User blog:Poisonshark/Custom Champions, the SMNK Universe

Primer
As I've already experimented around with custom champions and gotten some feedback from the activity here (thank you, everyone who ever posted a comment to me), I think I can start my own custom champion series. Since they are a lot of characters, that will take a while to complete, not that I even have skill concepts for everyone. This page serves as an index and a place where I store ideas regarding my characters.

More
Some of the champions are already released, but you'll be treated to teasers occasionally on this page.
 * Note: P abilities are passives.

The Factions
DISCLAIMER: All the teams are 5 (or most, which helped me in adapting them to LoL), so they will be sorted in the following order: Top-laner, Jungler, Mid-laner, AD Carry, Support.
 * -|Hide=
 * -|New Noxus=
 * Dekemir - The Undying
 * A tanky anti-tank.
 * P: Life Eater: Dekemir heals 50% of the damage scaling on health that he deals to opponents.
 * Bennas - The Wild Fang
 * A bruiser who deals mixed damage to be a high-DPS threat.
 * Red - The Bird Demon
 * A mid-lane mage with low crowd-control but extreme damage.
 * R: Fire Dragon Form: Red changes into a dragon, enhancing all his skills but making them cost one Essence. When he has 0 Essence, Red returns to his normal form.
 * Mei-Sa - The Bloody Moon
 * A marksman-assassin with positioning tricks at the expense of combat ability.
 * Kaorai - The Red Star
 * A support-fighter with a mage-killer kit.
 * P: Red Light Aura: When out of combat for 3 seconds, he builds an aura that gives teammates a magic shield . An ally that has taken magic damage in the last 10 seconds cannot use the shield.
 * -|Avarosan=
 * Sternus - The Ruler of the Islands
 * A tanky-DPS top-laner who switches between melee and ranged attacks.
 * Q: Switch Blade: Sternus changes the length of his sword, either becoming a ranged champion with 425 range or a melee champion with 125 range. This skill already has a rank invested into it at level 1 and has a maximum of 6 levels.
 * Khar - The One of the Styx
 * A fighter whose kit revolves around executing targets.
 * Erin - The Swift Palm
 * A melee assassin, she deals damage via stacking marks and detonating them.
 * P: Piercing Mana Basic attacks deal bonus true damage and apply one mark of Foreign Mana. All her abilities interact with these marks.
 * Q: Swift Strike: An autoattack reset that deals extra true damage to targets marked with Foreign Mana.
 * W: Nether Tracker: Dashes to target enemy champion with marks of Foreign Mana, dealing physical damage to them.
 * E: Snap: Snaps her fingers to detonate all stacks of Foreign Mana on all units in a 1100-unit radius around her. They take magic damage depending on the number of marks they had.
 * Faina - The Eye of Legends
 * A marksman with self-healing, but low mobility in favor of this defense.
 * Q: Sacred Stake: Throws a stake in a line. It deals physical damage to enemy minions, but stops upon colliding with an enemy champion, at which point it refunds health.
 * Lania - The Water Flyer
 * A support-mage who has a balance of crowd control, healing and damage.
 * R: Water Dragon Form: Changes into a water-elemental dragon, enhancing all her skills but making those cost 1 Essence. When she hits 0 Essence, she reverts back to her normal form.
 * -|Piltover=
 * Sighina - The Inglorious
 * A tank who relies on her mobility and sustain rather than her damage.
 * Trocain - The Thunder God
 * A speed-based fighter-assassin, he has high mobility, slow resist and tenacity.
 * P: Determination: Trocain gains a percentage of movement speed, slow resist and tenacity equal to a percentage of his Fury.
 * Livan - The Wind God
 * A high-burst assassin, he boasts good passive mobility.
 * Kitali - The Steel Lord
 * A marksman who deals damage with his skills rather than attacks.
 * Ewaldan - The Earth Lord
 * A melee support based on extreme space control.
 * Q: Quake Break: Fires a skillshot that pulls everyone it hits 400 units in the inverse direction to its own. It deals meager magic damage.
 * -|Bilgewater=
 * Stanas - The Rock-solid
 * A pure tank who sacrifices a bit of control for DPS.
 * Berthram - The God Slayer
 * An tanky assassin with a lack of sustained damage.
 * P: Highway Killer: If he sees a champion that doesn't see him, he can dash to him with his basic attack. Every time he dashes into an enemy champion, he gains an absorption shield.
 * R: Earth Dragon Form: Changes into his elemental dragon form, enhancing his spells but making them cost one Essence.
 * Bidmi - The Illusion Beast
 * A melee mage-assassin, he has a propency towards creating clones and moving around.
 * W: Hidden Dog: Becomes stealthed for 2 seconds, leaving behind an illusion that can be controlled by pressing W. After 2 seconds or if he attacked or cast a spell before these 2 seconds, Bidmi reappears, dealing a critical strike if he used a basic attack.
 * Dan - The New Age Man
 * A very tanky marksman. He gains defense to compensate for short range.
 * P: Heat of Battle: His attacks gain on-hit magic damage scaling on his Heat.
 * Nadhild - The Swordswielder
 * A support-fighter based on damage with crowd-control to set up kills.
 * Q: Knee Cross: Hits the knee of her opponent, dealing physical damage and slowing them.
 * -|Shadow Isles=
 * Haramn - The Demon Warmonger
 * A huge tank who eats enemies' stats to make them easier to kill and sustain.
 * P: Assimilate: When a unit dies in sight range of Haramn, he gains maximum health.
 * Piak - The Blade of Ice
 * A melee mage, who has heavy amounts of crowd-control and gains damage from there.
 * P: Chill Spike: Piak deals 20% increased magic damage to slowed targets. Any time Chill Spike damages an enemy, they're slowed by 50% for 2 seconds.
 * Iuna - The Black Flower
 * An mid-range caster, based on damage over time and debuffing or controlling her opponent.
 * Taoh - The Feared Fighter
 * A melee-auto-attacker, he has the kit of a Marksman and almost functions as such.
 * P: Fear Empowering: Taoh can attack from a distance, and doing so releases a piercing shot constantly targeted at the enemy. This has a target-specific cooldown.
 * Q: Dark Pressure: Fires a projectile that deals physical damage and marks the opponent. Refreshes the on-target cooldown of Fear Empowering.
 * W: Deadland Walker: Taoh gains bonus attack speed scaling on his Fury.  Gains bonus movespeed for 3 seconds. This bonus is doubled when moving towards enemy champions.
 * Endro - The Sacred Dark
 * A tank support, based on giving his team part of his tankiness.
 * P: Ruin Restoration: Each times allies enter a zone of 400 around Endro, they gain an absorption shield. This has a cooldown AND an on-target cooldown.
 * W: Shadow Chant: Empowers target allied champion, giving them a percentage of Endro's armor and magic resistance.
 * -|Hide=
 * -|Frostguard=
 * Zuzo - The Perfect Rainborn
 * An AP-based bruiser with low DPS potential, but burst damage and resistances.
 * Ximo - The Water Slicer
 * A bruiser with burst, at the expense of tankiness and damage over time.
 * Naia - The Wave of Death
 * A mage, squishy but with long-range burst damage centered around area control.
 * W: Cold Ocean: Creates a huge zone where enemies inside are slowed by 20%. While it is up, Naia gets three skills that she can cast.
 * Serigio - The Prince of Water
 * A marksman who sacrifices mobility for defense and the ability to stay in longer.
 * E: Blizzard Shield: Serigio gains armor and slows every enemy unit around him for 3 seconds, dealing magic damage over time around himself.
 * Juli - The Rainscryer
 * A support centered around awareness of surroundings.
 * -|Evil Ionians=
 * Ingomar - The Edge Master
 * The quintessential fighter, he is a tanky melee DPS dealer.
 * P: Heat of Battle: Upon landing a basic attack, Ingomar regenerates some energy and gains a huge attack speed bonus for the next 3 seconds. This has a static cooldown, but landing basic attacks reduces it by one second.
 * Fonnus - The King of Fighters
 * A fighter jungler, he is focused on soaking and dealing damage.
 * P: Combat Dominion: Fonnus gives himself a shield whenever he enters combat with a large monster, epic monster, or champion. Has a static cooldown.
 * Jorgan - The Unseen Blade
 * A mid-lane fighter with a mage kit. He has high damage but nothing else.
 * Wetik - The Blue Thunder
 * A DPS-caster marksman, he deals high amounts of magic and physical damage.
 * Maro - The Cold Heart
 * A support-fighter based on controlling and debuffing his enemies.
 * P: Heart Scripture: Maro's attacks and spells that hit enemy champions apply stacks of Heart Scripture for 6 seconds. Allied champions' attacks and spells apply a stack of Heart Scripture to enemy champions with at least one stack. Whenever a target has 3 stacks of Heart Scripture, they detonate, dealing physical damage and reducing the target's armor.
 * -|Demacia=
 * Heinor - The Demacian Fist
 * A mobile bruiser who deals damage with skills, but more inclined towards tanking.
 * Sorn - The Demacian Manslayer
 * An assassin jungler. Highly mobile and damaging, but squishy and short-ranged.
 * Ackin - The Paladin of Demacia
 * A fighter with a mage's skills, he shines in his damage, magic and physical.
 * Saski - The Lys of Demacia
 * A marksman who boasts better mobility among marksmen, but has no defense.
 * Folby - The Demacian Emissary
 * A support who empowers his allies' defenses and is a secondary tank.
 * -|Zaun=
 * Kirau - The Hundred-mouthed
 * A top-laner centered around dueling.
 * Quider - The Heated Warrior
 * A ganking jungler. He sets up marks which allies detonate to deal more damage.
 * Kassel - The Rampant Shadow
 * A melee caster, short-range but high-damage, with tankiness to get in.
 * Tajiro - The Resonant Fire
 * A marksman with a kit revolving around barrage spells.
 * Accus - The Forest Seer
 * A support based on summoning pets for various purposes.
 * -|Hide=
 * -|Old Noxus=
 * Kashmer - The Yellow Torch
 * A quintessential high-DPS top-lane bruiser.
 * Takop - The Cloud of Blood
 * A counter-jungler. He has high sustain and dueling power.
 * Kudert - The Vermillion Field
 * A mage and anti-mage.
 * P: Magic Burn: Kudert's basic attacks and spells deal bonus damage equal to.
 * Seumon - The Red Tempest
 * A traditional marksman who only focuses on dealing more damage.
 * P: Crimson Storm: Attacking an enemy champion causes Seumon to gain increased attack speed for 3 seconds. This stacks with itself up to 3 times, but resets to one stack upon attacking a different enemy champion.
 * Q: Speed Bullet: An enhanced autoattack. Seumon steals movement speed from the targeted champion.
 * Klava - The Forest's Preserver
 * A traditional support who heals and buffs her allies.
 * Q: Lifeforce Transfer: Heals target ally for a fixed amount. They also gain a percentage of her armor for 3 seconds.
 * -|Winter's Claw=
 * Sistram - The Demon Slayer
 * A tanky top-laner based solely on defense.
 * Tork - The Slasher Mantis
 * A pure assassin, he deals damage and moves fast, but has no control or defense.
 * Mathard - The Drake Mage
 * A long-ranged AP caster. With his power and range comes low mobility and health.
 * R: Astral Dragon's Breath: Summons a portal over an area. One second later, a fiery column of death strikes said area, dealing magic damage. Enemies at the center of the blast take more damage.
 * Azamia - The Hyper Cutter
 * A markswoman, great at positioning to compensate for her relatively low range.
 * P: Pumping Pulse: Whenever she moves towards an enemy champion she sees, Azamia gains movement speed.
 * Asni - The Cleansing Blaze
 * A support focused on struggling against crowd-control.
 * E: Exorcised World: Creates a holy 600-unit radius zone in which her allies cannot be affected by crowd control. Allies gain health upon entering the zone.
 * -|Ionia=
 * Maku - The Ring's Anger
 * A fighter who is meant outplay opponents.
 * Taichi - The Blade of Old
 * A jungler adept at picks. He has high mobility and single-target DPS and DOT.
 * W: Full Force: Taichi gains a huge attack speed bonus for a short time.
 * Touji - The Bloodshedder
 * A melee mage-assassin. He deals incredibly high damage, but is slow and squishy.
 * Eranus - The Light of Ancient Times
 * A marksman who can switch to a melee stance. He is a slow-moving carry in any case.
 * Arai - The Twinblade Wielder
 * A support based on auto-attacking and DPS to support his ally via huge peeling. He has health-shredding power, but plays on current health as to not kill his target.
 * P: Twin Attack: Basic attacks deal bonus physical damage equal to.
 * R: Cross Cut: Dashes in a straight line, dealing physical damage to minions and champions. Upon colliding with a champion, he dashes to another nearby champion if there is one, and deals physical damage to both, scaling on their current health.
 * -|Void=
 * Bak'Rah - The Sin of Strength
 * A fighter who sacrifices DPS for burst damage.
 * Kan'Hro - The Dragontamer
 * An early-game bully who summons pet dragons that follow him to deal his damage.
 * R: Summon - The Twin Black Dragons: Kan'Hro dashes forward riding two black dragons, dealing physical damage.
 * Win'Gul - The Otherworldly
 * An AP hypercarry who gains AP by casting spells, with no cap.
 * P: Ultimate Power: For each unit he kills with a skill, he gains 1 AP.
 * Sah'Kla - The Sin of Beauty
 * A mobile marksman-mage, with lower DPS and defense to compensate.
 * She'Eme - The Evil Spirit
 * An AP support-mage who uses her burst and crowd-control to give kills to her team.

Sorted by resource
This is not definitive, until the champions are posted.

Common resources

 * -|Hide=
 * -|Mana (44)=
 * Mei-Sa
 * Kaorai
 * Sternus
 * Erin
 * Faina
 * Sighina
 * Kitali
 * Ewaldan
 * Stanas
 * Nadhild
 * Piak
 * Iuna
 * Endro
 * Zuzo
 * Ximo
 * Naia
 * Serigio
 * Juli
 * Wetik
 * Maro
 * Saski
 * Folby
 * Quider
 * Accus
 * Kashmer
 * Takop
 * Kudert
 * Seumon
 * Klava
 * Sistram
 * Mathard
 * Azamia
 * Asni
 * Eranus
 * -|Health (2)=
 * Dekemir
 * Khar
 * -|Energy (5)=
 * Tajiro
 * Maku
 * Taichi
 * Touji
 * Arai
 * -|None (4)=
 * Bennas
 * Haramn
 * Jorgan
 * Kirau

Other known mechanics
Much like, this is gained upon hitting with abilities rather than using abilities. Flow is gained at rate of 1% per 50 units moved (against 46 for ). Gained from damage dealt with abilities, like. It converts 35% of the damage dealt with abilities rather than 100%. 3% of maximum Substance is lost each second. Gained from health expended as spell costs. Functions like.
 * -|Hide=
 * -|Fury (3)=
 * Trocain
 * Bidmi
 * Heinor
 * -|Heat (1)=
 * Dan
 * -|Ferocity (1)=
 * Tork
 * -|Flow (1)=
 * Sorn
 * -|Substance (1)=
 * Kassel
 * -|Ichor (4)=
 * Bak'Rah
 * Kan'Hro
 * Sah'Kla
 * She'Eme

New mechanics
Champions with Essence gain 1 Essence per spell cast in their sight range. Their ultimate changes them into a second form with better spells that cost 1 Essence, and they revert back to normal form when their Essence is down to zero. Gained from being in combat (taking and receiving damage), at a rate of 5 per second. If out of combat for over 2 seconds, it stops charging. If out of combat for 5 seconds, it depletes at the rate it is normally gained at.
 * -|Hide=
 * -|Essence (5)=
 * Red
 * Lania
 * Livan
 * Berthram
 * Win'Gul
 * -|Intensity (3)=
 * Ingomar
 * Fonnus
 * Ackin

Commenting here
You want me to work on one of these champions? You need global precisions about things? Ask anything by posting comments.

Last Words
I would like some feedback about the ideas. Feel free to comment, since I prefer to have my mistakes rectified before I actually make them. Have at you, Custom Champion fans, because with a total of 65 characters... you will be served.