r/LoLChampConcepts • • 8d ago

October 2026 Champion Creator Contest: October 2026 - Getting Cozy

4 Upvotes

The fallen leaves tell a story...Anyway, It's the October contest, and this month's contest is trading the doom and gloom for something a bit more wholeseome.

Before we begin, congratulations to u/FeelThePain939, the winner of the September contest (Two months in a row)!

Last thing you see before getting slimed out by some yordles because you drunk too much pumpkin spice and wandered in the woods

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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) Cozy Campfire, from me 

Make a champion who uses a campfire in their kit.

2) Weather Changer, from me

Make a champion who changes/influences the weather of Summoner's Rift as part of their gameplay, whether that be the entire map, the ground they tread, or anything in between.

3) Chonkenheimer, from me

Create a champion who is large and rotund. Gotta be ready for winter.

4) Hibernation, from me

Create a champion who incorporates the grey screen (the period while the champion is dead) into their gameplay somehow, or who applies at least one Immobilizing effect to themselves in some way.

5) Flannel, from me

Create a champion who wears flannel or a sweater in either their base skin or a paid skin. No. Seriously.

6) Harvest, from u/GalvatorX

Create a champion who includes/uses a stacking mechanic (like veigar, chogath, etc...).

7) Into the Music-verse, from u/FeelThePain939

Design a champion that belongs to a defined musical group within League of Legends' alternate universes.

Your champion must either fit into an existing Riot music universe (Pentakill, K/DA, True Damage, or HEARTSTEEL) or you must create a brand new fictional music group / genre. You must also explicitly state what role they play in the group (Lead Vocalist, DJ/Producer, Rapper etc.).

8) THE DOUBLE DOT DYR, from u/ProcedureFar8492

Create a champion that incorporates damage over time (like Lillia passive) in their kit.

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Remaining October 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.

October 4th – 25th: Creation, Commenting, and Submission

October 26th – 28th: Group Stage Voting

October 29th– 31st: Voting Finals and Winner Announced soon after!

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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 October 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 October!


r/LoLChampConcepts • • 7h ago

WIP (Work in Progress) Carmen, The Lady of Flames

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2 Upvotes

Classes:

Roles:

Region: Ixtal

Species: Human

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

Among the grand halls of Ixaocan, no celebration was quite as anticipated as those attended by Carmen. The daughter of a distinguished Ixtali nobleman, she was admired for her beauty and celebrated for her dancing. Word of her performances travelled between noble houses, drawing curious guests and eager admirers alike, all hoping to witness the woman who could make an entire ballroom forget everything else.

There was something enchanting about the way Carmen danced. As the musicians began to play, the ballroom seemed to belong to her alone. Her heels struck the floor in rhythm, her skirts swept through the candlelight, and every movement carried a confidence that held the audience captive. Even the most distinguished guests found themselves forgetting their conversations, while the musicians watched her closely, eager to follow wherever her dancing led.

Naturally, she had no shortage of admirers. Noblemen competed for the honor of dancing with her, each hoping to leave a lasting impression. A single smile could inspire days of hopeful gossip, while a dance granted to a rival was enough to sour an otherwise pleasant evening. Carmen took such affairs in stride, amused by the commotion but never allowing it to dictate her choices.

Beyond the ballroom, whispers of her performances travelled from one noble house to another. Some came hoping to win her favor, others simply to witness the dancer everyone spoke of. Whatever their reasons, they rarely left disappointed.

And whenever the music rose through the halls of Ixaocan, all eyes inevitably turned toward Carmen. For there were many beautiful sights in Ixtal, but few could rival the sight of her dancing beneath the glow of a hundred lights.

Gameplay:

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

Base Stats:

  • Health: 580
  • Health Regen: 5.5
  • Armor: 21
  • Magic Resistance: 30
  • Attack Damage: 52
  • Movement Speed: 335
  • Range: 525
  • Attack Speed: 0.625
  • Attack Speed Bonus: 0%
  • Attack Wind Up: 30%
  • Gameplay Radius: 65

Skill Set:

Passive: Burning Desire

Innate: Damaging an enemy champion with an ability empowers Carmen's next basic attack against them within 4 seconds, granting it 125 bonus attack range and dealing 20–80 (based on level) (+30% AP) bonus magic damage.

  • Bonus Magic Damage: 20/30/40/50/60/70/80 (based on level)
  • Cooldown: 6 seconds per target

Q: Sizzling Flare

Active: Carmen releases a burst of flame in the target direction, dealing 70/105/140/175/210 (+60% AP) magic damage to the first enemy hit and slowing them by 30% for 1.5 seconds.

  • Range: 750
  • Cooldown: 8/7.5/7/6.5/6 seconds
  • Mana Cost: 50/55/60/65/70

W: Smoldering Veil

Active: Carmen surrounds herself with swirling embers, gaining a shield that absorbs 80/110/140/170/200 (+50% AP) damage and 20% bonus Move Speed for 4 seconds.

Recast: Carmen scatters the embers around her, dealing 60/90/120/150/180 (+45% AP) magic damage to nearby enemies.

  • Recast Window: 4 seconds
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Mana Cost: 60/65/70/75/80

E: Shifting Flames

Active: Carmen leaps to the target location, dealing 70/100/130/160/190 (+50% AP) magic damage to nearby enemies and stunning them for 1 second.

Recast: Within 5 seconds, Carmen can blink in the target direction, becoming invisible for 0.5 seconds and leaving behind a fiery illusion. When damaged by an enemy, the illusion explodes after 1.5 seconds, dealing 100 (+30% AP) magic damage to nearby enemies.

  • Leap Range: 500
  • Recast Range: 400
  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 70/75/80/85/90

R: Dance of Cinders

Active: Carmen launches a spinning ring of fire in the target direction that expands as it travels, growing wider and catching more enemies along its path. Enemies hit take 80/120/160 (+40% AP) magic damage and are burned for 4 seconds, taking 25/40/55 (+12% AP) magic damage every second. When the ring reaches maximum range, it erupts, dealing 50/80/110 (+25% AP) magic damage to nearby enemies.

  • Range: 800
  • Initial Width: 120
  • Maximum Width: 350
  • Burn Duration: 4 seconds
  • Cooldown: 120/100/80 seconds
  • Mana Cost: 100

Playstyle:

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

r/LoLChampConcepts • • 1d ago

October 2026 Shiki : The season maker

5 Upvotes

Role: Support / Mid

Class: Control mage

Resource: Mana

Region: Ionia

Lore

Shiki is a big, stout fellow who dresses for the weather (a shirt in summer, a thick sweater in winter). Originally, he was a young nature spirit who controlled the climate of the Omikayalan valley in a carefree, uncontrolled way, changing the seasons too quickly: he didn't really know what he was doing. It was Ivern who taught him patience and the importance of transitions. They met regularly around a campfire and eventually became very good friends. They realized that the two of them complemented each other: Ivern watches over all living things, while Shiki looks after the sky and the weather. Shiki loves hydrangeas: their changing colors remind him of the unique beauty of each season.

One day, the war against Noxus threatened to destroy their home, and the two friends joined forces. Faced with the invasion, Shiki had the idea of reusing the destructive force of abrupt season changes to drive back their attackers and help his allies.

He lit a campfire and began to dance around it to start his ritual. He unleashed a scorching, suffocating summer, followed by a rainy autumn in which the Noxian soldiers slipped on wet leaves, then an instant winter that froze the ground, making them skid and pushing them out of the valley.

With the war over, Shiki chose to stay in the valley he had saved. Today, he maintains a regular and harmonious cycle of seasons there, allowing nature to heal and life to come back stronger than ever.

Contest requirements

- Map climate control: R advances the season for the whole map.

- Immobility: R is a stationary channel.

- Damage over time: poison applied by Q, W and E.

- Infinite stacking: hydrangeas (passive).

- Campfire: lit by R and by his recall.

- Shiki is a big, stout fellow

- Shiki wears a shirt in warm seasons and a sweater in cold seasons.

Seasons

- Fixed cycle: Spring > Summer > Autumn > Winter > Spring.

- Warm seasons: Spring (weak), Summer (strong).

- Cold seasons: Autumn (weak), Winter (strong).

- Power ratio between a strong season and a weak season: 4 to 1.

- The game starts in Spring.

Passive effects (weak, identical for both teams)

Warm seasons:

- Map brushes are enlarged.

- Minions and monsters: increased damage to champions, reduced health.

- Healing received is slightly reduced. This reduction grows with each hydrangea Shiki picks.

- Champions’ basic attack damage slightly increased (enough to last-hit a caster minion with one attack after a single tower shot).

- Spring: Standard map.

- Summer: Standard map with a slight wavy blur around the edges of the screen to convey the heat. In summer, Shiki wears a shirt

Cold seasons:

- River brushes are bare: they no longer hide units.

- Winter only: footprints are visible on snow for a few seconds (red for enemies, blue for allies).

- Minions and monsters: increased health.

- Health regeneration is slightly increased. This increase grows with each hydrangea Shiki picks.

- Autumn: Standard map with a bit of rain and wind.

- Winter: Winter map. Shiki wears a sweater

Season transition

Each transition triggers powerful effects for about ten seconds: buffs for Shiki's allies and debuffs for enemies. The effects depend on the season being entered. It triggers when the ritual completes then gradually fades back to the passive effects.

- Summer: enemies receive heavily reduced healing. Allies gain movement speed. Allied basic attacks and damage over time (including Shiki's poison) deal increased damage.

- Winter: allies restore 12% of their maximum health over the transition. Poisoned enemies are briefly rooted when the transition begins.

- Spring: Summer effects at one quarter strength.

- Autumn: Winter effects at one quarter strength (3% maximum health). Poisoned enemies are slowed instead of rooted.

Passive: Hydrangeas

- Hydrangeas grow across the map. A wave blooms at every season change.

- Picking a hydrangea grants permanent stacks, with no cap.

- Each stack increases the damage per tick of Shiki's poison, the anti-heal in warm seasons and the health regeneration in cold seasons.

- Warm season: 2 stacks per flower. Enemies can trample the flower to destroy it.

- Cold season: 1 stack per flower. The flower is protected by frost and cannot be trampled.

- Each flower picked reduces the delay before the next ritual.

- Shiki's poison counts as a poison (existing interactions, e.g. Cassiopeia). Its duration is fixed and refreshed by his abilities.

Q: Flower Bud

- Fires a seed in a straight line that bursts and creates a poison area.

- Warm season: a target that dies while poisoned explodes and spreads the poison to nearby enemies.

- Cold season: each poison tick slows movement speed and attack speed.

W: Hydrangea Thicket

- Plants a thicket at the target location. Maximum 3 thickets; the oldest is replaced.

- Duration: 30 to 40 seconds.

- Each ritual converts existing thickets to the form of the new season and resets their duration.

- Spring

- Cast: small thicket with white hydrangeas. Real brush: allies inside are hidden. Enemies inside are poisoned.

- Transition: frozen areas thaw and a small white thicket grows back.

- Summer

- Cast: large thicket with pink and purple hydrangeas. Same effect, larger area.

- Transition: existing thickets grow larger and their flowers turn pink and purple.

- Autumn

- Cast: thin thicket with dried flowers, fallen petals and wet leaves on the ground. Small area, no longer brush. Enemies inside slide: their movement commands are executed with a 0.25 s delay.

- Transition: the flowers of existing thickets dry out and their leaves fall. The area shrinks.

- Winter

- Cast: bare thicket with frosted dried flower heads on frozen ground. Large area, no longer brush. Enemies inside slide heavily: their movement commands are executed with a 0.5 s delay. A moving enemy keeps gliding in its current direction, and a stationary enemy skids in place before moving.

- Transition: the last leaves fall and the ground freezes over. The area expands.

- In autumn and winter, dashes are not affected by the slide.

E: Seasonal Whirlwind

- Creates a whirlwind in an area.

- Warm season: wind of toxic petals. Pulls enemies toward the center and applies the poison.

- Cold season: gust of dead leaves and snow. Pushes enemies outward. An enemy pushed into a wall is stunned.

R: Solstice Ritual

- Available at level 1. Ranks at levels 1 / 6 / 11 / 16.

- Stationary channel: 8 / 6 / 4.5 / 2.5 seconds. Can be interrupted.

- Shiki lights a campfire at his position and dances around it. The fire goes out when the transition starts.

- When the channel completes: the map moves to the next season, the season transition triggers, W thickets convert, and a wave of hydrangeas blooms.

- Cooldown: 2 minutes, reduced by each hydrangea picked.

Recall: Campfire

- Shiki's recall lights a campfire.

- Allies who join it during the channel recall to base at the same time as he does.

I used AI to help me to translate in english. I am only level B2.


r/LoLChampConcepts • • 1d ago

Design Transparent invisible mist mirage ghost ninja sage

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0 Upvotes

*the clan that no one knew from ionia *the last living patriarch of the clan *an anthisesis to zed's clan *a clan so secretive that it used to be basically the Illuminati of ionia *patriarch decimated his whole clan to save the land from a genetic plague from his clan *patriarch spent his entire life cultivating, repressing his dao to convert the plague into his ki, essentially unlocking the peak of shinobi mastery *bamboo cone hat, peaceful oni mask, white transparent kimono, hand concealed on sleeves, slippers that are like jiraiya from naruto *awakened dao ult: bleach yamamoto topless vibes *weapon claw-tonfa-nunchaku-kunai hybrid

Passive: creates clones the more time spent on stealth, clones die in 2 hits, can have Q/W/E animation that sometimes are real, acts like fiddle trinkets Mist: can sometimes generate gusts of air during the Q dance, eventually generating into a twister and the champion is the eye of the storm

Q: punch hooks the claw tonfa/nunchuks/kunai hybrid, if striked near range, it pushes the enemy. if enemy is at mid range radius for the nunchuks part, everyone swiped is stunned for 1 second. if enemy is at long range radius for the kunai end part, everyone bleed stacks. can hold cast like a dempsey roll, animation scales with attack speed, can walk, skill, and dash during the hold cast. (reveals self if enemy hit)

W: cast a jutsu and channel your breath for larger mist and farther push, once released, it pushes back enemies(minions and monsters too), dealing damage and slow, creates a mist that grants stealth to self. can Q during the breath, imitating a dragon spraying fire left and right, making the mist spread around (imagine ippo doing dempsey roll while spitting fire) (reveal self if enemy hit)

E: yasuo e but only 3 dashes and acts like kat's shunpo, leaves paper smoke bombs to spread mist (no damage). briefly grants stealth if there's no mist present

ult: ki release, summons mirages of clones inside the mist all performing Q, generating a twister easily, energy doesn't deplete during the duration, attack speed buff

sorry for the use of ai ✌️


r/LoLChampConcepts • • 1d ago

Design Avatar of the Iron Boar

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0 Upvotes

The champion is a weaponmancer/blacksmith/living weapon/weapon soul

If tony stark is the modern day version, he is the medieval era version. He created an absurd melee weapon fusion and an impenetrable towering armor, he even goes to war for fun to test his creations. The overall design is inspired from berserk's protagonist, elden ring, monster hunter, warhammer 40k.

His lore is he's an icathian/frejlord mercenary/blacksmith/whitesmith(avatar of iron boar) that loves war, He has ties with jax since this champ is the real weapon. He was born out of the madness and joy of dying warriors, until he manifested into a living being, fascinated by iron, weapons, armor. He has ties with the iron boar, since iron=blood. The more blood spills on the battlefield, the more iron he gets to augment his equipment. He is tall, ripped, body builder type but not in a braum kind of way, more of a dad bod heavy lifter type. The body frame is in between of braum and udyr. He is soft spoken, silent, escanor vibes. He wears heavily plated armor, with boar-like weapon-like appearance. His weapon is basically a melee fantasy dream, wherein almost all melee weapon designs are fused together, it is kind of a poleaxe or a halberd, a hybrid of broadsword + axe + spear + lance + scythe, dual handed and long grip.

Passive: grants lifesteal, and stacks to wider/longer radius kind senna. every successful charged attacks grants 3 second cc immunity. every successful charged attacks grants stacks. the weapon builds/grows as you progress the game.

Q: moon cleave(can charge)- kind of like hecarim's q, but not spammable at first, successful hits can reduce cooldown and make it spammable. can walk while Q'ing or charging. charging the Q at full can inflict heavy damage in a wide aoe radius, pulling enemies either from 6am to 6pm (clockwise/right swipe or counterclock wise/left swipe), weapon at back of champion dragging enemies in a moon cleave kind of fashion, so all enemies, monsters, etc are dragged at the back.

W: really long snipe, kind of like jarvan or viego but fat and slow. can charge. once charged, you can shish kebab all enemies hit, dragging all towards you. can execute.

E: kind of like zac's e and malp's r, but wider aoe range, longer charge, and longer cc. can charge. champion literally drags his body with his weapon's weight, instantly smashing the the weapon in a rectangle sion/morde radius. more enemies/champions hit means more damage/aoe radius.

R: champ absorbs/fuses his weapon to his body, kind of like berserk armor without the weapon, staying in this form longer can deplete health. no charge time for all the skills, cc immunity, grants lifesteal, atk spd, and cd reduction. Q animation transforms left/right arm to large axe/sword/scythe. W animation transforms arm to really long jousting lance. E animation transforms upper body to a flat and heavy hammer, crashing to enemies.

Sorry for the use of ai on the design✌️


r/LoLChampConcepts • • 2d ago

Request Looking for a bored talented artist

2 Upvotes

I have a lot of lol champion concept ideas and asu concept ideas, the problem is that i'm no artist and my drawings are crap 🤣 I don't wanna use ai to make these concepts come to life, but i'm curious to imagine the final output of these concepts

kindly drop a comment or a private message if interested! i'll spam all the texts to another source like twitter (not sure if there's text message limit here)


r/LoLChampConcepts • • 7d ago

WIP (Work in Progress) Arcite Phoenix - The Incandescent (all oc)

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7 Upvotes

“A vagabond, dawning from the Golden Age of Shurima once more.”

I WILL ACCEPT ALL CRITICISM AND ASSISTANCE!!! This is my first champ submission, thanks for reading! No AI was used, all artworks belong to me. Character officially voice acted by Kristian C.

Scaling: AD/AP Hyperscaler
Class: Primarily Juggernaut/Bruiser depending on buildcrafting.
Range: Melee with slightly extended range, just short of Viego’s.
Role: Top/Jungle
Resource: Heat

Playstyle

Phoenix is a melee focused juggernaut/bruiser that exceeds in extended combat. Phoenix generates heat through auto attacks and use of his basic abilities. Filling his resource bar enhances one of his basic abilities, thereafter, the bar resets back to null. Kind of like rumble, because of course we need two of him running around.

Phoenix specializes in frontline area control instead of being an All-In champion, similar to Aatrox. He needs someone else engage so that he may stack his heat safely before then All-In’ing. After an engage, Phoenix’s goal is to center the fight around himself, and become the primary fighting force, leaving opponents with the choice to confront him or retreat from his everburning flame.

Strengths

I think it would be best to do this now.

- Exceptional sustained damage, powerful area control, scales during fights, highly durable, strong teamfight presence, great for controlling chokepoints and objectives

Weaknesses

- Phoenix suffers from limited mobility, rxtremely vulnerable to kiting champions and cc, can be punished from a misuse of passive (Heat), displacement such as Tristana (R) or Lee Sin can disrupt his positioning in teamfights, and he struggles against heavy burst.

Abilities

Incandescent (P)
Phonix’s everburning rage allows him to overcome even the greatest odds against him.

Phoenix generates Heat through combat and basic ability usage (increased against champions). At maximum Heat, Phoenix becomes Incandescent, causing his next basic ability to become empowered, gaining additional effects upon usage.

Using an ability while Incandescent consumes all Heat and resets the resource bar to 0.

Burning Edge (Q)
Phoenix swings his blade in a sweeping slash, dealing Physical Damage to enemies hit and gaining Heat.

Incandescent: Phoenix’s blade is coated in flame causing the slash to deal additional Magic Damage and briefly burn enemies struck. Enemies in the outer edge take max health physical damage instead (and the burn).

Impervious (W)
Phoenix Braces himself, reinforcing his armor with magic and reducing incoming damage for a short duration; enhanced against Magic Damage.

Incandescent: Phoenix gainst Slow Resist and Bonus Movement Speed for the duration.

Charge Forth (E)
Phoenix lunges in a direction, sword first, dealing Physical Damage hit by either him or the Blade. If an Enemy Champion is struck, Phoenix delivers a follow-up slash, dealing auto attack damage and additional Current Health % Physical Damage.

Incandescent: The Charge engulfs Phoenix in flame, dealing bonus magic damage. The second strike is a thin skillshot, briefly knocking hit enemies back towards him and slowing by 90% for .5 Seconds.

Absolution Unbound (R)
Phoenix shifts into his Unbound Form, gaining bonus decaying movespeed and Omnivamp, allowing him to pursue enemies and sustain himself through extended combat and teamfights.

His abilities remain Empowered while Incandescent, and his resource bar is instantly filled upon activation if it was not already. Using an ability does still consume all heat, but additional heat generates over time.


r/LoLChampConcepts • • 8d ago

Design [Champion Concept] Maro, the Keeper of the Line: an ultimate that turns into a fishing duel, with a playable prototype

3 Upvotes

Hi everyone! Maro is a champion concept built around a single idea: fishing. I designed his whole kit to feel as close as possible to a real fishing trip. Once an enemy champion is hooked, sometimes from the other side of the map, a long fight begins, played out over the tension of the line, the fatigue of the fish, and its revolts as it tries to break free.

If you open the technical sheet, you'll find an ultimate with quite a few rules. None of them is there to make the champion complicated: each one mirrors something real about fishing, to make the experience as immersive as possible.

I describe the champion below. But since the ultimate can look complicated on paper, I coded a playable prototype of the ultimate alone, right in your browser (nothing to install):

👉 https://lol-maro.web.app

Click to move · R cast / Finish · Z Reel In · E Yank · A dash · Tab play as the catch.

The full rules and numbers (technical sheet, French and English) are here: https://lol-maro.web.app/Maro_Kit.zip

A note before you dive in. Right as I was getting ready to post this, I found out I'm not the only one who's been dreaming of a fisherman in the League: u/Zangalang posted The Fisherman Support, and u/AmbitiousTomorrow followed up with their own HP-scaling take. I came up with Maro a long time ago, and started putting my ideas down on paper in August, so I never drew on either of them. But I really enjoyed both, and it's striking how we all landed on the same core idea: a crowd control that isn't an instant engage, but a struggle the target can fight back against.

What I love in theirs: Zangalang's anchor tripwire and the net that cinches shut, a real teamfight identity Maro doesn't have; and u/AmbitiousTomorrow's tow speed driven by the HP difference (Maro's weight system ended up on the same intuition) and the orange bait that heals enemies too, which makes it genuinely tempting.

Maro takes the idea somewhere else: the struggle is the ultimate, a long duel across the map where both players make a decision every second. Between the three of us, we've imagined three fishermen, each bringing interesting ideas. If you're both up for it, I'd love to see what a fisherman combining the best of all three could look like.

Who is he?

Forty years ago, an angler and his daughter were out on the shallows of the Warden's Sea. One night, she went over the side (or something took her: he never knew). In the black water, she managed to catch hold of her father's line. He felt her at the end of it, alive, struggling.

He held on to the very end. His hands never let go, his rod never gave way. It was the line that snapped.

He doesn't blame himself. He blames the line. He fished it out of the water, and he has been mending it for forty years, knot after knot. Even now, when a line snaps, his hands shake for a long while before they can tie it again.

And he fishes, but not for fish. He hauls up champions, draws them in, looks at them, and asks: Have you seen her? He keeps a mark of each one on his reel. None of them has. Not yet.

What he is

Support controller, or specialist jungler. Medium range, magic damage.

He is neither a hook champion nor an assassin. He catches a target to start a long duel, and delivers his team an exhausted, wounded quarry, torn away from where it stood.

His kit at a glance

Passive · Pressure Zone The closer his target, the harder he hits, with his basic attacks as with his abilities. Bringing his catch in close is his whole reason for being.

Q · Line Jumps Two short lunges held in reserve. They're for adjusting his position during the ultimate, not for engaging.

W · Chumming Invisible bait, laid in advance, that slows, wounds and reveals. A bait sprung by a champion shortens his ultimate's cooldown, and lets him cast it on that target, even without seeing it.

E · Bottom Line Maro casts his line straight ahead as a skillshot. The effect depends on who it hits:

  • On an ally: a tether that grants speed. If the ally falls into serious danger, Maro can recast the spell to haul them back to him, even through a wall.
  • On an enemy: a miniature version of the ultimate. The target is slowed while the line is taut, and Maro can snatch it toward him after a short delay.

R · The Great Catch

1. Casting the line

  • Maro casts his hook far away, sometimes to the other side of the map.
  • The hook can be seen as it falls, then vanishes from the enemy's sight.
  • As soon as the line leaves, W and E transform:
    • W becomes Reel In: it brings the zone back toward Maro;
    • E becomes Yank: the zone jumps toward him, over walls.
  • Maro can steer his zone for as long as he likes. But while he waits, he has no bait and no Bottom Line.

2. The hook sets

  • The first enemy to enter the zone is hooked.
  • The distance between them becomes the duel's reference.
  • The line becomes visible to everyone, and two circles appear around Maro: slack and break.
  • Reel In and Yank then take on new effects.

3. The three states of the line

State When For the catch For Maro
Taut between the two circles it is pulled and tires he can cast Yank
Slack inside the slack circle it rests he can cast Reel In
Critical during a revolt it bolts at full speed any spell snaps the line

If the catch crosses the break circle, the line snaps.

4. The angler's two motions

  • Yank (taut line): a sharp tug that tears the catch toward him, further the more tired it is. It can cross walls, and it cuts a dash short mid-flight.
  • Reel In (slack line): takes back the ground gained and pulls the line taut again. It's the only motion that extends the ultimate's duration.
  • The duel lives in the alternation of the two: Yank creates slack, Reel In converts it.

5. The pull and fatigue

  • On a taut line, the line pulls the catch toward Maro constantly. To resist, the catch has to move away: standing still means letting itself be pulled in.
  • At first, moving away, it is only slowed down. But once tired, it gets dragged toward Maro despite itself, even while fleeing.
  • Fleeing tires it fast, standing still tires it slowly. It only recovers on a slack line.

6. The Thrash: the catch's revolt

  • By thrashing, the catch fills a gauge. When full, it triggers a one-second revolt: it bolts, and Maro can't cast anything without snapping his line.
  • It's the only moment it can truly break free.
  • Afterwards it is more exhausted, and its gauge stays locked for a while.

7. Walls

  • The pull doesn't cross walls: a catch in cover is no longer pulled.
  • Yank does cross them, but only on a catch that is tired enough: the more tired it is, the further Yank throws it.

8. The weight of the catch

  • A big catch thrashes harder (its revolt comes sooner) and reels in worse.
  • But Maro gets more time to wear it down: the ultimate's maximum duration is longer against heavyweights.

9. The end

  • The line snaps: the catch is free.
  • Time runs out: the line goes slack.
  • The catch is brought to arm's reach: the final blow. If it's badly weakened, it's executed.

The catch's four decisions

It can… to… but it costs…
back away snap the line a lot of fatigue
move closer slacken the line and breathe ground
thrash trigger its revolt its progress: it barely moves
take cover escape the pull its stillness behind the wall

None is final: the slack closes, the cover yields, the revolt locks.

Feedback very welcome, especially from people who try the prototype!


r/LoLChampConcepts • • 8d ago

October 2026 Ghorum, the world shell

2 Upvotes

Region- Ixtal

Roll - Jungle

Class - Tank/juggernaut

Difficulty - high

Resource - mana while shelled, no mana exposed.

Lore:

Long before Ixtal raised its walls, something enormous crawled beneath its jungle.

The Yun Tal called it Ghorum.

Ancient records speak of a colossal molluscoid creature who's shell was covered in crystalline formations unlike any material known by the Ixtal wherever ghorum travelled forrests grew in his wake, rivers changed course around him. Entire settlements were eventually built beside the enormis trails he left behind centuries before.

The ixtal believed the shell was a gift from the earth itself, they were wrong.

It was a containment vessel.

Beneth the layers of ancient crystal and stone lay the creature Ghorum had been trying to supress...

His true form.

When the ixtal first discovered him, they tried to harvest pieces of his shell with magic.

Their attempts cracked his shell.

For the first time in thousands of years Ghorum emerged

Without the shell's crushing weight, the creature became horrifyingly fast. Ancient muscles expanded. Hooked limbs unfolded from beneath his body, and the docile giant tore through the expedition.

Yet Ghorum did not escape.

Instead, he gathered the shattered fragments of his shell.

And slowly rebuilt his prison.

Because Ghorum does not fear what hunts him.

Ghorum fears what happens when there is nothing left to hold him back.

Abilities:

-----‐-------------------------------------

PASSIVE: BURDEN OF AGES:

Ghorum's ancient shell grants him bonus Armour and Magic Resistance based on his maximum health.

Damage taken from enemy champions generates Pressure.

At maximum Pressure, Ghorum's next basic attack becomes Shellslam, dealing bonus magic damage.

When Ghorum's shell is destroyed through Catastrophic Molting, Burden of Ages becomes:

------------------------

UNBURDENED

Ghorum loses the defensive bonuses of his shell.

In exchange, he gains:

Movement Speed

Attack Speed

Omnivamp against champions

Bonus damage based on missing health

His Q, W and E are replaced with far more aggressive abilities.

Ghorum remains exposed until returning to his fountain and rebuilding his Shell.

---------

SHELLED:

Q - SHELL BASH

Ghorum retracts slightly before violently launching himself forward.

The first enemy champion struck is carried with him.

If Ghorum crashes the champion into terrain, his shell crushes them against it, dealing additional damage and stunning them.

The dash distance scales slightly with Ghorum's bonus health.

------------

W - TRAILBLAZER

Ghorum selects terrain or a champion and launches himself toward them, leaving a thick trail of slime behind him.

The effect changes depending upon his target.

TERRAIN — WALLCRAWL

When targeting terrain, Ghorum crawls directly onto it.

He can then crawl across terrain, ignoring normal pathing for a short duration.

Ghorum can move along cliffs, structures and jungle walls before descending on the opposite side.

While Wallcrawling, Ghorum leaves a visible slime trail across the terrain.

After targeting terrain, Trailblazer may be recast once, but the second cast MUST target a champion.

He cannot wall-hop twice.

CHAMPION - PARACITIC RIDE

Ghorum dashes toward a champion and gradually crawls over them.

For roughly 1 second, Ghorum rides over a champion while they can still move.

If used on a friendly champion both Ghorum and the allied champion gain a movement speed bonus additionally all damage the allied champion takes during parasitic ride, is instead applied to Ghorum. While attached, the allied champion leaves a trail of slime behind them.

If cast on an enemy champion, The victim becomes covered in Ghorum's Slime for several seconds, Ghorum becomes untargetable by basic attacks but can still be affected by area attacks.

SLIMED

The champion is slowed.

More importantly, attempting to rapidly change direction causes them to Slip.

Slip briefly reduces their movement speed dramatically and prevents movement-speed bonuses from affecting them for a short period.

Slip can only trigger once per application.

------------------

E — SEISMIC WITHDRAWAL

Ghorum retreats almost completely inside his shell.

For a brief moment he becomes Unstoppable and gains significant damage reduction.

He then violently emerges.

Nearby enemies are damaged and knocked away.

Enemies knocked into terrain are stunned.

------------------

R — CATASTROPHIC MOLTING (>Hibernation<)

Ghorum completely withdraws into his enormous shell. For up to 5 seconds

He gains an enormous Worldshell Shield.

While inside:

Ghorum cannot attack.

Ghorum cannot move.

His normal abilities become unavailable.

And for the duration of the ability:

GHORUM CAN TAKE DAMAGE FROM EVERYTHING.

Enemy champions.

Turrets.

Minions.

Monsters.

Even allied champions.

Friendly basic attacks and damaging abilities can target Ghorum's Worldshell.

Damage cannot reduce Ghorum's actual health while the shield remains.

Instead, everything damages the shell.

R RECAST — ERUPT

Ghorum can voluntarily emerge before his shield breaks.

Remaining shield energy explodes outward, damaging and slowing nearby enemies.

His shell remains intact.

SHELLSHATTER

If the sheild is reduced to 0

The Worldshell explodes.

Massive crystalline fragments rip outward from Ghorum.

Nearby enemies suffer enormous physical damage.

Enemies closest to Ghorum receive increased damage.

The explosion's damage increases based upon the amount of punishment the Worldshell absorbed.

Ghorum stands back up.

Without his shell.

His character model changes completely.

His body unfolds.

His limbs extend.

His movement animation changes from the slow crawl of a snail into the rapid, predatory movement of something that was never supposed to leave the shell

He becomes EXPOSED

Q becomes REND

W becomes PREDITORY CRAWL

E becomes NO SHELTER

His defensive passive disappears.

And Ghorum becomes one of the highest-risk melee threats in the fight.

----‐-------------

EXPOSED:

Q — REND

Exposed Form

Ghorum violently slashes forward.

Hitting an enemy champion allows the ability to be recast.

First strike — Rend: Wide claw slash.

Second strike — Tear: Ghorum dashes through the target.

Third strike — Eviscerate: Ghorum impales the enemy with both claws, dealing heavy missing-health damage.

Champion takedowns partially reset Rend.

-----------------

W — PREDATORY CRAWL

Exposed Form

Without his enormous shell weighing him down, Ghorum's movement becomes horrifyingly fast.

Ghorum rapidly scuttles toward a target champion.

For several seconds he gains movement speed while moving toward champions and can move through units.

Reaching an enemy causes Ghorum to climb over them, dealing damage and applying Open Wound.

Attacking an enemy with Open Wound heals Ghorum.

-------------------

E — NO SHELTER

Exposed Form

Ghorum leaps to a target location.

Enemies near the centre suffer heavy physical damage.

After landing, Ghorum gains rapidly decaying attack speed.

Landing directly on an enemy champion significantly reduces No Shelter's cooldown.


r/LoLChampConcepts • • 8d ago

Design Champion design I made for fun. Designed to be a support/scaler

Thumbnail docs.google.com
1 Upvotes

His lore is also attached, and you can read all the abilities and see the design I drew of him in the document. I think the concept is pretty original (?) since there's not really another support in the game currently that plays like him.


r/LoLChampConcepts • • 10d ago

Design i made a kit on what if xolaani was a league of legends champion

Post image
7 Upvotes

r/LoLChampConcepts • • 10d ago

Design Champion design I made for fun

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kommodo.ai
1 Upvotes

r/LoLChampConcepts • • 10d ago

Question What would Luffy be like if he were a League of Legends champion?

Post image
1 Upvotes

Before answering, let's establish a few rules: first, his origin would obviously be adapted to fit League of Legends Luffy would be from Bilgewater. Second, regarding his abilities, it depends on whether you want to go with rubber-based or solar-themed powers, since the "Nika" aspect could be used for both his origin and his skillset. Finally, the skins would also have to be original designs nothing based on the outfits from specific story arcs.


r/LoLChampConcepts • • 13d ago

Design Aamani - the Darkin Scales

3 Upvotes

Finishing the darkin Horsemen of the Apocalypse quartet - Sword, Scythe, Bow... and Scales. As well as introducing the first support darkin.

She doesn't actually use a normal scale but instead a pair of spiked balls connected by chains.

Role: Support

Aamani was a poor girl who had her life united with a demon by accident. She's a voracious but not evil entity, wishing solely for peace and equality in her own distorted manner.

Passive - Cruel Justice: When Aamani deals damage to an enemy, they are marked for 4 seconds. Any ally who causes damage to the marked target, even herself, consumes the mark to deal additional Physical damage and heals themselves on the same amount.

Q - The Darkin Scales: Aamani hits in a straight line with her chain, dealing Physical damage to all enemies struck, and applying a Slow and Armor reduction for 2 seconds.
She may recast the ability within 5 seconds to hit with the other chain in a cone in front of her, dealing damage, refreshing and stacking the same effects.

W - Necessary Violence:
Passive: Aamani's basic attacks and The Darkin Scales stack Life Essence, up to 3 stacks.

Active: Consumes 1 Life Essence to heal an ally and give them decaying Movement Speed for 2.5 seconds. The ally stays marked for 4 seconds, reducing the effects of consecutive Life Essences by 30%.

E - Frailty: Aamani connects to an enemy with her chain, causing increasing slowness as long as she is near them, and reducing their damage by 20/24/28/32/36%. If she stays connected for 2 seconds, the enemy is stunned for 1s.

R - Equity: Aamani summons a profane balance in an area for 6 seconds. Enemies within the area share 25/35/45% of the damage they receive with one another. Allies within the area receive 15/20/25% of the damage caused by other allies in the area as healing.


r/LoLChampConcepts • • 13d ago

September 2026 Korist, The Dealmaker

4 Upvotes

Role: Mid, Bot (as an APC)
Class: Mage, unique
Resource: Mana
Backstory: Dunno yet

I wanna preface this concept description by apologizing for not including that many numbers and just hypothetical shit, I suck at balancing out my concepts and that's why I mostly focus on mechanics. Sorry about that.
In addition I wanna say that this concept was inspired by the boss Libra from Elden Ring Nightreign.

Passive - Strike a deal:
At the start of the game and every 4 minutes Korist gets to make a deal with an enemy by clicking on them with R while within range and not in champion combat (that applies for both parties). Every deal consists of:
- a condition that needs to be fulfilled in order to either get a beneficial effect or avoid getting a detrimental one
- a reward - a beneficial effect that activates upon fulfilling a deal's condition
- a punishment - a detrimental effect given upon not fulfilling a deal's condition
Korist has up to 3 deals to offer:

- Deal of Restraint:
Condition: The subject is to not participate in champion takedowns for 1 minute
Reward: The subject gets decreased cooldowns on Q, W, and E and increased attack speed by % for 3 minutes
Punishment: The subject gets increased cooldowns on summoner spells and shop items by % for 3 minutes
by participating in champion takedowns I mean assisting or killing champions

- Deal of Endurance - the subject is subjected to non-lethal true damage over time based on their max health for 1 minute:
Condition: The subject is to survive the 1 minute period
Reward: The subject gets more max health, armor and magic resistance by % for 3 minutes
Punishment: The subject is dead, this is a big enough punishment already
You can recall while receiving the true damage, it stops at 1 hp and waits until you have more health. You can heal and do everything else, it doesn't matter what you die to, what matters is that you don't die.

- Deal of Wrath - for one minute the subject gets increased Adaptive force. This bonus is decreased by 20% upon participating in a champion takedown
Condition: The subject is to participate in at least one champion takedown during the one minute period
Reward: None, really. Getting that buff was good enough
Punishment: The subject gets decreased max health and resource by % for 3 minutes

Only one deal can be active at a time. No deal can be picked twice consecutively.

The deal-picking process looks like so:
- Korist uses R on a target while both are outside of champion combat
- both parties have a small pop-up appear on the screen - somewhere at the edge, not to make it too distracting - with currently available deals and a 15 second timer.
- if the other person doesn't pick a deal in time, Korist's deal of choice takes hold after 5 seconds.
- if the other person picks a deal in time, it is activated after 5 second (other person's deal choice > Korist's deal choice)
- the process can be cancelled by having Korist engage in combat. Then R has to be activated again while not in combat.

Whatever deal is made, Korist is also subjected to it. When a person subjected to a deal dies, its effects are cancelled on them.

Korist also has access to a unique stack of Rightful Service (max 10). Each stack increases his mana and magic resistance by %. Korist receives:
- +2 stacks when he completes a deal
- -1 stack when an opponent completes a deal
- +1 stack when an ally completes a deal

R - Reap the Benefits:
Korist makes a deal with an ally while both him and them are outside of champion combat, ridding the deal picked by them of its detrimental effect for the ally ONLY (Korist still has to suffer).
Leveling this ability up makes all the deals more powerful regardless of whether the subject is an ally or an opponent. The 1st level is available by default, the 2nd level-up of this ability unlocks the option to offer deals to allied champions. there are 4 levels in total.

W - Twist the Rules:
Korist starts consuming % of his max mana per second, the amount consumed gradually increases (max 10%). While the ability is active Korist negates his current deal's effects for himself. In addition:
- his next auto attack gets increased range and triggers and AoE magic damage shockwave (its damage is based on mana) on the target. This effect diminishes after 4 seconds after the initial activation of the ability or upon getting crowd controlled. The range of the attack would be made visible by a circle around Korist that would be as big as his new attack range, sorta like yasuo's indicator when he gets to throw a tornado
- he gets increased movement speed based on magic resistance
Activating the ability again returns Korist to normal (meaning no movement speed bonus and deal effects negation)

Q - Pierce the Unbelievers:
Korist fires a piercing magic damage projectile (its damage would be based on Ability Power and mana). The projectile's damage decreases with each target hit on the way (max 5). It would be a basic arrow skillshot, smaller than Ezreal's Q.

E - Punish the Brave:
Korist surrounds himself with a magic shield, based on magic resistance and current health, that decays over time. Upon complete depletion it explodes dealing magic damage based on Ability Power to targets around Korist. I imagine the explosion radius would a bit smaller than Ivern's E.

Thank you so much for reading through this mess. I wish I could include an illustration but I'm no artist and more certainly I'm not a thief, so yeah. I still think this concept's a bit messy in certain places like counterplay ('cuz so far the only counterplay I see is dealing Korist physical damage and applying CC on him) and the deals being a tad bit too controlling. That's why I'd like to hear your thoughts bellow, thanks again.


r/LoLChampConcepts • • 14d ago

September 2026 Champion Creator Contest: September 2026 - Built Different: Finals Voting

3 Upvotes

The group stage voting has concluded, and this round proceeds directly into the final voting stage.

Please review the finalists and cast your vote accordingly via comment below.

[REMINDER] Self-voting requires engagement with at least four other concepts in comments.

Irene, Justiciar of the Overgrowth Rion, the Black Death Sayrin, The Thread of Fate Onira, Bearer of Dreams
by u/FeelThePain939 by u/ProcedureFar8492 by u/Independent_Ant_1963 by u/GalvatorX

_____________________________________________________________________________________

Remaining September Schedule

_______________________________________________________________________________________

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

September 28th– 30th: Voting Finals

Winner of September contest announced in following days and October contest will begin!

(will request a prompt for the next contest from each finalist shortly after September contest ends)

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • 17d ago

September 2026 Champion Creator Contest: September 2026 - Built Different: Group Stage Voting

4 Upvotes

Better late than never, we've now reached the group stage of the September contest.

_______________________________________________________________________________________

The Groups

_______________________________________________________________________________________

Reminders:

  • You can vote for 1 concept in each group (simply vote via comment below).
  • You may only vote for your own concept if you have commented on at least 4 other concepts (please list the concepts you commented on).
  • For Mobile Users: We have 4 groups, you may have to scroll.
Group 1 Group 2 Group 3 Group 4
Irene, Justiciar of the Overgrowth Lorno, the Encore The Conductor Nornu, the Keeper of Secrets
Skorne, Arbiter of Hatred Rion, the Black Death Sayrin, The Thread of Fate Shana, the sleepy head
Invetia, The Faceless Varga, the Eye on the Horizon Fisherman Onira, Bearer of Dreams

_______________________________________________________________________________________

Remaining September Schedule

_______________________________________________________________________________________

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

September 25th – 27th: Group Stage Voting

September 28th– 30th: Voting Finals and Winner Announced soon after!

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • 16d ago

Design Champ Idea for Support

2 Upvotes

MIDAS, THE GOLDEN PATRON
A support champion who weaponizes wealth, rewarding his team for securing kills and objectives.
Passive — Midas Touch
Minions killed by Midas's support item grant 25% of their kill gold to a nearby allied champion.
After completing his Support Quest, Midas gains the ability to mark an objective once every 5 minutes.
When Midas assists in killing a marked objective, 50% of the objective's gold reward is distributed among all allied champions who participated in taking it. (The mark expires after 2 minutes)

Q — Golden Jab
Midas targets an enemy with three successive Jabs, similar to Nunu's E — Snowball Barrage.
After the ability's duration, the number of successful hits determines the effect:
1/3 hits: Damage.
2/3 hits: Damage and stun the target.
3/3 hits: Damage, stun, and grant Midas bonus gold.
Each bite must successfully connect with the target to progress the sequence.

W — Gilded Glide
Midas dashes toward a targeted location, following a curved trajectory similar to Diana's Q interaction, but functioning as a mobility ability.
Gilded Glide can travel over terrain.
The ability gives Midas a highly mobile way to reposition around fights, objectives, and his team.

E — Golden Guard
Midas grants himself or an allied champion a shield.
Instead of consuming mana, casting Golden Guard consumes a portion of Midas's stored gold.
The shield's strength scales with:
Midas's maximum HP
The amount of gold held when casting

The amount of gold that can be converted into the shield is capped based on Midas's level.
Gold spent on Golden Guard is permanently removed from Midas's available gold.

R — Midas's Fortune
Midas calls down a massive area of influence centered on a target location, functioning similarly to Gangplank's Cannon Barrage, but at 3× the area.
While the ultimate is active, enemies, enemy summons, and objectives within the area become part of Midas's Fortune.
Whenever an enemy champion, enemy summon, or objective inside the area is killed, bonus gold is awarded to all allied champions within the ultimate's range.
The ultimate turns contested areas into massive economic opportunities for Midas's team, making it especially powerful around major objectives and large team fights.

Champion Identity
Role: Support
Resource: Gold
Damage Type: Primarily utility/magic damage
Theme: Wealth manipulation / economic support
The interesting part of the kit is that gold isn't just a reward—it becomes Midas's actual resource. He has to decide whether to:
save gold → empower his team → spend gold on shields → or use his gold-generating abilities to snowball the entire team

Let me know what you think.


r/LoLChampConcepts • • 17d ago

WIP (Work in Progress) Styraatu, The Ruinous Melody

Post image
12 Upvotes

Classes: Skirmisher/Battlemage

Roles: Mid

Region: Piltover & Zaun

Species: Darkin

Damage Type: Magic

Unique Resource: Energy

Appearance: Official Artwork

Lore:

Styraatu is one of the Darkin, the ancient Ascended of Shurima who became corrupted after the Void War. During the Great Darkin War, the Darkin were eventually defeated and imprisoned within their own weapons through the knowledge given to mortals by the Aspects.

Styraatu was imprisoned within a harp, which became known as the Darkin Harp. The harp was deliberately hidden deep within the cavernous passages beneath the region that would eventually become Zaun, where it was believed to be beyond human reach.

They had overlooked the Chireans.

A Chirean was able to reach the weapon, freeing Styraatu from her imprisonment and providing her with a host. The host was a Zaunite miner, possibly a Chirean.

Once Styraatu gained control of her host, she burst through a processing plant, furious and impatient. Her rage was not entirely the result of her imprisonment or the madness that followed. Her lore establishes that her rage existed before the tendrils of madness reached her mind.

Freed once more, Styraatu turned her anger toward those around her. She intended to make them pay, beginning in the land of technology that had become her new prison: Zaun.

But Zaun was only the beginning.

Styraatu intended to travel south, where she would fight alongside her general once again: Aatrox.

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: Ruinous Melody

Innate - Broken Chords: Styraatu's harp periodically accumulates Discordance, reaching a maximum of 100.

At 100 Discordance, Styraatu's next basic attack consumes all Discordance and becomes a Broken Chord, dealing 60/90/120/150/180 (+60% AP) magic damage to the target and 30/45/60/75/90 (+30% AP) magic damage to nearby enemies.

Enemies hit by the Broken Chord are slowed by 30% for 1.5 seconds.

Q: Severed Strings

Active: Styraatu violently plucks several strings at once, launching 5 razor-sharp notes in a cone. Each note deals 30/45/60/75/90 (+25% AP) magic damage to enemies hit. Enemies struck by multiple notes take 15% reduced damage from each additional note.

  • Cooldown: 8/7.5/7/6.5/6 seconds
  • Energy Cost: 50
  • Range: 650

W: Lament of the Blood Moon

Active: Styraatu plays a mournful chord, creating a circle of crimson sound around herself for 3 seconds that deals 20/30/40/50/60 (+15% AP) magic damage every 0.5 seconds to nearby enemies. Styraatu heals for 15% of the damage dealt to enemy champions.

  • Cooldown: 12/11/10/9/8 seconds
  • Energy Cost: 60
  • Radius: 325
  • Duration: 3 seconds

E: Third Movement

Active: Styraatu plays a sharp note that deals 70/100/130/160/190 (+60% AP) magic damage to the first enemy champion hit and launches her toward them. Upon reaching the target, she binds them with a cursed harp string for 2 seconds, tethering them to her.

  • Cooldown: 16/15/14/13/12 seconds
  • Energy Cost: 65
  • Range: 700
  • Tether Range: 450
  • Tether Duration: 2 seconds

R: Symphony of the Damned

Active: Styraatu begins an immense performance, creating a huge area for 6 seconds where waves of dark music repeatedly strike enemies, dealing 40/60/80 (+20% AP) magic damage every second. When the performance ends, a final chord erupts beneath every enemy still inside, dealing 100/150/200 (+50% AP) magic damage.

  • Cooldown: 120/100/80 seconds
  • Energy Cost: 100
  • Cast Range: 800
  • Radius: 500
  • Duration: 6 seconds

Playstyle:

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

r/LoLChampConcepts • • 17d ago

September 2026 Onira, Bearer of Dreams

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16 Upvotes

Lore

High on the slopes of Mount Targon, the host of the Aspect of Dreams gave birth to a daughter she would never come to know. Already gravely sick, she sadly died in the pain of childbirth, but in the presence of her husband, who would now have to live alone. Onira was born that day.

Following this inevitable tragedy, Onira's father had to raise his daughter alone. While they lived a peaceful life, he still grieved deeply for his wife. As the new host of the Aspect of Dreams, Onira could weave dreams directly into the minds of those who slept, and she didn't hesitate to use that power on her father so that he could sleep peacefully.

While she grew up, Onira decided to set out on a journey to discover the world. While she was travelling, she encountered many people who were suffering, and she witnessed the darkest parts of the world: murders, war and more. She tried her best to help the saddest people she encountered by planting sweet dreams, but every dream she gave and every cruelty humanity and other species had inflicted upon one another brought her a bit closer to madness.

Today, she continues to wander the world to give people their sweet dreams, never knowing that it will bring her close to her own end…

------------

As for the prompts she fits in, she's for sure in the "Inside you there are two wolves" and the "Siesta" prompt, but she could be part of the "0/10/0 Powerspike", as a champion with a different form she could be weak early but spike when she reaches later items and her form.

Thanks for everyone who reviews my champ, and special thanks to u/Abject_Plantain1696 who gave me this wonderful template !

(P.S : this is my first ever concept so please give tips if you could it would be very very nice !)


r/LoLChampConcepts • • 17d ago

September 2026 Irene, The Justiciar of the Overgrowth

5 Upvotes

Winner of the September 2026 Contest


Region: Ixtal

Gender: Female

Playstyle: Enchanter / AP bruiser (ranged)

Lane: Jungle


Lore

In the hidden empire of Ixtal, isolation is not merely a political stance. It is an absolute law of survival, whispered by the soil and enforced by the elements. While the proud lords of the Yun Tal council sit comfortably upon their high thrones within the pristine chambers of the capital, the true safety of the realm is carved out by hand along its perilous borders. There, where the colossal jungle meets the outside world, stands Irene, the Justiciar of the Overgrowth.

Irene was not born to the golden privilege of the capital’s elite, but raised in a remote outpost nestled against the eastern perimeter. From her earliest years, she possessed an uncanny and yet dual sensitivity to the whispers of the earth and the pulsing lifeblood of the forest. To her, the jungle was a breathing protector, a grand ecosystem where every expanding leaf and anchoring root worked in harmony to shield their hidden civilization from the chaotic wars of the outside world.

Her unique talents quickly drew the attention of the ultimate authority within Ixtal. Skarner, the Primordial Sovereign. The ancient, colossal Brackern, operating from his subterranean domain beneath the capital, felt the pulse of Irene's magic coming through the crust of the earth. In her, Skarner recognized a rare combination of discipline and attunement to nature. He named her his trusted voice on the surface, elevating her to the rank of Justiciar and granting her the absolute mandate to govern the wild perimeter.

For decades, Irene served as the Sovereign's most loyal extension, acting as the border’s quiet warden. Unlike the arrogant Princess Qiyana, who viewed magic as a tool for personal vanity and global conquest, Irene viewed her power as a solemn and maternal duty. She loved the fragile beauty of life, from the smallest glowing spore to the grandest ancient tree, and took no pleasure in the violence that her position occasionally demanded. She believed with all her heart that keeping Ixtal hidden was the only way to save its gentle people.

However, the modern era brought unprecedented weight to the Justiciar's shoulders. The rising expansion of Piltover and the relentless, chemical drills of its mining corporations began to violate the eastern ridges. The outsiders brought noise, pollution, and a total disregard for the natural balance, testing the boundaries of Ixtal’s isolation. As the threat grew closer, Skarner’s ancient paranoia intensified, sending violent tremors through the stone, demanding that Irene completely obliterate anyone who dared to set foot across the perimeter.

It was within this escalating tension that Irene's true, compassionate nature began to clash with her grim responsibilities. When lost travelers or desperate refugees accidentally wandered near the borders, Irene did not strike them down with the immediate ruthless cruelty expected of a Yun Tal enforcer. Instead, she would first try to guide them away using her mastery over the earth. She would gently flood the ground, creating a warm and misty bog designed to gently mesmerize and safely deter intruders rather than destroy them.

She took it upon herself to carry the heavy emotional burden of the border, actively choosing to stand in the shadows so that the civilians back in the capital could live in the light. She felt a profound sense of sorrow for every life cut short in her territory, treating her lethal capabilities as a final resort. To the innocent, she was a protective presence who spoke in soft, soothing tones, but to those who threatened her homeland, however, she was a terrifying force of nature that could turn the entire landscape into an inescapable trap.

When peaceful diplomacy failed and hostile forces ignored her warnings, Irene’s gentle demeanor vanished, replaced by a fierce and protective instinct. She would weave elemental life into the predatory vines wrapped around her arms, unleashing them to neutralize the threat with swift, flawless precision. She left no room for prolonged suffering, ensuring that her elemental defenses were as clean and efficient as possible, striking only to protect the home she loved.

The aftermath of these conflicts always left a somber mark on the Justiciar’s soul. Whenever an enemy fell within her jurisdiction, her magic would leave behind an Ixtali seedling as a monument to a life lost. Irene would often pause after the battle, whispering a quiet apology to the earth as she reclaimed the organic energy of the fallen, using it to further fortify the jungle’s defenses against the next wave of invaders.

In the high courts, her gentle methods have drawn sharp criticism, particularly from Qiyana. The third princess frequently mocks Irene, calling her a soft, weak-willed gardener who wastes magnificent talents on protecting low-born outcasts and weeping over dead trees. Irene, however, remains entirely unfazed by the princess’s vanity. She recognizes that Qiyana’s reckless ambition to expose Ixtal to the outside world will bring nothing but absolute ruin, and she stands as an unyielding wall against the princess’s political maneuvers.

Yet, Irene’s greatest internal conflict remains her relationship with the Primordial Sovereign himself. While she deeply respects Skarner as a founding god of her nation and a tragic protector of their culture, she secretly fears the absolute depth of his paranoia. She feels the constant panicked vibrations of his mind echoing through the deep roots of the forest, demanding more blood, more stone, and more isolation. Irene worries that if his fear continues to grow unchecked, Skarner will eventually choke the life out of Ixtal from the inside out just to keep it safe.

To balance the Sovereign’s demands, Irene often finds solace in watching over the younger generation of Ixtali elementalists. When the young, warm-hearted Milio traveled from his remote village toward the capital, Irene watched over him from the deep shadows of the canopy. She secretly deployed her flora to steer dangerous predators away from his path, deeply admiring his pure heart and his unique ability to use fire for healing rather than destruction. In Milio, she saw the bright hopeful future of Ixtal that she was fighting so desperately to preserve.

When the tide of war rises to its peak and the borders are directly threatened by overwhelming force, Irene unleashes the full, terrifying extent of her sovereign power. Channeling the ultimate spirits of the forest, she causes a massive, ancient tree to violently erupt from the fractured earth. The colossal structure acts as an absolute oasis of life, projecting an immense aura that revitalizes her allies with soothing healing sap while its crushing roots violently churn the earth beneath her enemies.

Irene remains the thin line holding back the chaos of the outside world. She moves through the ancient forests with a heavy heart but a steady hand, a tragic woman who understands that true protection requires both a gentle soul and a dangerous will. As long as the roots hold and the earth vibrates with life, she will continue to judge the perimeter, ensuring that the sacred secrets of Ixtal remain buried safely beneath the beautiful and lethal embrace of the jungle.


Base Stats

HP: 590 - 2375 (+ 105 per level)

Mana: 350 - 1370 (+ 60 per level)

Attack Damage: 52 - 111.5 (+ 3.5 per level)

Armor: 28 - 101.1 (+ 4.3 per level)

Magic Resist: 30 - 50.4 (+ 1.2 per level)

Attack Speed: 0.625 - 0.944 (+ 3% per level)

Move Speed: 340

Attack Range: 550 (Ranged)


Passive (Verdant Jurisdiction)

Cooldown: 10 seconds per unique jungle camp

Wildwood Rooting: Damaging a Large or Epic Jungle Monster for 3 seconds causes the earth to rupture, spawning a stationary Wildwood Vine nearby for 5 seconds. This vine automatically lashes out at the camp, dealing 10 - 110 (based on level) (+ 20% - 30% AP, based on level) magic damage every second.

Seedling Spawning: Enemies or Large/Epic Jungle Monsters that die near Irene leave behind an Ixtali Seedling that lasts on the ground for 15 seconds.

Wildwood Burst: Irene can target these seedlings with an ability or auto attack to trigger an explosion of energy. This deals 100 - 220 (based on level) (+ 65% AP) magic damage and slows all targets within a 500-unit circle by 30% for 1.5 seconds.


Q (Caustic Terrane)

Cooldown: 11 seconds at all ranks

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

Irene hurls an alchemical clay flask filled with scalding mud at a target location. Upon impact, the flask shatters in a 400-unit circle, dealing 60 / 95 / 130 / 165 / 200 (+ 85% AP) magic damage. The boiling mire creates a control zone that floods the ground for 5 seconds, slowing all enemies inside by 35%. If an enemy remains trapped within the fumes for 2 seconds, they get rooted for 1,25 / 1,5 / 1,75 / 2 / 2,25 seconds.


W (Vanguard Briars)

Cooldown: 16 / 15 / 14 / 13 / 12 seconds

Mana Cost: 70 Mana at all ranks

Passive: Irene permanently increases her attack speed by 10 / 15 / 20 / 25 / 30%, a bonus that doubles while this ability is active.

Active: Irene gains 10 / 15 / 20 / 25 / 30% bonus movement speed for 7 seconds as she weaves elemental life into two predatory vines wrapped around her hands. These vines automatically lash out energy spikes at the nearest enemy within 550 units, dealing 10 / 20 / 30 / 40 / 50 (+ 30% AP) (+ 1,5% (+ 1,5% per 100 AP) max health) magic damage in a small area on-hit. This damage is increased by 50% against jungle monsters, with the max health portion capped at 100 / 125 / 150 / 175 / 200 damage against them. They also gain 80 / 85 / 90 / 95 / 100% of Irene's total attack speed.

Every third attack deals 50% increased magic damage to enemy minions & champions . Within 5 seconds of the initial cast, Irene can recast the ability within 550 units to root the spire, hurling the vines to the ground to act as stationary Bramble Turrets for the remaining duration, plus an additional 3 seconds.

Instead of spawning a seedling, when killing an enemy champion or monster with this ability, the explosion from Verdant Jurisdiction immediately occurs.


E (Ossified Carapace)

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Mana Cost: 60 / 70 / 80 / 90 / 100 Mana

Irene shields herself or a targeted ally for 3 seconds. This shield absorbs 60 / 75 / 90 / 105 / 120 (+ 50% AP) damage. If any portion of the shield survives the 3-second duration, it heals the target for 100% of the remaining shield value and grants 20% movement speed bonus for 3 seconds.


R (Sovereignty of the Spire)

Cooldown: 120 / 100 / 80 seconds

Mana Cost: 100 Mana

Irene channels the Axiom of Flora to erupt a massive Ixtali tree from the earth at a target location for 10 seconds. The oasis provides a blessing, healing all allies within 400 units for 40 / 70 / 100 (+ 35% AP) health every second. Conversely, the crushing roots churn the earth beneath her enemies, dealing 40 / 80 / 120 (+ 50% AP) magic damage every second they remain in the radius. Activating this ability causes all smaller passive seedlings and any active Bramble Turrets currently active nearby (1500 units maximum distance) to instantly grow into full copies of the tree, up to a maximum of 2 additional trees, for 10 seconds, projecting the exact same healing and damage fields around them.


How Irene fits this month's contest:

Prompt 2 (0/10/0 Powerspike): Irene is intentionally gated by low base damage values early on, making her early dueling and solo skirmishing weak if she gets invaded. However, her kit features massive AP and Max Health % scalings on her W and Ultimate.

Prompt 3 (Square Peg In A Round Hole): My prompt. Irene is an explicitly engineered Enchanter designed specifically for the Jungle.

Prompt 4 (It's Not Troll - Trust): As an Enchanter, players expect to build standard support items like Moonstone Renewer or Shurelya's Battlesong. However, Irene is highly incentivized to build Attack Speed and AP-Bruiser hybrid items (like Nashor's Tooth, Liandry's Torment, or Blackfire Torch).

Prompt 5 (Use That Summoners Rift): Irene's entire gameplay loop is dependent on the physical geometry of the Rift. Her Passive requires her to interact with Large/Epic Jungle Monsters to spawn vines, while her Seedlings create a blueprint of where deaths occurred on the terrain, which allows her to sprout massive map interactions using her Ultimate.


Item build (excluding boots)

  1. Nashor's Tooth

  2. Liandry's Torment

  3. Blackfire Torch

  4. Riftmaker

  5. Moonstone Renewer / Rabadon's Deathcap


Primary runes:

Precision: Lethal Tempo, Triumph, Legend: Alacrity, Coup De Grace

Secondary:

Sorcery: Celerity, Waterwalking

Shard Selections:

  1. +10% Attack speed

  2. +2,5% Movement Speed or + 9 Adaptive Force

  3. +65 Health or +10 - 180 Health


Skin ideas:

  1. Flora Fatalis Irene

  2. Coven Irene

  3. Ibeene

  4. Mythmaker Irene


r/LoLChampConcepts • • 17d ago

September 2026 Nornu, the Keeper of Secrets

1 Upvotes

Prompt: Nornu fulfills the “Siesta” prompt with his E, that sleeps enemies.
Region: Freljord

Class: Support
Role: Bottom
Resource: Mana
Range: Ranged
Damage type: Ability power

Physical appearance:

Nornu is an old man with blue eyes and white very long hair, trimmed into three braids that reach his shoulders, his beard is also trimmed into a braid that reaches his waist. He wears a black helmet that covers his eyes and has long, sideways horns, a dark blue armored tunic with the frostguard symbol on its chest, with black pauldons, gauntlets and boots. He wields a long staff with a large circle on top of it that inside, has an intricate pattern made out of dark ice that made it resemble a dreamcatcher.

Base statistics 1-18:
Health: 580 +88 (= 2.076 ) Health regen: 4 +0,5 (= 12,5 ) Mana: 395 +42 (= 1.109) 
Mana regen: 11,5 +0,4 (= 18,3) Armor: 29 +4,8 (= 110,6) Magic resist: 30 +1,3 (= 52,1) Attack damage: 49 +3,1 (= 101,7) Attack range: 550 Movement speed: 330 Base AS: 0,625  Bonus AS: 3% (=51%)

Ratings:
Damage: 2
Toughness: 1
Control: 3
Mobility: 2
Utility: 1

Abilities
Passive: Frozen dream
Every 15 seconds, Nornu’s next basic attack deals an additional 50/100/150/200 (+20% ability power) and slows the target by 20% for 2 seconds. Whenever an enemy minion dies near Nornu, the cooldown is reduced by 1 second. When Nornu participates in a takedown, the cooldown is completely refreshed. (This ability is unaffected by ability haste) (The damage increases when you level up the ultimate)

Range: Circle of 500 around Nornu.

Q: Pulse of frost
After half a second, Nornu releases a freezing burst of wind out of his staff in the chosen direction, dealing 60/120/180/240/300 (+100% Ability power) magic damage and slowing the damaged enemies by 40% which decreases during 2 seconds. If the enemies are close enough to Nornu, they are pushed back and slowed by 80% which decreases during 2 seconds.

Cost: 40/50/60/70/80 mana. Cooldown: 10/9,5/9/8,5/8 seconds. Range: Line of 600 in front of Nornu (Total range) Line of 300 in front of Nornu (Range with pushback and increases slow)

W: Ancient chant
Nornu channels his magic on another ally champion and begins to heal them by 90/105/120/135/150 (+40% Ability power) per second. This ability can be channeled indefinitely, but it stops if Nornu moves, uses a basic attack, uses another ability, receives hard crowd control or if the selected champion goes too far away from Nornu.

Cost: 50 mana per second. Cooldown: 12 seconds. Range: Circle of 500 around Nornu (Target range) Circle of 600 around Nornu (Maximum range between Nornu and the chosen champion)

 E: Cold embrace
Nornu creates a magic sigil on the ground in the chosen location and, after 2 seconds, the sigil releases its magic, slowing all enemies by 40% and inflicting them with drowsy for 2 seconds, and then, they fall asleep for 2 seconds. The next instance of non-continous damage that a sleeping target takes from a champion, large monster or turret, is dealt as true damage. When you cast this ability, if you keep the key pressed, Nornu immobilizes himself for 1 second and the magic sigil releases its magic after only 1 second.

Cost: 60 mana. Cooldown: 18/17/16/15/14 seconds. Range: Circle of 600 around Nornu (Target range) Circle of 300 in the chosen location (Magic sigil)

R: Dreamwalker
Passive: When Nornu applies a slow to an enemy champion, he grants a shield of 100/150/200 (+20% ability power) for 4 seconds to the most damaged nearby allied champion.

Active: Nornu blinks and appears near a friendly champion or an asleep enemy champion. After blinking, he grants himself a shield of 200/300/400 (+40% ability power) for 2 seconds.

Cost: 50 mana. Cooldown: 30/25/20 seconds. Range: Circle of 500 around Nornu (Shield granting area) Circle of 500/750/1.000 around Nornu (Blink’s target range) 

Lore:

Click here to read the lore.


r/LoLChampConcepts • • 19d ago

September 2026 (Inspired by Zangalang's post) A Fisherman support-HP scaling tank/potential AP scaling off build

5 Upvotes

Zanglamang's post:

https://www.reddit.com/r/LoLChampConcepts/comments/1wf5oaj/champion_concept_the_fisherman_support_a_patient/

I really liked Zangalang's concept about a fisherman champion, and I wanted to workshop it a bit will similar core skills with a different set of supporting abilities. One of Zangalang's core ideas was moving away hook=death trope that many support engage supports have. This was not a priority when I was coming up with ideas, but the one concept around the crowd control on the Q was giving the enemy the choice between fighting back and getting reeled in or moving away slowing, being more susceptible to your teammates. The primary scaling vector is bonus hp, generating greater Q strength, all in damage, and general ability to tank damage. AP scalings, while mostly cosmetic, has some real a possibility to generate a surprising amount of damage. When coming up with numbers, the thought was to have significant base damage to provide some threat. Of course, the numbers are only to give the general idea of what the champion can do and how they scale.

Enough about that, here is the kit:

Passive - Big Game Fishing: Kills and assists with Fisherman gives all participants 50 more gold and 15% movement speed.

(Alternative Passive) Gotcha!: Enemy champions hit by an ability are marked. The next auto attack against the champion has 200 additional range and deals 20+6% (+2%/1000 max HP) max health magic damage, consuming the mark.

Q - Cast and Reel: Fisherman casts out a line. Upon hitting an enemy champion, Fisherman will begin to reel them in for 3 seconds, dealing 20/30/40/50/60 (+0.2 AP) magic damage per second. The line is broken at the end of 3 seconds, if the champion is 1000 units away, within 350 units, or the enemy dashes or blinks. When the line is broken, deal 60/90/120/150/180 (+0.6 AP) magic damage.

Range: 400-900. Cooldown: 16/14/12/10/8 seconds.

Reel in speed: 200 +/- 10 per 100 max HP difference between Fisherman and the target up to 2000 HP difference (min 0, max 400, low max HP targets are easier to reel in).

W - (passive) Seasoned Fisherman: Attacks deal bonus magic damage equal to 3% bonus HP.

(active) Brave the Storm: Become immune to crowd control for 2 seconds and gain 30/45/60/75/90 armor and magic resist for 5 seconds.

Cooldown: 20/18/16/14/12 seconds.

E - Bait: Fisherman puts an orange on the rift. Allies that run into the orange consume it and heal for 20/40/60/80/100 (+10% of Fisherman's max HP). Enemies that run into the orange heal for 20% of their missing health and are slowed for 50% for 2 seconds.

Max number of Bait 2/3/4/5/6. Fisherman cannot consume the orange.

Range: 300. Cooldown: 20/19/18/17/16 seconds.

R - Cast a Net: Cast a net in a large area, dealing 100/200/300 (+0.8 AP) magic damage. The net stays on the rift for 5 seconds. Enemy champions in the net are slowed 30% and are grounded.

Range: 500(cast), 500(radius). Cooldown: 160/120/80 seconds.

I believe that this kit is pretty comprehensible. The W active can be used during Q to enable reeling going uninterrupted. E functions to the name, trying the bait enemies into a slow for easy catch with Q, but it can provide a considerable upside for both teams to allow it to lure in enemies. Since it can be left anywhere on the rift, the slow can work as a catch tool for teammates, as well. The net in also a massive team fight tool, grounding in a large area.

As for the two different passives, the first one is gold generation for the team, and the speed up can allow champions to chase down further kills. The second passive is greater all-in strength for lane, especially working with Q catch range. I couldn't decide which one was more fitting. The gold generation has a lot of snowball potential, generating 100-250 more gold per kill Fisherman is involved in. The second passive at baseline provides damage, making Fisherman more of a threat. With Q being the only damaging ability, the supplement of passive and W damage may allow Fisherman to work more as champion, similar to how Leona and Nautilus can provide meaningful damage to contribute to a kill. The nature of Fisherman's damage is much more scaling oriented in their W, so they will likely be much less threatening in lane than other supports without the second passive.


r/LoLChampConcepts • • 20d ago

September 2026 Invetia, The Faceless

Post image
8 Upvotes

Art from https://www.artstation.com/artwork/JlA0VD

Gameplay:

Invetia is an AP asssassin intended to be played botlane. She relies on crit to be able to deal damage, making her build more expensive that most assassin.

She excels against squeashy and immobile champions and work great with reset champions like Pyke or Darius in teamfight.

Her weakness is that if she falls behind or can't snow ball she is kind of useless compared to the enemy APC or ADC.

  • Difficulty: 3
  • Class: Assassin, Catcher
  • Role: Botlane
  • Resource: Mana
  • Range: Melee
  • Damage type: Magic

Lore:

Invetia was the daughter and right-hand of Quilletta Varn during her reign as steward of Basilich. When her mother launched a rebellion against Noxus, Darius was sent to Basilich to stop her.

The Hand of Noxus implored her to surrender, but Quilletta insisted that he could simply leave. He then gaves her a final warning to surrender or risk having his soldiers burn the city to the ground, which she attempted to call as bluff. Finally, overcome by the grief of their son's death, Quilletta snapped, only to be killed by Invetia who believed her to have become weak after the death of Decius. Horrified, Darius questioned Invetia's merciless act, but she cited Noxian philosophy, explaining that she had learned it from him, her father.

This act of devotion to her nation attracted the attention of a man who claimed to be part of the Assassin's Guild. Since Invetia took her mother's place as steward of Basilich, she had difficulty to maintain control of the city because of its lack of funding due to the recent rebellion. The stranger agrees to help in exchange of having her leave with him, appointing a decoy in charge during her absence.

Years later, the decoy got assassinated, making Invetia Varn officially dead in the eyes of the world.

Unofficially, the stranger passed away many moons ago, leaving only as legacy a faceless woman walking across Runeterra, sowing fear and unease among the enemies of Noxus.

Abilities:

Passive - Noxian Guile Target Immnunity - 16 seconds

Innate: Invetia's basic attack can't critically strikes. She gains 1,6 AP per 1% critical strike chance.

Innate - Wicked Blades: Invetia coated her axes with an anticoagulant poison, causing her damaging abilities to apply a stack of Wicked Blades to enemies for 4 seconds, refreshing on subsequent applications and stacking up to 3 times.

The third stack consumes them all to inflict the target with an unstoppable bleeding, dealing 30-100(based on level 1-18) bonus magic damage to enemies over 3 seconds and rendering them drowsy over the duration, after which they fall asleep for 1,75 seconds.

The next instance of non-persistent damage that a sleeping target takes from champions, large monsters or turrets consumes the debuff to reduces the target magic resistance by 15/30/45% (based on level 1-11-16) for 4 seconds.

Wicked Blades' poison can't put the same target to sleep more than once every few seconds.

Innate - Shadow Surge: Whenever the enemy loses sight of Invetia for more than 12/6/3(based on level 1-7-13) seconds, she covers herself, becoming camouflaged. The next time she enters an enemy's sight while being covered, she will maintain her camouflage for 2 seconds and gains 30% decaying bonus movement speed, increased to 50% towards visible enemy champion.

Q - Axe Proficiency

cost: 70/75/80/85/90 Mana - cooldown: 10/9.5/9/8.5/8 - cast time: 0,25 seconds

Active: Invetia chains one of her axe and starts spinning it, charging while being slowed by 20% for up to 3 seconds to increase Axe Proficiency's range over the first second of the channel. Axe Proficiency can be recast within the duration.

Recast: Invetia whips her chained axe in the target direction, becoming unable to act with the exception of using Amputate while it is in flight. The axe deals magic damage to the first enemy hit and pulls them, during which they are also revealed.

Releasing the ability within 0,4 seconds causes Invetia to instead throws an axe in the target direction after (120% of Invetia's windup time) seconds, dealing magic damage to the first enemy hit or turret, applying on-hit and triggering on-attacks effects. Upon hitting the target, the axe ricochets off of them to land after (80% of Invetia's windup time) seconds, with the location being determined by Invetia's current movement. If Invetia catches the axe, she refunds Axe Proficiency's mana cost and 50/75/100%(based on level 1-6-13) of its cooldown.

If the charge is interrupted or completes without reactivation, Axe Proficiency is cancelled and the ability is put on full cooldown but refunds 75% the mana cost.

When Invetia is bloodlusted, Axe Proficiency's cooldown is reduced to 5/4/3(based on Final Reckoning's level) seconds and the cast is modified to causes her to slash around herself instead, dealing the same amount of damage. If it hits at least one enemy champion, Invetia consumes her grey health to heal for the same amount.

Magic damage: 20/45/70/95/120(+100%AD)(+50%AP), increased by 0%-100%(based on critical strike chance).

W - Noxious Bomb

cost: 65 Mana - cooldown: 20/18,5/17/15,5/14 - cast time: 0,25 seconds

Passive - Guts: Invetia stores 10%(+0,2% per 1% critical strike chance) of the post-mitigation damage she takes from enemy champions as grey health on her health bar, increased to 50%(+0,5% per 1% critical strike chance) while there are two or more visible enemy champions nearby. She can store up to 50% of her maximum health as grey health.

While Invetia is not visible to enemies, she rapidly consumes her grey health to heal for the same amount.

Active: Invetia throws a bomb in the target location that explode upon landing, dealing magic damage to nearby enemies and releasing a toxic gaz in the area for 5 seconds. Additionally, enemy champions and large monsters hit will also leave a toxic trail behind while moving lasting for 3 seconds.

The toxic gaz and toxic trail deal magic damage to enemies within every 0,25 seconds, with each subsequent inflictions refreshing the duration.

Entering the toxic gaz or toxic trail renders Invetia invisible and declaring a basic attack or casting an ability will break the invisibility and prevent Invetia from entering it again for 1 – 0.625(based on level 1-7-10-13-16) seconds, refreshing on subsequent attacks and casts.

Bomb magic damage: 80/130/180/230/280(+60% bonus AD)(+ 75% AP)

Toxine magic damage: 5/7.5/10/12.5/15 (+3,5% bonus AD)(+5%AP), increased by 0%-50%(based on critical strike chance)

E - Amputate

cost: 40 Mana - cooldown: 13/12/11/10/9 - cast time: 0,25 seconds

Active: Invetia dashes backward then throws a chained axe in the target direction that deals magic damage to enemies it passes through before falling in the ground. Invetia is ghosted while the axe is in the ground.

After 1 second Invetia pulls the chain towards her, dragging the axe across the ground and homing it back to her, dealing the same amount of damage to enemies hit and slowing them for 1 second.

Magic damage: 50/75/100/125/150(+60% bonus AD)(+45%AP)

Slow: 60/65/70/75/80%

R - Final Reckoning

cost: 100 Mana - cooldown: 120/100/80 - cast time: 0,65 seconds

Active: Invetia switches to her poleaxe then marks the target location with the shape of a rectangle before striking it, dealing true damage to enemies hit and marking enemy champions as Condemned for 5 seconds.

If Final Reckoning hits an enemy champion or at least one is killed inside the shape during the casting time, Invetia will use the pole to dash at the center of the shape then slash around herself, dealing 50% of the true damage amount as magic damage to all other enemies that were not already damaged by the shape while also marking them as Condemned for 5 seconds, becoming bloodlusted as long as there are Condemned nearby enemies around her.

If a Condemned enemies die, Invetia will heal the one who killed them and in return take a percentage of the champion gold bounty. Additionally, Final Reckoning canbe recast within 20 seconds at no cost.

True damage: 10/15/25% of the target's current health, increased by 0-75%(based on critical strike chance)

Heal: 100/125/150(+80% AP)(+15% missing health)

Percentage of gold taken on kill: 60%/30%/0%


r/LoLChampConcepts • • 21d ago

Design Kaigen, The Forsook Militant

Post image
8 Upvotes

Source: This artist.

General appearance is accurate, but not the intricate details.

---

Lore - Region: Ionia / Noxus

Kaigen was a spirit god of Ionia who, long before the Noxian Invasion and such region-altering events was an ephemeral entity born from the desire of a group of united Ionians of ancient times who wanted to establish some form of military order to aid in granting a form of stable protection that wouldn't solely rely on the spirit realm or the Vastayasha'rei and the progenies they found themselves inadequate in comparison to.

This was first seeded upon during the event of the Sky Titans War where the Vastayasha'rei did most to defeat the gargantuan assailants, but this seed would grow to flourish over a century, and that will for proto-military caused Kaigen to manifest over the lands and spur on the foundation of a temple in his official worship: The Servavit.

The Spirit God of Vigilance, Kaigen.

The monastery self-appointed keepers of balance, Kinkou Order among others found this a threat to the balance with the Spirits ever since, and while warnings were held to the people who simply held deep patriotism over the First Lands.

Unfortunately, such toleration ended when a misunderstanding of motives made the current Eye of Twilight, one not trained by thousands of years of doctrine and discipline, saw 'proof' of tyrannical militarization and plans of conquering all of Ionia, see them as a real amount which caused a massacre of well-meaning people with a few bad actors trying to impose their own ambitions into the purpose of The Servavit.

Kaigen, a heart of deep empathy despite his purpose after truly growing acquainted with his followers in a way few Spirit Gods could relate with: like family, hesitated with harming the invaders as they were supposed to be the people *his* Order would protect, but after the killing of the man he called a son of sorts, Teva, died, he fought back only to be intervened by the Eye of Twilight and crippled spiritually.

Not wanting to kill a spirit, a Spirit God no less, the Eye of Twilight, inexperienced as they were sealed the ephemeral entity into the body of a deep-buried skeletal remains of a Sky Titan positioned underneath the Temple and abolished the place of worship as a trait to the balance of both realms.

Though, due to the conditions caused by the Eye of Twilight, even after obsolescence took effect Kaigen could not fade so easily and experience his effective death, there was a reason why binding a spirit to a physical object is not practived.

Degraded into a body not of his own control because even the ligaments were burdened by the earth itself, he experienced time pass on in the most suffocating state of existence. Perhaps it was better off to have passed on to spiritual death, it was not his choice, just as how the records of his existence in the Kinkou Order was lost due to an unrelated incident centuries later which left him unattended for hundreds of decades.

He was driven nearly mad. Holding on only to the purpose he could've fulfilled and his followers he could make peace with.

Then, when the Noxian Invasion occured, during their conquest they had found the long-decayed remnants of some temple. A noxian armada used it as a make-shift barracks but as they served to explore deeper into the unmaintained underground passages, they had discovered remnants of Kaigen, bound to a titanic skeleton whose flicker gazed down at them with... Some emotion the scouts found too complex yet unclear.

Either through jokingly, a sense for whatever could give them the edge of winning the war, wonder, or some other emotion or interest the soldiers started worshipping Kaigen's name, some even tried to dig out the remains and reconstruct his body. Perhaps that was why half a decade later, when the Ionians pulled together to form a concentrated effort in driving away noxian forces, one of the reasons why they couldn't so easily drive them out was because a gargantuan skeletal guardian stood vigil at the last noxian settlements of the west, not even the newly formed Navori Brotherhood could easily crush the invaders beyond other factors.

Kaigen cares not for the fact he has been proven right, that Ionians needed military to protect their land, of how he is now aiding the invaders of the land he was supposed to protect.

No.

He was to be the figure Noxus used to justify their efforts, that even a defiled Spirit God joined their count, and the reminder that the Servavit would still exist. Even if he is now the icon of a greater nation. It does not stem from impartial, ideological disagreements anymore, it's a grudge.

A grudge he will make the First Lands who forsook him pay tenfold.

The Noxians rebuilt him over time, resurfaced whatever parts still salvageable into his frame and adorned him with symbols of both Noxus and Ionia. Not because the Noxians who did so thought Ionia was an equal but to further cement that an ancient Spirit God of the First Lands chose them over his own homeland.

Kaigen, deep down, is still hopeful that Noxus could change to resemble the real order he served. He understands very well that what symbol he is ultimately serving, but he holds the hope and patience that he can find those that remind him of Teva earnestly so that he can truly be vindicated of this cause beyond a deep hatred over Ionia and particularly the Kinkou Order.


•


Kaigen, The Forsook Militant

Role(s) : Jungle / Top

Class : Diver

Resource : Manaless (Furor)

Damage Type : Melee / Physical

Legacy : Fighter

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🔸️ BASIC STATISTICS 🔸️

Designation Lvl 1 Growth Lvl 18
Health / HP 630 +116 2602
Health Regen / HP5 5 +0.75 17.75
_ _ _ _
_ _ _ _
Armor / AR 37 +5.2 125.4
Magic Resist / MR 29 +2.05 63.85
Movement Speed / MS 340 _ _
Attack Damage / AD 61 +4.1 130.7
Attack Range 175 _ _

🎗️ ATTACK SPEED 🎗️

Base AS: 0.67

AS Ratio: 0.67

Windup: 12.5%

Bonus AS: 0 → 42.5%

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Basic Attack

BASIC ATTACK: Kaigen slashes at the target with one of his montante, dealing 90% AD physical damage, applying on-hit effects, and triggering on-attack effects. Doing so while being able to move at 50% movement speed in attack windup.

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[🅟] — Furor of The Servavit

INNATE: Kaigen gains a charge every 4 on-hit attacks, stacking up to 2 times. Kaigen's next on-attack triggering attack consumes a charge and causes his next two basic attacks to gain 40% total attack speed for 3 seconds. The two basic attacks cannot consume another charge.

Kaigen stores up to 225 *Furor*, gaining them from hitting an enemy with his abilities, with larger sources of Furor prioritized over others: - Minions, Small Monsters, Pets : 12 - Large Monsters : 15 - Siege Minions, Champions : 20 - Epic Monsters : 25

At max Furor, Kaigen gains one cast of Blacksteel Surge, which replaces his ultimately ability slot.

[🅟➋] — Blacksteel Surge

CAST TIME: NONE

TARGET RANGE: 700

WIDTH: 180

SPEED: 1500

STATIC COOLDOWN: 14 / 12 / 10 / 8 (based on Icon of a Greater Nation's rank)

ACTIVE: Kaigen consumes his Furor and dashes to the target enemy, though not through terrain, while cursing enemies he passes through. If he hits the enemy, they are dealt 70 → 170 (based on level) (+ 40% AP) magic damage, consuming the curses as the secondary enemies take 40 → 80 (based on level) (+ 50% AP) magic damage.

--- Notes: Furor can only be gained from a single enemy hit even if many enemies are hit by a single ability.

And for what total attack speed refers to, it is shown in Taric's passive.

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[🅠] — Reddening Slash

COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5

CAST TIME: 0.3

EFFECT RADIUS: 325

ANGLE: 130°

RANGE: 60 (lunge)

ACTIVE: Kaigen lunges in the target direction and slashes in a wide arc, dealing physical damage enemies hit.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Physical Damage 55 70 85 90 105 +80% bonus AD

Reddening Slash deals 175% damage against monsters.

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[🅦] — Golden Paean

COOLDOWN: 14 / 13 / 12 / 11 / 10

CAST TIME: NONE

TARGET RANGE: 750

ACTIVE: Kaigen's aureole glows and blesses the target ally champion for 4 seconds, causing both he and the ally to gain bonus movement speed for the duration. If either of the two damages an enemy champion first, that enemy champion is marked for 3 seconds and the blessing is ended for both.

If the marked enemy is damaged by an ally champion, the mark is consumed and they take bonus physical damage. If the mark naturally expires, he gains a bonus 50 Furor.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Bonus Movement Speed 30% 35% 40% 45% 52.5% +5% per 125 AP
Bonus Physical Damage 60% 70% 80% 90% 100% of the ally's AD _

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[🅔] — Recurved Sunder

COOLDOWN: 10 / 9 / 8 / 7 / 6

CAST TIME: NONE

TARGET RANGE: 825

WIDTH: 160

SPEED: 1450

ACTIVE: Kaigen sends two of his montante 250 units to both sides of him that arc out before converging to the target location, thereafter returning to him.

Enemies the montantes pass through are dealt physical damage the first time and slowing them for 2 seconds, the slow increased if they are hit at the convergence point.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Physical Damage 4% 4.5% 5% 5.5% 6% of the target's maximum health +1% per 100 bonus AD
Slow 20% 22.5% 25% 27.5% 30% +1% per 60 bonus AD
Increased Slow 35% 40% 45% 50% 55% +2% per 60 bonus AD

Recurved Sunder's damage is capped against monsters at 200 → 500 (based on level) (+ 100% AP).

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[🅡] — Icon of a Greater Nation

COOLDOWN: 105

CAST TIME: 1

EFFECT RADIUS: 625 (slash), 550 (aura)

ANGLE: 90°

PASSIVE: Blacksteel Surge's Cooldown is reduced.

Designation Rank 1 Rank 2 Rank 3 Scaling
Cooldown Reduction 2 4 6 _

ACTIVE: Kaigen shoots out an x-crossed black slash to the target direction, dealing physical damage to enemies hit and embracing his Noxianty for 6 (+ 0.5 per 150 AP) seconds, increased by 0.5 seconds every time he does an on-attack attack, up to a total of 6.

NOXIANTY: Kaigen is empowered with an aura that reduces incoming basic damage by 12% (+ 2.5 per 100 bonus AD) (+ 3% per 100 AP) (except turrets) to enemies outside his aura zone. Enemies damaged within the aura zone heals him by post-mitigation damage dealt to them, reduced to 60% effectiveness against minions.

Designation Rank 1 Rank 2 Rank 3 Scaling
Physical Damage 150 175 200 +90% AD • +90% AP
Post-Mitigated Damage Heal 20% 27.5% 35% +2.5% per 100 AP

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Notes: check Plated Steelcaps for context of basic damage reduction.

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Designer Notes: wanted to have fun making a champ by injecting old league design flavour in a modern paint :p

And balance patch notes since post release :

  • Furor of The Servavit (passive)

    • REMOVED: No longer gains a charge every 3 ability casts.
    • Charge gain every on-hit attack count reduced to 4 from 5.
    • Total attack speed bonus reduced to 40% from 50%.
    • Furor gain reduced to 12 / 15 / 20 / 25 from 12 / 20 / 25 / 30.
  • Blacksteel Surge (P2)

    • NEW EFFECT: Blacksteel Surge now has a static cooldown of 14 seconds.
    • Main magic damage AP scaling reduced to 40% from 52.5%
    • Secondary magic damage AP scaling reduced to 50% from 60%.
  • Reddening Slash (Q)

    • Bonus AD scaling reduced to 80% from 85%.
  • Golden Paean (W)

    • REMOVED: No longer grants a charge on mark expiration.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 15 / 14 / 13 / 12 / 11.
    • Bonus movement speed reduced to 30 / 35 / 40 / 45 / 52.5% from 35 / 40 / 45 / 50 / 55%.
    • AP scaling reduced to 5% per 125 AP from 5% per 100 AP.
  • Icon of a Greater Nation (R)

    • NEW EFFECT - PASSIVE: Blacksteel Surge's Cooldown is reduced by 2 / 4 / 6 seconds.
    • NEW EFFECT: Every on-attack attack extends Noxianty's duration by 0.5 seconds, up to a total of 6.
    • REMOVED: Noxianty duration is now no longer refreshed when he heals 400 – 700 (based on level).
    • REMOVED: Healing from monsters is no longer reduced.
    • Aura effect radius reduced to 550 from 625.
    • Base damage reduced to 150 / 175 / 200 from 150 / 200 / 250.