User:LightofDeath/Champion concept storage

'''This is where I post my, unoriginal or unposted concepts. They'll be removed here if I post them.'''

BARIN, THE SPEEDSWORD

Quick Bolt - Fires an orb that deals 110 (+ 40% AD) damage and slows the target enemy by 15%.

Lightcharge - Instantaneously dashes to the target location, dealing 120 (+ 40% AD) to those caught in the path. Killing or assisting resets the cooldown of this ability.

Blessing of Swiftness - Gains 30% (+1% per 80 AD) attack speed and 10% (+1% per 50 AP) movement speed. Can be activated to get 30% movement speed for 1 second.

Overswift - Gains 60% (+1% per 100 AD) attack speed for 10 seconds.

XELL, THE GUARDIAN

Slam - The Guardian jumps high and slams his greatsword into the target location, dealing 150 (+ 70% AP) damage and sending hit enemies airborne for 0.4 seconds.

Shockwave - Slashes his greatsword, making 3 shockwaves that deal 100 (+ 80% AP) damage each.

Strength - Guardian's next attack will deal 140 (+ 30% AD) bonus damage and increase the movement speed of nearby allies by 10% for 5 seconds.

Guardian Spirit - Increases the armor and magic resistance of all nearby allies by 20 (+1 per 50 AP) for 15 seconds.

FAREL, THE DARKSTEED

Demon Flies - Sends a horde of 10 demon flies into enemies in the target location, and deals 18 (+ 8% AP) each. Each fly slows the enemy by 8% with a maximum of 40% slow.

Chaorge - Charges through the target direction for 1 second, dragging enemies and dealing 15 (+ 5% AD) per tick. Chaorge deals an additional 100 damage when hitting an enemy for the first time per cast.

Jump - His horse jumps, stunning enemies in the way for 1 second and deals 80 (+ 60% AD) damage.

Momentum - If the Darksteed never stops moving, he gets 5% faster movement speed and increases damage by 3 (+1 per 95 AD) each stack. Stacks last 5 seconds with a maximum of 5.

SHANE, THE HELLSENDER

Hell Kahnnon - Fires a huge cannonball into the target location, slowing enemies by 40% and dealing 190 (+ 50% AD) damage

Burning Witz - Fires 12 shrapnels into the target location, which deal 20 (+ 10% AD) damage each and has 60% crit chance.

Devil's Ammo - Each ability or attack by the Hellsender slows the enemy by 2% (max 20%) and damages the enemy for 9 true damage per second for 5 seconds.

Bahamut - Fires a giant laser, dealing 400 (+ 35% AD) damage and reducing the enemy's armor by 8.

HIVE, THE BIOLOGICAL TERROR

Bad Breath - Virus breathes poison into a target location, dealing 10 (+ 40% AP) damage per second for 10 seconds.

Infect - Virus uses his bionic blade to latch on to the last target, dealing 130 (+ 80% AP) damage and 20% bonus damage to those affected by Bad Breath. The cooldown of this ability is reset every time Hive

kills a champion.

Discharge - Virus unleashes his plague to those near him, dealing 100 (+ 70% AP) damage, adds 5 poison damage and 20% bonus damage to those

affected by Bad Breath.

Bionic Spores - Virus unleashes 5 deadly spores per second for 3 seconds that latch on to a champion, dealing 20 (+ 10% AP) damage per second for 3 seconds.

RAZEN, THE HELLBEAR

Doomcrawl - Hellbear crawls on 4 legs, moving 20% faster and dealing 130 (+ 60% AP) bonus damage on the next autoattack. Lasts 6 seconds.

Magma Claw - Sends a fist of magma onto the enemy, dealing 100 (+ 50% AD) initial damage, 90 (+ 70% AP) damage over 5 seconds and 20% slow.

Ravenous - Hellbear increases his attack speed per strike by 5%, with a maximum of 25% increase. Stacks last 4 seconds.

Hellrage - Increases damage by 20, armor by 5, health by 150 and movement speed by 5% for 15 seconds.

LEXIA, THE HOPE OF DEMACIA

Chain Heal - Heals a target and 4 others nearby for 150 (+ 45% AP) and damages nearby enemies with 60% of the heal.

Purify - Removes all debuffs from an ally and heals it for 200 (+ 40% AP).

Curse - Deals 210 (+ 50% AP) damage to an enemy and applies a 30% slow, at the cost of 5% reduced AP for 4 seconds.

Grand Heal - Heals all ally champions across the map for 350 (+ 40% AP).

HAEL, THE SOUL HUNTER

Soul Slash - Slashes in front of Soul Hunter, dealing 160 (+ 60% AD) damage and applying Weak Soul for 5 seconds.

Chase - Dashes to an enemy, dealing 100 (+ 60% AD) damage and slowing it by 30%. Enemies hit by Hael during the dash gets Weak Soul for 3 seconds.

Soul Strike - Soul Hunter's attacks and spells ignore 20% of the target's Armor and Magic Resist and deals 5% more damage to enemies afflicted by Weak Soul.

Aerial Possession - Every enemy afflicted by Weak Soul near Soul Hunter gets launched into the air and gets struck for 260 (+ 120% AD) damage.

IORIEL, THE GLAIVE LORD

Glaiverang - Throws a glaive that acts like a boomerang, dealing 125 (+ 50% AD) damage to those caught in its path.

Multiply - Glaives have a 50% chance to multiply into 2, with the new one hitting a different target and dealing 50% damage.

Bounce - Glaives can bounce to enemies up to 5 times, dealing 35% (-1% per 40 AD) lesser damage per hit.

Glaive Storm - Increases attack speed by 50% and increases damage by 20 (+ 20% AP) for 8 seconds.

HOREN, THE SLASHER

Tactical Dash - Dashes to the target enemy in an angle, dealing 60 (+ 40% AD) damage.

Target Acquired - Acquires an enemy target, gaining its vision and decreasing its armor by 12 (+ 1% AD).

Precision - If Slasher does not attack for a period of time, he gets 5 stacks every second. Every 10 stacks makes him crit in his next autoattack and deal 10% more crit damage.

Stacks reset to 0 after the first strike. Maximum of 60 stacks.

Master Assassin - If activated, Slasher gets 40 (+ 30% AD) bonus damage and Precision stacking does not stop for 12 seconds.

BLAYN, THE SONIC FURY

Spread - Fires 5 bolts in a cone in front of him, each dealing 60 (+ 60% AD) (+ 30% AP) damage.

Burst - Fires 2 large concussive bolts in front of him, each dealing 85 (+ 35% AD) (+ 70% AP) damage. Burst decreases Charge stacks by 5 when Charge stacks are 5 or higher.

Charge - Each consecutive attack or spell adds a Charge stack. Every 5 stacks adds 20 damage and 15% bonus Burst damage. Maximum of 15 stacks.

Sonic Boom - Fires an extremely fast bolt at the target area, dealing 260 (+ 40% AD) (+ 80% AP) AoE damage and a 2.5 second silence.

GLOVUS, THE RIFT MAGE

Vacuum - Rift warps gravity around an area, sucking all nearby enemies into the center, dealing 190 (+ 42% AP) damage.

Time Warp - Modifies time on a champion, giving it 30% (+1% per 68 AP) movement speed and a 200 heal or decreasing it and dealing 100 magic damage if used on an enemy champion.

Cosmic Blast - Fires a bolt that travels through a direction, dealing 80 (+ 62% AP) damage and gives 10% slow.

Space Rip - Rips an area of space for 5 seconds, dealing 75 (+ 32% AP) more damage per second. After 5 seconds or if activated, it explodes, dealing the gathered damage and 42

bonus damage. Continuously drains 30 mana per second while activated.

BELLE, THE ROSE WITCH

Deteriorate - Fires a bolt that deals 160 (+ 70% AP) damage and decreases 40 (+1 per 100 AP) AD to those caught in the path.

Anti-Armor - Fires a bolt that deals 190 (+ 60% AP) AoE damage and removes 20% (+1% per 30 AD) of the enemy armor.

Rose Lash - Transforms her staff into a spiked plant and uses it to strike forward, dealing 180 (+ 70% AP) damage.

Amplifying Laser - Fires a magic laser that deals 30 (+ 9% AP) damage per 0.2 seconds for 2 seconds, decreasing enemy magic resist by 1 per 0.2 seconds.

SVORN, THE VAMPIRE LORD

Death Spin - The Vampire spins, knocking back nearby enemies and dealing 165 (+ 40% AD) damage.

Lifegrab - Slams the area in front of the Vampire, dealing 110 (+ 45% AD) damage and grabbing the nearest one, dealing 50 (+ 40% AD) additional damage.

Scythecut - Gains 30% lifesteal. Can be activated to strike upward in front of the Vampire, making them airborne for .6 seconds and dealing 90 (+ 70% AD) damage,

True Vampire Form - Gives 50% lifesteal, 10 damage and 20% movement speed for 15 seconds.

REIK, THE CLOAKED MACHINE

Drill Strike - Cyborg jabs a drill forward, dealing 180 (+ 70% AP) damage an increasing damage dealt by Reik to enemies hit by 10% for 6 seconds.

Dash - Dashes to the target direction, dealing 210 (+ 80% AP) AoE damage after finishing.

Missile Strike - Fires 8 missiles at a line, dealing 30 (+ 7% AP) damage each and slowing hit enemies by 60% that decays over 3 seconds.

Tinker - The Cyborg resets the cooldowns of all his abilities. If he kills or gets an assist, the cooldown of this ability is reduced by 80%.

FELGEN, THE SENTINEL

Justicar Spear - Throws a spear at the target direction. After hitting an enemy it deals 90 (+ 60% AD) (+10 per 60 units traveled) damage and half of it as AoE damage. It also slows by 10% for 2 seconds.

Give Chase - Dashes in the target direction, making the next attack in 2 seconds a critical hit. Every third use of this ability clears Sentinel of slow debuffs.

Watcher - Sentinel focuses, giving him 400 attack range for 10 seconds. However, he is slowed by 20% and has 35% (-1% per 70 bonus AD) reduced damage.

Spear of Redemption - Throws a gigantic spear at the target direction, dealing 300 (+ 80% AD) damage. After it hits it gives Sentinel 30% movespeed and attack speed.

GHIM, NATURE'S HAND

Nature's Wrath - Fires a spirit bolt that when it hits an enemy, it deals 200 (+ 64% AP) damage and chains to 4 other enemies, dealing 180 (+ 40% AP) damage.

Essence of Life - The Druid heals himself or an allied champion for 160 (+ 30% AP) HP. The target also gets 20% attack speed for 4 seconds.

Fury of the Trees - Gains 10 (+ 5% AD) damage and 50% attack speed for 5 seconds. If he hits an enemy while the ability is active he slows the enemy by 5% that stacks up to 4 times.

Mother Earth - The Druid forms a rock wall a fair distance around him, locking enemies nearby him in that wall for 4.2 seconds. Those who get hit while the wall is forming will be dealt

280 (+ 50% AP) damage and be sent airborne for 0.8 seconds.

PREAN, DEMACIA'S FORCE

Magic Wave - Fires a wave in a cone in front of him, dealing 190 (+ 55% AP) damage and stunning them for 0.3 seconds. He is healed for 35% of the damage dealt.

Arcane Beam - Fires a beam of energy at the target direction, dealing 220 (+ 50% AP) damage to those caught in the path.

Blast Orb - The Magistrate gains 15% Spell Vamp. He can activate this ability to send a magic orb into a target enemy, dealing 250 (+ 42% AP) damage and slowing it by 20%.

Judgment - After a 1 second preparation, the Magistrate sends a magic lightning bolt in the target area, dealing 350 (+ 60% AP) damage at the center with a minimum of 50% damage at the edge.

If Judgment kills an enemy, it can be cast again in the next 10 seconds with only a 1 second preparation.

QUARMIN, THE GREAT PREDATOR

Tidefury - Quarmin's next attack will deal 130 (+ 40% AD) bonus damage plus 8% of the enemy's max health. Enemies in a line near the target take half of the damage

Drench - Unleahes rapid waters around Quarmin, dealing 10 (+ 6% AP) damage per tick for 1 second. Each hit slows enemies by 1.5% for 3 seconds with a maximum of 30% slow.

Predator - Dashes to the target enemy, dealing 180 (+ 70% AP) damage and slowing it for 20% for 2 seconds. This ability is reset if the Quarmin kills or gets an assist.

War Bubble - Creates a bubble around the Quarmin, giving him 45% movespeed, 20% attack speed and 10% crit chance for 16 seconds. He also passively makes 10% of the damage he deals into true

damage.

FARDEN, THE TEMPLE REBEL

Rock Arrow - Farden's next attack in 5 seconds will do 160 (+ 40% AD) bonus damage. During this time he is slowed by 5%.

Nimble Stride - Dashes to where the cursor is facing. After this, Farden gets 15% bonus movement speed for 4 seconds.

Multi-Shot - Farden's next attack in 4 seconds will fire 2 arrows to the target and 2 more to the nearest champion. The extra arrows deal 60% damage.

Airfire - Fires a huge arrow at a certain direction. If it hits an enemy along its range it deals 290 (+ 60% AD) damage and slightly knocks it back.

KLEIN, THE WATCHER OF ZAUN

Manipulator Blast - Fires a projectile. If it hits an enemy it is snared for 1 second and is dealt 110 (+ 50% AD). Activating the ability again will either drag the target or

knock it back depending on where the cursor is. After the snare ends the target is dealt 70 (+ 30% AP) damage

Overheated Laser - Fires a laser in the target direction. Enemies hit are dealt 120 (+ 40% AD) damage and receive 80 (+ 12% AD) damage in 4 seconds.

Propel - Externum fires backwards, propelling himself forwards and getting 40% movement speed for 1 second after.

Annihilator - Fires a rocket that explodes after it goes at max range or hits an enemy champion, dealing 200 (+ 100% AD) AoE damage.

TORN, THE DEAD'S CLAW

Swoop Down - Torn flies up. For 1 second he is untargetable. Activating this ability again will make him swoop down and dash in the target direction, dealing 190 (+ 60% AD) magic damage and silencing units

hit for 2 seconds.

Seeping Claw - Every third attack heals Torn for 10% of the enemy's current health while dealing bonus damage equal to 5% (+ 1% per 80 AD) of the enemy's max health.

Stone Crush - Torn transforms into stone form temporarily and slams into the ground, dealing 210 (+ 70% AP) damage and slowing enemies hit by a 40% slow that decays over 3 seconds.

Death Essence - Fires a projectile that homes into the target champion until hitting max range, where it explodes and deal 100 (+ 70% AP) plus 15% of the enemies' max health. Enemies hit before

exploding are dealt half of that, but can still be affected by the explosion.

TINKS, THE HEXGUNNER

Shoot! - Tinks dashes wherever he is facing. After that he shoots in the target direction, dealing 200 (+ 65% AD) damage and a 70% slow that decays over 2 seconds to the first enemy hit.

Amplifier Bullets - Tinks' autoattacks deal 10 additional true damage. This is further strengthened by 8 for consecutive autoattacks. The maximum bonus is 35 true damage.

Quick Fire - Tinks will autoattack two times in his next attack, with the 2nd attack dealing 70% of the damage. Both projectiles are piercing.

Hextech Enhancer - Tinks activates his hextech armor's full potential, giving him 20% movement speed and attack speed for 1 second every time he attacks a champion, and 20 attack damage for 10 seconds.

DRUNT, THE SAVAGE

Hunter - After a 1 second delay, Drunt goes invisible for a maximum of 8 seconds and can be seen by enemies 500 units near him. Drunt's next autoattack will deal 20 (+ 60% AD) bonus damage and

knock the enemy back 400 units.

Savage Claw - Drunt's next attack will deal 150 (+ 25% AD) bonus damage and deal 80% of the damage to enemies 300 units perpendicular to the hit enemy.

Instinct - Drunt gains 20% critical chance. He can activate this ability to make his next autoattack crit.

Relentless Assault - Drunt jumps to a target enemy, striking it for 40 (+ 5% AD) damage per 0.2 seconds for 2 seconds while knocking him back in the direction Drunt is facing.