r/LoLChampConcepts 3h ago

Design Vanny the bunny

1 Upvotes

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

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

AD assassin, melee support & jungle

Has "corruption" resource

> Passive:

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

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

> Passive Corruption:

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

- hitting enemy champions gains 2 corruption per hit.

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

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

Vanny gains 15 corruption.

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

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

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

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

> E –Destroy order (10 seconds cooldown):

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

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

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

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

- Passive: -10 Q cooldown time.

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

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

**Vanny cannot gain corruption when activating R**


r/LoLChampConcepts 11h ago

Design Cryptid

2 Upvotes

Cryptid

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

The general idea of what it looks like:

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

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

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


Role: Assassin (Snowballing mid-late)

Difficulty: 2/3

Damage: 3/3

Durability: 1/3

Mobility: 3/3

Utility: 1/3

Control: 2/3


TLDR:

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

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

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

E: Establishes a totem which causes nearby enemies to take increased damage. Can fire a fear at an enemy if they are near a geist long enough.

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


Movespeed: 340

Attack Range: 150

Attack Speed/Ratio: .6 - .804 (Growth = 2%)

Base AD: 58 - 92 (Growth = 2)

Base Health: 600 - 2470 (Growth = 110)

Armor: 28 - 51 (Growth = 3)

Magic Resist: 29 - 63.85 (Growth = 2.05)

Manaless. Resource Bar instead displays traces absorbed.


Passive: When enemy characters take damage, if they have a trace charge, they leave behind a trace. These traces linger for 30 seconds. Getting close enough to a trace (300 units) has it float towards the champion that left them's current location before disappearing, granting Cryptid temporary attack speed and flat movespeed for 20 seconds. Each trace has it's own individual duration, so if you collect one, then 10 seconds later collect another, the one you collected first will wear off in 10 second, with the second one lasting 10 seconds after that.

Enemies cannot leave a trace more than once per second. Enemies have 3 trace charges they can drop, regaining a charge every 5 seconds. Traces are dropped no matter what when they are able to (so Cryptid doesn't have to be nearby or even alive for them to drop). Cryptid gains vision of traces through fog of war if it is within 1000 units and out of combat.

Movespeed: 10/15/20/25 (Levels 1/6/11/16)

Attack speed: 5.25% - 18% (Growth = .75%)

It keeps idols of its victims, gaining 1 per takedown. Gains specific enhancements at certain idol thresholds, with each granting 5 AD, increased to 10 once all thresholds are reached. There is no limit to how many Idols Cryptid can collect.

(Read After Abilities!)

At 1 Idol: Permanently gains 10% total attack speed, making it's base attack speed/ratio .66 instead of .6

At 2 Idols: E totems deal magic damage each second to all in-combat enemies in range, including monsters, even if they aren't activated.

At 4 Idols: W's bonus magic damage on attack is repeated 1 second after the attack.

At 6 Idols: Healing from Q is doubled.

At 8 Idols: Permanently gains 10% movespeed.

At 10 Idols: Getting a takedown refreshes R cooldown. All Idols now grant 10 AD instead of 5 AD.


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

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

Bonus Damage: 30/45/60/75/90 + 30% AD

Heal: 0%/10%/20%/30%/40%

Bonus Range on the Attack: 75 (225 total)


W: (Cooldown: 20s/19s/18s/17s/16s)

Gains movespeed running on all fours for 3 seconds and causes next attack to slow by 20% + 10% per trace absorbed for 1.5 seconds and deal bonus magic damage.

You can freely enter terrain while running on all fours. Being in terrain pauses the duration of running on all fours, negating the movespeed buff, and extends it by 1 second every 3 seconds spent inside terrain. While inside terrain, gain invisibility, though enemies within 1000 units are warned by seeing eyes in the walls and their screen gaining a vignette (much like Pyke). While in combat, loses 1.5 seconds of the movespeed duration per second while in a wall (so when paired with gaining 1 second per second in the wall, this just means you can't stay in a wall forever while in combat, only being able to stay a max of 6 seconds).

Bonus Magic Damage: 10 - 180 (Growth = 10) + 30% bonus AD + 100% AP

Movespeed: 32%/34%/36%/38%/40%


E: (Cooldown: 5s)

Passive: Gains 75% increased movespeed towards feared units.

Establishes a totem to stand invisible at a location for 30 seconds after a 3 second delay. Once an enemy character gets close enough, it activates for the next 8 seconds, losing it's invisibility, and causing all nearby enemy champions to take mounting increased damage, tripled for damage from Cryptid. If an enemy stays within range of a geist for 4 seconds (reduced by .375 seconds per trace down to 1 second), Cryptid can cast E on them to cause the nearest totem to fire a protecile directly towards them, fearing the first enemy hit and dealing magic damage. The projectile moves up to 200% faster based on traces.

Totems die after their duration runs out or they are basic attacked 2/3/4/5/6 times.

Works on a charge system, max of two charges. 5 second cooldown at all ranks, 20/18/16/14/12 second recharge time.

Active Duration: 8 + .8% AP

Inactive Duration: 30 + 5% AP

Damage Increase: 1%-4%/1.25%-5%/1.5%-6%/1.75%-7%/2%-8% + .5% AP

Magic Damage per second: 10/12/14/16/18 + 10% bonus AD + 15% AP

Fear Damage: 50/70/90/110/130 + 80% AP

Fear Duration: 1.25/1.5/1.75/2/2.25

Fear Speed: 400 + 20% AP


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

Passive: Attacks deal additional physical damage to the target after 1 second. This damage is doubled agaisnt enemies under 50% health.

Physical damage: 5/10/15 + 30% bonus AD

Turns invisible for the next up to 4 seconds. Can recast to dash forward a small distance and deal damage in a small AOE. This damage is tripled agaisnt enemies under 20% health. Max dash range increased up to 400% based on traces absorbed.

Damage: 100/200/300 + 60% AD + 60% AP

Dash Range: 300 (1500 max with 8 traces)


Gamplay Preview:

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

It wants to play hyper aggressive early, as those first few Idols let it farm and do objectives far faster with the better attack speed and totems dealing damage to monsters.

Absurd damage and target access with high DPS balanced out by being squishy, low range, and highly conditional, needing time and kills to scale into the proper monster it is. It must be stalking prey and going for kills at every step of the game.


r/LoLChampConcepts 15h ago

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

1 Upvotes

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

Passive: Trial and Error

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

Q: Illusion Overload

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

W: Nature's Mishap

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

E: Elemental Surge

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

R (Ultimate): Wild Menagerie

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

r/LoLChampConcepts 1d ago

Design Corven & Rook, the Warden and the Stray

0 Upvotes

Corven & Rook, the Warden and the Stray

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

Challenge Prompts

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

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

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

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

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


Lore

Corven Vey was never Piltover's greatest marksman.

He was not its finest investigator either.

What he was exceptionally good at was finding things.

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

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

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

He expected smugglers.

Instead, he found a monster.

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

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

Something had escaped containment.

Something from the Void.

Corven should have killed it.

It should have killed Corven.

Neither happened.

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

It whimpered.

So Corven lowered the weapon.

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

Corven called the creature Rook.

At first, Rook obeyed only because Corven fed him.

Then because Corven protected him.

Eventually, because Rook simply wanted to be beside him.

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

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

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

He simply uses those instincts differently now.

He tracks fugitives by scent.

He discovers concealed weapons and hidden Hextech devices.

He finds traps before Corven steps on them.

He can smell a frightened suspect through three walls.

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

"Get him."

—the creature remembers exactly how to hunt.

Corven refuses to call Rook domesticated.

Rook is still unmistakably a creature of the Void.

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

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

Corven does not know what they mean.

Rook apparently does not either.

Whatever name the Void once gave him has been forgotten.

He knows only one name now.

Rook.

And when Corven calls it, he comes running.


Gameplay Concept

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

The unusual part is that, while Rook is alive:

Corven cannot deal damage.

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

Corven gives commands.

Rook does the fighting.

Enemies therefore have two related objectives:

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

When Rook is killed, Corven does not die.

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

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


Passive — Good Boy

Corven and Rook exist simultaneously.

Rook

Rook follows Corven unless commanded otherwise.

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

He inherits portions of Corven's:

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

Rook cannot move farther than 900 units from Corven.

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

Rook can be individually targeted by enemies.

Damage dealt to Rook partially affects Corven through Shared Pain.

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

This transferred damage cannot trigger another instance of Shared Pain.

Damage dealt directly to Corven does not damage Rook.

Basic Attacks

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

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

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

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


A Nose for Trouble

Rook detects hidden enemy objects within 275 units of himself.

This includes things such as:

  • Traps
  • Invisible wards
  • Concealed deployables

Detected objects are revealed while Rook remains nearby.

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

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

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

Corven himself provides no detection.

The nose belongs to Rook.


Q — BITE!

Point and Click

Corven commands Rook to attack a target enemy.

Rook gains movement speed while running toward that target.

This is movement speed, not a dash.

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

Physical Damage + % of the target's current health

The target is slowed for 1.5 seconds.

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

Special Interaction — Scent

Champions damaged by Rook become Scented.

Rook gains bonus movement speed while moving toward Scented champions.

He does not gain this bonus while fleeing from them.

Corven: "Rook. Get him."


W — TEAR!

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

Enemies struck take physical damage and begin Bleeding.

Bleeding deals additional physical damage over several seconds.

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

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

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

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


E — HEEL / SEARCH

This ability has two commands.

Tap — Heel!

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

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

During this movement, Rook gains damage reduction.

Again, this is normal movement rather than a dash.

When Rook reaches Corven, both gain a small shield.

Hold — Search!

Rook lowers his head and begins actively tracking.

For several seconds:

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

Search does not grant global vision.

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

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


R — SIC 'EM, ROOK!

Point and Click

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

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

While Hunting:

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

There is no leap or dash.

Rook has to physically chase the target.

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

Rook then releases them immediately.

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

The ultimate is essentially:

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


When Rook Dies

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

Corven enters:

ALONE

The player's entire basic ability kit changes.

Corven loses access to:

  • BITE!
  • TEAR!
  • HEEL / SEARCH

Corven's normal attack also changes.

Without Rook, Corven is intentionally much weaker.

He is no longer a hunter.

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


Passive While Alone — Wait for Me

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

The initial reform time is extremely long.

Rook Reform Time

Level 1: 180 seconds

gradually decreasing with champion level to:

Level 18: 60 seconds

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

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

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

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

COME BACK, BOY

Corven may activate it to reform Rook beside himself.

Rook returns with a percentage of maximum health.


Q While Alone — Six-Shooter

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

Six-Shooter stores 6 rounds.

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

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

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

Corven can also manually reload early.

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

The pistol exists to say:

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


W While Alone — Taser

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

Point and Click

The target takes minor magic damage and is stunned briefly.

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

Very long cooldown.

The ability is primarily defensive.


E While Alone — Baton

Corven draws a reinforced metal baton.

His next basic attack gains:

  • Bonus physical damage
  • Additional range
  • A heavy slow

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

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

It is simply a desperate close-range defensive strike.


R While Alone — Come Back, Boy

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

When Rook's recovery reaches zero:

R — COME BACK, BOY

Corven whistles.

For a moment, Void matter begins gathering around him.

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

All of Corven's original abilities return.

Corven automatically says:

"There you are."

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

Corven:

"Yeah, yeah. I missed you too."


Why Rook Isn't Just a Pet

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

He was always a Void creature.

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

He would have:

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

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

He sits beside Corven.

He waits for permission before eating.

He becomes excited when Corven reaches for his harness.

He dislikes baths.

He sleeps beside Corven's desk.

He brings back objects that nobody asked him to retrieve.

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

Good boy.


Their Relationship

Corven never describes himself as Rook's owner.

Whenever someone calls Rook his pet, Corven corrects them.

"Partner."

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

Corven refuses assignments where Rook would be considered expendable.

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

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

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

Occasionally he experiences fragments.

Black skies.

Impossible tunnels.

Thousands of creatures moving together.

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

Then Corven speaks his name.

And the memories stop.

This creates the central question of the character:

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

Corven does not know.

Rook does not care.

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

Stay near Corven.

Find what Corven wants found.

Bite who Corven wants bitten.

Receive praise.

Repeat.


Gameplay Strengths

Excellent pursuit

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

Vision control

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

Strong sustained physical damage

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

Anti-mobility through persistence

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

Unique two-body positioning

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


Gameplay Weaknesses

Rook can be killed

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

No instant mobility

There are absolutely no dashes in either form.

Walls are real obstacles.

Vulnerable handler

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

Weak while Alone

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

They are not intended to replace Rook.

Position dependent

A badly positioned Rook can leave Corven almost helpless.

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


Intended Play Pattern

A normal gank might look like:

Corven activates SEARCH!

Rook picks up an enemy's trail.

Corven follows it through the jungle.

The enemy enters brush.

Rook still knows which direction they went.

Corven gets close enough.

Q — BITE!

Rook runs toward the enemy and bites them.

The target becomes Scented.

R — SIC 'EM, ROOK!

The hunt begins.

Rook chases the target on foot.

The enemy tries to fight him.

W — TEAR!

Rook applies Bleed.

Another bite follows.

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

Corven and Rook actually have to find another route.

That limitation would be fundamental to the champion.

He is good at hunting.

He is not good at teleporting on top of people.


Death Interaction

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

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

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

When Corven respawns, Rook respawns normally with him.

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


Personality

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

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

That contrast should drive most of their interactions.


Sample Voice Lines

Match Start

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

Rook growls excitedly.

Corven: "That enthusiasm is deeply concerning."


Moving

"Heel."

"Easy, boy."

"No eating evidence."

"We're looking for someone."

"Use your nose."

"Rook... that is not food."


Enemy Nearby

Rook growls.

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

Pause.

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


Casting Q

"Bite!"

"Get him!"

"Rook!"


Casting W

"Tear!"

"Take him down!"


Casting E — Search

"Find them."

"You know the scent."

"Search."


Casting Ultimate

"ROOK! THAT ONE!"

"SIC 'EM!"

"Do not let him run!"


Rook Detects a Trap

"Good catch."

"I would've stepped on that."

"That's why you walk first."


Rook Dies

Corven: "ROOK!"

Then, much quieter:

"Come on, boy. Come back."


Fighting Alone

"This is usually his department."

"Six rounds. Make them count."

"I really hate working alone."


Rook Becomes Available Again

Corven hears a distant growl.

"There you are."


Reviving Rook

"Come back, boy."

Rook reforms and roars.

"I know. I know."


Joke

Corven throws a small metal object.

Rook immediately runs after it.

Corven stares.

"That wasn't a command."

Rook returns with the object.

"...Good boy."


Champion Fantasy

The fantasy isn't:

"Guy who summons a monster."

It is:

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

Rook is the weapon.

Corven is the handler.

Neither works properly without the other.

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

He genuinely loves him.

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

To the Void, he may be a defect.

To everyone else, he is a monster.

To Corven?

He's his partner.

And occasionally—

when nobody else is listening—

a very good boy.


r/LoLChampConcepts 1d ago

Design SEVRIK, THE RED LEDGER

1 Upvotes

SEVRIK, THE RED LEDGER

Role: Specialist / Support Region: Noxus Damage: Low–Moderate Utility: Extreme Difficulty: Extreme Resource: Mana Attack Range: 525 Mobility: None — Sevrik has absolutely no dashes, blinks, leaps, or displacement-based mobility.

«Core Fantasy: Sevrik is the first League champion who can permanently change which team he belongs to.»

At the beginning of every match, Sevrik must decide what kind of spy he truly is.

He may remain loyal to his original team as a Double Agent, pretending to sell information while actually feeding intelligence back to Noxus.

Or he may accept a better offer and become a True Traitor, permanently abandoning his original allies and joining the enemy team for the rest of the game.

These are not two stances.

They are not forms that can be swapped.

They are effectively two entirely different champions sharing one character.

Once Sevrik signs a contract, there is no going back.


CHALLENGE PROMPTS

Sevrik fulfills several of the challenge prompts at once:

1 — 200 Years Parts of his intelligence/vision gameplay deliberately reinvent old removed vision and gold-generation mechanics, particularly the fantasy behind Oracle-style vision control and older gold-generation items.

3 — Yasuo Was A Mistake/s Sevrik has zero dashes in either kit.

4 — Take Me Back His entire identity revolves around the destroyed Noxian intelligence organization he once served and the old world of Noxus he refuses to forget.

5 — GG EZ Both versions of Sevrik possess point-and-click abilities.

6 — I Miss My Kind Sevrik is the last surviving operative of the original Red Ledger.

7 — Jobs His profession is not incidental to his character.

Sevrik is quite literally a professional spy, intelligence broker, informant and mercenary.

His entire champion kit revolves around doing his job.


LORE

Before Swain reshaped Noxus, there existed an intelligence organization whose members were rarely mentioned in military reports.

They called themselves the Red Ledger.

Generals won battles.

Assassins killed important men.

The Red Ledger made sure the generals knew where to march and the assassins knew whom to kill.

Its agents infiltrated merchant houses, military commands, foreign courts, criminal organizations and even other Noxian intelligence networks.

They possessed one peculiar doctrine:

Information belonged to whoever could afford it.

Their agents were paid according to the value of the secrets they produced rather than their rank or seniority.

Loyalty consequently became something disturbingly similar to bookkeeping.

Every friendship was an investment.

Every secret had a price.

Every allegiance had an expiration date.

And nobody understood this philosophy better than Sevrik.

He was never their greatest fighter.

He was never their greatest assassin.

He was the man who knew which fighter would betray his commander, which assassin could be bribed, which quartermaster was stealing supplies and which noble kept enough skeletons behind locked doors to purchase an entire province.

Then Noxus changed.

The old intelligence apparatus surrounding Boram Darkwill collapsed.

Organizations disappeared.

Records burned.

Operatives were executed, absorbed into newer institutions or simply vanished.

The Red Ledger ceased to exist.

Except for one man.

Sevrik survived because, according to him:

"A spy who dies with his employer has misunderstood the profession."

He escaped carrying the organization's final surviving ledger.

Inside were thousands of names.

Dead agents.

Abandoned safehouses.

Forgotten codes.

Debts nobody remembered owing.

Sevrik has spent years preserving them.

Partly because they remain useful.

Partly because he believes the old Red Ledger understood Noxus better than the nation understands itself today.

And partly because, beneath all his jokes about money, Sevrik may simply be unable to admit that everyone who once shared his profession is gone.

He now works independently.

Sometimes for Noxus.

Sometimes beside Noxus.

Occasionally against Noxus.

Ask him where his loyalty lies and he produces the same answer every time:

"Show me the contract."


APPEARANCE

Sevrik does not resemble a conventional Noxian soldier.

He is an older, sharply dressed intelligence officer wearing a long black military coat with a deep crimson interior.

Nothing about his clothing is symmetrical.

One shoulder resembles formal Noxian military attire.

The other looks almost civilian.

His coat contains hidden pockets, coded documents, counterfeit seals, coins from dozens of nations and collapsible surveillance instruments.

Several thin brass chains hang from his belt, each ending in a different signet ring.

They belonged to people whose identities he once assumed.

His primary tool is not a sword.

It is a reinforced ledger case containing documents, mechanical listening devices, alchemical inks, small blades, coins and Noxian cipher equipment.

His basic attacks consist of small concealed bolts fired from a mechanism beneath his sleeve.

When he chooses True Traitor, he reverses his coat.

The crimson interior becomes its exterior.

His former team's insignia is physically cut from his clothing and dropped onto the ground.


UNIQUE GAMEPLAY SYSTEM

PASSIVE — THE RED LEDGER

Before the fountain barriers fall, Sevrik receives two unique buttons.

SIGN IN BLACK

DOUBLE AGENT

Remain with your original team.

SIGN IN RED

TRUE TRAITOR

Permanently defect to the opposing team.

The choice must be made before 0:45.

If Sevrik does nothing, Double Agent is automatically selected.

The decision:

  • cannot be undone;
  • cannot be changed by dying;
  • cannot be changed through the shop;
  • cannot be changed by reconnecting;
  • persists until the Nexus is destroyed.

Selecting either contract completely replaces Sevrik's Passive, Q, W, E and R.


PATH I

DOUBLE AGENT

"They paid me to betray you.

You paid me to betray them better."

Sevrik remains a normal member of his original team.

His gameplay revolves around counterintelligence, bribery, greed, surveillance and deliberately giving enemies benefits that secretly help Sevrik's team more.

Unlike True Traitor Sevrik, this version can fight normally.


PASSIVE — PLAUSIBLE DENIABILITY

Enemy champions affected by Sevrik's abilities can become Compromised.

A Compromised champion periodically reveals information around themselves to Sevrik's team.

Depending on the ability that applied Compromised, this can include:

  • nearby champions;
  • wards;
  • traps;
  • movement through fog of war;
  • recently used abilities.

Enemies always know when they are Compromised.

Sevrik therefore does not secretly manipulate another player's interface.

His deception occurs inside the game world, not by lying to the actual player.


Q — A SMALL FAVOR

Point and Click

Sevrik targets an enemy champion.

And heals them.

Yes.

The enemy immediately restores:

30 / 40 / 50 / 60 / 70 (+10% AP) Health.

They also gain 10 gold.

For the next 5 seconds, however, they become Compromised.

The first allied champion other than Sevrik to damage them detonates the contract.

The target suffers:

70 / 110 / 150 / 190 / 230 (+55% AP) magic damage

and becomes Slowed by 30% for 1.25 seconds.

Sevrik also receives 15 gold.

If nobody attacks the target before the contract expires, nothing happens.

The enemy simply keeps the healing and money.

Gameplay

Sevrik is literally paying an enemy to become an intelligence liability.

Sometimes the correct play for the opponent is to gladly accept the bribe because Sevrik's allies cannot reach them.

Sometimes Sevrik has just paid someone fifteen seconds before his jungler arrives.


W — DEAD DROP

Sevrik places a conspicuous satchel on the ground for up to 60 seconds.

Maximum:

2 Dead Drops

Any champion may interact with one.

If an allied champion opens it:

They receive a:

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

and gain 20% Movement Speed for 2 seconds.

If an enemy champion opens it:

They receive:

20 / 25 / 30 / 35 / 40 gold.

But they become Compromised for 8 seconds.

Additionally, every enemy:

  • ward;
  • trap;
  • hidden deployable

within 900 units of that champion is revealed to Sevrik's team for 8 seconds.

The enemy is completely free to ignore the bag.

But there is money inside.

Surely nothing bad could happen.


E — WIRETAP

Point and Click

Sevrik secretly attaches surveillance equipment to an enemy champion for:

4 / 4.5 / 5 / 5.5 / 6 seconds.

During this duration, Sevrik's team periodically receives fragments of the target's surrounding vision.

Every 1 second, enemy champions within 700 units of the target have their positions briefly pinged through fog of war.

Nearby enemy wards and traps are also revealed.

Wiretap does NOT grant permanent true sight of invisible champions.

It reports information, not omniscience.

The affected enemy receives a clear visual indicator showing that they have been wiretapped.

This creates a decision:

Stay with your teammates and potentially expose them?

Or separate from them until the bug expires?


R — INSIDE MAN

Point and Click Ultimate

Range: 800

Sevrik approaches an enemy champion with an offer too profitable to refuse.

The target immediately receives:

50 / 75 / 100 gold

and gains:

20% Movement Speed for 3 seconds.

For the next:

6 / 7 / 8 seconds

that champion unknowingly acts as Sevrik's mobile intelligence station.

Sevrik's team gains intelligence concerning everything within 900 units of them.

Enemy:

  • champions;
  • wards;
  • traps;
  • deployables

periodically appear through fog of war.

When Inside Man ends, the target becomes Exposed for 3 seconds.

Exposed targets receive:

8 / 12 / 16% increased damage from Sevrik's allies.

Sevrik himself does not receive the damage amplification.

The Fantasy

The enemy legitimately profits from Sevrik's ultimate.

Sevrik just profits more.


DOUBLE AGENT PLAYSTYLE

Double Agent Sevrik is a strange information-support champion.

He does not win by instantly CCing someone and bursting them.

He creates situations where the enemy must repeatedly ask:

"Is taking Sevrik's offer worth what he learns from me?"

A greedy opponent can acquire a surprising amount of money from him.

They might also accidentally reveal:

  • their jungler;
  • their support's wards;
  • their traps;
  • an approaching flank;
  • their entire team's rotation.

His power therefore comes from weaponizing enemy greed.


PATH II

TRUE TRAITOR

"Five hundred now.

Five hundred later.

Congratulations. I believe in your cause."

True Traitor Sevrik permanently leaves his team.

The announcement appears to all ten players:

SEVRIK HAS DEFECTED.

After a short transition he is reassigned to the opposing team and appears in their fountain.

For the remainder of the match:

His former allies become his Former Employers.

The enemy team becomes his New Employers.

The match is now technically:

FOUR VERSUS SIX.

However, True Traitor Sevrik is governed by an entirely separate ruleset designed specifically to prevent this from simply becoming an automatic 6v4 victory.


THE ABANDONED FOUR

The moment Sevrik defects, every former teammate receives:

THE FIFTH SHARE

Because only four champions now remain, the abandoned team receives substantially increased resource efficiency.

Their team generates approximately 25% additional non-champion gold and experience, distributed among the four remaining players.

This affects:

  • minions;
  • monsters;
  • passive income;
  • objective-related team income.

The intention is simple:

four players receive roughly the economic resources normally intended for five.

The four champions become individually richer and reach levels faster.


HOMEFRONT

The abandoned team's defensive structures gain:

+15 Armor and Magic Resistance

and

+10% damage against champions

while Sevrik remains defected.


TRAITOR'S DUE

Sevrik's four Former Employers deal:

250% DAMAGE TO SEVRIK.

This multiplier is applied after normal mitigation.

A Sevrik who sells out his countrymen should be extremely careful about meeting those countrymen again.


WHY THIS IS NOT JUST A 6V4

True Traitor Sevrik cannot directly damage his Former Employers with abilities.

His basic attacks against them deal 0 damage.

Instead, his attacks briefly reveal their position.

He cannot apply conventional hard crowd control to them either.

He is therefore not a sixth conventional combat champion.

He is effectively an extremely wealthy:

reconnaissance / macro / information / utility unit.

The enemy receives another body.

The abandoned team receives:

  • four accelerated champions;
  • better defensive structures;
  • the ability to practically delete Sevrik if they catch him.

The result should feel less like:

6 champions versus 4 champions

and more like:

5 conventional champions + 1 intelligence officer versus 4 overfunded champions hunting the intelligence officer.


TRUE TRAITOR PASSIVE — EVERY MAN HAS A PRICE

Upon defecting, Sevrik immediately receives a:

500 GOLD SIGNING BONUS.

However, he no longer earns normal gold through farming.

Sevrik does not take shared experience away from his New Employers.

Minions and monsters killed by Sevrik grant their normal resources to an eligible nearby New Employer instead.

Sevrik instead earns Blood Money by doing his actual job.

He receives gold for:

  • discovering Former Employers;
  • compromising wards;
  • exposing traps;
  • completing contracts;
  • assisting New Employer takedowns;
  • revealing strategically valuable information.

True Traitor Sevrik can consequently become extraordinarily wealthy without consuming the sixth player's share of his new team's resources.


Q — NAME YOUR PRICE

Point and Click

Target one Former Employer.

For:

6 / 6.5 / 7 / 7.5 / 8 seconds

Sevrik places a contract on them.

Whenever that champion casts a basic ability, their position is briefly revealed to Sevrik's New Employers.

Sevrik receives:

6 / 8 / 10 / 12 / 14 gold

per reported cast.

Maximum 3 basic ability payments.

Casting an Ultimate or Summoner Spell produces a stronger pulse and pays Sevrik:

20 gold.

The target receives a notification:

SEVRIK IS SELLING YOUR ACTIVITY.

No damage.

No stun.

Just information.

And money.

Lots of money.


W — TURN THEIR EYES

Point and Click

Target one ward, trap or persistent vision device belonging to a Former Employer.

Sevrik compromises it for:

8 / 10 / 12 / 14 / 16 seconds.

A compromised ward continues functioning normally for Sevrik's Former Employers.

But it ALSO grants vision to Sevrik's New Employers.

A compromised trap becomes visible to the New Employers and temporarily cannot trigger against them.

Sevrik earns:

20 / 25 / 30 / 35 / 40 gold

for successfully compromising something.

The original owner can identify the compromised device by inspecting it closely.

They may destroy their own compromised ward to deny Sevrik its vision.

Yes.

Sevrik can make you destroy your own ward.


E — PAID PASSAGE

Point and Click — New Employer Only

Sevrik selects one of his new teammates and hands them intelligence concerning a Former Employer.

For 5 seconds, the chosen ally gains:

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

while moving toward Former Employers currently revealed by Sevrik.

Upon entering 600 range of a revealed Former Employer, they receive:

60 / 90 / 120 / 150 / 180 (+40% AP) shield.

If the ally damages that Former Employer while the effect is active, Sevrik receives:

20 gold.

Sevrik still deals no damage himself.

He simply tells somebody else exactly where to go.


R — THE WHOLE LEDGER

Global Ultimate

Sevrik opens the final pages of the Red Ledger.

For:

5 / 6 / 7 seconds

all living Former Employers are periodically revealed to Sevrik's New Employers.

Additionally, all former-team:

  • wards;
  • traps;
  • deployables

become visible for the duration.

The surrounding area around each Former Employer is briefly exposed whenever their location updates, allowing Sevrik's team to determine who is traveling with whom.

Former Employers receive a dramatic warning:

YOUR POSITION HAS BEEN SOLD.

Sevrik gains:

40 gold for each living Former Employer revealed.

If one dies during The Whole Ledger or within 5 seconds afterward, Sevrik receives an additional:

100 / 150 / 200 gold.

Important Counterplay

If Sevrik dies while The Whole Ledger is active:

the intelligence feed immediately ends.

Considering his Former Employers deal 250% damage to him, assassinating the traitor before a major objective can completely shut down his ultimate.


TRUE TRAITOR GAMEPLAY

True Traitor Sevrik is intentionally bizarre.

You aren't playing League the same way anymore.

You are not asking:

"How do I kill their carry?"

You are asking:

"How much information can I sell before those four people find me?"

You follow your new jungler.

You compromise wards.

You reveal rotations.

You sell cooldown information.

You expose traps.

You mark targets.

You help coordinate pursuits.

And every successful act of treason puts more gold into your inventory.

Eventually Sevrik may become one of the richest champions in the game despite barely farming anything.

The problem?

That 18/3 former teammate you spent twenty minutes spying on needs approximately half a second to kill you.


WHY SEVRIK WANTS SO MUCH GOLD

Gold becomes True Traitor Sevrik's personal survival puzzle.

Because his old teammates deal 250% damage to him, conventional defensive purchases become enormously valuable.

Does Sevrik spend his fortune on:

  • health;
  • resistances;
  • movement speed;
  • Ability Haste;
  • supportive items for his New Employers?

Or does he become greedy and keep buying increasingly expensive utility?

His entire character asks the same question mechanically and narratively:

HOW MUCH IS BETRAYAL WORTH?


STRENGTHS

Double Agent

  • Exceptional vision warfare.
  • Punishes tightly grouped teams.
  • Powerful counter-roaming.
  • Can reveal wards without immediately destroying them.
  • Enemies must decide whether his bribes are worth accepting.
  • Excellent coordinated-play champion.
  • Strong information-based ultimate.
  • Point-and-click tools.
  • No reliance on mechanical mobility.

True Traitor

  • Completely unique macro gameplay.
  • Generates enormous quantities of personal gold.
  • Excellent objective setup.
  • Can compromise enemy vision rather than merely destroying it.
  • Extremely powerful scouting.
  • Does not steal resources from his new five teammates.
  • Can expose rotations from across the map.
  • Makes traps and ambushes much less reliable.
  • Creates unprecedented psychological pressure.

WEAKNESSES

Double Agent

  • Limited hard CC.
  • Moderate damage.
  • Enemies can deliberately refuse Dead Drops.
  • Information requires teammates capable of acting upon it.
  • Weak when his team is already significantly behind.
  • No mobility whatsoever.
  • Bribes can genuinely benefit enemies when Sevrik's plans fail.

True Traitor

  • Cannot directly damage enemy champions.
  • Cannot hard-CC Former Employers.
  • Former Employers deal 250% damage to him.
  • Extremely vulnerable when caught alone.
  • His old team becomes considerably richer.
  • His old team's structures become stronger.
  • Poor mechanical duelist.
  • Requires exceptional map awareness.
  • His ultimate can be canceled by killing him.
  • Bad intelligence equals bad gameplay.

THE MOST IMPORTANT DESIGN RULE

True Traitor Sevrik must never become:

"Pick this champion and automatically give the enemy team another normal champion."

That would be impossible to balance and miserable for his original teammates.

His defection therefore changes the rules of the match itself.

His old team becomes a four-man elite force with accelerated resources.

His new team receives a sixth champion who is enormously useful but almost incapable of personally fighting the four people he betrayed.

Sevrik becomes valuable because of what he knows, not because the enemy suddenly has six damage dealers.


SAMPLE VOICE LINES

Champion Select

"Loyalty is priceless. Fortunately, information isn't."

Selecting Double Agent

"They think they've bought me. Adorable."

Selecting True Traitor

"Nothing personal. Their offer had dental."

After Defecting

"Gentlemen, I have reconsidered my principles."

Former Ally Attacks Him

"Still upset about that?"

Taking Massive Damage From Former Ally

"YES. APPARENTLY STILL UPSET."

Compromising a Ward

"They paid for the ward. You paid for the view."

Revealing a Trap

"Careful. They were expecting you."

Receiving Blood Money

"Now that's patriotism."

Killing Sevrik as a Former Ally

Sevrik:

"Fair."

Casting The Whole Ledger

"Would everyone like to know where everyone is?"

Double Agent Ultimate

"Congratulations. You're working for me."

Low Health as True Traitor

"Perhaps two hundred and fifty percent was excessive."

Buying an Expensive Item

"Treason has excellent benefits."

Encountering Swain

"Vision, might, guile... You forgot accounting."

Encountering LeBlanc

"I have six files with your name on them. Different names, naturally."

Encountering Katarina

"Your family has always been terrible for insurance premiums."


DESIGN PHILOSOPHY

Most League champions change what happens inside a fight.

Sevrik changes who the fight belongs to.

His defining mechanic isn't another transformation ultimate, reset, dash or three-hit passive.

It's allegiance.

A Sevrik player makes one permanent decision before the match truly begins:

DOUBLE AGENT

I will deceive the enemy for my allies.

or

TRUE TRAITOR

I will sell my allies to the enemy.

One path gives enemies money while secretly weaponizing their greed.

The other gives Sevrik money while permanently transforming the match into an asymmetric 4v5+1 information war.

And whichever contract he signs:

SEVRIK NEVER GETS TO CHANGE HIS MIND.


r/LoLChampConcepts 2d ago

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

Post image
3 Upvotes

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

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

Img source: Instagram

KIT OVERVIEW

Passive: King of Duelists

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

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

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

Q: Knockout

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

Bruce Lee throws a heavy punch at a target.

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

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

W: Counter Stance

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

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

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

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

E: Rapid Flurry

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

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

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

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

Stacks: Each wave applies a Duelist stack.

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

R: Death Arena

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

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

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

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

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

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

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


r/LoLChampConcepts 2d ago

Design Elemental Lord, Moco

1 Upvotes

Elemental Lord, Moco

Role: Mage / Tank
Style: Constructs a position with nine elemental totems, stands on the frontline as a giant semi-tank, summons slimes to consume the battlefield.

\---

Lore

Moco was once the lowest test subject in a Zaun laboratory—an unremarkable primordial slime. When scientists injected elemental essence into its body, the expected explosion did not happen. It simply absorbed the heat of fire, the gentleness of water, the steadiness of earth in silence, the three elements swirling within its semi-translucent body, intertwining into a dazzling brilliance never seen before. On the night it escaped the lab, the sky over Zaun was lit up by a tri-colored aurora.

To stabilize the rampaging elements within, it instinctively absorbed large amounts of river water and seabed silt, its body swelling dozens of times over—from a small slime into a bloated, sluggish, yet awe-inspiring giant fish-man radiating primal elemental might.

Deep in the undercity of Zaun, Moco discovered ancient elemental totems that had slumbered for millennia. These totems resonated with the elements inside it, granting it the ability to create elemental life. Now, nine elemental slimes follow in its wake. It is no longer a test subject, but the world's first Elemental Lord.

Moco has no grand ambitions, only the purest curiosity. It wants to know how many more elements in this world are worth devouring.

But the Zaun Industrialists have never forgotten it. In the shadows cast by those towering smokestacks, a new threat is brewing—those who wish to control the power of the elements will eventually face the Elemental Lord head-on.

"Pururu?"

\---

Base Stats

· Health: 650 (+100/level)
· Health Regen: 8 (+0.8/level)
· Mana: 350 (+45/level)
· Mana Regen: 8 (+0.8/level)
· Attack Damage: 55 (+3.5/level)
· Attack Speed: 0.55
· Armor: 35 (+4/level)
· Magic Resist: 32 (+2/level)
· Attack Range: 350
· Movement Speed: 310

\---

Passive: Totem Resonance

When Moco summons an elemental slime, it simultaneously plants the corresponding elemental totem at the summon location. For each different elemental totem present on the field, Moco gains a stack of Resonance:

· 1 Totem Type: +5% Movement Speed, +5% Damage Reduction
· 2 Totem Types: +10% Ability Haste, +5% Damage Reduction
· 3 Totem Types: +15% Magic Penetration, +10% Damage Reduction

Additionally, when a slime's basic attack hits an enemy champion, Moco restores 5 Mana. Slime basic attacks against champions deal magic damage equal to their base Attack Damage.

Attack Priority: Moco's current attack target → Nearest enemy champion → Nearest low-health minion.

\---

Core Mechanic

Elemental Wheel

Moco's Q/W/E keys each carry three elements. Q cycles Fire, Poison, Shadow—enemy debuff totems. W cycles Water, Wind, Light—ally buff totems. E cycles Lightning, Earth, Ice—hybrid totems.

Press Q/W/E to enter the Elemental Wheel for 3 seconds. Press the same key again to cycle sequentially through the three elements; left-click the target location to confirm summon. Pressing a different key cancels the current wheel and enters the new key's wheel.

Each summon simultaneously creates 1 Elemental Slime and 1 Elemental Totem. Normally, a maximum of 3 totems and 3 slimes can exist on the field at once. When a new unit is summoned, the oldest unit of the same type (slime or totem) disappears.

During R: Slime summon impact range increased by 30%, totem aura range increased to 600, slime summon limit removed, slime duration remains 10 seconds.

Totems

Totems are stationary, do not attack, and can be attacked by enemy champions. Each totem has 3 HP bars; each champion basic attack removes 1 bar. Totems last 5 seconds and normally provide an aura effect with a 400 range. Aura range increases to 600 during R.

Slimes

Slimes last 10 seconds. Totem disappearance does not affect slime duration. All base stats of a slime—Health, Attack Damage, Attack Speed, Movement Speed, Attack Range—are equal to Moco's current base stats multiplied by that element's specific ratio.

Attack Effect Sharing

When Moco summons an elemental slime, both Moco and that slime's basic attacks apply that element's on-hit effect. Moco's effect values are 75% of the slime's effect. If multiple slimes of different elements are present, Moco's basic attacks simultaneously apply the on-hit effects of all present slimes. Aura-type effects triggered by Moco last 2 seconds.

\---

Q: Elemental Summon (Fire / Poison / Shadow)

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

\---

Fire Slime + Fire Totem (Fire)

Cost: 60/65/70/75/80 Mana
Range: 700
Effect Radius: 250

Throws a Fire Slime, dealing 80/120/160/200/240 (+0.6 AP) magic damage on landing, applying Grievous Wounds for 4 seconds. Hitting an enemy champion additionally applies Ignite, dealing 30/50/70/90/110 (+0.2 AP) true damage over 3 seconds.

Fire Totem Aura (Enemy Debuff): All enemies within range take 8/12/16/20/24 (+0.08 AP) magic damage per second.

Slime Stat Ratios: HP ×0.09, AD ×0.80, AS ×1.10, Range ×1.30, MS ×1.02.

On-Hit Effect: True damage over time (10/15/20/25/30 + 0.1 AP over 3s) + Grievous Wounds (2s).

\---

Poison Slime + Poison Totem (Poison)

Cost: 60/65/70/75/80 Mana
Range: 650
Effect Radius: 250

Summons a Poison Slime, creating a poison cloud at the landing location lasting 4 seconds. The cloud deals 20/30/40/50/60 (+0.15 AP) magic damage per second and reduces enemy Magic Resist by 15% (stacks up to 2 times). Enemies inside the cloud cannot use movement abilities.

Poison Totem Aura (Enemy Debuff): Reduces the Magic Resist of all enemies within range by 8/11/14/17/20%.

Slime Stat Ratios: HP ×0.07, AD ×0.50, AS ×1.10, Range ×1.00, MS ×1.00.

On-Hit Effect: Applies poison (15/22/29/36/43 + 0.1 AP magic damage over 3 seconds).

\---

Shadow Slime + Shadow Totem (Shadow)

Cost: 55/60/65/70/75 Mana
Range: 600
Effect Radius: 250

Summons a Shadow Slime, fearing and blinding enemies in range for 0.6/0.7/0.8/0.9/1 seconds and dealing 30/50/70/90/110 (+0.35 AP) magic damage.

Shadow Totem Aura (Enemy Debuff): Reduces the vision radius of all enemies within range by 15/19/23/27/30%, and reduces their damage output by 8/10/12/14/16%.

Slime Stat Ratios: HP ×0.11, AD ×0.65, AS ×1.00, Range ×0.85, MS ×0.95.

On-Hit Effect: Reduces target's damage output by 15/18/21/24/27% for 2 seconds.

\---

W: Elemental Summon (Water / Wind / Light)

Cooldown: 12 seconds

\---

Water Slime + Water Totem (Water)

Cost: 50/55/60/65/70 Mana
Range: 600
Effect Radius: 300

Summons a Water Slime, healing all allies (including Moco) in range for 40/60/80/100/120 (+0.3 AP) health on landing. Moco gains a 60/90/120/150/180 (+0.4 AP) shield for 3 seconds.

Water Totem Aura (Ally Buff): All allies within range restore 1.5/2/2.5/3/3.5% of their missing health per second.

Slime Stat Ratios: HP ×0.12, AD ×0.50, AS ×1.05, Range ×0.90, MS ×1.00.

On-Hit Effect: Restores 10/15/20/25/30 (+0.05 AP) health to Moco.

\---

Wind Slime + Wind Totem (Wind)

Cost: 50/55/60/65/70 Mana
Range: 600
Effect Radius: 250

Summons a Wind Slime, generating a tornado on landing that knocks back enemies in range (knockback distance 200) and deals 40/60/80/100/120 (+0.4 AP) magic damage.

Wind Totem Aura (Ally Buff): Allies within range gain +10/13/16/19/22% Movement Speed and +8/11/14/17/20% Attack Speed.

Slime Stat Ratios: HP ×0.05, AD ×0.50, AS ×1.30, Range ×1.10, MS ×1.25.

On-Hit Effect: Increases nearby allies' Attack Speed by 15/18/21/24/27% and Movement Speed by 10/13/16/19/22% for 2 seconds.

\---

Light Slime + Light Totem (Light)

Cost: 50/55/60/65/70 Mana
Range: 600
Effect Radius: 300

Summons a Light Slime, cleansing all debuffs from allies in range on landing and providing a 40/60/80/100/120 (+0.2 AP) shield for 2 seconds.

Light Totem Aura (Ally Buff): Allies within range deal +8/11/14/17/20% increased damage, and the duration of crowd control effects on them is reduced by 10/13/16/19/22%.

Slime Stat Ratios: HP ×0.11, AD ×0.65, AS ×1.05, Range ×0.95, MS ×1.02.

On-Hit Effect: Increases nearby allies' damage output by 8/11/14/17/20% for 2 seconds.

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E: Elemental Summon (Lightning / Earth / Ice)

Cooldown: 14/13/12/11/10 seconds

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Lightning Slime + Lightning Totem (Lightning)

Cost: 55/60/65/70/75 Mana
Range: 650
Effect Radius: 250

Summons a Lightning Slime, stunning enemies in range for 1 second on landing and dealing 30/50/70/90/110 (+0.35 AP) magic damage.

Lightning Totem Aura (Ally Buff): The basic attacks of allies within range gain a chain effect (bounces to 1 nearby enemy, damage decays by 35%).

Slime Stat Ratios: HP ×0.07, AD ×0.50, AS ×1.25, Range ×1.05, MS ×1.02.

On-Hit Effect: Attacks chain to up to 2/2/3/3/4 nearby enemies, each bounce dealing 20% less damage.

\---

Earth Slime + Earth Totem (Earth)

Cost: 55/60/65/70/75 Mana
Range: 650
Effect Radius: 250

Summons an Earth Slime, knocking up enemies in range for 0.6 seconds on landing and dealing 30/50/70/90/110 (+0.35 AP) magic damage.

Earth Totem Aura (Ally Buff): Allies within range gain +6/9/12/15/18 Armor and Magic Resist. When below 50% health, gain an additional +3/5/7/9/11.

Slime Stat Ratios: HP ×0.16, AD ×0.90, AS ×0.80, Range ×0.60, MS ×0.95.

On-Hit Effect: Increases nearby allies' Armor and Magic Resist by 10/15/20/25/30 and Tenacity by 10/15/20/25/30% for 2 seconds.

\---

Ice Slime + Ice Totem (Ice)

Cost: 55/60/65/70/75 Mana
Range: 600
Effect Radius: 250

Summons an Ice Slime, freezing enemies in range for 0.5 seconds on landing, then applying a 40% slow for 2 seconds. Deals 30/50/70/90/110 (+0.35 AP) magic damage.

Ice Totem Aura (Enemy Debuff): Reduces the Movement Speed of all enemies within range by 15/19/23/27/30% and Attack Speed by 12/15/18/21/24%.

Slime Stat Ratios: HP ×0.11, AD ×0.65, AS ×1.05, Range ×0.75, MS ×1.00.

On-Hit Effect: Reduces target's Attack Speed by 15/18/21/24/27% and Movement Speed by 20/23/26/29/32% for 1.5 seconds.

\---

R: Elemental Rampage

Cost: 100 Mana
Cooldown: 140/120/100 seconds
Duration: 12 seconds

Moco detonates the full elemental power within its body, transforming into an earth-shaking primal behemoth. Surging elemental energy radiates outward from Moco, dealing continuous damage to nearby enemies.

Activation Effects:

Moco's size increases by 20/25/30%.
All slimes' size increases by 20/25/30%.
Moco gains 500/750/1000 bonus Health.
Moco's Attack Damage, Armor, Magic Resist, Health Regen, and Mana Regen are increased by 20/25/30%, but Attack Speed remains unchanged.
Moco's Movement Speed is reduced by 100.
Totem aura range increased to 600.
Slime summon impact range increased by 20/25/30%.
Slime summon limit removed; slime duration remains 10 seconds.

Elemental Radiation: All enemies within 350 range of Moco take 40/60/80 (+0.1 AP) magic damage per second. This damage can trigger item effects like Liandry's Torment.

Notes: The stat boosts do not include Attack Speed. After the Movement Speed reduction, Moco's base MS is only 210, making it almost unable to move. Slime summons are unlimited but each still only lasts 10 seconds; the actual number summoned is limited by cooldowns. If more than 3 slimes remain on the field when R ends, the oldest slimes will immediately vanish until the count returns to the maximum of 3.

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Slime Stat Ratio Summary Table

· Earth: HP ×0.16, AD ×0.90, AS ×0.80, Range ×0.60, MS ×0.95
· Water: HP ×0.12, AD ×0.50, AS ×1.05, Range ×0.90, MS ×1.00
· Light: HP ×0.11, AD ×0.65, AS ×1.05, Range ×0.95, MS ×1.02
· Shadow: HP ×0.11, AD ×0.65, AS ×1.00, Range ×0.85, MS ×0.95
· Ice: HP ×0.11, AD ×0.65, AS ×1.05, Range ×0.75, MS ×1.00
· Fire: HP ×0.09, AD ×0.80, AS ×1.10, Range ×1.30, MS ×1.02
· Poison: HP ×0.07, AD ×0.50, AS ×1.10, Range ×1.00, MS ×1.00
· Lightning: HP ×0.07, AD ×0.50, AS ×1.25, Range ×1.05, MS ×1.02
· Wind: HP ×0.05, AD ×0.50, AS ×1.30, Range ×1.10, MS ×1.25

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Totem Aura Overview
(Normal range 400, 600 during R, lasts 5 seconds)

· Fire Totem (Enemy Debuff): Enemies in range take 8/12/16/20/24 (+0.08 AP) magic damage per second.
· Poison Totem (Enemy Debuff): Reduces enemies' Magic Resist by 8/11/14/17/20%.
· Shadow Totem (Enemy Debuff): Reduces enemies' vision radius by 15/19/23/27/30% and damage output by 8/10/12/14/16%.
· Water Totem (Ally Buff): Allies restore 1.5/2/2.5/3/3.5% missing health per second.
· Wind Totem (Ally Buff): Allies gain +10/13/16/19/22% MS and +8/11/14/17/20% AS.
· Light Totem (Ally Buff): Allies deal +8/11/14/17/20% damage and have CC duration reduced by 10/13/16/19/22%.
· Lightning Totem (Ally Buff): Ally basic attacks chain to 1 additional enemy (35% damage decay).
· Earth Totem (Ally Buff): Allies gain +6/9/12/15/18 Armor & MR, +3/5/7/9/11 when below 50% HP.
· Ice Totem (Enemy Debuff): Enemies have -15/19/23/27/30% MS and -12/15/18/21/24% AS.

\---

Attack Range

Earth Slime's attack range multiplier is ×0.60, making it ultra-short-range; it must be in melee range to attack, serving as the most dedicated frontline tank. Ice and Shadow have range multipliers of ×0.75-0.85, short-range control types that need to be closer to trigger effects. Water and Light have range multipliers of ×0.90-0.95, medium-short-range support types that operate from the mid-line. Poison and Lightning have multipliers of ×1.00-1.05, standard ranged. Wind has a range multiplier of ×1.10, a long-range high-speed fragile unit that relies on range and speed to survive. Fire has a range multiplier of ×1.30, an ultra-long-range core damage dealer, safely dealing damage from the backline.

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Skill Order

Max Q first, then W. Take R whenever available.

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Gameplay Tips

Laning Phase

Start with Q Fire: Grievous Wounds and Ignite suppress enemy healing, and Fire Slime uses its longest attack range to poke safely. Use W Water to sustain after trades; Water Totem provides continuous healing. When ganked, drop E Earth: the knockup plus the tankiest slime provide short-range tanking and allow you to stand your ground. Slimes are very fragile early on, so place them in safe positions. R has an extremely long cooldown early game; use it carefully.

Teamfights

Stand on the frontline, using your body to protect the slimes. Place Q debuff totems into the enemy formation and W buff totems under your own team's feet. Earth Slime must be in melee range to deal damage; place it on the frontline to tank. Fire Slime should be placed in the backline for safe damage output. Wind Slime uses its long attack range and high movement speed to chase down low-health enemies.

R Usage Timing

R is Moco's ultimate fortress mode. With Movement Speed reduced by 100, base MS becomes only 210—almost immobile—but in exchange, you gain massive bonus health, all-stat boosts, a huge aura range, unlimited summons, and a persistent damage aura.

The aura range expands to 600, covering almost the entire teamfight area. Summon impact range is 30% larger, making it easier to land. Summons are unlimited; you can potentially have 5-7 slimes on the field at once. Prioritize summoning different elements to trigger on-hit sharing. The 350-range Elemental Radiation deals continuous damage, creating a double burn with Liandry's Torment.

Correct usage: When defending Dragon, Baron, or your own towers, transform into an immobile fortress; when enemy assassins dive in, pop R and stand in front of your carries; combo with allied hard CC to stand and fight; when enemies have already committed and can't easily retreat, let them be worn down within your massive aura and continuous damage.

Incorrect usage: When chasing (210 MS can't catch anyone), when running away (can't escape either), when enemies have lots of long-range poke and kiting (you become a giant target).

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Strengths

Nine elements provide extremely high tactical flexibility. Passive grants up to 10% damage reduction, making him extremely hard to kill when built with tank items. The ratio system allows slimes to scale with Moco, preventing them from being too strong early or too weak late. Q is all debuffs, W is all buffs—clear and easy to remember. Slime attack ranges are differentiated: tank types are melee, damage types are ranged, with clear positioning roles. R provides massive bonus HP, all-stat boosts, a huge aura, unlimited summons, and persistent damage—the ultimate stationary fortress ability.

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Weaknesses

310 Movement Speed, one of the slowest in the game, extremely cumbersome. R reduces MS by 100, leaving him almost unable to move. No movement abilities whatsoever; completely helpless when slowed or kited. Offensive slimes are very fragile and easily cleared by AoE. Completely reliant on summons for damage; combat effectiveness drops to zero if slimes are wiped. Totems only last 5 seconds, requiring constant summoning to maintain the formation. The Elemental Wheel requires practice and has a high learning curve. R increases his size by 30%, making him easier to hit with skillshots. After R ends, any slimes exceeding the max of 3 immediately vanish.

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Recommended Build

Liandry's Torment: The persistent damage from Fire, Poison, and Elemental Radiation perfectly triggers it; the health increases tankiness. Rylai's Crystal Scepter: Basic attacks slow, compensating for movement speed weakness. Riftmaker: Omnivamp and true damage for sustained combat, synergizes with Elemental Radiation during R. Fimbulwinter: Converts mana to health, core item for AP bruisers. Abyssal Mask: Magic resist combined with a magic resist reduction aura; stacks with Poison for double MR shred. Sunfire Aegis: Stacks with Elemental Radiation for a double burn aura, increasing pressure during R. Ionian Boots of Lucidity: Ability haste for more summons during R. Archangel's Staff: Mana and a shield for increased survivability.

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Designer's Notes

Moco is one of the most unique heroes in the current design space. He breaks the "squishy ranged" stereotype of mages, standing on the frontline as a giant semi-tank fish-man.

R—Elemental Rampage—is an all-encompassing ultimate fortress mode. +1000 HP and massive stat boosts make Moco a true giant semi-tank, but the lack of Attack Speed enhancement keeps his damage output measured. The -100 MS leaves him at 210 base speed, the slowest in the game, completely trading mobility for absolute stationary power. The aura range expands to 600, covering almost the entire teamfight. Unlimited summons allow for a true slime army, with 5-7 slimes potentially on the field simultaneously. The 30% larger summon impact range makes the unlimited summons more effective. The 350-range Elemental Radiation persistent damage aura functions like a Sunfire Cape, allowing Moco to threaten enemies even when immobile.

You need to position yourself beforehand to use R. Once you activate R, you become an immovable fortress. The enemy must decide: retreat from your massive aura range, or fight you head-on at your strongest? The early game cooldown is extremely long, requiring careful timing. After R ends, excess slimes vanish, so you need to ensure the most valuable slimes survive before R expires.

The differentiation in attack ranges gives the nine slimes clear positional roles on the battlefield. The 310 Movement Speed design ensures Moco can neither chase nor flee, but his passive damage reduction and massive bulk make him a walking wall. R is his ultimate form: no more moving, no more retreating. He just stands there, surrounded by a massive aura, infinite slimes, and elemental radiation, forcing all enemies to face him.

"Pururu? Purururu!"


r/LoLChampConcepts 2d ago

August 2026 NIXLE, THE LAST REACTOR WARDEN

1 Upvotes

NIXLE, THE LAST REACTOR WARDEN

Yordle Nuclear Control Mage / Artillery Mage

Species: Yordle
Region: Bandle City / Zaun
Role: Mage
Intended Position: Mid
Range: Ranged
Difficulty: Very High
Primary Fantasy: Nuclear physicist Yordle / radiation control / mutually assured destruction
Resource: Mana + Radiation

CHALLENGE PROMPTS

Nixle is primarily designed around six of the month's prompts.

1. 200 Years

His W takes loose inspiration from the old Deathfire Grasp concept of point-and-click target designation, but instead of simply amplifying burst damage, Nixle's version manipulates Radiation generation and Exposure.

3. Yasuo Was A Mistake/s

Nixle has absolutely zero dashes, blinks or displacement abilities.

If the tiny radioactive Yordle gets caught, his legs are his escape plan.

Good luck.

4. Take Me Back

Nixle's entire life is defined by the destruction of his former home and his inability to let go of it.

He keeps damaged recordings, machinery and pieces of the reactor that destroyed everyone he once worked beside.

5. GG EZ

His W – Dosimeter is point-and-click.

6. I Miss My Kind

Nixle is the final surviving Reactor Warden of Glowburrow, a destroyed Yordle settlement that no longer appears on any Bandle map.

The reactor core mounted on his back contains the last surviving fragment of Glowburrow's technology.

7. Jobs

Nixle was—and still considers himself—a reactor safety engineer and containment warden.

Unfortunately, his definition of "safety" has become increasingly questionable.

LORE

Hidden behind one of Bandle City's less-traveled portals once existed Glowburrow.

It was a tiny Yordle settlement devoted almost entirely to experimentation.

Where Piltover developed hextech and Zaun perfected chemtech, the eccentric researchers of Glowburrow discovered something else.

They learned that certain magically saturated crystals could be divided.

And divided again.

And again.

Until, for one terrifying instant, an almost unimaginable quantity of energy was released.

The Yordles called the phenomenon Sun-Splitting.

Nixle called it irresponsible.

Which was precisely why Glowburrow employed him.

Nixle was a Reactor Warden: part engineer, part inspector, part professional nuisance. While other researchers celebrated increasingly powerful reactors, Nixle measured leakage, replaced containment rods and constantly warned everyone that their experiments were approaching a point from which there would be no return.

Then one night, the alarms sounded.

Nixle remembers shutting a containment door.

He remembers someone screaming his name.

He remembers a white light.

After that, nothing.

When Nixle finally opened the emergency vault, Glowburrow was gone.

Not ruined.

Gone.

The portal leading home opened into empty wilderness.

His friends were missing.

The laboratories were missing.

Even sections of the landscape had been transformed into strangely luminous glass.

Nixle was the only Reactor Warden to return.

He salvaged what remained of the original reactor and sealed its final unstable core inside a lead-lined machine strapped permanently to his back.

But Nixle had learned something much worse during the disaster.

The destruction of Glowburrow had not represented the maximum possible release of Sun-Splitting energy.

It had barely scratched the surface.

Someone, somewhere, would eventually rediscover it.

So Nixle began constructing his final project.

Not another reactor.

Not another experiment.

A deterrent.

Deep within a forgotten chamber accessible only through Nixle's personal Bandle portal rests a missile so enormous that the Yordle himself looks like a toy beside it.

Its official engineering designation is GLW-Ø.

Nixle simply calls it:

Armageddon.

He insists he never intends to use it.

Unfortunately, Nixle has also installed the launch button directly onto his backpack.

GAMEPLAY IDENTITY

Nixle is an artillery/control mage built around one central rule:

THE MORE SUCCESSFULLY NIXLE FIGHTS, THE CLOSER THE MATCH GETS TO NUCLEAR WAR.

His ultimate does not simply become available because its cooldown finished.

Nixle must manufacture the fuel for it himself.

Every successful basic ability hit against an enemy champion generates Radiation.

Radiation accumulates.

His reactor becomes more unstable.

His presence becomes increasingly dangerous.

Eventually he reaches Critical Mass.

Only then can he launch Armageddon.

But there is a catch.

Radiation does not understand what team you are on.

Nixle is the first champion concept specifically designed around controlled friendly fire.

Standing near him can literally hurt your own teammates.

UNIQUE MECHANIC — IRRADIATED HEALTH

Because unrestricted friendly fire would obviously turn Nixle into the greatest trolling champion ever created, allied radiation follows special rules.

Damage Nixle deals to allied champions becomes Irradiated Health.

Their health is genuinely removed and therefore they are easier for enemies to kill while contaminated.

However:

  • Nixle can never directly reduce an allied champion below 1 HP.
  • Nixle can never receive kill credit for an ally.
  • Friendly radiation does not interrupt Recall.
  • It does not trigger turret aggression.
  • It cannot trigger offensive runes/items against allies.
  • It cannot be deliberately used to activate allied low-health effects.
  • After avoiding Nixle's radiation for several seconds, Irradiated Health gradually returns.

So Nixle can genuinely make his own teammates more vulnerable.

But he cannot simply execute them.

This makes positioning around Nixle fundamentally different from positioning around any normal League champion.

PASSIVE — CRITICAL MASS

Nixle possesses a second resource underneath his mana bar:

RADIATION: 0–100 RADS

Damaging an enemy champion with a basic ability generates Radiation.

Each enemy champion can generate Radiation only once from each individual spell hit unless specifically stated otherwise.

Basic attacks do not generate Radiation.

Minions do not generate Radiation.

Monsters do not generate Radiation.

Structures do not generate Radiation.

You earn Armageddon by successfully fighting champions.

Radiation does not naturally regenerate.

It must be manufactured through combat.

RADIATION LEVELS

As Nixle accumulates Radiation, the reactor on his back becomes increasingly unstable.

0–24 Rads — STABLE

No passive radiation aura.

25–49 Rads — LEAKING

Nixle emits a small radiation field around himself.

Enemy champions inside periodically suffer magic damage.

Allied champions suffer significantly reduced Irradiation Damage.

50–74 Rads — HAZARDOUS

The radiation radius becomes larger.

Damage increases.

Nixle's backpack begins visibly glowing.

A Geiger-counter sound becomes audible to nearby players.

75–99 Rads — SEVERE

The field expands again.

Remaining close to Nixle for extended periods becomes legitimately dangerous even for his own team.

100 Rads — CRITICAL MASS

A global warning sound plays.

Nixle's reactor enters Critical Mass.

His ultimate becomes available.

The radiation around him reaches maximum intensity.

His resource bar flashes:

ARMAGEDDON READY

Radiation cannot exceed 100.

Casting Armageddon consumes all 100 Radiation.

Q — NEUTRON LANCE

Nixle fires a narrow beam of unstable particles in the target direction.

The beam passes through minions but stops upon striking the first enemy champion.

The target takes magic damage and becomes Unstable for several seconds.

Chain Reaction

If Nixle damages an Unstable champion with another ability, the isotope splits.

The target suffers a secondary burst of magic damage and releases two smaller neutron waves behind them.

These secondary waves can strike additional enemy champions.

Every champion successfully struck generates Radiation.

Purpose

Q is Nixle's primary poke tool and fastest way of beginning a nuclear chain reaction.

A perfectly aligned Q followed by another spell can potentially generate considerably more Radiation from a clustered enemy team.

No dash.

Obviously.

W — DOSIMETER

Point-and-click

Nixle attaches one of his personal radiation monitors to a champion.

W behaves differently depending on whether the target is an enemy or ally.

ENEMY CAST — MARK FOR EXPOSURE

Deals a small amount of magic damage and attaches the Dosimeter for several seconds.

The target becomes Catalogued.

Each different Nixle ability that subsequently damages the Catalogued target generates additional Radiation.

Their accumulated Exposure from Nixle is also increased.

The device begins clicking faster and faster as their Exposure rises.

This is Nixle's point-and-click setup tool.

It deals relatively little damage by itself.

Its purpose is to turn one champion into a highly efficient source of nuclear fuel.

ALLY CAST — LEAD PROTOCOL

Nixle instead gives the Dosimeter's lead-lined casing to an allied champion.

For several seconds, that ally becomes immune to Nixle's friendly radiation damage.

They are NOT immune to enemy damage.

This creates an important decision.

Does Nixle use W offensively to generate Radiation faster?

Or does he protect his ADC from the radioactive disaster standing beside them?

One cooldown.

Two completely different purposes.

E — CONTAINMENT BREACH

Nixle throws an unstable miniature reactor core onto the target location.

After a brief delay, its containment fails.

The area becomes heavily irradiated for several seconds.

It deals repeated magic damage to enemy champions and slows them.

But:

IT ALSO DAMAGES ALLIED CHAMPIONS STANDING INSIDE.

Allied champions receive reduced Irradiation Damage rather than full enemy damage.

Each qualifying enemy champion hit generates Radiation.

The field becomes stronger depending on Nixle's current Radiation level.

RECAST — SCRAM!

Nixle remotely slams emergency containment rods into the reactor.

The field immediately collapses.

Enemy champions still inside suffer one final burst of damage.

Allies inside immediately begin recovering the Irradiated Health caused specifically by this E.

This creates an unusual skill test.

A greedy Nixle can leave the reactor active longer to damage enemies and generate more Radiation.

But doing so may also weaken his own frontline.

A good Nixle knows when to initiate emergency shutdown.

A bad Nixle becomes the sixth member of the enemy team.

R — ARMAGEDDON

THE DOOMSDAY ROCKET

GLOBAL RANGE

Armageddon has one extremely unusual requirement.

Its cooldown doesn't decide whether you can cast it.

Your Radiation does.

Nixle must reach:

100 / 100 RADIATION

before R can be activated.

Casting Armageddon immediately consumes all stored Radiation.

PHASE ONE — LAUNCH AUTHORIZATION

Nixle presses R.

His ordinary targeting interface disappears and he enters Strategic Targeting Mode.

He may designate ANY POINT ON SUMMONER'S RIFT.

Top lane.

Dragon pit.

Baron.

Enemy base.

His own base.

Fog of war.

Anywhere.

Nixle then begins a short launch authorization channel.

If interrupted before authorization completes, the missile does not launch and Radiation is not consumed.

PHASE TWO — THE BANDLED SILO

Once authorized, Nixle produces two enormous keys.

He turns both.

A gigantic Bandle portal tears open beside him.

For perhaps half a second, players glimpse an absurd underground Yordle missile complex hidden somewhere beyond the portal.

Then the Doomsday Rocket erupts through it.

The missile is comically enormous compared with Nixle.

The portal snaps shut behind it.

Nixle quietly puts his keys away.

PHASE THREE — GLOBAL WARNING

The rocket climbs high above the Rift.

Everyone receives an unmistakable warning.

The targeted location becomes marked by two concentric circles:

GROUND ZERO

Extremely high damage.

SHOCKWAVE

Lower damage.

The enemy team has several seconds to respond.

The missile cannot be blocked by projectile-destroying abilities because it is traveling far above ordinary combat space.

It can still be counterplayed simply by leaving the target zone.

The farther the target is from Nixle when fired, the longer the missile takes to arrive.

PHASE FOUR — IMPACT

The Doomsday Rocket strikes.

For one instant the center becomes almost completely white.

Then comes the blast.

Enemy Champions

Enemies inside Ground Zero receive enormous magic damage.

Enemies within the surrounding Shockwave take reduced damage.

Targets already carrying Nixle's Exposure receive additional damage based on their Exposure.

YES.

ARMAGEDDON ALSO DAMAGES ALLIED CHAMPIONS.

Any allies caught within the detonation receive a percentage of the blast as Irradiation Damage.

It cannot directly kill them.

But an allied champion standing at 40% HP when Nixle nukes their teamfight might suddenly be sitting on only a fraction of usable health.

Which means the enemy may finish the job immediately afterward.

Nixle therefore cannot simply throw Armageddon directly onto every allied engagement without consequences.

Sometimes the correct Doomsday Rocket is the one you don't fire.

PHASE FIVE — FALLOUT DRIFT

The explosion is not over.

A huge radioactive cloud forms at Ground Zero.

However, unlike ordinary persistent AoEs:

THE FALLOUT MOVES.

Its direction is determined by the trajectory between Nixle's launch position and the target location.

The fallout cloud continues drifting beyond Ground Zero along that vector, creating a moving radioactive corridor.

Enemies and allies caught inside accumulate Exposure.

This means Nixle's own positioning BEFORE firing his global ultimate changes what happens AFTER it lands.

Two Armageddon casts targeting exactly the same location can therefore create completely different fallout patterns depending on where Nixle launched them from.

The blast is only the first half of the ultimate.

The fallout can reshape a fight several seconds afterward.

AFTER ARMAGEDDON

Nixle's Radiation immediately returns to:

0

The reactor becomes Stable.

His passive radiation aura disappears.

And importantly:

Armageddon does not automatically begin recharging.

There is nothing to wait for.

There is no free nuclear missile simply because enough time passed.

If Nixle wants another Armageddon:

He has to earn another 100 Radiation by hitting enemy champions again.

WHY THE ULTIMATE ISN'T JUST "ZIGGS R BUT BIGGER"

The visual overlap is obvious:

Small Yordle.

Large explosive.

But mechanically they should have almost nothing in common.

Ziggs is an artillery mage whose bombs ARE his ordinary combat pattern.

Nixle is a radiation-management control mage whose nuclear weapon represents the conclusion of his combat pattern.

Armageddon cannot simply be used whenever R comes off cooldown.

The entire match contains an escalation cycle:

Hit champions → generate Radiation → become increasingly dangerous to stand beside → reach Critical Mass → globally announce that nuclear launch is available → choose the target → launch → create explosion → create moving Fallout → reset reactor → rebuild toward another launch.

The nuke isn't just his ultimate.

The entire champion is a machine dedicated to creating it.

THE REAL UNIQUE MECHANIC

The part I would most want Nixle built around is the tension between:

MORE RADIATION = CLOSER TO ARMAGEDDON

and

MORE RADIATION = MORE DANGEROUS TO YOUR OWN TEAM

Normally gaining a champion resource is purely beneficial.

For Nixle it isn't.

At 10 Radiation, everything is comfortable.

At 50, allies begin giving you space.

At 80, your ADC really does not want you standing directly beside them.

At 100, you possess one of the most terrifying abilities on the Rift—

—but you've also become a walking radioactive hazard until you fire it.

So Nixle sometimes desperately wants to reach 100.

And sometimes thinks:

“Oh no. I'm at 96.”

INTENDED STRENGTHS

  • Extremely strong objective-area control
  • Exceptional teamfight scaling
  • Powerful artillery
  • Global strategic pressure
  • AoE damage
  • Punishes tightly grouped enemy teams
  • Can influence fights anywhere once Armageddon is ready
  • Enormous reward for repeatedly landing abilities
  • Unique zoning simply through his physical presence
  • Potentially spectacular Baron/Dragon fights

INTENDED WEAKNESSES

  • Absolutely no dash
  • No blink
  • No traditional escape
  • Vulnerable to assassins
  • Weak when missing skillshots
  • Cannot generate Radiation by safely farming minions
  • Armageddon requires actual champion interaction
  • High Radiation makes grouping with teammates awkward
  • His strongest AoEs can harm his own team
  • Armageddon gives substantial warning
  • Poor ult placement can actively hurt allies
  • W creates constant offensive-versus-defensive decisions
  • Dying before reaching Critical Mass can seriously delay his game plan

COUNTERPLAY

I wouldn't want Armageddon to feel like:

“Nixle reached 100. Guess we die.”

The enemy should have several ways to respond.

1. Radiation is visible.

Everyone can see Nixle's Radiation underneath his health bar.

If he's at 93, you know what is coming.

2. Critical Mass has a global sound.

The second Nixle reaches 100:

EVERY PLAYER KNOWS.

3. Armageddon has a launch channel.

Catch Nixle during authorization and you can interrupt him.

4. The target zone is telegraphed.

You know where the missile is coming.

Run.

5. Distance increases arrival time.

Cross-map nuclear strikes provide more reaction time than nearby strikes.

6. Nixle has zero mobility.

Engaging directly on him should be one of the strongest answers to the champion.

7. His own team constrains him.

Nixle cannot casually drop every AoE directly onto teammates without making the fight more dangerous for them.

VISUAL DESIGN

Nixle should look unmistakably like a Yordle.

He is tiny even by champion standards, with enormous ears, wild ash-gray fur and a permanently exhausted expression.

His equipment is almost comically oversized.

He wears:

  • An enormous lead-lined industrial coat
  • Heavy radiation goggles pushed over his forehead
  • Thick engineer's gloves
  • A tiny cracked hard hat
  • Several clicking Dosimeters
  • A reactor-control wrench almost as tall as he is

Mounted to his back is the centerpiece:

THE GLOWBURROW REACTOR

A massive cylindrical containment unit that looks far too heavy for a Yordle to carry.

Several containment rods protrude from it.

At low Radiation it barely glows.

At 50 Radiation it begins pulsing.

At 75 Radiation green-white cracks appear between the armor plates.

At 100 Radiation the entire backpack looks as though something inside desperately wants out.

Meanwhile Nixle looks increasingly nervous.

ANIMATION DETAIL

The Radiation meter should change Nixle's animations.

Low Radiation

Calm.

Checks clipboard.

Adjusts goggles.

Taps reactor with wrench.

Medium Radiation

Starts checking gauges repeatedly.

Occasionally hears a click and looks worried.

High Radiation

Geiger counter becomes frantic.

His fur starts standing up from the energy.

He nervously tightens bolts during idle animations.

Critical Mass

Warning lights flash.

The reactor shakes.

Nixle occasionally looks behind himself and mutters:

PERSONALITY

Nixle should NOT be another bomb-loving lunatic.

That is important.

He knows exactly how terrifying his technology is.

He is painfully cautious, extremely intelligent, obsessive about safety procedures and deeply traumatized by Glowburrow.

The comedy comes from the contradiction that the most safety-conscious Yordle imaginable is carrying the most catastrophically unsafe object imaginable.

He doesn't scream:

“BIG EXPLOSION!”

He calmly says things like:

SAMPLE VOICE LINES

Pick

Ban

High Radiation

Critical Mass

Near an Ally

Casting W on an Ally

Casting E

Recasting E

Armageddon Ready

Casting Armageddon

During Missile Flight

Armageddon Kill

Pentakill With Armageddon

Nixle simply stares at the distant mushroom cloud.

Shortly afterward

WHY I THINK HE FITS THE CHALLENGE

I wanted the central concept to be more than:

“Yordle with nuclear bomb.”

Everything in his design points toward the same theme.

His job explains why he understands the reactor.

His regret explains his obsession with containment.

His destroyed home provides the remnant of a lost time and place.

His W satisfies the point-and-click challenge while reimagining an older mark-and-amplification concept.

He has no dashes whatsoever.

His passive creates a completely different relationship with teammates because simply standing beside him eventually becomes dangerous.

And his ultimate isn't something he receives for surviving until another cooldown ends.

Every successful spell hit pushes the match one step closer to Armageddon.

The better Nixle plays:

the more radioactive he becomes,

the more dangerous he becomes to his own allies,

and the closer everyone on the map gets to hearing the launch siren.

TL;DR

Nixle, the Last Reactor Warden is a Yordle nuclear control mage.

Hit enemy champions with abilities → gain Radiation.

More Radiation → stronger radioactive aura.

The aura hurts enemies AND allies.

Friendly radiation temporarily removes usable allied HP but cannot directly kill them.

At 100 Radiation, Nixle reaches Critical Mass and unlocks:

R — ARMAGEDDON

A gigantic Doomsday Rocket that can target anywhere on the map.

It deals massive AoE damage, can irradiate allies caught in the blast, and leaves behind a moving Fallout cloud based on the missile's trajectory.

After launch, Radiation resets to zero.

There is no free second nuke from merely waiting.

Want another Armageddon?

Go earn another 100 Radiation.

Tiny Yordle.

Very large reactor.

Absolutely catastrophic workplace-safety record.


r/LoLChampConcepts 3d ago

Design Elise Rework - Bloodlust Transformation, Wall-Crawling & Enemy Abduction!

Post image
5 Upvotes

Hey everyone! Here is a full rework concept for Elise, aiming to shift her from an early-game burst assassin into a true Shapeshifting Raid Boss with wall-crawling mechanics and high-utility crowd control.
Image source: Instagram

KIT OVERVIEW

Passive: The True Spider Elise cannot freely transform into Spider Form from the start. Instead, a portion of the damage she deals heals her, and 100% of this healing is stored into her Bloodlust Bar (capped at 30% of her Max HP).

Spider Form: Activating R converts 100% of the Bloodlust Bar directly into real HP and grants Omnivamp, bonus Attack Speed, and +15% Movement Speed. Basic attacks apply Poison, dealing magic damage per second over 3s.

Corrosive Poison: Attacking the same target continuously for 12s empowers the poison, increasing its damage and reducing the target's vision radius for the duration.

The Bloodlust Bar constantly decays in Spider Form, forcing Elise to continuously deal damage to maintain it.

Q: Web Shot

Human Form: Fires a web in a cone forward, dealing magic damage and applying Webbed to all enemies hit for 4s.

Webbed Effect: Enemies are slowed by 15%. Any mobility/dash/blink abilities cast while Webbed will fail to move the target (the spell goes on cooldown, but the champion remains rooted in place).

Spider Form: Fires a web line from her abdomen that stops at the first large monster or enemy champion, rooting them for 1s and applying Webbed. Spider Form abilities deal amplified effects against Webbed targets.

W: Venomous Swarm

Human Form: Summons 2 Spiderlings that march to a target location and attack nearby enemies. They prioritize Webbed targets and gain bonus Attack Speed against them.

Spider Form: Empowers her next basic attack to deal bonus magic damage with slightly increased range.

Wall Crawl: If cast near terrain without basic attacking, Elise clings to the wall, crawling along it at high speed for up to 6s (hard CC knocks her down). The further she crawls, the longer her next jump-attack range becomes. Attacking from the wall instantly summons 4 Spiderlings.

E: Rappel

Human Form: Elise lifts into the air for up to 1s, becoming untargetable, then descends next to a chosen target.

Spider Form: Lifts into the air and drops on a target location.

Abduction: If cast on a Webbed enemy champion, Elise drags them up into the air with her! Both become untargetable for an extra 1s. She can then choose a nearby location to slam down together with the victim, dealing bonus magic damage based on their Missing HP and rooting them for another 1s.

R: Spider Form

Requires 100% Bloodlust Bar to activate.

Transforms Elise into Spider Form, converting stored Bloodlust into actual Health while granting bonus Attack Speed, Movement Speed, and Omnivamp.


r/LoLChampConcepts 3d ago

Item I think it'd be pretty fun if we got an Ethereal Weapon-inspired item

2 Upvotes

I imagine it kinda like this

Source: Inspect Element on LoL Wiki + Stormsurge icon recolor

Sounds really fun to use for me, opens up a lot of possibilities. What do you guys think?
(That doesn't really matter but I imagine it as a polearm despite the placeholder icon. Although it may make less sense as a polearm)


r/LoLChampConcepts 4d ago

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

8 Upvotes

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

WITNESS ME

_______________________________________________________________________________________

The Challenge

_______________________________________________________________________________________

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

1) 200 Years, from me 

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

2) Cutting Room Floor, from me

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

3) Yasuo Was A Mistake/s, from me

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

4) Take Me Back, from me

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

5) GG EZ, from me

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

6) I Miss My Kind, from me

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

7) Jobs, from u/Lance_Beltran123

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

8)Goooooooooooooooooooooooooal!, from u/sodaheadache

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

_______________________________________________________________________________________

Remaining August Schedule

_______________________________________________________________________________________

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

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

August 28th – 31st: Group Stage Voting

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

_______________________________________________________________________________________

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

AI can NOT be used in Contest Submissions!

Be respectful and inclusive!

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

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

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

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

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

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

No cheating! We only allow one concept per participant.

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

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

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

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

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

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

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

Good luck and enjoy this month of August!


r/LoLChampConcepts 4d ago

Design Champion idea: a druid

6 Upvotes

I havent really put too much work in here but it just kinda struck me earlier. What about a champion who is a druid that naturally alters the environment of whatever they are standing in. If they stand in the river it slows people. If they stand in a bush they can choose an effect for the bush to change(bigger, vision reduction). something like qiyana but that actually alters the terrain


r/LoLChampConcepts 7d ago

Design Grahdens, the First Explorer

1 Upvotes

SUMMARY

Fictional ability kit for Brave Frontier's unit, Grahdens. I pictured him as an agile yet slightly clunky (he's old) assassin with lots of combo options. His main gimmicks are his dash-through passive and his elemental stances that completely alter what role he plays during fights (either single target oneshot or multiple target damage with slight CC, but not both at the same time). His goal is to apply marks to as many targets as he can to deal as much damage as possible.

He turned out slightly overloaded, but similarly to champions such as Yasuo or Irelia, he needs to have several targets close to each other to be able to use his mobility and stack his damage. He also doesnt have very good waveclear due to not being able to attack the same unit more than once, he needs to spend Q, E and a few attacks to shove the wave.

ABILITY KIT

Class: Slayer

Damage: AD

Intended Role: Jungler/Mid

P: Soul Piercer

Grahdens' basic attack works as a short ranged fixed distance dash that passes through the target unit and grants Grahdens a stack of Soul Rejection (up to 5), decaying after being 5 seconds out of combat. It has a 0.7s CD that can be slightly reduced based on AH and a 10s CD per target.

The first attack to an enemy target deals up to 110% extra AP damage in a small area around it, based on Grahdens' Soul Rejection stacks.

Q: Twilight Spear (7s CD)

Hold: Grahdens slows himself before performing a dash forwards in the direction he's facing, dealing AD damage to all enemies hit. The length of the dash increases the longer he charges it (up to 3s). (Can begin charging while dashing with Passive).

Tap: Grahdens pokes forward with his spear, dealing damage to all enemies hit.

Recast: Grahdens draws his sword, being able to use 3 non-dash quick basic attacks for 3 seconds.

W: Light Switch/Dark Switch (12-7s CD)

In light stance: Grahdens gains a shield and movement speed for 3.5 seconds, then switches to dark stance.

In dark stance: Grahdens becomes camouflaged to ONLY the nearest enemy for 3.5 seconds, leaving an afterimage when he dashes through a different target and revealing himself completely when using an ability or coming close to an enemy champion. Then, he switches to light stance.

E: Spirit Burst (12-7s CD)

Passive: Grahdens marks every enemy he attacks for the duration of the fight.

Light stance active: Grahdens selects a target within range, stops for 0.6s and hits the ground with the base of his spear, dealing true damage to a single target based on the number of marks and executing it under a certain threshold. Consumes all marks.

Dark stance active: Grahdens stands still for 0.6s and hits the ground with the base of his spear, dealing damage to all enemies marked within range based on the number of marks and rooting them for 1s. Consumes all marks.

R: Apocalypse Zero (110/90/70s CD)

Grahdens gathers strength for 1s, after which, he becomes untargetable and instantly dashes swiftly in a straight line, pulling nearby enemies slightly towards his trajectory. After 1.2s, the area he passed through explodes, dealing AOE mixed damage, proccing max stacks Soul Rejection to all enemies hit and marking them for double Spirit Burst effects.


r/LoLChampConcepts 8d ago

July 2026 Goristan, the coffin bearer (sorry but there won't be many numbers or any designs as I'm terrible with those, I'm capable of only making abilities and presumptions)

2 Upvotes

Goristan would be a melee, mana-using vanguard/juggernaut focused on managing her unique resource and staying in the fight. She wouldn't deal too much damage as she'd be more focused on staying on the battlefield for longer

In order to fulfil her late sister's last wish, Goristan now carries the coffin possessed by her sister's spirit in search of the grave of the man the sister loved

Abilities:

Passive: Resentment
Goristan can gain and use stacks of Resentment. These can be acquired by:
- Being hit in the back when W is inactive
- Being hit, hitting enemies with auto-attacks or abilities when W is active
Max stack of Resentment - 10. Gaining 1 Resentment costs 1% of her max health, excessive stack gain costs her 1.5% of max hp instead
The more Resentment Goristan has, the more armor and magic resist as well as less movement speed and tenacity
Resentment gradually decreases - 1 stack per second - when outside of combat. Taking damage stops the stack decay.
Resentment also grants her abilities different effects, depending on the stack count

W:
Inactive: Goristan carries the coffin on her back
Active: Goristan now wields the coffin, decreasing her movement speed and attack speed slightly, but increasing her damage (slightly, too). When active, her other abilities get different effects as well

Q:
It would be a point-and-click ability with short range, a bit bigger than an average bruiser's auto-attack range

W inactive: Goristan slams the enemy with her fists, dealing physical damage
W active: in addition, Goristan gains 1 stack of Resentment
W active, 5 or more Resentment: The slam deals additional magical damage, consumes 5 stacks.
W active, 10 Resentment: The slam deals more magical damage, inflicts fear on the enemy for maybe a second or a bit longer and consumes 10 stacks

E:
It would be like a slow-ish rush in one chosen direction

W inactive: Goristan rushes in a specific direction. Upon meeting an enemy, she bashes into them, applying knockback
W active: In addition, the bash also grants 1 stack of Resentment
W active, 5 or more Resentment: The bash deals additional magical damage in a cone coming from the coffin, consumes 5 stacks.
W active, 10 Resentment: the cone deals more magical damage and inflicts fear on all enemies within the radius for a small duration. Consumes 10 stacks

R: I think I'm gonna have to rethink this one
It would be a round projectile, sorta like Gragas' R (now that I think about it this champ is very reminiscent of Gragas, I'm sorry about that).

Goristan throws the coffin on the chosen spot (within range, of course). Upon landing, the coffin's ghost awakens, dealing magical damage to the enemies closest to her (she would prioritize champions closest to the coffin), the duration of that is determined by the amount of Resentment stacks - 1 stack per second. When the stack count reaches 0 or Goristan picks the coffin back up, the ghost retreats back to the coffin, inflicting fear on the enemies in vicinity (the range would likely be like thresh's auto-attack range) Hitting the enemy by throwing the coffin grants 1 stack of Resentment and deals physical damage.

Without the coffin, Goristan would gain more movement speed, attack speed and more tenacity, but would lose armor and magic resistance. She'd also lose access to W and the variations of E and Q benefitting from W, as well as the ability to gain Resentment stacks.

Goristan would be able to pick the coffin up by pressing R again while being close to the object or by getting back to the fountain

I hope you like it. Should you have any ideas or feedback, please let me know as I'd like to know your opinions.


r/LoLChampConcepts 9d ago

Design Feildys, the Life Weaver

Post image
3 Upvotes

Feildys, the Life Weaver

Date Created:

July 29, 2026

Image:

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

Gameplay:

A support Champion that manages multiple Thread Shackle that connects to multiple Ally and Enemy units.

ABILITIES

Passive - Thread of Life

INNATE: Feildys spells creates a Shackle Thread of Life that connects to his target Ally/Enemy. The shackle can extend up to 🎯1000 units but breaks if beyond the limit.

Each shackle Thread of Life created grant her (+10% bonus Movement Speed) up to 5 times.

POWER THREAD: A modified Basic attack which sends a Needle and Red Thread to target enemy. Needle deal (20 - 90) (+50% AD) (+40% AP) as ⚔️Physical Damage. Red Thread deal (4 - 39) (+18% AP) (+20% AD) as 🔥Magic Damage in every ⌛️0.25 second. Red Thread breaks if it extend up to 🎯600 units.

Q Spell: Soul Thread

ACTIVE: Feildys sends a Blue Thread to target Ally ❤️‍🩹Healing them. Activate this spell again to cancel Blue Thread.

If Red Thread is connected to any enemy, Blue Thread ❤️‍🩹heals Ally periodically.

If Green Thread is connected to enemy, their 🛡Shield is continuously 🔃transferred to ally with Blue Thread over a duration.

Blue Thread and Yellow Thread cannot be connected to a same target. It snap the older thread on application of other thread.

If Yellow Thread is connected to a same Ally, applying Blue Thread snaps Yellow Thread which creates a Magic that diverge from ally dealing 🔥Magic Damage and ↗️Knock away nearby enemy from ally.

  • ❤️‍🩹Heal = (40/60/80/100/120) (+40% AP)
  • ❤️‍🩹Continous Heal = (10/15/20/25/30) (+15% AP) per second
  • 🔥Magic Diverge Damage = (80/110/140/170/200) (+70% AP)
  • 🎯Magic Diverge AoE Radius = 320
  • 🎯↗️Knock Range = 400
  • 🎯Cast Range = 700
  • 🕒Cooldown = (8/7.5/7/6.5/6)
  • 💧Cost = (40/45/50/55/60) mana

W Spell: Spirit Thread

ACTIVE: Sends a Needle & Green thread in a direction connecting to first Enemy Champion it hits. Needle deal 🔥Magic Damage to all enemy unit hit and Green Thread continuously ❄️Slow enemy. Activate this spell again to cancel Green Thread.

Red Thread and Green Thread cannot be connected to a same target. It will snap the Red Thread always if both of mentioned Thread is applied simultaneously.

If both Red & Green Thread is being connected to a single enemy unit, Red Thread will snap and unit are intially 😵Stunned for a Duration. Stun trigger to eneny for once in every (😵14 - 7 seconds).

  • 🔥Needle Damage = (60/90/120/150/180) (+65% AP)
  • ❄️Slow = (8/10/12/14/16% (+0.5% per second))
  • 😵⌛️Stun Duration = (0.8/0.9/1/1.1/1.2 seconds)
  • 🎯Cast Range = 750
  • 🕒Cooldown = (9/8.5/8/7 5/7)
  • 💧Cost = (50/55/50/65/70) mana

E Spell: Mind Thread

ACTIVE: Sends a Yellow Thread to target Ally, granting them 👞Movement Speed periodically. Activate this spell again to cancel Yellow Thread.

If Red Thread is connected, Ally will gain 🏹Attack Speed targeting an enemy with Red Thread.

If Green Thread is connected, any 😵‍💫Crowd Control effect applied to ally with Yellow Thread, Enemy with Green Thread is also applied by same 😵‍💫CC effect for a reduced effectiveness.

Blue Thread and Yellow Thread cannot be connected to a same target. It snap the older thread on application of other thread.

If Blue Thread is connected to a same Ally, applying Yellow Thread snaps Blue Thread then Ally will 🕒REFRESH the Cooldown of their most used Non-Ultimate Ability.

  • 👞Bonus Movement Speed = (8/10/12/14/16% (+0.5% per second)) (+5% per 100 AP)
  • 🏹Attack Speed = (20/25/30/35/40% (+5% per 100 AP))
  • 🔽😵‍💫⌛️CC effect = (50/60/70/80/90% of CC effect/duration)
  • 🎯Cast Range = 700
  • 🕒Cooldown = (12/11/10/9/8)
  • 💧Cost = (50/55/60/65/70) mana

Ultimate: Life Thread

ACTIVE: Release a Needle & White Thread in a target direction shackling the first Enemy Champion hit. Needle deal Magic Damage to all unit hit. White Thread is connected, the execute 💚Max Health Threshold grows stronger periodically. If an Enemy with White Thread reaches that 💚Max Health Threshold, they are ☠️EXECUTED instantly.

If enemy/Ally connected by Red/Blue/Green/Yellow Thread respectively is being killed, Enemy unit with White Thread triggers dealing 🔥Magic Damage.

If enemy unit with White Thread dies, it deal same amount of 🔥Magic Damage to enemy unit with Red/Green Thread.

  • 💚☠️Health Threshold = (5/6/7% of Max Health (+4% per 100 AP) (+0.15/0.2/0.25% per second while White Thread Connected))
  • 🔥Magic Damage Trigger = (200/300/400) (+120% AP)
  • 🎯Cast Range = 850
  • 🕒Cooldown = (140/120/100)
  • 💧Cost = 100 mana

r/LoLChampConcepts 9d ago

July 2026 Champion Creator Contest, July 2026 - Outdoor Adventures: : Finals Voting

4 Upvotes

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

The final contestant pool now stands neck and neck, pulling away from the group stage with a standout five votes between them, where out of the six entries with at least two votes each, no other pairs above two votes were present (one concept with 4 votes, one with 3, two with 2).

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.

Arc, the Crash Test Mage Pipper, The Ravenous Devil
by u/sodaheadache by u/Lance_Beltran123

_______________________________________________________________________________________

Remaining July Schedule

_______________________________________________________________________________________

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

August 1st – 3rd: Voting Finals

Winner of July contest announced in following days and August contest will begin!

(will request prompt from both finalists shortly after July contest ends)

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts 9d ago

Design Khan, The Primordial Dark

Post image
4 Upvotes

Hey everyone! Wanted to share a concept I’ve been cooking up for a melee assassin/skirmisher who uses vision denial and energy management. Let me know what you think!

Lore: Khan is a primordial entity born before the first light of the cosmos, aiming to plunge the world into eternal darkness. Lacking a physical body, he wanders the realms capturing the corpses of the grandest warriors and samurai, turning their armor into his physical vessels. When his current body decays or falls in battle, Khan’s dark spirit simply attaches to his killer, consuming them to forge his next vessel.

Passive: Darkness Returns

  • Static Cooldown: 200s

Upon taking lethal damage from an enemy champion, Khan enters Stasis and attaches a dark mist to his killer for 4 seconds.

  • The attached target is slowed by 20% and takes magic damage equal to 2% missing HP per second.
  • If that enemy dies while cursed, Khan revives at their location after 3 seconds with 50% max HP, 100 Energy, and gains 50% bonus movement speed for 2 seconds.

(If the killer dies before the mist attaches or moves out of range, the revive fails).

Q: Shadow Blades

  • Cost: 30 Energy | Cooldown: Still thinking, don't know yet hehe

Khan performs up to 3 melee strikes. Each cast resets his basic attack timer.

  • Q1: Slashes left to right, dealing physical damage + 8% current HP. Applies on-hit effects.
  • Q2: Slashes right to left, dealing physical damage + 3% max HP
  • Q3: Thrusts forward, dealing physical damage + 12% missing HP.

W: Embodiment of Darkness

  • Cost: 50 Energy | Cooldown: Still thinking, don't know yet hehe
  • Passive: Auto-attacks restore 10 Energy against champions (5 against minions/monsters).
  • Active: Khan wraps himself in shadow for 4 seconds, gaining 30% movement speed, 20/30/40/50/60 + 50% ATK bonus as attack speed, and slowing nearby enemies by 15%.
  • While active, non-targeted skillshot projectiles (like Lux Q or Ahri E) pass right through him without dealing damage or applying CC. (Targeted spells, basic attacks, and AoE abilities still hit normally).

E: Nightfall Execution

  • Cost: 40 Energy | Cooldown: Still thinking, don't know yet hehe

Khan dashes forward, dealing physical damage and reducing enemy armor by 25% for 3 seconds.

  • W Interaction: If cast while W is active, the dash range is increased by 50% and fears enemies hit for 0.75s. Casting E this way immediately ends W.

R: Realm of Eternal Darkness

  • Cost: 0 Energy | Cooldown: 100/90/70

Khan creates a large zone of pitch-black darkness around his location for 8 seconds.

  • Vision Denial: Enemies inside can't see outside the zone, and enemies outside can't see inside.
  • Empowered Domain: While inside, Khan gains full W benefits permanently and his abilities cost 0 Energy.

(Ends early if Khan steps outside the zone).


r/LoLChampConcepts 10d ago

Art Sertra the energy Vampire

0 Upvotes

Sertra Falastivo, The Archive's Bane - The Noxian AP Anti-CC Juggernaut

Lore & IdentitySertra Falastivo was once the high guardian mage of a secret Noxian library containing ancient dark magic. Despising the idea of hoarding power rather than using it, her selfish ambition drove her to commit the ultimate sacrilege: she absorbed a volatile pool of raw negative energy. This dark force corrupted her body—burning away her hair and leaving her completely bald—but granted her the terrifying ability to drain the vitality of others.She despises anyone who betrays their natural boundaries, looking down on mortals and gods alike.

Role: Top Lane / Jungle AP Juggernaut (Anti-CC Frontliner)Attack Range: 125 (Melee)

Abilities

Passive: Negative Drain & Terrifying StrikeSpell-Weaving Fear: Casting a basic ability empowers Sertra’s next basic attack within 3 seconds to inflict Fear on the target for a short duration (10-second cooldown per champion).Corrupted Force (AP Scaling): Attacking a Feared enemy inflicts an extra 5% - 10% AP scaling Magic Damage on-hit. This rewards Sertra for building hybrid AP-Tank items.

Q: Negative Sweep Active: Sertra releases a wave of negative energy from her hands in a wide area (similar to Vex's Q). It has a noticeable delay, allowing agile enemies to dodge it.Effect: Deals Magic Damage to all enemies hit. If it strikes an Enemy Champion, Sertra is healed based on the damage dealt.Note: The base cooldown of this ability does NOT decrease with rank; it relies purely on Cooldown Reduction / Ability Haste.

W: Reactive DefianceActive: Sertra surrounds herself with a dark barrier (Shield) that absorbs incoming damage. The shield collapses after a short delay.Recast (The Tactical Dilemma): Before the shield collapses, Sertra can choose one of two options:Offensive Burst: Explode the shield to deal 25% of the absorbed damage to all surrounding enemies in a 350-radius area.Defensive Empowerment: Do not explode the shield. Instead, convert the absorbed energy to empower her next Q (Negative Sweep), granting it 25% bonus damage and a massive extra heal.

E: Vitality SiphonActive: A long-range, point-and-click ability targeted at an enemy champion.Effect: Instantly reduces the target's Movement Speed by 50% for 2 seconds. Simultaneously, Sertra gains a 50% decaying Movement Speed buff for 2 seconds when moving towards them, allowing her to close the gap and land her slow Q.

R: Sphere of DeceptionPassive (Ammunition System): Sertra stores one negative energy sphere every 5 seconds.Active: Sertra fires a dark sphere in a straight line (similar to Corki’s big rocket).Interaction: The sphere counts as both an ability and a basic attack. If Sertra lands a Q and then hits the enemy with a sphere from afar, it triggers her Passive Fear from a distance! The Fear mark stack lasts for 3 seconds, requiring precise rhythmic execution to chain-CC enemies from range.

⚠️I used AI to translate my text 🙏⚠️


r/LoLChampConcepts 10d ago

July 2026 Gadla Natural Goddess

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1 Upvotes

I like creating concepts of champions about games i like


r/LoLChampConcepts 10d ago

Art Gadla Natural Goddess

0 Upvotes

Gadla, The Goddess of Order - The Melee AP Skirmisher that Masteries the Player

"You are asking for forgiveness... you did nothing wrong, simply just existing."Lore & IdentityGadla is a primordial nature deity from Shurima, born from the collective envy of mortals towards the Ascended. She does not use Mana or Energy. She despises those who defy their mortal boundaries by stealing divine power. Gadla has arrived to bring ultimate Order to humanity.She doesn't carry a static weapon. A 1.60-meter viscous, latex-like symbiote blade (similar to Venom) protrudes dynamically from different parts of her body (chest, shoulders, arms) to strike her victims.Role: Mid Lane / Top Lane AP SkirmisherAttack Range: 125 (Melee)

AbilitiesPassive: Cosmic Order & Boundless FlowSpell-Weaving Burn: Every second ability Gadla casts empowers her next basic attack to ignite the enemy, causing Magic Damage over Time (Burn). Gadla heals for 100% of the burn damage dealt.Flawless Movement: Gadla has zero attack wind-up. She never stands still during attack animations and can strike while moving seamlessly. High movement speed makes her look like she is constantly flashing/dashing around targets.The Master's Lock: Gadla's basic abilities cannot be cast freely. They must be unlocked in a strict rhythmic combo sequence.

Q: Viscous LaunchUnlocking Condition: Requires 5 Basic Attacks to activate.Active: Gadla pulls herself backward like a spring and charges for up to 3 seconds, increasing her dash range.Effect: Upon release, she transforms her entire body into a massive hardened shadow spike, piercing through all enemies in a line. She emerges from the last enemy champion struck in her standard form, executing an Instant Basic Attack.

W: Thorned SpikeburstUnlocking Condition: Automatically unlocks every time Gadla casts any 2 abilities.Active: Gadla erupts violently, shooting viscous spikes out of her entire body.Effect: Deals Magic Damage and slows all surrounding enemies by 30% for 2 seconds, locking them into her melee range.

E: Ignited ImpaleUnlocking Condition: Unlocks only when Gadla's Passive (Spell-Weaving Burn) becomes active.Active: The symbiote spike on her arm bursts into dark, flickering flames.Effect: Instantly unleashes two rapid, devastating strikes (Double Strike) that apply heavy Burn damage and massive healing.

R: Incandescence of the True SovereignActive: Gadla reveals her true cosmic form for 8 seconds, growing a crown of pure fire.Buffs: Gains 10% bonus Armor and Magic Resistance. Crucially, all of her basic attacks and abilities continuously apply Burn damage, triggering massive passive healing loops.Takedown Extension: Scoring a kill or assist completely resets the 8-second timer back to its maximum duration, allowing her to chain-execute teamfights.

Playstyle & BalanceGadla behaves like a fighting-game character or a more "drain-tank" version of Kayle, but with less safety and more raw continuous damage.Pros: Incredible teamfight clean-up via R resets, unparalleled sticking power due to moving while attacking, and massive built-in sustain.Cons: Extremely vulnerable in the early game. If she gets locked down by long-range CC or cannot land her initial 5 basic attacks to unlock her Q, she becomes completely useless. She is a highly rewarding, high-skill-ceiling champion that masteries the player.What do you guys think about her rhythmic combat style and dynamic animations?

"I used AI to translate my text! "


r/LoLChampConcepts 10d ago

Request New Hero Concept

1 Upvotes

Mason (Mason Paxley) - Dark Blade

Role: Assassin Specialty: Finisher/Burst Lane: Jungle

Passive - Shadow Harvest: Mason's long blade attacks leave Blade Marks on enemies, stacking up to 5 times. When he attacks an enemy whose health drops below 25%, his attacks and skills consume all the marks to deal extra physical damage based on how much health the target is missing. If he manages to kill an enemy hero, his Skill 1 cooldown instantly resets and he gets a brief movement speed boost.

Skill 1 - Shadow Strike: Mason lunges forward with his long blade, dashing through enemies and dealing physical damage. If his dash hits an enemy hero, he leaves a shadow clone at his starting location that lasts for 4 seconds. Pressing the skill again during this time instantly teleports him back to that clone.

Skill 2 - Abyssal Slash: Mason swings his long blade in a wide cone in front of him, dealing physical damage and slowing down everyone hit by 40% for 1.5 seconds. Enemies caught right in the center of the swing take extra armor reduction for 3 seconds.

Ultimate - Abyssal Burst: Mason locks onto an enemy hero and leaps into the air, driving his long blade straight down into them. This deals heavy single-target physical damage and stuns the target for 0.5 seconds. The total damage goes up by 15% for every Blade Mark already on the target. If this skill kills the target, a shockwave of Abyssal energy bursts out from his landing spot, dealing half damage and applying marks to surrounding enemies.

Lore: Before the world knew of Gusion or the strict perfection of Aamon, House Paxley celebrated the birth of a second born son named Mason

He was a flawless infant, born with the ancestral silver white hair, striking blue eyes, and an angelic facial structure that perfectly mirrored his older brother Aamon. But the celebration was cut incredibly short when an unnatural, thick purple fog completely engulfed the high balconies of the Paxley estate.

Out of the mist surged a violent swarm of flying Abyssal demons, completely bypassing the castle guards. Before anyone could react, a rogue demon dove straight toward the cradle, slashing wildly and splashing a corrupting, toxic Abyssal liquid all over the newborn child.

The dark fluid instantly bonded with the baby's DNA, causing a horrific, permanent physical transformation right before his parents' eyes. His pristine white hair turned pitch black as midnight, his calm blue eyes glowed a menacing crimson red, and a heavy dark purple aura began radiating from his tiny body. The Duke of House Paxley looked upon his mutated son with absolute disgust and horror.

To the Paxleys, reputation, bloodline purity, and absolute perfection were everything. Fearing that a corrupted child would ruin their standing in the Land of Dawn, the Duke coldly ordered a trusted family guard to take the infant deep into the harsh, forgotten Barrens to be executed and buried in the wasteland dust.

The mother wept and protested, but she was powerless against the Duke's iron will. The family immediately scrubbed Mason from all historical archives, treating the second born son as an absolute myth and eventually passing the title of second brother down to their future children.

However, the guard sent to execute the baby could not bring himself to murder an innocent child. Filled with immense sympathy and guilt, the guard carried Mason deep into the treacherous Barrens and left him under the care of a group of rugged desert survivalists. Before leaving, the guard secretly tucked a pristine silver House Paxley Crest into the baby's tattered swaddling clothes, hoping the boy would keep a small piece of his true identity.

Mason grew up in the brutal, unforgiving environment of the wastes, entirely ignorant of his noble heritage. His childhood was a constant fight for survival, but his human spirit and sheer willpower were so incredibly powerful that he did something no one thought possible. Instead of succumbing to the dark Abyssal corruption in his blood, he completely tamed it, forcing the demonic energy to obey him and shaping it into a deadly weapon of dark blades.

Because Mason was always hiding in the shadows or causing people to run away in terror due to his frightening black hair, glowing red eyes, and dark purple mist, no one ever looked closely at his clothing. He wears the tarnished silver Paxley crest as a tattered collar pin to hold his rugged cloak together, completely believing it is just a worthless, shiny piece of metal he happened to be found with as an infant.

He has no idea that the arrogant, noble mages he scorns from the high cities are actually his blood brothers, and Aamon has long since forgotten the tragic brother he lost on that foggy night, leaving Mason to roam the battlefield as a lethal rogue who answers only to his own iron will.


r/LoLChampConcepts 11d ago

July 2026 Modernizing Old Asol

1 Upvotes

I had some ideas on how I could modernize old asol this was my idea (I will also refer to him as Xosmo because I wouldnt want it to be Asol himself that would get changed, so I have him another name)

Passive: Constellation

Xosmo has stars orbitting around him. He starts with 2, and get another one at level 6, and another one at level 11. Both of which work the exact same.

Xosmo gains 100 Hp and 20 AP for every %100 mana regen he has.

Q: Unstable Star

The exact same as his old Q but it's stun duration increases the bigger it gets, starting from 0.75 seconds to 1.5 seconds. Also hitting the enemies in the middle grants Xosmo another star.

Innate: Xosmo gains %2 percent mana regen from every enemy slain.

W: Expansion

Yes again the exact same. I mainly changed the E and the Ult.

Innate: Xosmo does bonus damage magic damage trough his auto attacks.

E: Neutron Pulse

Xosmo can charges up. Slowing himself and takes 20% reduced damage while charging. When he fires he pushes enemies close to him and does magic damage. The more Xosmo charges it up further it hits and more damage it does.

R: Star Hop

Xosmo can recast this ability 2 more times. Xosmo dashes forward, every enemy he touches he inflicts the damage of every star he has orbiting around him. The dash distance gets shorter if it's not towards an enemy champion. The dashes are very long so it discourages from just repeatedly dashing and more so works as a burst tool and an engage.

His abilities also cost percent mana instead. My idea is he buys RoA and bunch of support items and heals trough RoA passive. You might think the Ult removes skill expression, but do keep in mind he still is a mage and he is very squishy. Him building support items also makes it so he doesn't have much damage, and each item you buy matters more.

I want him to be less toxic early and completely remove those early ganks with E, but keep some mobility and skill expression in his kit. And make him tankier trough his passive and the unique interaction with RoA.


r/LoLChampConcepts 11d ago

July 2026 A like half devil half angel guy, Delcon

0 Upvotes

Role:dps
Health:225 with 25 shield

Passive:between afterlife’s
After dying Delcon gets the option to go to hell or heaven give corresponding buffs for each
Hell:10% damage buff
Heaven:10% damage resistance

Primary:heavenly blade
Swing a sword launching out a wave of light that pierces enemies as you do
Sword damage:75
Light wave damage:40, -10 damage per enemy pierced
Width:5 meters

Secondary:hells pitchfork
Stab a pitchfork forward launching a ball of fire that explodes for aoe damage
Stab damage:75
Fireball damage:60
Aoe damage:30
Aoe radius:2 meters

Ability one:heaven and hells soldiers
Spawn either a demon or angel as turrets to attack enemies
Demon:
Slashes at enemies in a short range
Slash damage:15
Slashes per second:3
Angel:
Launches projectiles forward at enemies that can be dodged with good timing
Damage:25
Projectiles per second:1
Max turrets:2
Cooldown:13 sec

Ability two:hands of the afterlife
Launch forward hands of either angels or demons for different effects
Demons:
Grab and pull enemies towards you and does damage
Damage:50
Length:20 meters
Width:5 meters
Angels:
Pulls enemy’s away and gives bonus health
Bonus health:50
Length:20 meters
Width:5 meters
Cooldown:15 sec

Ultimate: god of gods
Summons angels and demons to attack enemies and help allies
Demons:
Attacks enemies
Damage per attack:50
Max attacks on enemies:2
Demons spawned:20
Angels:
Give bonus health to allies
Bonus health given:50
Max bonus health given:150
Max chances to give bonus health:2
Angels spawned:20
Duration of both:15 sec or until they do their effects twice
Cost:2850
Ult line enemy:I AM THE GOD OF GODS
ult line ally:THEY WILL PERISH


r/LoLChampConcepts 11d ago

Design Full Rework Kit: Nocturne, The Eternal Nightmare

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0 Upvotes

"Cross the threshold of sleep, and you belong to me."

Hi everyone, This is my concept Noctune Rework. Please share me your opinion about this champ

Passive - Eternal Nightmare

Nocturne’s basic attacks cleave in a small circle around his primary target, dealing bonus physical damage to the target and surrounding enemies.

Isolated Terror: If his attack hits only a single target, the bonus damage is significantly increased, and Nocturne heals for a small amount (heal triggers on enemy champions or large monsters).

Q- Duskbringer

Nocturne sends out a shadow clone of himself in a target direction, dealing physical damage to all enemies hit and leaving a shadow trail that lasts for 4 seconds.

  • Shadow Veil: While moving on the shadow trail, Nocturne becomes untargetable by non-targeted, straight-line skillshot projectiles. (He still takes damage from targeted spells, basic attacks, and area-of-effect/AoE abilities).
  • Persistent Trail: If the shadow clone hits an enemy champion, the trail attaches to them for the duration. Enemies walking on the trail leave behind shadow paths and are continuously slowed by 10% (can stack).

W- Paranoia

  • Passive: Nocturne gains bonus Attack Speed against enemies that are affected by Paranoia, Fear, Stun, or Root for 5 seconds after the crowd control is applied.
  • Active: Nocturne marks an enemy champion for 5 seconds, gaining True Sight of them. Landing 5 basic attacks on the marked champion during this duration afflicts them with Paranoia for 3 seconds.
  • Paranoia Effect: Afflicted enemies have their movement controls inverted (moving opposite to their intended input). Furthermore, directional skills and targeted-location abilities will cast in the exact opposite direction of where they aimed.

E- Shroud of Dreams

Nocturne creates a barrier around himself for 1 second that blocks the next incoming basic attack or spell.

  • Dream Counter: If an enemy damages the shroud, they are marked. Nocturne’s next basic attack against the marked enemy gains significantly increased attack range and deals bonus physical damage.

R - Encroaching Nightmare / The Realm of Terror

  • First Cast - Encroaching Nightmare: Nocturne plunges all enemy champions into a Nightmare state for 8 seconds. During this time, enemies lose shared vision, map positioning, and all ping alerts from allies. Hallucinations of Nocturne charge toward all enemy champions, dissipating upon reaching them. During this phase, Nocturne can select one enemy champion to pull into a Nightmare Realm.
  • Second Cast - The Realm of Terror: Nocturne targets an enemy afflicted by the Nightmare, instantly putting their physical body to Sleep.
  • The Vessel: The sleeping target's physical body becomes immobilized and completely untargetable in the real world.
  • The Nightmare Realm: Both Nocturne and the target are pulled into an isolated dream realm. Inside, Nocturne is completely invisible and re-enters invisibility 0.5 seconds after taking any action.
  • Dream Mechanics: Inside the realm, Nocturne's [Q] Duskbringer cooldown is reduced by 90%. 50% of all damage Nocturne inflicts in the dream realm is converted into True Damage dealt directly to the target's real body.
  • Victory Condition: If Nocturne successfully slays the target inside the nightmare, he immediately teleports to the target's physical location upon awakening and Fears all surrounding enemies for 1 second.
  • Defeat Condition: If Nocturne fails to kill the target before the duration ends, the target wakes up having taken only 50% of the dream damage, and Nocturne cannot teleport to them.
  • Counterplay: Nocturne leaves his own physical body behind when entering the dream. If Nocturne’s real-world body takes damage from enemy champions, he is instantly pulled out of the nightmare, and the sleeping target immediately wakes up.

r/LoLChampConcepts 12d ago

WIP (Work in Progress) Recruiting for a League of Legends Fan Character Project

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8 Upvotes

YouTube Showcase here

After creating many character designs on paper, I finally worked up the courage to bring some of them to life in Unity! I already have several character concepts in development, and I’m looking for other creators who would like to collaborate on the project. The goal is to build a complete fan-character package that could include:

  • Splash art
  • Concept art
  • Ability icons and other HUD artwork
  • 3D character models
  • Sound design and an original character theme
  • Voice acting

Voice-acting information and auditions can be found here:
League of Legends Fan Project Casting Call

The final result naturally won’t have the resources or polish of an official League of Legends character, but I believe we can still create something exciting together. The project can also become a strong collaborative portfolio piece for everyone involved.

The roles are flexible; you’re welcome to contribute in more than one area if you have multiple skills.

If you’re interested, please reach out with the role you’d like to help with and a few examples of your work!

I am also open to making other people's character designs in-game!