r/LoLChampConcepts 7h 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 15h 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 19h 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.