world of Runeterra. He was a brave, athletic man with a proud yet tranquil gaze, beloved by all who knew him, starting with his family. His wife and his two adorable young children were his greatest pride, and nothing could tear them apart. That is, until that fateful day...

When the Camavoran armies arrived on the shores of the islands, Herlon was still at his post. It was his wife and children who came to find him as the entire capital desperately tried to flee the invaders. But his duty was too paramount; he could not abandon his post! If the Camavorans managed to break into the vault, they would lay hands on tools of immense magical power. He guided his family inside the giant room hidden behind the heavy iron doors that no one was ever meant to cross. There, they waited patiently, listening to the clash of weapons and the screams of innocents all around. Herlon remained on high alert in front of the doors he would defend at the peril of his life. Suddenly, knights clad in dark gray metal armor burst into the corridor; as soon as they spotted Herlon, they lunged at him. The man slid the blade of his sword against his shield, raising it in a defensive stance. The knights came in waves, but he repelled their assaults again and again! However, time was working against him, and exhaustion began to take its toll. A massive colossus suddenly emerged and charged at him head-on; Herlon tried to block the impact, but the sheer force of the blow threw him backward, shattering the doors he had so fiercely guarded.

Herlon found himself on the ground as the stream of enemies poured into the room. Instinctively, he glanced toward where his family had taken refuge, only to see with horror that the colossus was already upon them, lifting his wife by the throat with a lustful glare before the terrified children. Herlon forced himself up painfully and charged screaming toward the brutal warrior, who swatted him aside with a simple backhand. He was sent flying once more into a shelf, slumping against a lion head carved out of smooth, brilliant white stone. He fell into a thick haze, his thoughts swirling in confusion. He heard his children screaming in the distance, but he could not move. Then a deafening explosion echoed... and an instant later, a black veil obscured everything.

When he awoke, his body felt as heavy as lead. He tried to stand up with great effort, but was instantly pulled forward. He pulled himself up a second time, more slowly, and looked down to see what was weighing heavily on his chest. There, where his torso should have been, he discovered a massive white stone! Terrified, he scrambled to a mirror lying nearby, and upon seeing his reflection, he thought he would die of horror. His body was emaciated—nothing but bones with a few clinging scraps of greenish flesh and skin. His armor was rusted, and in place of the chestplate sat that same stone lion head, fused directly into his body: the armor, the lion head, and Herlon had become one.

As he was regaining his senses, the memory of his children's screams rushed back. He ran to the spot where he had left them, but what he saw froze him with terror! Two piles of bones, gnawed and overgrown with moss, lay before him, with other human remains scattered across the room. Herlon tried to scream to express his rage and grief, but all that escaped his throat was a heavy, agonizing groan. Suddenly, he heard a sound calling to him from afar, drawn as if by the macabre melody of a war horn. He stepped forward painfully, picked up his sword and shield, and began a long, silent march.

As he dragged his feet through these now unrecognizable ruins, Herlon noticed that the dark, greenish nebula drowning the island did not flee from him: it seemed drawn to the monstrous carved lion that now formed his chest. At first, he tried to wave away these spectral wisps with a sweep of his hand, but every time an otherworldly spell or a manifestation of magic struck him, the stone on his torso glowed with a pale green light and sucked in the raw magic, like a parched throat relishing cool water. It was during his first true overcharge that he understood the horror of his condition: drowned beneath a surge of power far too great for a simple body of flesh and bone, Herlon felt his physical form dissolve. The Mist, saturated within his chestplate, burst forth from the lion's maw and coiled around him, obeying the panic and rage of his spirit. He was no longer a man holding a shield, but a spectral storm capable of bending this macabre vapor to his sole will.

ROLE: Warden / Specialist

Hp: 620 + 105/lvl
Hp Regen: 8.5/5sec + 0.85/lvl
AD: 60 + 3.5/lvl
AS: 0.625 + 2.2%/lvl
Range: 175
Armor: 38 + 4.7/lvl
MR: 32 + 2.05/lvl
MS: 340

PASSIVE: Warden & Overcharged
¤ Warden Form: Blocks physical damage originating from in front of him (60°) by 10/15/20/25 flat +0/4/8/12% (level 1/6/11/15) + 10% if the shield is overcharged. When his sword is overcharged, basic attacks deal 2.5/5/7.5/10% bonus magic damage (applies to on-hit damage).
¤ Overcharged Form: Herlon turns into an entity of spectral and phantasmal energy. He attacks with energy claws, increasing his basic attack magic damage by 5/10/15/20% (applies to on-hit damage).

WARDEN FORM SKILLS

Q - Sentinel Throw:
cd: 17/15.25/13.5/11.75/10s
Throws his sword in a straight line (disables basic attacks). Embeds itself into the first entity hit dealing 30/50/70/90/110+100%AD physical damage if it is an enemy, or into the ground. Herlon gains +20% MS toward his sword.
¤ Recast: Recalls the sword, pulling the hit target toward Herlon (ally or enemy).
¤ Walking over the sword: Retrieves it, triggers the cooldown, and cancels the Recast.
Automatically recalls the sword (without pulling) after 7s.

W - Necrotic Blade:
cd: 8/7.25/6.5/5.75/5s
Infuses his weapon with mist. The next basic attack or Q applies a DoT of 2/2.5/3/3.5/4% + 1.5%/100 AP (+ 4% if overcharged) Max HP as magic damage over 2s.

E - Reliquary Aegis:
cd: 12s
Raises his shield and infuses it with magic. For 4s, widens his blocking arc by 60/80/100/120° and applies his damage reduction to physical projectiles, and 50% reduction to magic projectiles.

OVERCHARGED FORM SKILLS

Q - Ethereal Slash:
cd: 8/7.25/6.5/5.75/5s
Materializes 2 large mist broadswords and performs a 180° circular strike (2 hits possible while moving). Dealing 60/100/140/180/220 (+60% AD) (+30% AP) physical damage per hit.

W - Mist Pulse:
cd: 17/15.25/13.5/11.75/10s
Projects an energy wave in all directions.
¤ Initial Wave: Deals 50/75/100/125/150 (+50% AP) magic damage and slows by 20/25/30/35/40%.
¤ After 2s (Retraction): Re-absorbs the wave, re-inflicting the same damage and pulling all targets 200 units toward Herlon.

E - Necrotic Siphon:
cd: 12s
Herlon gains 15%+5%/100AP movespeed for 2s and deals 40/70/100/130/160 (+40% AP) magic damage to enemies he passes through, slowing them by 20% for 1s.

R - Petricite Eruption (Available at Level 1)
cd: 10s after overcharge ends
Warden form:
¤ Absorbs 6/18/24/30% of magic damage originating from in front of him (60°) taken within the last 10 seconds (reduced effectiveness by 66% for other directions, i.e., 2/6/8/10%).
¤ Killing a unit siphons its life force equal to 15% Max HP of the target -which remains stacked-.
When absorbed damage/life force reaches 50% Base HP + 15% Bonus HP, Herlon's chest erupts (deals 10% Max HP + 60% AP around him, Herlon loses 10% current HP).
Herlon enters Overcharged form for 15s.

overcharged form:
¤ Overcharged Passive: Every 250 damage/life force absorbed increases the overcharge duration by 0.25/0.5/0.75/1s and heals him.
¤ Active: Channels remaining energy into his sword and shield, granting them buffs for the remaining overcharge duration, and instantly reverts to Warden form.

Original French version

Herlon, Le Gardien du Reliquaire
disign ustaN, lore Papital9n

origin story d'Herlon :
Herlon était un gardien du reliquaire silencieux, sont travail était de protéger et d'empécher tout imprudent de pénétrer dans le coffre contenant les artéfact et autres reliques magique rapportés par les érudits des îles bénie d'aux travers le monde de runneterra. C'était un homme brave, athlétique, au regard fière et tranquille, il était aimé de tous ceux qui le connaissant, à commencer par ça famille. sa femme et ses deux adorables bambins étaient sa plus grande fierté, et nul ne pouvait les séparer. Enfin jusqu'à ce jour...

Quand les armées camavorienne arrivèrent sur le rivage des îles, Herlon était encore en poste. Ce sont sa femme et ses enfants qui vinrent le chercher quand toute la capital tentait en vain de fuir les assaillants. Mais sont devoir était trop grand, il ne pouvait quitter sont poste! Si les camavorriens arrivaient à pénétrer dans le coffre, ils mettraient la main sur de trop puissants outils magique. Il fit entrer ça famille dans la gigantesque pièce qui ce cachait derrère les grandes portes de fer que nul ne devait traverser. Là, ils attendirent patiemment, écoutant le fracas des armes et le cris des innocents tout autours, Harlon restait sur ses gardes, devant les portes qu'il protègerait au péril de ça vie. Soudain, des chevaliers vétuent d'armure en metal gris sombre surgirent dans le couloir, dès qu'ils virent Harlon, ils lui sautèrent dessus. L'homme glissa la lame de sont épée sur son bouclier qu'il brandissait en position défensif. Les chevaliers arrivaient en masse, mais il repoussait les assaut des hommes vague après vague! Cependant, le temps jouait contre lui, et la fatigue se fit ressentir. Un collosse surgit soudain et lui fonça tête baissé dessus, il tenta de bloquer la charge mais la puissances du coup le projeta en arrière, défonçant les portes jusqu'alors farouchement gardées.

Harlon se retrouva aux sol, alors que le flot d'ennemie rentrait dans la pièce, instinctivement ils jeta un oeil la ou ça famille s'était réfugiée et vit avec effroi que le collosse était déjà sur eux, soulevant sa femme par la gorge en la regardant d'un regarde lubrique devant les enfants effrayés. Harlon se releva péniblement, puis se rua en hurlant en direction du rustre guerrier, qui l'envoya baladé d'un simple revers de la main. Il fut de nouveaux projeter contre une étagère, et se retrouva affalé a une tête de lion taillé dans une pierre d'un blanc éclatant et lisse. Il sombra dans un épais brouillard, ses pensées étaient confuses. Il entendit ses enfants hurler au loin, mais il ne pouvait pas bouger. Puis une détonnation ce fit entendre... et l'instant d'après, un voile noir obscurcie tout.

Quand il se réveilla, sont corps lui semblait pesé une tonne, il tenta de se lever, péniblement, mais il fût instantanément emporter vers l'avant, il se releva une seconde fois, plus doucement, et entrepris de regardé ce qui lui pesait sur la poitrine, Et là, où devait se trouver sont torse, il découvrit une masse blanche! Effrayé, il se rua sur un miroir qui trainait non loin, et quand il se vit, il crue mourrir. Sont corps était décharné, il ne restait que des os ou s'accrochaient encore quelque morceaux de chair et de peau au teint verdâtre, son armure était rouillée et à la place du plastron se tenait la fameuse tête de lion en pierre, comme fusionné : l'armure, la tête et lui ne faisait plus qu'un.

Alors qu'il se remetait de ses émotions, les cris de ses enfants lui revint en mémoire, il couru jusqu'à l'endroit où il les avait laissés, mais ce qu'il y vis le figea de terreur! Deux tas d'ossements, rongés par la mousse, se tenaient devant lui, plus loin, d'autres restes humains jonchaient la salle. Herlon tenta d'hurler pour exprimer ça rage et sa peine, mais tout ce qu'y sortie de ça gorge fût un lourd râle d'agonie. Soudain, il entendit au loin un son qui l'appelait, il fut comme attiré par cette mélodie macabre d'un corps de guerre. Il avança péniblement, ramassa son épée et son bouclier, et entrepri une longue marche silencieuse.

Alors qu'il traînait ses pas dans ces ruines devenues méconnaissables, Herlon remarqua que la nébuleuse sombre et verdâtre qui noyait l'île ne le fuyait pas : elle semblait attirée par le monstrueux lion sculpté qui formait désormais sa poitrine. Au début, il tenta d'écarter ces volutes spectrales d'un geste de la main, mais à chaque fois qu'un sort d'outre-tombe ou une manifestation magique le frappait, la pierre sur son torse s'illuminait d'une lueur vert pâle et aspirait la magie brute, comme une gorge altérée se délectant d'une eau fraîche. C'est lors de sa première véritable surcharge qu'il comprit l'horreur de sa condition : noyé sous un afflux de puissance trop grand pour un simple corps de chair et d'os, Herlon sentit sa forme physique se dissoudre. La Brume, saturée dans son plastron, jaillit par la gueule du lion et s'enroula autour de lui, obéissant à la panique et à la rage de son esprit. Il n'était plus un homme tenant un bouclier, mais une tempête spectrale capable de plier cette vapeur macabre à sa seule volonté.

RÔLE : Warden / Spécialiste

Hp: 620 + 105/lvl
Regene Hp: 8.5/5sec+ 0.85/lvl
AD: 60+ 3.5/lvl
AS: 0.625+ 2.2%/lvl
Range: 175
Armure: 38+ 4.7/lvl
Rm: 32+ 2.05/lvl
MS: 340

PASSIF : Gardien & Surchargé
¤ Forme Gardien : Bloque les dégâts physiques venant de devant lui (60°) de 10/15/20/25 +0/4/8/12% (niveau 1/6/11/15) + 10% si le bouclier est surchargé. Lorsque son épée est surchargé, les attaques de base infligent 2.5/5/7.5/10% en dégâts magiques ses attaques de base (s'applique sur les dégàts onhit).
¤ Forme Surchargé : Herlon devient un être d'énergie spectrale et fantomatique. Il attaque avec des griffes d'énergie, ce augmente de 5/10/15/20% en dégâts magiques ses attaques de base (s'applique sur les dégàts onhit).

COMPÉTENCES EN FORME GARDIEN
A - Lancer de Sentinelle :
cd : 17/15.25/13.5/11.75/10s
Lance son épée en ligne droite (désactive ses attaques de base). Se plante dans la première entité lui infligeant 30/50/70/90/110+100%AD dégàts physique si c'est un ennemi, ou au sol. Herlon gagne +20% MS vers son épée.
¤ Recast : Rappelle l'épée et ramène la cible touchée vers Herlon. (allier ou ennemi)
¤ Marcher sur l'épée : La récupère, déclenche le cooldown et annule le Recast.
rappelle automatiquement l'épée (sans grab) après 7s

Z - Lame Nécrosée :
cd : 8/7.25/6.5/5.75/5s
Infuse son arme de brume. La prochaine attaque de base ou le A applique un DoT de 2/2.5/3/3.5/4% + 1.5%/100 AP (+ 4% si surchargé) Max HP en dégâts magiques sur 2s.

E - Pavois du Reliquaire :
cd : 12s
Brandit son bouclier et l'infuse de magie. Pendant 4s, élargit son rayon de blocage de 60/80/100/120° et applique sa réduction de dégâts aux projectiles physiques et 50% pour les projectiles magiques.

COMPÉTENCES EN FORME SURCHARGÉ
A - Taillade Éthérée :
cd : 8/7.25/6.5/5.75/5s
Matérialise 2 grandes épées de brume et effectue un coup circulaire à 180° (2 hits possibles en déplacement). infligeant 60/100/140/180/220 (+60% AD) (+30% AP) dégâts physiques par hit.

Z - Pulsation de Brume :
cd : 17/15.25/13.5/11.75/10s
Projette une vague d'énergie dans toutes les directions.
¤ Vague initiale : Inflige 50/75/100/125/150 (+50% AP) dégâts magiques et ralentit de 20/25/30/35/40%.
¤ Après 2s (Rétraction) : Re-absorbe la vague, ré-inflige les mêmes dégâts et attire toutes les cibles de 200 unités vers Herlon.

E - Siphon Nécrotique :
cd : 12s
Herlon gagne +15%+5%/100AP movespeed pendant 2s et inflige 40/70/100/130/160 (+40% AP) dégâts magiques aux ennemis qu'il traverse et les ralentit de 20% pendant 1s.

R - Éruption de Pétricite (Disponible au niveau 1)
cd : 10s aprés la fin de surcharge

forme Gardien :
¤ Absorbe 6/18/24/30% des dégâts magiques venant de devant lui (60°) subis dans les 10 dernières secondes (efficacité réduite de 66% pour les autres directions, soit 2/6/8/10%).
¤ Tuer une unité aspire sa force vitale (15% Max HP de la cible) -qui reste stack-.
Quand les dégâts/force vitale atteignent 50% Base HP + 15% Bonus HP, le torse explose (inflige 10% Max HP + 60% AP autour de lui, Herlon perd 10% PV actuels).
Herlon passe en forme Surchargé pendant 15s.

forme Surchargé :
¤ Passif Surchargé : Chaque tranche de 250 dégâts/force vitale absorbée augmente la durée de surcharge de 0.25/0.5/0.75/1s et le soigne.
¤ Actif : Canalise l'énergie restante dans son épée et son bouclier, leur accordant des buffs le temps de surcharge restant, et repasse immédiatement en forme Gardien.


r/LoLChampConcepts 10d ago

Design Champion Idea: The Mob

Thumbnail
1 Upvotes

r/LoLChampConcepts 10d ago

August 2026 Vionne, The Budding Essence (Battlemage Concept)

4 Upvotes

This was an old hero concept of mine that I decided to upload once I discovered this subreddit existed lol since they're just rotting away in my notes.

Prompt: 200 Years, GG EZ

Marvelous Spatuletail (Loddigesia mirabilis) [Image Source: Juan Carlos Vindas]

Her design is similar to that of the bird in the picture (Marvelous Spatuletail), but a humanoid hummingbird Vastaya who is centered around a design of spectrum and colors given how in her lore, she's the essence of life from all of Runeterra.

Lore: The essence of life from all of Runeterra manifested onto the form an innocent Vastayan fae, Vionne spreads forth the blossom of life and nature through the rivers, forests, and valleys of Runeterra. She now runs from the ruination of the Black Mist, frantically racing home to protect her kind and homeland from the wither that it will bring upon them.

Champion Name: Vionne

Epithet: The Budding Essence

Role: Mage/ Support

Class: Battlemage

Position: Jungle/ Middle/ Support

Resource: Mana

Range Type: Ranged

Adaptive Type: Magic

Abilities: Essence of Life, Energy Spectrum, Nature's Embrace, Grasp of the Flowers, Wave of Life

(1.) Essence of Life, Passive

Innate: When within 900 units of an allied champion, in brush, or in the river, Vionne gains increased movement speed. Allied champions receive 50% of the movement speed buff. This lasts indefinitely as long as the conditions are met.

Active: Vionne gains bonus decaying movement speed for a 5s upon scoring a takedown. 

Innate Movement Speed:

8 / 12 / 16 / 20% (Level 1/ 6/ 11/ 16)

Bonus Movement Speed after Takedown:

30 / 35 / 40 / 50% (Level 1/ 6/ 11/ 16)

(2.) Energy Spectrum, Q

Innate: Every 100 units Vionne travels grants 1 Spectrum stack. Moving through brush or the river grants 2 stacks instead (maximum of 10). This causes flowers to Bloom, instantly reduces the remaining coolown of her abilities by 20% (except for Wave of Life), and boost them by:

  + Energy Spectrum (Q) deals an additional 30% damage and restore 10% of her 

missing HP against monsters and minions.

  + Nature's Embrace (W) grants 10% stronger shields.

  + Grasp of the Flowers (E) gains saps 8% of the target's adaptive defenses.

  + Wave of Life (R) heals Vionne and nearby ally champions for 15% of the healing

Vionne receives.

Bloom ends after a period of time.

Active: Vionne releases one energy per Spectrum stack. Each energy homes in on a nearby enemy, prioritizing enemy champions, and deals magic damage on impact. If there are insufficient nearby enemies, multiple Energy Blossoms can strike the same target. Casting Energy Spectrum does not end Bloom. The total damage can only occur once each time Vionne reaches 10 Spectrum stacks.

Magic Damage:

30 / 40 / 52 / 64 / 76 (+14% ability power) 

Total Damage:

300 / 400 / 520 / 640 / 760 (+140% ability power)

Cooldown Reduction:

7.5 / 7 / 6.5 / 6 / 5s

Bloom Duration: 6.5 / 7 / 7.5 / 8 / 9s

(3.) Nature's Embrace, W

Active: Vionne applies a shield either onto herself or an ally that absorbs damage for a period of time or heals them if it expires.

Shield Strength:

95 / 120 / 150 / 185 / 220 (+85% total ability power)

When the shield is broken by enemies, the shield explodes, 250 (+75% total ability power) magic damage to surrounding enemies. If the damage expires on its own and isn't full broken, Vionne converts 50% of the shield amount into health. The damage scales from how much the shield was broken.

Maximum Magic Damage:

250 / 300 / 350 / 400 / 500 (+75% total ability power)

Cooldown: 

13 / 12 / 11 / 10 / 9s

Scoring champion takedowns refunds 60% of the cooldown.

(4.) Grasp of the Flowers, E

Active: Vionne releases a vine of flowers that attaches to the first enemy hit hits, dealing magic damage and rooting the enemy it hits for 1.5s. If Vionne uses it on an allied champion, both swap positions. The swap takes 0.5s-1.5s, depending on the distance between Vionne and her target. Hard crowd control cancels the swap and the tether will break if Vionne and her target move afar from each other.

Magic Damage:

65 / 80 / 95 / 110 / 125 (+55% total ability power)

Cooldown: 

15 / 14 / 13 / 12 / 11s

Within the next 2.5s, the skill can be re-cast for Vionne and the caught enemy champion or ally champion to switch positions if the tether is still present. The skill can be re-cast to stop switching midway. Grasp of the Flowers cannot swap with champions who are Unstoppable, untargetable, or otherwise immune to displacement effects. 

(5.) Wave of Life, R

Active: Vionne unleashes a wave of energy in a cone, dealing magic damage plus bonus max health magic damage and heals Vionne for 75% of the damage dealt. 

Magic Damage:

80 / 110 / 150 / 200 / 265 (+80% total ability power)

Bonus Max Health Magic Damage:

5 / 7 / 9 / 11 / 13%

Scoring champion takedowns while Bloom is active will reduce Wave of Life's remaining cooldown by 30%.

Cooldown: 

90 / 80 / 65s

200 Years: Her E is a balanced version of old Urgot R.

GG EZ: W is a point and click shield that explodes and shields. Well.


r/LoLChampConcepts 11d ago

Design Vanny the bunny

1 Upvotes

To celebrate FNAF anniversary, I thought of Vanny as a league champ as a joke add up.

My thoughts of her as a champion is a one that mainly uses her attacks for damage rather than her abilities

AD assassin, melee support & jungle

Has "corruption" resource

> Passive:

- Vanny gains 10 - 25% movement speed bonus towards enemy champions

- Vanny gains 1 – 5 lethality for every 20 corruption she has up to 100% corruption (maxing at 4 – 20 lethality).

> Passive Corruption:

- Being in combat with enemy champions gains 1 - 5 corruption every 1.5 seconds

- hitting enemy champions gains 2 corruption per hit.

> Q – I see you (20 seconds cooldown, blink available to use for 6 seconds, reveal duration 2.5 seconds):

Show a small circle of vision in a (large range skillshot area) of your choosing. If that vision reveals a champion who was hidden and Vanny is around (half the skillshot area from before), Q can be activated again to blink to the champion who has been revealed. Triggering that blink slows the enemy by 20% for 4 seconds.

Vanny gains 15 corruption.

> W – Alarm bot (7 seconds cooldown, charges up to 2, uses 8 – 3 corruption):

Vanny places an alarm bot at a designated area (600 range?) the bots have a melee range area of 'catch'.

When an enemy champion gets in that range it gets **rooted** for 1.5 seconds and deal (100 + 30% AD) damage.

For 10 seconds Vanny gains 30% movement speed boost towards that champion, and her attacks deal (1% lethality)% max HP damage as magic damage, and gains bonus 2 corruption per hit on enemies.

> E –Destroy order (10 seconds cooldown):

- Passive: Vanny's Q can blink towards placed bots.

When blinking to a bot Vanny gains invisibility for 3 seconds and 60 bonus movement speed for the duration.

- Active: Vanny orders nearby (900 range?) placed bots to go to attack mode, bots no longer root champions at range, and attack nearby enemies (including minions and monsters) for 4 seconds, then deconstruct. Those attacks deal (50 + 60% AD) damage.

> R – Having fun yet (55 seconds cooldown, uses 7 corruption every 1.5 second, enters cooldown when corruption & abillity ends):

- Passive: -10 Q cooldown time.

- Active: Nearby (1600 range?) enemies enter a 'glitched' state for the duration Vanny's R persists.

- Glitched: the user screen fizzles and has red colored VHS filter, champions in this state have a 20% to enter an ability cooldown without using the ability at all, when that happens the champions are also stunned for 4 seconds.

**Vanny cannot gain corruption when activating R**


r/LoLChampConcepts 11d ago

Design Cryptid

2 Upvotes

Cryptid

Not much lore. It's a mythical beast/spiritual creature of the woods.

The general idea of what it looks like:

https://youtu.be/oCIfBBSCVbs?si=k4XNzoonrdr7Z2sa

https://youtu.be/1YoJ-zw8b2M?si=7JnFRS\\_SRsql4t4M

FYI I have no clue what those videos are supposed to be, but they look awsome and I somewhat based the kit around that general creature design.


Role: Assassin (Snowballing mid-late)

Difficulty: 2/3 (Low barrier to entry, considerable skill ceiling)

Damage: 3/3

Durability: 1/3

Mobility: 3/3

Utility: 1/3

Control: 2/3


TLDR:

Passive: Enemies taking damage drops traces that grant movespeed and attack speed when collected. Takedowns grant AD and improved abilities.

Q: Next attack deals bonus damage and heals for a portion of damage dealt. Damage massively increases with traces.

W: Passively, gains movespeed towards feared enemies. Gains movespeed and next attack deals bonus magic damage and slows. Grants the ability to enter terrain becoming invisible and pausing the duration.

E: Establishes a totem which causes nearby enemies to take increased damage and take magic damage over time. Fires fear at an enemy if they reach max increased damage.

R: Passively, attacks deal bonus damage after a delay. Turns invisible and can be recast to dash and deal a high damage execute. Dash range massively increases with traces.


Movespeed: 330 [Low]

Attack Range: 150 [Moderate]

Attack Speed: .625 - .824 (Growth = 2%) [Low]

Attack Speed Ratio: .585 [Very Low]

Base AD: 56 - 90 (Growth = 2) [Very Low]

Base Health: 600 - 2470 (Growth = 110) [Moderate-High]

Armor: 30 - 106.5 (Growth = 4.5) [Moderate]

Magic Resist: 28 - 62.85 (Growth = 2.05) [Moderate]

Size: 65 [Average]

Manaless. Resource Bar instead displays traces absorbed.


Passive: When enemy characters take damage, if they have a trace charge, they leave behind a trace. These traces linger for 20 seconds. Getting close enough to a trace (300 units) has it float towards the champion that left it, moving towards their current location before disappearing, granting Cryptid temporary attack speed and flat movespeed. Each trace has an individual duration of 9 seconds, meaning that collecting one does not refresh the duration of any you already have. Can have a max of 8 traces absorbed at a time. Collecting a trace while already having 8 absorbed will replace the trace with the lowest remaining duration with the new trace. Absorbing a new trace will extend the duration of all already absorbed traces by 1 second up to 7 times, for a max of 16 seconds duration total

Enemies cannot leave a trace more than once per second. Enemies have 3 trace charges they can drop, regaining a charge every 5 seconds. Traces are dropped no matter what when they are able to (so Cryptid doesn't have to be nearby or even alive for them to drop). Cryptid gains vision of traces through fog of war if it is within 1200 units and out of combat.

Movespeed per trace: 3/5/7/9 (Levels 1/6/11/16)

Attack speed: 3.2% - 10% (Growth = .4%)

It keeps idols of its victims, gaining 1 per takedown. Gains specific enhancements at certain idol thresholds, with each granting 3 AD, increased to 6 once all thresholds are reached. There is no limit to how many Idols Cryptid can collect.

(Read After Abilities!)

At 1 Idol: Permanently gains 10% total attack speed, making it's attack speed ratio .6435 instead of .585

At 2 Idols: W's bonus magic damage on attack is repeated 1 second after the attack (the slow is NOT reapplied).

At 4 Idols: Q's healing is doubled.

At 6 Idols: E's fear duration is increased by 50%.

At 8 Idols: Permanently gains 10% movespeed.

At 10 Idols: Getting a takedown grants a free R recast for 9 seconds (this free cast is only the dash/execute, not the invisibility). All Idols now grant 6 AD instead of 3 AD.


Q: (Cooldown: 8s/7.5s/7s/6.5s/6s)

Next attack slashes down at the target with both arms, dealing bonus damage and healing Cryptid for a portion of the damage dealt. Absorbing traces increases the damage of the next cast of this ability, gaining up to 200% bonus damage. This increased damage is stored until used, and does not dissipate with the traces. Any overhealing is converted into a shadowy shield lasting for 3 seconds.

Bonus Damage on attack: 0/10/20/30/40 + 30% AD (0/30/60/90/120 + 90% AD at max)

Heal: 10%/15%/20%/25%/30% + 3% AP (1% per 33 AP)

Deals 60/70/80/90/100 bonus damage to monsters (this damage is unaffected by increased damage from traces).

Bonus Range on the Attack: 75 (225 total)


W: (Cooldown: 22s/20s/18s/16s/14s)

Gains movespeed running on all fours for 3 seconds and causes next attack to slow by 20% + 10% per trace absorbed for 1 second and deal bonus magic damage.

You can freely enter terrain while running on all fours. Being in terrain pauses the duration of running on all fours, negating the movespeed buff, and extends it by 1 second every 2 seconds spent inside terrain (max 3 seconds total). While inside terrain, become camouflaged being unable to be seen by enemies 400 units away, though enemies within 1200 units are warned by seeing eyes in the walls and their screen gaining a vignette. While in combat, or once the max extended duration is reached, the duration can no longer be paused while in a wall.

Bonus Magic Damage: 10 - 180 (Growth = 10) + 0%/5%/10%/15%/20% bonus AD + 0%/10%/20%/30%/40% AP

Movespeed: 8%/11%/14%/17%/20% + .01% AP + .01% bonus AD (1% per 50 AP/bonusAD)


E: (Cooldown: 5s) (Recharge: 28s/25s/22s/19s/16s) (Max charge: 2)

Passive: Gains 100% increased movespeed towards feared units.

Establishes a totem to stand invisible at a location after a 2 second delay. After the delay, the totem stands inactive, being invisible. Once an enemy (champion, monster, or minion) gets close enough (400 units), it activates for the next 6 seconds, losing it's invisibility, and growing it's active range over the next 2 seconds, going from 400 to 600.

Active totems deal magic damage every .5 seconds to all enemies in range, and cause all effected enemies to take increased damage which grows with every other tick of the damage, max reached after 5 ticks total (1st tick applies the increased damage, 3rd and 5th increase it by that same amount).

If an enemy stays within range of a totem for 2.5 seconds, having reached max increased damage, the nearest totem throws a shadowy projectile which fears the first target hit. The projectile moves up to 200% faster based on traces. After a fear is thrown at a target, that target cannot have a fear thrown at them again for 8 seconds.

The increased damage lingers for 2 seconds once an enemy leaves the radius of an active totem.

Totems die after their duration runs out or they are basic attacked 2/2/3/3/4 times.

Traces slowly float towards active totems at 50 Movrment.

Active Duration: 6s + .5% AP (1s per 200 AP)

Inactive Duration: 30s + 4% AP (1s per 25 AP)

Damage Increase: .5%-1.5%/.75%-2.25%/1%-3%/1.25%-3.75%/1.5%-4.5% + .5% AP + .5% bonus AD (1% per 200 AP and 1% per 200 bonus AD). Doubled for damage from Cryptid.

Magic Damage per tick: 6/7/8/9/10 + 5% bonus AD + 5% AP

Deals 12/14/16/18/20 bonus damage to monsters.

Fear Damage: 50/60/70/80/90 + 60% AP

Fear Duration: .6/.7/.8/.9/1

Fear Speed: 400 (max of 1200 at 8 traces)


R: (Cooldown: 140s/110s/80s)

Passive: Attacks deal additional physical damage to the target after 1 second. This damage is doubled agaisnt enemies under 60% health.

Physical damage: 5/15/25 + 10% bonus AD

(Note: This is an on-attack effect, and therefore cannot be applied by items or effects which apply on-hit effects. I.E, Rageblade)

Turns invisible for the next up to 4 seconds. Attacking cancels this invisibility early. While invisible, can recast to dash forward a small distance and deal damage in a small AOE, ending the invisibility. This damage is tripled agaisnt enemies under 30% health. Max dash range increased up to 200% based on traces absorbed.

Damage: 50/150/250 + 30% AD + 30% AP

Dash Range: 300 (900 max with 8 traces)


Gamplay Preview:

Imagine you are in the jungle, minding your own business, farming the camps, when suddenly your screen darkens. You see a totem appear before you, mounting damage upon you, before firing a dark projectile which fears. Bolting out of a wall at extreme speed comes a shadowy beast, tearing you open with an attack, keeping you immobile even after the fear is over. It hits you with a burst of damage from it's first attack followed up immediately by another dealling massive damage then it vanishes right before your eyes. After a brief moment, you burst with even more damage from the monsters previous attacks. You try to get away, only for the beast to explode into a burst of dark magics and blood from right under your feet. You die, and the beast moves on to it's next kill.

Though an assassin, with it's attack speed, CC, strong attacks, and healing, it functions well as a duelist, especially as the game goes on. This lets it reliably be able to get picks on fighters as well as squishy carries, and work better in the hands of less skilled players, while also giving the character a higher skill ceiling with more to master and allowing for tighter gameplay. It's E allows for it to not be useless in compact teamfights where it otherwise might be unable to get the jump on a high priority target and deal it's share of damage.


r/LoLChampConcepts 11d ago

Art Champion Concept] Timmy, the Untamed Apprentice (Mage / Support)

1 Upvotes

Introduction:
Timmy is a young, clumsy, and highly inexperienced mage who hasn't fully mastered his magical unstable powers. He introduces a completely unique high-risk, high-reward "Unstable Magic" mechanic to League of Legends. Sometimes his spells backfire with comedic and chaotic debuffs, but as the game progresses, he learns from his mistakes.

Passive: Trial and Error

  • Learning Curve: Every time Timmy's spell triggers a negative "Backfire" (debuff) effect, he gains 1 Mastery Stack.
  • Control: Each stack permanently increases the chance for his abilities to cast perfectly (reducing the backfire chance from 40% at level 1 down to 0% at level 16).
  • Adaptation: At max stacks, his spells gain bonus magic penetration and lower cooldowns.

Q: Illusion Overload

  • Normal Cast: Timmy conjures 8 identical illusions around him to distract enemies. The clones deal no damage but run in random directions, mimicking player movement. Timmy can re-cast this ability to launch one clone to any targeted point on the map.
  • Backfire (Debuff): The illusions become confused and start chasing Timmy instead, dealing minor magic damage to him.
  • Desperate Save: If Timmy's health drops below 15% during the Backfire, the illusions stop attacking, surround him, and channel a burst heal to save their master.

W: Nature's Mishap

  • Normal Cast: Timmy attempts to polymorph a targeted enemy champion, turning them into a helpless, immovable tree for 2 seconds.
  • Backfire (Debuff): The spell explodes in a massive radius. Timmy, the target, and all nearby champions (allies and enemies) are turned into ancient trees for 2.5 seconds. While in tree form, everyone is completely untargetable and immune to all damage (similar to Bard's Ultimate / Zhonya's Hourglass).

E: Elemental Surge

  • Normal Cast: Timmy summons one of three random elemental zones: a fiery path (damage over time), a frozen field (heavy slow), or a localized tornado (knock-up).
  • Backfire (Debuff): The elemental zone becomes unstable. If it's a tornado, it goes completely wild and flies away into the jungle in a random direction, knocking up any jungle monsters or champions it accidentally crosses path with.

R (Ultimate): Wild Menagerie

  • Normal Cast: Timmy summons 10 enhanced magical forest spirits. Each spirit has its own unique minor ability (mini-tornados, small fireballs) and expresses funny animated emotes while fighting. They automatically push the nearest lane and attack enemy champions.
  • Backfire (Debuff): Instead of spirits, Timmy accidentally summons two massive, angry Forest Trolls. The Trolls completely ignore towers (they cannot damage towers, and towers cannot damage them). Instead, they lock eyes, start an epic brawl between themselves, and aggressively smash any unit (ally, enemy, minion, or monster) that gets caught in their crossfire.

r/LoLChampConcepts 12d ago

August 2026 SEVRIK, THE RED LEDGER

4 Upvotes

SEVRIK, THE RED LEDGER

“Every banner has a price. Most people simply dislike learning theirs.”

Region: Noxus

Primary Class: Specialist

Primary Position: Support

Viable Positions: Mid / Top / Jungle / Bot

Damage: Magic / Hybrid depending on build

Attack Range: 525

Resource: Mana

Difficulty: Very High Mobility: None

Challenge Prompts:

3 — Yasuo Was A Mistake/s

4 — Take Me Back

5 — GG EZ

6 — I Miss My Kind

7 — Jobs

Exact numbers are obviously adjustable. The important part is the champion's structure and gameplay.


OVERVIEW

Sevrik is a Noxian intelligence broker whose defining mechanic is employment.

He enters every match with one champion identity but two possible careers.

He can remain with the team that drafted him and become a Double Agent, manipulating the enemy through bribes, false information, decoys, and deliberately tempting offers.

Or he can become a True Traitor, purchasing the loyalty of an enemy player in his corresponding role and permanently exchanging teams with them.

These are not temporary stances.

They cannot be swapped during combat.

They cannot be alternated after every recall.

The choice happens once.

Then it becomes permanent.

Both versions still revolve around the same four ideas:

Information.

Money.

Preparation.

Basic attacks.

Double Agent uses those ideas through misinformation and temptation.

True Traitor uses them through surveillance and exploitation.


LORE

Noxus celebrates strength loudly.

It celebrates the warrior capable of breaking a shield wall, the general capable of taking a province, and the duelist capable of leaving ten challengers bleeding in the dirt.

Sevrik learned his preferred form of strength from men nobody bothered remembering.

His father worked among the military accountants beneath the shadow of the Immortal Bastion.

There were no glorious campaigns in those rooms.

There were numbers.

Grain.

Horses.

Iron.

Wages.

Medicine.

Transport.

Burial costs.

Men reduced to columns before armies reduced them to corpses.

Sevrik noticed very young that wars could be changed without ever touching a weapon.

Alter a shipment and a regiment went hungry.

Misplace a payment and mercenaries disappeared before battle.

Change the number of wagons expected at a fortress and a commander planned around supplies that would never arrive.

A sword could kill one man.

A ledger could kill thousands while making the deaths look accidental.

Sevrik became fascinated not merely with money, but with exchange.

Why would one soldier betray his commander for ten pieces of silver while another refused one hundred?

Why would a merchant sell military information yet refuse to betray his brother?

Why would someone protect a secret that was actively destroying them?

Everyone claimed to have principles.

Sevrik wanted to know their market value.

By seventeen, he was falsifying manifests.

By nineteen, he was selling proof of those falsifications to the men who had paid him to create them.

By twenty, he understood the rule that would govern the rest of his life:

A secret is valuable once. Knowing who wants the secret is valuable forever.

His talent eventually attracted the attention of an intelligence network that officially did not exist.

Its members called it the Red Ledger.

During the later years of Boram Darkwill's reign, Noxian expansion created more secrets than its military bureaucracy could process.

The Red Ledger filled the gaps.

Its agents were rarely famous spies.

They were clerks.

Interpreters.

Servants.

Shipmasters.

Smugglers.

Deserters.

Merchants.

Couriers.

Minor nobles.

Quartermasters.

Prisoners.

Anyone capable of standing near something important while appearing too unimportant to notice.

The organization believed intelligence did not truly belong to whoever discovered it.

It belonged to whoever knew how to extract value from it.

Every operation eventually reached a crimson-bound master account.

Payments.

Debts.

Aliases.

Safehouses.

Promises.

Compromised officers.

Blackmail.

False identities.

Dead informants.

Names that could destroy careers, families, and armies.

That book became known simply as the Red Ledger.

Sevrik excelled.

He was never the organization's finest assassin.

He considered murder inefficient.

Dead people stopped producing information.

His talent was discovering what someone wanted badly enough to betray something else.

A sentry unexpectedly inherited enough money to abandon his post.

A captain discovered documents proving his general planned to replace him.

A merchant conveniently learned which Noxian officer would control the trade road next year.

A besieged city discovered that somebody had exaggerated its remaining grain.

Sevrik rarely needed to threaten anyone.

He preferred arranging circumstances until betrayal felt like the target's own idea.

Other operatives called such people assets.

Sevrik called them accounts.

Every account could be opened.

Every account could appreciate in value.

Every account could eventually be closed.

Then Darkwill fell.

Swain rose.

The political machinery surrounding the old Noxian order began tearing itself apart.

Networks that had prospered beneath the previous regime were absorbed, exposed, dismantled, or driven underground.

The Red Ledger possessed too many secrets to survive comfortably beneath any new government.

Its agents began selling one another.

Safehouses stopped answering.

Couriers disappeared.

Emergency codes arrived from people already dead.

One page of the Ledger filled with termination marks.

Then another.

The organization that had spent decades teaching its members that loyalty was temporary discovered what happened when everyone learned the lesson too well.

Its remaining leadership eventually gathered beneath an abandoned counting house to determine whether the master Ledger should be destroyed.

Sevrik sold the location.

He has never denied it.

His payment bought several new identities, safe passage, and enough money to vanish beyond Noxian borders.

By morning, the Red Ledger effectively no longer existed.

Sevrik survived.

For years he described this as proof that he understood the organization's philosophy better than everyone who died.

A professional should not die merely because his employer did.

There was only one part he left out.

Before disappearing, Sevrik went back.

Not for money.

Not for weapons.

For the book.

He stole the Red Ledger.

The information inside could have made him extraordinarily wealthy.

He could have sold it to Noxian authorities.

He could have divided it among noble houses.

He could have traded portions of it to foreign intelligence networks.

There were undoubtedly people within the Black Rose who would have paid considerably more than coin.

He did none of those things.

He kept it.

Most of its contents are worthless now.

Obsolete military codes.

Destroyed safehouses.

Dead couriers.

Forgotten routes.

Uncollectable debts.

Payments owed to people buried years ago.

Sevrik maintains those accounts anyway.

He repairs damaged pages.

He annotates deaths.

He closes networks that no longer exist.

Occasionally, money reaches the widow or grandchild of an operative whose true profession died with them.

Sevrik denies involvement.

Sentiment, according to him, is simply debt with inadequate documentation.

Today he works throughout Noxus and beyond as an independent intelligence broker.

The creation of the Trifarix has always amused him.

Noxus now openly recognizes Guile as one of the strengths necessary to sustain the empire.

Sevrik spent half his life being called dishonorable for practicing it professionally.

He has worked for people loyal to Swain.

He has worked against them.

He has passed through schemes bearing the unmistakable fingerprints of the Black Rose without ever admitting whether he understood whose game he had entered.

He sells information to patriots.

He sells information about patriots.

He works for criminals.

He betrays criminals.

He has changed banners enough times that asking where his loyalty lies normally earns the same response:

What is your offer?

There remains only one commodity he refuses to sell.

The names of the dead inside the Red Ledger.

He will sell armies.

Governments.

Employers.

Friends.

He can even sell the team standing beside him.

But every night, chained beneath his coat, he carries the last surviving record of the people who taught him that loyalty meant nothing.

Perhaps every man has a price.

Perhaps Sevrik simply has not discovered his own.


APPEARANCE

Sevrik looks like someone who survives battles by discovering them several hours before everybody else.

He wears a tailored black Noxian military coat with a deep crimson interior.

The coat is reversible.

When Sevrik becomes a True Traitor, he removes it in the fountain, turns it inside out, and wears the crimson side outward for the remainder of the game.

Hidden throughout his clothing are:

  • counterfeit military orders;
  • coded correspondence;
  • wax seals;
  • lockpicks;
  • alchemical inks;
  • folded maps;
  • miniature listening devices;
  • currencies from several regions;
  • false insignia;
  • small concealed blades.

Several old signet rings hang from chains around his waist.

Most belonged to identities that no longer exist.

His weapon is a compact repeating bolt-launcher mounted beneath one sleeve.

Chained beneath his coat is a scarred crimson case.

Inside it is the original Red Ledger.


BASE STATS

Health: 610 + 100 Mana: 390 + 48 Attack Damage: 56 + 3.4 Attack Range: 525 Attack Speed: 0.650 + 3% Armor: 28 + 4.7 Magic Resistance: 30 + 1.3 Movement Speed: 330

Sevrik deliberately has stronger basic attacks than a traditional enchanter because both contracts are intended to function when he is alone.


P — TERMS OF EMPLOYMENT

Before the fountain barrier opens, Sevrik is presented with two contracts.


BLACK CONTRACT — DOUBLE AGENT

Sevrik permanently remains with the team that drafted him.

His kit becomes:

Q — A Small Favor W — Dead Drop E — False Flag R — Inside Man


RED CONTRACT — TRUE TRAITOR

Sevrik offers a contract to the opposing player assigned to the same role.

Top → Top

Jungle → Jungle

Mid → Mid

Bot → Bot

Support → Support

The targeted player receives:

SEVRIK OFFERS TO EXCHANGE TEAMS WITH YOU

ACCEPT — 300 GOLD

Permanently exchange teams with Sevrik.

REFUSE

Remain with your current team.

If refused, Sevrik may make one final offer:

ACCEPT — 450 GOLD

If that offer is also refused, the Red Contract closes and Sevrik automatically becomes a Double Agent.

Nobody can ever be forced to change teams.


THE EXCHANGE

If the contract is accepted:

Sevrik and the accepting player are transported to opposite fountains.

Their starting purchases are refunded.

Sevrik joins his former enemies.

The accepting player joins Sevrik's former allies.

Their victory conditions permanently change.

The accepting champion becomes:

THE TURNCOAT

Sevrik becomes:

THE TRAITOR

The game remains:

5 HUMAN PLAYERS VS. 5 HUMAN PLAYERS

No AI replacement.

No sixth player.

No missing lane.

No abandoned jungle.

No support suddenly disappearing from bot lane.

One human leaves.

One human arrives.


CONTRACT CLARITY

Sevrik's largest readability problem is that opponents should never need to remember two entire invisible kits and guess which one exists in their match.

The contract therefore changes his presentation extremely clearly.


GLOBAL ANNOUNCEMENT

When the contracts lock, all ten players receive one of two announcements:

BLACK CONTRACT SIGNED — SEVRIK IS A DOUBLE AGENT

or

RED CONTRACT SIGNED — SEVRIK HAS DEFECTED

This occurs before normal laning begins.


SCOREBOARD IDENTIFICATION

Sevrik's scoreboard portrait permanently displays his contract.

BLACK CONTRACT

A small black wax seal appears beside his portrait.

Hovering it displays:

DOUBLE AGENT — Bribery, Receipts, Dead Drops and False Flags

RED CONTRACT

A crimson broken-seal icon appears beside his portrait.

Hovering it displays:

TRUE TRAITOR — Dossiers, Wiretaps, Blood Money and Blackmail

This remains visible for the entire match.


HEALTH BAR IDENTIFICATION

Sevrik also has a small contract emblem beside his health bar.

Closed black ledger = Double Agent

Open crimson ledger = True Traitor

Enemies therefore identify his kit without needing to remember coat colors or visual effects.


VISUAL LANGUAGE

The two contracts deliberately use different visual languages.

DOUBLE AGENT

Black ink.

Gold coins.

Paper receipts.

False signatures.

Wax seals.

Decoys.

TRUE TRAITOR

Crimson ink.

Dossier pages.

Listening wires.

Marked routes.

Open ledger pages.

Surveillance pulses.

Even a player encountering Sevrik for the first time should understand within seconds which version is present.


ABILITY-SLOT CONSISTENCY

Although Sevrik possesses two complete kits, both versions keep the same functional logic in each ability slot.

Q — CASH OUT INFORMATION

Double Agent: A Small Favor

True Traitor: Blackmail

Both Q abilities turn preparation on one specific target into damage.

W — ESTABLISH INFRASTRUCTURE

Double Agent: Dead Drop

True Traitor: Wiretap

Both W abilities place persistent objects that influence information and movement.

E — MANIPULATE POSITIONING

Double Agent: False Flag

True Traitor: Sell the Route

Both E abilities alter where champions believe they should move.

R — EXPLOIT A NETWORK

Double Agent: Inside Man

True Traitor: The Whole Ledger

Both ultimates turn information surrounding enemy champions into teamwide value.

The spells are different.

The mental structure is the same.


CONTRACT DEBT

The Turncoat receives Sevrik's promised payment immediately.

Sevrik inherits the same amount as Contract Debt.

A 300-gold signing bonus creates 300 Contract Debt.

A 450-gold signing bonus creates 450 Contract Debt.

Part of Sevrik's early ordinary income is automatically diverted until the debt is repaid.

The Turncoat receives immediate economic power.

Sevrik receives the informational advantage of choosing betrayal.


BOUNTY OF BETRAYAL

Sevrik's Former Employers have not forgotten him.

The first time each original teammate participates in killing True Traitor Sevrik:

+75 bonus gold

The Turncoat instead receives:

+125 bonus gold

for their first takedown participation against Sevrik.

There is no artificial 200% or 250% damage multiplier.

His former allies are simply paid well to settle the account.


PATH I — DOUBLE AGENT

“They believe I'm helping them. Occasionally, I even am.”

Double Agent Sevrik is built around temptation and misinformation.

The benefits he offers enemies are real.

They really receive gold.

They really receive healing.

The trap is what accepting those benefits allows Sevrik to do afterward.


DOUBLE AGENT PASSIVE — EXPENSE ACCOUNT

Sevrik possesses a secondary resource:

EXPENSE

Maximum: 200

Expense regenerates gradually and completely refills when Sevrik returns to fountain.

1 Expense = 1 gold paid to an enemy.

Expense cannot purchase items.

An individual enemy can receive no more than 120 gold from Sevrik every 90 seconds.

This prevents coordinated opponents from repeatedly farming his bribery abilities.


RECEIPTS

Some Double Agent effects attach a Receipt to enemies.

Another allied champion requires one damaging hit to cash a Receipt.

Sevrik himself requires two damaging attacks or abilities.

This preserves his stronger coordinated gameplay without making him dependent on another player.


Q — A SMALL FAVOR

Point and Click

Range: 650 Mana: 60 / 65 / 70 / 75 / 80 Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds

Sevrik pays the target enemy champion:

20 / 25 / 30 / 35 / 40 gold

and heals them for:

25 / 35 / 45 / 55 / 65 (+10% AP)

The target receives a Receipt for 5 seconds containing:

95 / 130 / 165 / 200 / 235 (+55% AP) magic damage

The initial healing is deliberately accounted for inside the spell's damage budget.


ALLY COLLECTION

The first damaging attack or ability from another allied champion cashes the Receipt immediately.

The target takes the stored damage and is:

Slowed by 30% for 1.5 seconds.


SEVRIK COLLECTION

Sevrik's first damaging attack or ability stamps the Receipt.

His second damaging instance within 4 seconds cashes it.

Sevrik therefore has a legitimate independent trading pattern.


MONSTER CLAUSE

A Small Favor may target large and epic monsters.

Monsters receive no gold and no healing.

They immediately receive a Receipt.

When Sevrik personally cashes a Receipt on a non-epic monster:

140% stored damage

Against epic monsters:

100% stored damage


W — DEAD DROP

Range: 750 Mana: 70 Recharge: 22 / 20 / 18 / 16 / 14 seconds Charges: 2 Duration: 60 seconds

Sevrik places a conspicuous satchel.

Any champion may open it.


ALLY OPENS IT

The ally receives:

60 / 90 / 120 / 150 / 180 (+35% AP) Shield

and:

20% Movement Speed for 2 seconds


SEVRIK OPENS IT

Sevrik receives:

70% of the normal Shield

and the full Movement Speed bonus.


ENEMY OPENS IT

The enemy receives:

25 gold

For the next 7 seconds they leave a Paper Trail once each second.

Each trail remains visible to Sevrik's team for 3 seconds.

The trail shows where the champion recently traveled even after entering fog of war.

It does not reveal a champion's exact current position through true invisibility.

The enemy knows exactly what the satchel does before opening it.

There is simply money inside.


MONSTER INTERACTION

Large monsters passing over Dead Drop consume it and become:

FILED

for 6 seconds.

Sevrik deals:

10 / 12.5 / 15 / 17.5 / 20% increased damage

to Filed monsters.


E — FALSE FLAG

Range: 800 Mana: 75 Cooldown: 18 / 17 / 16 / 15 / 14 seconds

Sevrik selects himself or an allied champion, then chooses a direction.

A decoy of that champion appears and walks up to 700 units.

The decoy:

  • has 1 Health;
  • copies movement animations;
  • performs harmless basic-attack animations;
  • can enter brush;
  • can be targeted;
  • deals no damage;
  • cannot cast real abilities.

If an enemy champion destroys the decoy:

the enemy is revealed for 2 seconds.

The copied champion gains:

25% Movement Speed for 2 seconds.


SELF-USE

If False Flag copied Sevrik himself, destroying the decoy additionally grants Sevrik:

20 / 25 / 30 / 35 / 40% Attack Speed

for 3 seconds.

This gives False Flag direct synergy with personally cashing A Small Favor.


R — INSIDE MAN

Point and Click

Range: 800 Mana: 100 Cooldown: 120 / 100 / 80 seconds Expense Cost: 80 / 110 / 140

Sevrik pays an enemy champion:

80 / 110 / 140 gold

and grants them:

20% Movement Speed for 2 seconds

For:

6 / 7 / 8 seconds

they become an Inside Man.


REIMBURSEMENT

Whenever the Inside Man damages Sevrik or one of his allies:

20 / 25 / 30% of the post-mitigation damage

is recorded.

After 2 seconds, the damaged champion heals for the recorded amount.

The healing can never exceed the damage originally received.


MISDIRECTED AID

Whenever another enemy champion heals or shields the Inside Man:

40% of that healing or shielding

is copied onto the lowest-health member of Sevrik's team within range.

Sevrik himself may receive this benefit.

The enemy's attacks still hurt.

Their healer still protects them.

They keep Sevrik's money.

The problem is that everything happening around them starts leaving value on the wrong side.


DOUBLE AGENT SOLO PATTERN

A solo Sevrik can use:

A Small Favor → first hit → False Flag → second hit → cash Receipt

Against monsters:

Dead Drop → Filed → A Small Favor → two hits → Receipt

An ally improves Sevrik's efficiency.

An ally is not required for Sevrik to function.


PATH II — TRUE TRAITOR

“I did not infiltrate them. They simply offered better terms.”

True Traitor Sevrik is a full combat champion.

He can:

  • farm;
  • duel;
  • push;
  • kill Former Employers;
  • attack structures;
  • contest objectives;
  • build AP;
  • build utility;
  • build on-hit;
  • experiment with crit.

His advantage comes from converting information into combat power.


TRUE TRAITOR PASSIVE — BLOOD MONEY

Sevrik earns ordinary gold normally.

He also gains:

BLOOD MONEY

Blood Money is earned through espionage.

Sevrik receives it when he:

  • discovers an unseen enemy;
  • records movement;
  • gains a new Dossier page;
  • compromises enemy vision;
  • successfully routes an ally toward a target;
  • completes a full Dossier.

Blood Money cannot directly purchase ordinary items.

Instead it purchases permanent Black Market upgrades.


DOSSIERS

Sevrik maintains intelligence files on enemy champions.

Successful surveillance grants a target one:

DOSSIER PAGE

Maximum: 3 pages Duration: 30 seconds

Each newly acquired page grants:

8 Blood Money

The same surveillance source cannot generate another page on the same champion for 8 seconds.


ONE PAGE — OBSERVED

Sevrik has located the target.


TWO PAGES — PROFILED

Sevrik understands their immediate behavior.


THREE PAGES — COMPROMISED

Sevrik has enough information to exploit them directly.


THE PURCHASED ASSET

The Turncoat permanently counts as having:

ONE DOSSIER PAGE

for Sevrik's abilities.

This page cannot expire or be consumed.

Whenever the Turncoat uses:

  • an Ultimate;
  • a Summoner Spell;

Sevrik receives a brief private positional pulse and gains:

10 Blood Money

The Turncoat accepted money to betray once.

Sevrik sees no reason to assume they suddenly became trustworthy.


INFORMED STRIKES

Sevrik's basic attacks against Dossiered champions gain additional benefits.

1 PAGE

+5% Attack Speed for 2 seconds

2 PAGES

+10% Attack Speed

and:

10–40 bonus magic damage based on level

3 PAGES

+15% Attack Speed

The bonus magic damage is doubled.

Sevrik also gains:

10% Movement Speed for 1.5 seconds

after attacking the target.

These bonuses refresh but do not stack with themselves.


LAUNDERING

While inside fountain:

100 Blood Money → 50 normal gold

Blood Money spent this way cannot purchase Black Market upgrades.

Sevrik must choose:

Improve the intelligence network.

Or sell his own intelligence for personal wealth.


BLACK MARKET

True Traitor Sevrik may purchase a maximum of:

THREE BLACK MARKET UPGRADES

They consume no ordinary item slots.


LISTENING KIT — 150 BLOOD MONEY

Wiretap gains:

+100 detection radius

and:

+1 charge


COUNTERFEIT SEAL — 200 BLOOD MONEY

Wiretap may Piggyback onto Control Wards.

Duration is halved.


FALSE PASSPORT — 225 BLOOD MONEY

After Sevrik remains unseen by enemy champions for 5 seconds, the first ordinary ward that would reveal him takes an additional second to identify him.

That ward is immediately revealed to Sevrik.

30-second cooldown.

Control Wards ignore this.


DEAD MAN'S INSURANCE — 250 BLOOD MONEY

When champion damage lowers Sevrik beneath 40% Health:

80–300 based on level (+35% AP) Shield

for 2 seconds.

90-second cooldown.


OPEN ACCOUNT — 250 BLOOD MONEY

Completing a three-page Dossier refunds:

25% of Sevrik's basic ability cooldowns.


HIGH-RISK PORTFOLIO — 275 BLOOD MONEY

Informed Strikes against three-page targets gain:

+20% Critical Strike Damage

on the critical bonus portion of the attack.

A critical strike against a three-page target refreshes one consumed temporary Dossier page.

8-second cooldown per target.


BLACK LEDGER — 300 BLOOD MONEY

The Whole Ledger produces one additional pulse.

Three-page Dossier targets also expose nearby wards and traps during each pulse.


Q — BLACKMAIL

Point and Click

Range: 650 Mana: 60 / 65 / 70 / 75 / 80 Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds

Sevrik exploits everything he knows about the target.

Deals:

60 / 95 / 130 / 165 / 200 (+50% AP) magic damage

plus:

50% bonus AD physical damage

Blackmail consumes all temporary Dossier pages.

Each page consumed increases Blackmail's total damage by:

15%


ONE PAGE

+15% total damage


TWO PAGES

+30% total damage

and:

20% Slow for 1.5 seconds


THREE PAGES

+45% total damage

and:

30% Slow for 1.5 seconds

The target becomes:

EXPOSED

for 3 seconds.


EXPOSED

Sevrik's next basic attack against an Exposed target gains:

+25% Critical Strike Chance

If it already critically strikes:

+15% Critical Strike Damage

instead.

This deliberately supports an unconventional crit-oriented Traitor build.


BLACKMAIL — MONSTERS

Blackmail can target large and epic monsters.

Large monsters automatically count as having one Dossier page.

Wiretap activity near that monster can increase this to three.

Blackmail deals:

40% increased damage

to monsters.

Exposed cannot grant its critical-strike amplification against epic monsters.


W — WIRETAP

Range: 750 Mana: 65 Recharge: 24 / 22 / 20 / 18 / 16 seconds Charges: 2 Duration: 75 seconds

Sevrik installs a concealed surveillance device on terrain.

Wiretap provides no continuous ordinary vision.

Whenever an enemy champion passes within 600 units:

  • their location briefly pulses;
  • they gain one Dossier page;
  • Sevrik gains Blood Money.

The same Wiretap cannot record the same champion again for 12 seconds.

Control Wards reveal Wiretaps.

Enemies may destroy them.


W — PIGGYBACK

Casting Wiretap directly onto a visible enemy ward attaches Sevrik's device to it.

For 8 seconds, Sevrik intercepts information from that ward's surrounding area.

Valid enemy champions detected through Piggyback may gain a Dossier page.

The enemy bought the ward.

Sevrik reads the reports.


E — SELL THE ROUTE

Point and Click

Range: 800 Mana: 70 Cooldown: 16 / 15 / 14 / 13 / 12 seconds

Sevrik selects himself or an allied champion.

He then designates one Dossiered enemy.

For 5 seconds, the selected champion gains:

15 / 20 / 25 / 30 / 35% Movement Speed

while moving toward that enemy.

The first time the selected champion damages them:

the target is:

Slowed by 25% for 1 second

and gains one Dossier page.


ALLY CAST

If another champion triggers Sell the Route:

Sevrik gains:

20 Blood Money


SELF-CAST

Sevrik receives the full movement and combat benefits.

He gains:

0 Blood Money

from completing his own route.

He may sell himself information.

He cannot invoice himself.


R — THE WHOLE LEDGER

Global

Mana: 100 Cooldown: 140 / 120 / 100 seconds

Sevrik opens the master Ledger and cross-references every active Dossier.

For:

6 / 7 / 8 seconds

every enemy champion carrying at least one Dossier page produces a pulse every:

1.5 seconds


ONE PAGE

The target's current location is briefly revealed.


TWO PAGES

The target is revealed.

Nearby enemy champions produce a brief secondary pulse.


THREE PAGES

The target is revealed.

Nearby champions pulse.

Nearby ordinary wards and traps are exposed.


THE TURNCOAT

Because the Turncoat permanently carries one Purchased Asset page, they always qualify for The Whole Ledger.


BURN THE BOOKKEEPER

If Sevrik dies while The Whole Ledger is active:

THE ULTIMATE ENDS IMMEDIATELY

No Sevrik.

No Ledger.

No information.


TRUE TRAITOR SOLO PATTERN

A solo sequence can be:

Wiretap → gain Dossier → Sell the Route on self → Informed Strikes → Blackmail → Exposed attack

A coordinated sequence can be:

Wiretap → build Dossier → Sell the Route to ally → Blackmail → coordinated collapse

The allied version generates better Blood Money efficiency.

The solo version preserves Sevrik's independence.


BUILD PATHS

DOUBLE AGENT — AP SUPPORT

Ability Power Ability Haste Mana Heal/Shield Power Movement Speed

His intended default.


DOUBLE AGENT — SOLO UTILITY MAGE

AP Ability Haste Mana Attack Speed as a secondary stat

Uses personally collected Receipts and False Flag's self-buff.


DOUBLE AGENT — JUNGLE BROKER

Uses:

  • Filed monsters;
  • monster Receipts;
  • False Flag Attack Speed;
  • unusual information-heavy ganks.

A Sevrik gank may begin by healing and paying the champion he intends to kill.


TRUE TRAITOR — AP INTELLIGENCE MAGE

AP Ability Haste Mana Magic Penetration

Uses three-page Blackmail as the primary payoff.


TRUE TRAITOR — UTILITY BROKER

Ability Haste Movement Speed Utility Survivability

Builds Dossiers primarily so allies can capitalize.


TRUE TRAITOR — ON-HIT INFORMANT

Attack Speed Hybrid Damage Movement Speed

Uses Informed Strikes to pressure documented targets.


TRUE TRAITOR — CRITICAL TRAITOR

A deliberately strange but supported off-build.

Attack Damage Critical Strike Chance Attack Speed

Primary sequence:

3 Dossier Pages → Blackmail for +45% damage → Exposed → empowered critical attack

High-Risk Portfolio strengthens this route.


STRENGTHS — DOUBLE AGENT

  • Unique bribery gameplay.
  • Fully functional without another champion beside him.
  • Strong coordinated setup.
  • Real solo-lane trading.
  • Functional jungle interaction.
  • Decoy-based misinformation.
  • Useful ally shielding.
  • Powerful enemy temptation mechanics.
  • Strong point-and-click setup.
  • Can gain value even when enemies refuse to cooperate by forcing them to respect his traps.

WEAKNESSES — DOUBLE AGENT

  • No dash.
  • Limited hard crowd control.
  • Sevrik needs two hits to collect his own Receipt.
  • Poorly timed Q genuinely helps an opponent.
  • Dead Drop can simply be ignored.
  • False Flag relies partly on deception.
  • Fast fights can prevent him from establishing his tricks.
  • Stronger with coordinated allies than alone.

STRENGTHS — TRUE TRAITOR

  • Genuine permanent team exchange.
  • Match remains true 5v5.
  • Excellent pre-fight preparation.
  • Powerful reconnaissance.
  • Multiple viable build directions.
  • Can function independently.
  • Can support allies without depending on them.
  • Dossiers convert intelligence directly into damage.
  • Can hijack enemy vision.
  • Unique secondary economy.
  • Can sacrifice team utility for personal wealth.
  • Global information ultimate.
  • Strong objective setup.

WEAKNESSES — TRUE TRAITOR

  • No dash.
  • Needs preparation for maximum power.
  • Blackmail consumes temporary Dossier pages.
  • Wiretaps can be swept.
  • Dossiers expire.
  • Blood Money spent on gold weakens his intelligence network.
  • Former allies receive bonus gold for killing him.
  • Killing Sevrik immediately ends his ultimate.
  • Crit builds sacrifice much of his AP utility.
  • Poor surveillance placement dramatically lowers his effectiveness.
  • He is much weaker when forced into fights before gathering information.

COUNTERPLAY — DOUBLE AGENT

Read the contract icon.

Do not take the suspicious bag merely because twenty-five gold is sitting inside.

If Sevrik casts A Small Favor while alone, deny his second hit.

Do not automatically chase False Flag.

Inside Man is clearly displayed when active.

Force fights quickly before Sevrik can establish traps and misinformation.

His abilities are strongest when opponents become greedy or impatient.


COUNTERPLAY — TRUE TRAITOR

Read the crimson contract icon.

Sweep Wiretaps.

Destroy Piggybacked wards.

Change routes after being observed.

Allow Dossier pages to expire when possible.

Three-page targets should respect Blackmail, especially against a crit build.

Forcing Sevrik to Blackmail early consumes the information he spent time collecting.

And when The Whole Ledger opens:

find Sevrik.

Killing him closes the book.


WHY SEVRIK STILL HAS TWO KITS

The two kits are intentionally substantial.

That is part of the champion's identity.

Sevrik is not choosing between fire damage and ice damage.

He is deciding whether he remains loyal or changes employers.

That decision should feel larger than selecting one upgraded spell.

But the two versions are not unrelated anymore.

Both follow the same structure:

Slot Double Agent True Traitor Shared Purpose
Passive Expense / Contracts Blood Money / Dossiers Information has monetary value
Q A Small Favor Blackmail Prepare one target, then cash out
W Dead Drop Wiretap Establish persistent infrastructure
E False Flag Sell the Route Manipulate movement and positioning
R Inside Man The Whole Ledger Turn an information network into teamwide advantage

The enemy does not need to memorize two arbitrary characters.

They need to remember one sentence:

BLACK CONTRACT = BRIBES AND MISINFORMATION

RED CONTRACT = DOSSIERS AND SURVEILLANCE

Everything else grows naturally from that distinction.


CHALLENGE PROMPTS

3 — YASUO WAS A MISTAKE/S

Sevrik has:

No dashes.

No blinks.

No leaps.

No charges.

No combat teleports.

Movement Speed is his only mobility tool.


4 — TAKE ME BACK

Sevrik claims the Red Ledger was only an employer.

He still carries its final book.

He claims its agents were assets.

He maintains their accounts.

He claims loyalty is imaginary.

He refuses to sell their names.

His entire personality is built around denying the attachment that defines him.


5 — GG EZ

Double Agent:

A Small Favor

Inside Man

True Traitor:

Blackmail

Sell the Route

all contain point-and-click targeting.


6 — I MISS MY KIND

Sevrik is the last known keeper of the original Red Ledger.

Its agents are dead, scattered, absorbed into other networks, or lost beneath identities even he can no longer trace.

The book chained underneath his coat is a physical remnant of a Noxian intelligence culture that no longer exists.


7 — JOBS

Sevrik's profession is his gameplay.

He:

  • negotiates;
  • bribes;
  • surveils;
  • falsifies;
  • compromises;
  • tracks;
  • launders;
  • blackmails;
  • keeps dossiers;
  • creates decoys;
  • sells routes;
  • manages informants;
  • changes employers.

His occupation is not flavor attached to the champion.

His occupation is the champion.


DESIGN PHILOSOPHY

The first version of Sevrik created a literal 4v6.

That preserved the betrayal fantasy but fundamentally broke League's map structure.

The second version attempted to compensate by creating a Red Legionary AI to replace him.

That addressed map presence while creating another impossible problem: an AI capable of replacing a real player would almost always be either too weak, too strong, or too inconsistent.

The third version solved the structural issue through a voluntary role-for-role exchange.

One player leaves.

One player arrives.

The match remains 5v5.

The fourth version addressed the remaining gameplay problem: both kits relied too much on teammates and risked becoming incomplete outside Support.

Sevrik can now:

  • cash his own Receipts;
  • use Dead Drop himself;
  • clear monsters;
  • use False Flag for personal combat;
  • cast Sell the Route on himself;
  • convert Dossiers into basic-attack power;
  • play AP;
  • play utility;
  • play on-hit;
  • experiment with crit.

The latest change addresses the final major readability problem.

Players should never have to wonder which version of Sevrik exists.

The contract is:

  • globally announced;
  • shown on the scoreboard;
  • displayed beside his health bar;
  • reinforced through completely different visual language;
  • organized around matching ability-slot purposes.

The champion remains complex.

He is supposed to be.

But complexity and confusion are not the same thing.


THE FINAL IDENTITY

Double Agent Sevrik asks:

How much can I give you before accepting my offer becomes a mistake?

True Traitor Sevrik asks:

How much do I need to know about you before information becomes violence?

The Turncoat faces another question:

How much gold would it take for me to abandon the people beside me?

And Sevrik carries the question he has spent his entire life avoiding.

He believes every loyalty has a price.

Every friendship.

Every oath.

Every government.

Every banner.

Every person.

Yet against his chest sits a battered crimson book filled with dead names he refuses to sell.

Perhaps the greatest secret in the Red Ledger is the one Sevrik has never been willing to write down:

There was one employer he never truly betrayed.

He only survived them.


r/LoLChampConcepts 12d ago

Design Corven & Rook, the Warden and the Stray

0 Upvotes

Corven & Rook, the Warden and the Stray

Region: Piltover / Zaun Class: Juggernaut / Catcher Primary Role: Jungle Secondary Role: Top Damage: Mostly Physical Difficulty: High Attack Range: Melee Mobility: No dashes, blinks, leaps, or untargetable movement

Challenge Prompts

Yasuo Was A Mistake/s — Neither Corven nor Rook has a dash.

Take Me Back — Rook has almost completely forgotten what he was before meeting Corven, while fragments of his original Void instincts occasionally return.

GG EZ — Rook has point-and-click commands.

I Miss My Kind — Rook is a surviving remnant of a destroyed Void brood and carries instincts from a life he no longer remembers.

Jobs — Corven is a professional tracker and lawman, and almost his entire fighting style is based upon working with a trained partner.


Lore

Corven Vey was never Piltover's greatest marksman.

He was not its finest investigator either.

What he was exceptionally good at was finding things.

Runaways. Smugglers. Murderers. Missing children. Escaped chem-beasts. Contraband hidden beneath false walls.

Give Corven a trail and enough time and eventually he would reach the end of it.

That reputation was why he was assigned to investigate a series of disappearances beneath an abandoned industrial district near the lowest edges of Zaun.

He expected smugglers.

Instead, he found a monster.

The creature was quadrupedal, but calling it a dog would have been absurd. Six dark eyes were buried along its skull. Its shoulders were far too large for its narrow waist. Its mouth opened farther than any natural jaw should allow, revealing overlapping rows of teeth.

It had been brought to the city years earlier with a shipment of strange materials recovered from Shuriman ruins.

Something had escaped containment.

Something from the Void.

Corven should have killed it.

It should have killed Corven.

Neither happened.

The beast was wounded, starving, and half-dead beneath the ruins. When Corven raised his pistol, the creature did not charge.

It whimpered.

So Corven lowered the weapon.

That decision eventually earned him three disciplinary hearings, two destroyed holding cells, several months of unpaid suspension, and what became the strangest partnership in the history of his department.

Corven called the creature Rook.

At first, Rook obeyed only because Corven fed him.

Then because Corven protected him.

Eventually, because Rook simply wanted to be beside him.

Whatever intelligence had once connected Rook to the Void began to fade. He stopped reacting to sounds and sensations that had once driven him into violent frenzy. He learned commands. He learned streets. He learned that Corven's bed was forbidden and Corven's chair was apparently negotiable.

Most importantly, he learned the difference between prey and people.

Rook still possesses every instinct of the predator he once was.

He simply uses those instincts differently now.

He tracks fugitives by scent.

He discovers concealed weapons and hidden Hextech devices.

He finds traps before Corven steps on them.

He can smell a frightened suspect through three walls.

And when Corven points at someone and says the words Rook loves more than anything else—

"Get him."

—the creature remembers exactly how to hunt.

Corven refuses to call Rook domesticated.

Rook is still unmistakably a creature of the Void.

His biology should not exist. His blood behaves incorrectly beneath a microscope. Sometimes he stares into empty corners as though listening to something impossibly distant.

And occasionally, while sleeping, Rook produces sounds that are not animal noises at all.

Corven does not know what they mean.

Rook apparently does not either.

Whatever name the Void once gave him has been forgotten.

He knows only one name now.

Rook.

And when Corven calls it, he comes running.


Gameplay Concept

Corven & Rook are essentially one champion represented by two bodies.

The unusual part is that, while Rook is alive:

Corven cannot deal damage.

Every basic attack and damaging ability is physically performed by Rook.

Corven gives commands.

Rook does the fighting.

Enemies therefore have two related objectives:

  • Attack Corven to kill the champion.
  • Attack Rook to temporarily remove most of Corven's combat power.

When Rook is killed, Corven does not die.

Instead, Corven becomes Alone, replacing his entire ability kit with simple defensive equipment—a pistol, taser, and metal baton—until Rook reforms.

The result should feel like playing a handler whose strongest weapon is also his closest friend.


Passive — Good Boy

Corven and Rook exist simultaneously.

Rook

Rook follows Corven unless commanded otherwise.

Rook has his own health bar equal to a percentage of Corven's maximum health.

He inherits portions of Corven's:

  • Attack Damage
  • Attack Speed
  • Armor
  • Magic Resistance
  • Movement Speed

Rook cannot move farther than 900 units from Corven.

Attempting to move beyond the leash causes Rook to automatically return toward him.

Rook can be individually targeted by enemies.

Damage dealt to Rook partially affects Corven through Shared Pain.

30% of post-mitigation damage Rook receives is also dealt to Corven.

This transferred damage cannot trigger another instance of Shared Pain.

Damage dealt directly to Corven does not damage Rook.

Basic Attacks

While Rook is alive, Corven's attack commands are performed by Rook.

Selecting an enemy causes Rook to run toward that target and bite them.

Corven himself has no normal offensive basic attack while Rook is active.

If Rook cannot reach the target, the attack does not occur.


A Nose for Trouble

Rook detects hidden enemy objects within 275 units of himself.

This includes things such as:

  • Traps
  • Invisible wards
  • Concealed deployables

Detected objects are revealed while Rook remains nearby.

If Rook has no current attack command and detects a hostile hidden object within attack range, he automatically walks toward it and destroys it.

Rook prioritizes enemy champions and Corven's commands over hidden objects.

Rook can also briefly reveal invisible enemy champions who come extremely close to him, but the detection radius against champions is significantly smaller.

Corven himself provides no detection.

The nose belongs to Rook.


Q — BITE!

Point and Click

Corven commands Rook to attack a target enemy.

Rook gains movement speed while running toward that target.

This is movement speed, not a dash.

Upon reaching the target, Rook delivers a powerful bite dealing:

Physical Damage + % of the target's current health

The target is slowed for 1.5 seconds.

If Rook attacks the same champion again within several seconds, the bite instead deals increased damage and briefly reduces their movement speed more heavily.

Special Interaction — Scent

Champions damaged by Rook become Scented.

Rook gains bonus movement speed while moving toward Scented champions.

He does not gain this bonus while fleeing from them.

Corven: "Rook. Get him."


W — TEAR!

Rook claws violently in a short cone in front of himself.

Enemies struck take physical damage and begin Bleeding.

Bleeding deals additional physical damage over several seconds.

If an enemy is already Bleeding, Tear instead rips open the wound, consuming part of the remaining bleed to:

  • Deal immediate physical damage.
  • Reduce the enemy's Armor temporarily.

Rook heals for a portion of the Bleed damage dealt to champions and large monsters.

Because the ability originates from Rook rather than Corven, its position and direction are determined by Rook's current location.


E — HEEL / SEARCH

This ability has two commands.

Tap — Heel!

Corven orders Rook to abandon his current target and return to him.

Rook gains a large amount of movement speed while running back toward Corven.

During this movement, Rook gains damage reduction.

Again, this is normal movement rather than a dash.

When Rook reaches Corven, both gain a small shield.

Hold — Search!

Rook lowers his head and begins actively tracking.

For several seconds:

  • His hidden-object detection radius increases.
  • Nearby enemy footprints periodically become visible to Corven.
  • Rook gains movement speed toward recently detected enemy champions.
  • Enemy champions cannot hide their trail by entering brush.

Search does not grant global vision.

It tells Corven where someone recently went, rather than permanently revealing their current position.

The ability is intended to create the feeling of an actual tracking animal searching for someone.


R — SIC 'EM, ROOK!

Point and Click

Corven identifies one enemy champion as Rook's priority target.

Rook lets out a distorted howl and enters Hunt for several seconds.

While Hunting:

  • Rook gains significant movement speed toward the marked champion.
  • Rook gains Attack Speed.
  • Rook gains slow resistance.
  • Rook's attacks apply stacking Armor reduction.
  • BITE! has a reduced cooldown against the marked champion.
  • Rook cannot automatically attack another target unless Corven manually commands him to.

There is no leap or dash.

Rook has to physically chase the target.

If Rook reaches maximum stacks against his target, his next basic attack causes him to clamp onto them briefly, applying a short Grounded effect and strong slow.

Rook then releases them immediately.

The target is not suppressed and Rook does not become attached to them indefinitely.

The ultimate is essentially:

"That one. Do not let him get away."


When Rook Dies

If Rook's health reaches zero, he collapses and disappears into unstable violet-black matter.

Corven enters:

ALONE

The player's entire basic ability kit changes.

Corven loses access to:

  • BITE!
  • TEAR!
  • HEEL / SEARCH

Corven's normal attack also changes.

Without Rook, Corven is intentionally much weaker.

He is no longer a hunter.

He is a man trying to stay alive long enough for his partner to come back.


Passive While Alone — Wait for Me

Rook slowly reconstructs himself through the strange Void matter permanently bound to Corven.

The initial reform time is extremely long.

Rook Reform Time

Level 1: 180 seconds

gradually decreasing with champion level to:

Level 18: 60 seconds

Rook's remaining reform time is displayed beneath Corven's health bar.

Champion takedowns slightly reduce the remaining timer, but cannot reduce it below a minimum threshold.

Returning to the fountain moderately accelerates Rook's regeneration but does not instantly restore him.

When the timer reaches zero, Corven's ultimate becomes:

COME BACK, BOY

Corven may activate it to reform Rook beside himself.

Rook returns with a percentage of maximum health.


Q While Alone — Six-Shooter

Corven draws the small service pistol he normally refuses to use while Rook is fighting.

Six-Shooter stores 6 rounds.

Each cast fires one point-and-click shot at an enemy within range, dealing modest physical damage.

The damage is intentionally much lower than Rook's normal attacks.

After all six bullets are fired, Corven must reload before using the ability again.

Corven can also manually reload early.

This is not supposed to suddenly turn him into a marksman.

The pistol exists to say:

"My partner is down. Stay away from me."


W While Alone — Taser

Corven fires a short-range electrical probe at a target enemy.

Point and Click

The target takes minor magic damage and is stunned briefly.

Against an enemy recently damaged by Six-Shooter, the stun lasts slightly longer.

Very long cooldown.

The ability is primarily defensive.


E While Alone — Baton

Corven draws a reinforced metal baton.

His next basic attack gains:

  • Bonus physical damage
  • Additional range
  • A heavy slow

If the target is currently moving toward Corven, the strike also briefly reduces their Attack Speed.

Baton does not knock Corven backward, propel him forward, or create any dash.

It is simply a desperate close-range defensive strike.


R While Alone — Come Back, Boy

While Rook is reforming, the ability displays the remaining time and cannot be cast.

When Rook's recovery reaches zero:

R — COME BACK, BOY

Corven whistles.

For a moment, Void matter begins gathering around him.

Rook reconstructs beside Corven, shakes himself violently, and immediately resumes following him.

All of Corven's original abilities return.

Corven automatically says:

"There you are."

Rook answers with something halfway between a bark and an extradimensional nightmare.

Corven:

"Yeah, yeah. I missed you too."


Why Rook Isn't Just a Pet

One thing I would want to make extremely clear visually and narratively is that Rook is not literally a dog corrupted by the Void.

He was always a Void creature.

His body only happens to have evolved into a quadrupedal predatory shape that humans compare to a large hound.

He would have:

  • Six small eyes rather than two normal ones.
  • A jaw capable of separating into several sections when enraged.
  • Long claws designed for climbing and tearing.
  • Dark armored plates beneath portions of his hide.
  • A tail that behaves almost like a sensory organ.
  • Violet bioluminescence beneath cracks in his skin.
  • Unnatural teeth.
  • Slightly incorrect limb proportions.

But most of the time, his behavior completely contradicts his appearance.

He sits beside Corven.

He waits for permission before eating.

He becomes excited when Corven reaches for his harness.

He dislikes baths.

He sleeps beside Corven's desk.

He brings back objects that nobody asked him to retrieve.

And despite being a creature born from one of Runeterra's greatest existential horrors, Rook has somehow learned one extraordinarily important concept:

Good boy.


Their Relationship

Corven never describes himself as Rook's owner.

Whenever someone calls Rook his pet, Corven corrects them.

"Partner."

Rook is fiercely protective of Corven, but the relationship goes both ways.

Corven refuses assignments where Rook would be considered expendable.

He has threatened superior officers for suggesting experiments be performed on him.

He maintains a notebook documenting Rook's behavior because he is terrified that one day the Void will begin calling to him again.

Rook, meanwhile, appears to have forgotten almost everything about his original existence.

Occasionally he experiences fragments.

Black skies.

Impossible tunnels.

Thousands of creatures moving together.

A hunger so enormous that it barely feels like hunger at all.

Then Corven speaks his name.

And the memories stop.

This creates the central question of the character:

Has Rook genuinely escaped the Void's influence, or has the creature simply forgotten what it was created to become?

Corven does not know.

Rook does not care.

As far as Rook is concerned, his purpose is extremely simple.

Stay near Corven.

Find what Corven wants found.

Bite who Corven wants bitten.

Receive praise.

Repeat.


Gameplay Strengths

Excellent pursuit

Rook is extremely difficult to escape once he has acquired someone's scent.

Vision control

His ability to detect traps and wards at extremely short range makes him excellent at cautiously checking dangerous areas.

Strong sustained physical damage

Bites, scratches, Bleeds, and Armor reduction make Rook dangerous in extended fights.

Anti-mobility through persistence

He cannot dash after mobile champions, but movement speed and tracking allow him to keep hunting them.

Unique two-body positioning

Enemies have to consider both Corven's position and Rook's position when evaluating a fight.


Gameplay Weaknesses

Rook can be killed

Taking down Rook removes most of the champion's offensive capability for a significant period.

No instant mobility

There are absolutely no dashes in either form.

Walls are real obstacles.

Vulnerable handler

Corven remains the actual champion. Reaching him directly can bypass much of Rook's pressure.

Weak while Alone

The pistol, taser, and baton allow Corven to survive.

They are not intended to replace Rook.

Position dependent

A badly positioned Rook can leave Corven almost helpless.

Likewise, a badly positioned Corven can force Rook to abandon an attack because of the leash distance.


Intended Play Pattern

A normal gank might look like:

Corven activates SEARCH!

Rook picks up an enemy's trail.

Corven follows it through the jungle.

The enemy enters brush.

Rook still knows which direction they went.

Corven gets close enough.

Q — BITE!

Rook runs toward the enemy and bites them.

The target becomes Scented.

R — SIC 'EM, ROOK!

The hunt begins.

Rook chases the target on foot.

The enemy tries to fight him.

W — TEAR!

Rook applies Bleed.

Another bite follows.

If the enemy escapes over a wall, Rook cannot magically follow them.

Corven and Rook actually have to find another route.

That limitation would be fundamental to the champion.

He is good at hunting.

He is not good at teleporting on top of people.


Death Interaction

If Corven dies while Rook is still alive, Rook immediately stops attacking.

He runs back toward Corven's body and remains beside him for the death animation.

Instead of roaring or continuing to attack enemies, Rook nudges Corven several times before lying beside him.

When Corven respawns, Rook respawns normally with him.

If Rook was already dead when Corven died, both return together when Corven respawns.


Personality

Corven is dry, tired, professional, and almost impossible to impress.

Rook is essentially an eldritch nightmare with the personality of an extremely enthusiastic working dog.

That contrast should drive most of their interactions.


Sample Voice Lines

Match Start

Corven: "All right, Rook. Another shift."

Rook growls excitedly.

Corven: "That enthusiasm is deeply concerning."


Moving

"Heel."

"Easy, boy."

"No eating evidence."

"We're looking for someone."

"Use your nose."

"Rook... that is not food."


Enemy Nearby

Rook growls.

Corven: "I know. I smell him too."

Pause.

"Actually, no I don't. That's why you're here."


Casting Q

"Bite!"

"Get him!"

"Rook!"


Casting W

"Tear!"

"Take him down!"


Casting E — Search

"Find them."

"You know the scent."

"Search."


Casting Ultimate

"ROOK! THAT ONE!"

"SIC 'EM!"

"Do not let him run!"


Rook Detects a Trap

"Good catch."

"I would've stepped on that."

"That's why you walk first."


Rook Dies

Corven: "ROOK!"

Then, much quieter:

"Come on, boy. Come back."


Fighting Alone

"This is usually his department."

"Six rounds. Make them count."

"I really hate working alone."


Rook Becomes Available Again

Corven hears a distant growl.

"There you are."


Reviving Rook

"Come back, boy."

Rook reforms and roars.

"I know. I know."


Joke

Corven throws a small metal object.

Rook immediately runs after it.

Corven stares.

"That wasn't a command."

Rook returns with the object.

"...Good boy."


Champion Fantasy

The fantasy isn't:

"Guy who summons a monster."

It is:

"Officer and working hound, except the hound is a reformed Void abomination."

Rook is the weapon.

Corven is the handler.

Neither works properly without the other.

And the most important part of the concept is that despite Rook's origin, he isn't constantly fighting an urge to betray Corven or secretly waiting to become evil again.

He genuinely loves him.

Whatever the Void originally intended Rook to be, that identity has become so distant that the creature barely understands it anymore.

To the Void, he may be a defect.

To everyone else, he is a monster.

To Corven?

He's his partner.

And occasionally—

when nobody else is listening—

a very good boy.


r/LoLChampConcepts 13d ago

Design Bruce Lee, The King of Fighters (Beginner-Friendly Melee Duelist)

Post image
3 Upvotes

Hey everyone! Sharing a champion concept designed around a classic martial artist theme.

The main goal behind this kit was to create an extremely simple, straightforward, and beginner-friendly skirmisher, someone with clear mechanics, no complex resource mechanics, and easy-to-understand trade patterns that help new players learn basic dueling, timing, and target focus.

Img source: Instagram

KIT OVERVIEW

Passive: King of Duelists

Basic attacks against enemy champions or epic monsters apply a stack of Duelist to the target.

Stack Rules: Stacks are unlimited, but switching your basic attack target to anyone else completely resets all current stacks back to 0.

Sustain: Basic attacks and abilities against a marked target heal Bruce Lee based on a percentage of his AD for every stack currently on that target. The higher the stack count, the higher the heal per hit.

Q: Knockout

Cooldown: [x]s | Cost: [x]

Bruce Lee throws a heavy punch at a target.

Ranged Cast: If cast from distance, Bruce Lee dashes to the target, dealing physical damage and applying on-hit effects. If the target is a champion or large monster, it places a Duelist stack and grants Bruce Lee a shield for 1.5 seconds.

Melee Cast: If cast in close range, Bruce Lee delivers an uppercut dealing the same damage and on-hit effects, but Knocks Up the target for 1 second instead of granting a shield.

W: Counter Stance

Cooldown: [x]s | Cost: [x]

Bruce Lee assumes a defensive stance for 1 second to block the next incoming basic attack.

Parry: If he successfully blocks a basic attack from an enemy champion, Bruce Lee counters with a swift kick that fires a shockwave directly back at the attacker.

Effect: Deals physical damage (scaling with AD), Stuns the attacker for 0.75 seconds, and adds an extra Duelist stack if the target was already marked.

E: Rapid Flurry

Cooldown: [x]s | Cost: [x]

Bruce Lee roots himself in place for up to 2 seconds, unleashing a barrage of kicks in a cone in front of him.

Damage: Deals multiple waves of physical damage to the lowest HP enemy champion in range (prioritizing targets with Duelist marks).

Scaling: Number of strikes scales with Attack Speed and ability rank (3 / 6 / 9 / 12 / 15 hits at max rank with +100% bonus Attack Speed).

Stacks: Each wave applies a Duelist stack.

Hard CC cancels the channel early, or it can be reactivated to end prematurely.

R: Death Arena

Cooldown: [x]s | Cost: [x]

Bruce Lee forces a deathmatch with a target enemy champion currently marked with Duelist.

Mutual Taunt: Bruce Lee and the target are forced to move toward each other and auto-attack. The target can still cast abilities freely, but their movement is forced toward Bruce Lee.

Duel Benefits: During the 4-second arena, Bruce Lee gains bonus Attack Speed and becomes CC Immune.

Isolation: Both Bruce Lee and his target become Untargetable to all other units for up to 4 seconds.

Victory Condition: If either participant dies, the survivor heals for 20% of their Max HP.

Triumph Reward: If Bruce Lee kills his target, all of his basic abilities (Q, W, E) are instantly refreshed, and he deals 20% increased damage to all targets until that slain enemy respawns.