User blog:Romanoff Blitzer/How to custom champion

You must know the rules before you can break them.

General guidelines

 * Convenient empty template.
 * Always use good grammar and spelling.
 * Use the preview button to make sure your templates aren't broken.
 * Never post incomplete champion concepts. At the minimum, you should have a full kit. At the recommended point, you should have a full kit and completed champion stats.
 * The best rule of thumb: Always compare your custom champion to actual champions. Over half of the rules here are this same rule applied in different contexts.

Champion stats

 * Champion stats: Use the champion lists by stat for reference when designing a champion. You don't want a champion intended as a squishy mage to have 440 (+90) health, for instance, which puts them in the range of bruisers like or.
 * Range: 125 is the standard range for melees, 550 is the standard range for ranged. Adjust as necessary. If your melee champion is using a long weapon (, for instance), their range can be increased by 150 to 200. If your champion is ranged but is somewhat tanky or is a non-ADC that makes good use of autoattacks, then reduce your champion's range.
 * Attack speed: Attack speed numbers are unusual decimal numbers for a reason. When picking a base attack speed number, keep attack delay in mind. is not a valid attack speed number, while  is.
 * Magic resist: 30 (+0) for ranged, 30 (+) for melee.
 * Movement speed: 325-340 for ranged, and usually 335-355 for melees., , and are exceptions.

Champion abilities

 * Caster spells often do damage.
 * Spammable spells or pure utility spells  do less damage.
 * AP ratios usually range within the range. You can go higher, but watch where you're going carefully.
 * Total AD ratios are not bonus AD ratios. A spell that does  does too much damage because you didn't take the champion's base AD into account.   or   is just about right.
 * AD ratios are weaker than an equivalent AP ratio. is not average, it is weak, especially compared to . AD items, masteries, and runes usually give less AD than AP items give AP (compare  to  or  with ). There's a reason why things like  and  have seemingly high AD ratios.
 * Ultimates usually cost 100 mana. Manaless champion ultimates usually cost nothing.
 * Ultimates that only do damage have low cooldowns within the 60-90 second range:, , ,.
 * High-impact ultimates have 90-150 second cooldowns:, , ,.
 * Massive-impact ultimates have ~180 second cooldowns:, ,.
 * Keep your champion's full burst damage in mind. Although I made [list] as a silly reference, it's useful when you're trying to make a champion. If your champion has four ratios, you better have a good reason for it, or otherwise your champion is just doing too much damage.

Champion ability templates
physical damage
 * Used for the words "passive", "active", and "toggle" at the beginning of ability descriptions.
 * Used before an ability scaling in the "leveling" field.
 * Used to show leveling abilities. In this case, this ability does 60 damage at rank 1 and 180 damage at rank 5. This template works with any number of ability ranks.
 * Used to show ability scaling. See Template:Ability scaling color/doc for everything this works with.