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BloodyDiarreah's small champion index

 
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BloodyDiarreah ?? Senior Member
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2 Days Ago

This is a small collection of my concepts which I like the most. You'll probably notice that some of these are similar to each other. Well some of them are essentially the same, but with different looks to them. .

Thunderhoof - The Earth Spirit Cheiftan
Champion Type: Mage, Jungler, Fighter, Ranged,
Role: Thunderhoof ganks are not great for gaining kills, but he can apply endless pressure to "kill" lanes or prevent hard pushers from doing so. His presence alone prevents your allies' lanes from being pushed for fear that Thunderhoof would appear and turn the tides of battle. Thunderhoof his great at fighting one on one, but excels at winning team fights.
Description: Thunderhoof is a tall bull like champion who walks on his hind legs. He has the appearance of a shaggy highland cow with the long fur. Since he utilizes his arms, he has hands instead of fore hooves. The hooves on his legs are exaggerated in size. On is back he has two long and skinny totem poles that cross each other to form and x shape. He has two straps that cross his chest to likewise form an x and there is an amulet of a bull's head attached to where the straps cross. He is adorned with various feathers that cover areas of his body such as his shoulders. He has two massive horns that stick out of his head that reach further than his shoulders. Thunderhoof's weapon is a spear.
Stamper, Thunderhoof's companion, is a bull like creature as well. He stands on his hind legs as well. Instead of being like a shaggy cow, Stamper is a typical bull with brown fur. He has a black mane that sticks up to form a sort of mow hawk. Stamper does not have horns, but does have a golden nose ring. His weapon his a giant totem pole.
Thunerhoof and Stamper each have their own quotes since each can be used individually.
Stats:
Health: 440 (+80)
Health Regen: 5.00 (+0.55)
Mana: 250 (+45)
Mana Regen: 8.0 (+0.6)
Range: 550
Attack Damage: 52 (+3)
Attack Speed: 0.635 (+1.36%)
Armor: 12.5 (+3.4)
Magic Resist: 30 (+1.75)
Movement Speed: 340
Innate
Totemic Synergy: Thunderhoof gains bonus magic penetration based on his own bonus magic resist.
Magic Penetration: 5% of bonus magic resist
Q
Inner Spirit: (Passive) While Stamper is summoned, Tunderhoof's basic attacks life tap his target, allowing both Thunderhoof and Stamper to heal each time they attack the target based on their respective maximum health plus a percentage of Thunderhoof's AP. (Active) Thunderhoof marks a target enemy allowing both he and Stamper to deal bonus magic damage per basic attack.
Passive Life Tap: 2% of their respective maximum health plus 10/15/20/25/30% of AP.
Cost: 75/90/105/120/135 mana
Cooldown: 28/26/24/22/20 seconds
Bonus Magic Damage: 25/40/55/70/85 (+65% of AP for Thunderhoof), 15/20/25/30/35 (+50% of AP for Stamper)
Duration: 4 seconds
W
Stamper: Thunderhoof summons his companion, Stamper. Stamper is a melee unit who gains bonus passive abilities each time he is leveled up. Stamper has is own special ability and can be moved individually from Thunderhoof. Casting this spell again will cause Stamper to strike an enemy, knocking them back. Thunderhoof cannot cast any spells when Stamper is not alive.
Cost: 115/145/175/205/240 mana
Cooldown: 115/105/95/85/75 seconds
Auto Attack Damage: 52/82/112/142/172 (+90% of AP)
Passive Abilities: 17% chance to Pulverize/ 20% chance to Pulverize/ 23% chance to Pulverize/ 26% chance to Pulverize/ 50% bonus damage to structures
Pulverize Damage: +50/70/90/110/130 (+75% of AP) in a 325 AoE of his target.
Knock Back Range: 500 units
Knock Back Cooldown: 8 seconds
Knock Back Damage: +50/70/90/110/130 (+75% of AP)
All stats except for movement speed are 25% less than Thunderhoof's stats.
Movement Speed: 525
E
Hammercrag: Thunderhoof directs Stamper to strike the ground with his totem pole causing a wave of rocks to shoot out of the ground dealing damage to enemies as well as knocking them up. When the enemies hit the ground they take additional damage.
Cost: 80/90/100/110/120 mana
Cooldown: 26/24/22/20/18 seconds
Cast Range: 775
Affected Range: 465
Initial Magic Damage: 80/95/110/125/140 (+100% of AP)
Secondary Damage: 64/76/88/100/112 (+80% of AP)
R
Avatar of Thunder: (Passive) While Stamper is alive, both he and Thunderhoof have the ability to revive when they die provided Thunderhoof has the necessary mana. They will revive with 50% health and mana.
Thunderhoof Cooldown: 200/180/160 seconds
Stamper Cooldown: 175/160/145 seconds
Thunderhoof Cost: 100/120/140 mana
Stamper Cost: 100/115/130 mana
Algammond - The Outland Infernal
Champion Type: Melee, Fighter
Role: Algammond is a beefy fighter who specializes in nuking down enemy champions. Although he is a very slow champion, his high damage and low cooldown spells allow him to kill low mobility champions, spell casters, and enemy fighters. His kit deters enemy champions from getting close to him or fighting him 1 on 1 for fear that he will kill them. Algammond is not a level dependent champion, but he desperately needs items. In team fights, he can ignore all other enemy champions and focus down high priority targets and then move on.
Description: Algammond is a satyr whose fur is a fiery red and wafts as if it was actual fire. His armor only covers his torso and is similar to a Roman soldier's armor, but is black like obsidian stone. He has crimson straps that wrap around each of his legs. he does not have fur on his hands. Instead his hands have a texture similar to a gorilla's hands and are likewise black. On each hand he only has three fingers. His weapon is a scimitar that has an amber blade. Flames come off the cutting edge which engulf the entire blade. Because of this, the cutting edge is red hot.
His face is like that of a sheep's and is pearly white. His mouth constantly hangs slightly open. Both his eyes and mouth glow a gradient color of white and yellow.
I envisioned Algammond's voice to be similar to the death knight's voice from Warcraft 2. http://www.youtube.com/watch?v=VMLfaFJZcso. However, it's more earth shattering and rumbles.
Lore: The Outlands. An other dimensional burning desert wasteland. Unlike the void, it teems with life all of which are hellish creatures. Though there is much life in the Outlands, there is constant death for there exists a never ending war among the individual inhabitants for ultimate control over the Outlands. One fateful day, however, when the moon eclipsed the ever burning sun, an all powerful creature spawned from the darkness. Without difficulty, he killed everything in the Outlands and formed for himself a throne from the corpses of the dead and a crown from their weapons. he called himself Algammond and his evil presence spread his influence. He sat on his thrown, fell into a stasis, and challenged is energy and began transporting the Outlands to a suitable world to claim dominion over it. Abbots of the Temple of Syrinx located in the Great Barrier noticed deserts were beginning to creep up out of nothing in even the most wild of jungles so the proceeded to track the destruction to find the source of evil causing the changes. Near the Kumungu jungle, the found Algammond asleep on his throne, channeling his energy slowly causing the Outlands to engulf Runeterra. With their power, the priests entombed Algammond in a petrified tree which immediately caused the deserts to recede, but Algammond remained entombed in the tree. The priests returned home with piece of mind, but much like on the day of his creation, an eclipse covered Runeterra causing Algammond to awaking. He burst out of his prison to and find his plans for domination foiled. Algammond began seeking to destroy those who stopped him. He joined the League of Legends under the guise of a wandering forest creature seeking purpose. He was intent on converting all the warriors he would kill into soldiers under his control and create an army to take dominion over Runeterra.
Stats:
Health: 495 (+81)
Health Regeneration: 4.25 (+0.75)
Mana: 215 (+40)
Mana Regeneration: 6.5 (+0.7)
Range: 125
Attack Damage: 54 (+3)
Attack Speed: 0.651 (+2.75%)
Armor: 16.5 (+3.3)
Magic Resist: 30 (+1.25)
Movement Speed: 315
Innate
Obsidian Armor: Algammond’s armor and health regeneration increase each time he takes auto attack damage from any source, including minions and monsters. Stacks up to 10/11/12/13/14/15/16/17/18/19/20/21/22/23/24/25/26/27 times. Algammond begins losing 1 stack per second after not taking auto attack damage for 3 seconds.
Armor: 1
Health Regeneration: 1
Q
Stroke of Death: Algammond blasts a target enemy with a fiery visage of a skull, dealing large amounts of physical damage plus bonus damage based on the difference between his own and his target's maximum health. Bonus damage only applies if they have less health than Algammond.
Cost: 90/95/100/105/110 mana
Cooldown: 12.5/11.5/10.5/9.5/8.5 seconds
Physical Damage: 95/175/225/305/385
Damage bonus: +15/17/19/21/23% of difference between maximum health
Range: 210
W
Nether Affliction: Algammond curses a target enemy. Algammond blocks a single instance of damage and reflects a percentage of the damage they deal to him back to them, physical damage for physical damage and magic damage for magic damage plus a percentage of their AD or AP depending on the type of damage that is dealt.
Cost: 75/105/135/165/195 mana
Cooldown: 16/15/14/13/12 seconds
Damage reflection: 30/35/40/45/50%
Percentage of AD/AP: 11/13/15/17/19%
Range: 550
E
Night Terror: Algammond unleashes a terrifying scream fearing enemies in a cone. In addition, this applies a debuff to all enemy champions affected by the scream which Algammond consumes by damaging them to deal bonus physical damage.
Cost: 110/115/120/125/130
Cooldown: 25/23/21/19/17 seconds
Fear Duration: 2 seconds
Bonus Damage: 45%
Range: 650
R
Chaos Crusade: Algammond charges to a target enemy champion knocking all enemy units he collides with to the side. Upon reaching his target, he deals physical damage to them and carries them a certain distance, then deals physical damage to them again. However, if Algammond collides with four champions, he will be stopped in his tracks. While charging, Algammond will maintain vision on his target and can move through terrain.
Cost: 200/230/260 mana
Cooldown: 160/140/120 seconds
Range: Global
Initial damage to target: 145/235/325
Secondary damage to target: 100/150/200
Carry Range: 350
Spell Descriptions
Obsidian Armor: Upon receiving one stack, Algammond begins to immolate. Each stack causes him to burn brighter and brighter.
Stroke of Death: Algammond's face glows bright and a ghostly skull that is on fire comes appears out of it. The skull flies in an arc across the terrain to its target.
Nether Affliction: Both he and the enemy he casts this on hears the sound of a weapon glancing off metal. When the target enemy has the damage they deal reflected back at them, they hear Algammond laughing a ghostly menacing laugh.

Night Terror: Algammond unleashes red sound waves from his mouth and his yell is brief but very loud and deep. Instead of the normal icon to show when units are feared, an image of a man's face who is yelling in terror and whose skin is burnt black appears over the afflicted enemies.
Chaos Crusade: A sun appears over the target enemy and as Algammond nears them, a moon begins to cover the sun. The closer Algammond gets to his target, the more the moon covers the sun. When Algammond gets within 600 units of his target, the moon will have fully eclipsed the sun and both will ignite in a large blaze. Algammond leaves behind him his hoof tracks that are on fire. All players hear a sound of a bull bellowing upon cast. Enemies who have vision upon Algammond when he casts this hear an ominous laugh that echoes out.
Jacinto - The Terraforger
Champion Type: Melee, Tank, Support
Role: Jacinto provides a lot of cc for his team. What he lacks in damage and survival spells, he provides with a large variety of crowd control. Positioning is key to make the maximum use of his spells, but when done correctly, Jacinto can lock down an entire enemy team. He synergies well with AP carries who utilize AoE spells.
Description: Jacinto belongs to a race of men named the Draconians who is the master forge race. Draconians are characterized by their powerful heartbeat, thick heat resistant skin, booming voices, large muscles, immense strength, hulking stature, and stone skin on their arms. Jacinto likewise is a behemoth of a man who has craggy rock like skin that covers his arm from his elbows to his fingers. He wears a blacksmith's outfit with a red apron and a brown tunic that is dirty and has it's sleeves rolled up under the apron. He is bald, but has a large square beard that juts out forward from his chin. He covers his eyes with large black circular goggles.
On his back is his forge furnace. The opening points backwards and as Jacinto walks, hot embers bounce out. Attached to the top of the furnace is a massive fire bellow that pumps to keep the flame in the furnace hot. Under his left arm, he carries his anvil. His weapon is a massive forge hammer that is searing hot on both ends.
Stats:
Stats
Health: 428 (+85)
Health regen: 7.45 (+0.55)
Armor: 17 (+4)
Magic res: 30
Attack damage: 115 (+3.375)
Attack speed: 0.325 (+3.4%)
Mana: 235
Mana regen: 6.25 (+0.45)
Range: 125
Mov. speed: 300
Innate
Runesmith: Nearby allies gain bonus attack damage each time they take physical damage from enemy champions. Stacks 5 times
Radius of AoE: 200
Physical damage buff: 3/4/5
Duration: 3 seconds after not taking physical damage
Q
Impact Anvil: Jacinto tosses his anvil to a target area, stunning and dealing magic damage to enemies in the area.
Cost: 80/90/100/110/120 mana
Cooldown: 20/19/18/17/16 seconds
Magic Damage: 100/130/160/190/210 (+25% of AP)
Stun Duration: 1.5 seconds
Range: 815
Radius of AoE: 175
W
Hammercrag: After a 1 second cast time, Jacinto smashes his hammer into the ground causing a large wall of rocks to immediately rise out of the ground, in a line, pushing enemies to the side. Enemies who try walking across it have their movement speed drastically slowed, however the slow immediatly dissapates if they get off the wall.
Cost: 100/120/140/160/180 mana
Cooldown: 36/32/30/28/26 seconds
Range: 1100
Width: 150
Slow: 95%
Wall Duration: 5.0/5.5/6.0/6.5/7.0 seconds
E
Furnace Core: (Passive) Each time Jacinto takes damage, he gains a stack of Furnace Fury. Stacks 5 times. (Active) When Jacinto reaches 5 stacks of Furnace Fury, he can unleash a massive flame from his furnace that deals magic damage in an area around himself.
Cost: 25 mana
Cooldown: 5.0/4.5/4.0/3.5/3.0 seconds
Radius of AoE: 125
Magic Damage: 100/145/190/235/280 (does not scale)
R
Sunder: After a 1 second cast time, Jacinto strikes the ground underneath him creating a sink hole. This sucks all enemies within an area around him to the center.
Cost: 160/180/200 mana
Cooldown: 180/160/140 seconds
Radius of AoE: 350
King Lionheart - The Holy Vindicator

Champion Type: Fighter, Melee, Jungler
Role: Lionheart is an extremely fast jungler who can apply near unbearable pressure to enemies with his ability to gank incessantly. Lionheart is meant to play as an off tank to make maximum use of his abilities. He can burst down unwary enemies, but his team fight capabilities taper off towards late game.
Description: Lion is a garbed in a Templar's armor, chest piece is in the shape of a lion's head, and rides a brown horse who is likewise armored. Silas, his warrior companion, is adorned in the same fashion but his armor is far more bulky and he rides a white horse. Lionheart's weapon is a battle hammer that he carries in one, while Silas' weapon is a large mace. Lionheartls voice is soft, but strong and deep. When Silas is alive, both will talk; Lionheart first then Silas. Silas' voice is deep, husky, and booming. Both carry a tone of disdain in their voices. Also their horses make sounds as apart of their quotes. When either of them die, a light shines down on them and they float up towards the sky.
When Penance is active, all within it's vicinity hear a bell toll once and the weapons of Lionheart and Silas glow.
When Silas is summoned, an extremely bright light flashes down like lightning and Silas appears where it struck. In addition all within the vicinity hear a large crowd of men yelling along with horses running at a fast pace and whinnying.
When God Hand is cast, horse shoes appear over both Lionheart and Silas and the hooves of their horses glow. In addition, all within the vicinity hear a loud and deep sound of a horn blast.
When Absolution is cast a soft light comes down and covers a large area over Mitas. Both he and Silas rear their horses up and point their weapons to the sky. They then begin glowing; Lionheart glowing blue and Silas glowing yellow. The enemy affected by Penance will have a spot light follow them.
Stats
Health: 495 (+81)
Health Regeneration: 4.25 (+0.75)
Mana: 215 (+40)
Mana Regeneration: 6.5 (+0.7)
Range: 125
Attack Damage: 54 (+3)
Attack Speed: 0.651 (+2.75%)
Armor: 16.5 (+3.3)
Magic Resist: 30 (+1.25)
Movement Speed: 345
Innate
Force Continuum: While chasing an enemy hero, Lionheart and Silas will gain 20/30/40% movement speed every 8 seconds.
Q
Penance: (Passive) While Silas is alive, both Lionheart and Silas receive a blessing which heals them each time they attack. (Active) For a very short duration, both Lionheart and Silas will deal bonus damage to a target enemy.
Passive Lifesteal: 6/8/10/12/14%
Cost: 75/85/95/105/115 mana
Cooldown: 28/26/24/22/20 seconds
Bonus damage: 60/65/70/75/80%
Duration: 2 seconds
Cast Range: 810
W
Summon Silas: Lionheart summons the angelic knight, Silas who mimics Lionheart's stats and abilities. Lionheart cannot cast any other spell or benefit from his passives if Silas is unsummoned
Cooldown: 35/32/29/26/23 seconds
Attack Damage: 45/55/65/75/85 (+50% of Lionheart's bonus AD)
Health: 350/450/550/650/750 (+100% of Lionheart's bonus health)
Armor: 13/18/23/28/33 (+75% of Lionheart's' bonus armor)
Magic Resist: 30/35/40/4550 (+60% of Lionheart's bonus magic resist)
Attack Speed and Movement speed equals Lionheart's
E
God Hand: Lionheart blows his battle horn granting both himself and Silas a very short but immense attack speed and movement speed buff.
Cost: 100/105/110/115/120 mana
Cooldown: 45/40/35/30/25 seconds
Attack Speed Buff: 80/85/90/95%/ maximum attack speed
Movement Speed Buff: +65/115/165/215/265
Duration: 2 seconds
R
Absolution: Lionheart calls down a heavenly light which gives both Lionheart and Silas bonus health and movment speed as well as the ability to walk through units. In addition, an enemy marked with Penance will be revealed.
Cost: 180/190/200 mana
Cooldown: 80/70/60 seconds
Bonus health: 300/400/500
Movement Speed Buff: 60/80/100%
Blind Duration: 1.5 seconds
Wulfbert - The Sanguine Knight

Champion Type: Melee, Jungler, Fighter
Role: Wulfbert is a very fast jungler allowing him to gank earlier than most other junglers. He is to be played as an off tank, but other build types may be accommodated. Wulfbert excels at chasing down fleeing opponents, but his team fight capabilities taper off towards the end game. Wulfbert hides in bushes and waits for unsuspecting victims to cross him and quickly burst them down.
Description: Wulfbert is a tall husky knight. Wulfbert is clad in chain mail armor with a leather tunic that has an insignia of wolf on it. He has steel greaves on his legs and wears leather shoes. He wears no helmet and has a tall and long burgundy mow hawk which tails off his head. He uses wolf gauntlets for weapons that have crimson talons. On his back is wooden coffin.
When in wolf form, Wulfbert is a hulking werewolf (like in the movie Van Helsing) and his fur is colored burgundy. His stomach fur is white which goes from the bottom of his torso all the way up to his chin.
Volkfang is a black wolf with crimson eyes and has blood dripping from his mouth and paws. Wherever Volkfang walks, he leaves paw prints of blood.
Stats
Health: 495 (+81)
Health Regeneration: 4.25 (+0.75)
Mana: 215 (+40)
Mana Regeneration: 6.5 (+0.7)
Range: 125
Attack Damage: 54 (+3)
Attack Speed: 0.651 (+2.75%)
Armor: 16.5 (+3.3)
Magic Resist: 30 (+1.25)
Movement Speed: 345
Innate
Prey Stalker: While in bushes, Wulfbert remains invisible and if he exits any bush he stands in, maintains invisibility for an additional 2 seconds. The invisibility is removed when he attacks or casts a spell.
Q
Pack Hunters: (Passive) Wulfbert and Volkfang gain passive lifesteal. (Active) For a very short duration, both Wulfbert and Volkfang will deal bonus damage to a target enemy.
Passive Lifesteal: 8/10/12/14/16%
Cost: 75/85/95/105/115 mana
Cooldown: 28/26/24/22/20 seconds
Bonus damage: 50/55/60/65/70%
Duration: 2 seconds
Cast Range: 810
W
Volkfang: Wulfbert summons the powerful dire wolf, Volkfang, who shares Wulfberts stats. Volkfang gains bonus abilities as he is leveled up.
Cost: 150/160/170/180/190 mana
Cooldown: 35/32/29/26/23 seconds
Attack Damage: 45/55/65/75/85 (+50% of Wulfbert's bonus AD)
Health: 350/450/550/650/750 (+100% of Wulfbert's bonus health)
Armor: 13/18/23/28/33 (+75% of Wulfbert's bonus armor)
Magic Resist: 30/35/40/45/50 (+60% of Wulfbert's bonus magic resist)
Attack Speed and Movement speed equals Wulfbert's.
Innate Abilities: 13% to stun on attack/ 12% critical strike chance/ 16% critical strike chance/ 18% critical strike chance/ Invisibility after 2 seconds out of combat.
E
Beast of Burden: Wulfbert lets out a howl which gives both himself and Volkfang a short but immense boost in attack speed and movement speed.
Cost: 100/105/110/115/120 mana
Cooldown: 45/40/35/30/25 seconds
Attack Speed Buff: 80/85/90/95%/ maximum attack speed
Movement Speed Buff: +65/115/165/215/265
Duration: 2 seconds
R
The Wolf's Bane: Wulfbert rips off his armor and becomes a werewolf gaining greatly increased movement speed as well as bonus health. Volkfang receives the bonus movement speed as well. In addition, any target marked by Pack Hunters will be tracked by Wulfbert for the duration.
Cost: 180/190/200 mana
Cooldown: 80/70/60 seconds
Bonus health: 300/400/500
Movement Speed Buff: 60/80/100%
Toshiro - The Dynasty Warrior

Champion Type: Melee, Carry
Stats
Health: 495 (+81)
Attack damage: 54 (+3)
Health regen: 4.25 (+0.75)
Attack speed: 0.451 (+1.75%)
Mana: Manaless
Armor: 16.5 (+3.3)
Mana regen: 6.5 (+0.7)
Magic res: 30 (+1.25)
Range: 145
Mov. speed: 410
Passive
Battle Fury: After casting a spell, Toshiro's next basic attack cleaves the area in front of him, dealing damage in a cone. He still deals regular damage to his main target, but reduced damage to affected enemies.
Damage: 75% of AD
Range: 200
Angle of Cone: 90 degrees
Q
Dynasty Blade: Toshiro throws a small blade to a target location which arcs as it travels. If it hits an enemy when it lands it deals minor physical damage to them. In addition, it slows them and causes them to bleed out for 4 seconds, dealing damage based on their max health.
While the affected unit bleeds out, they will be marked as Disgraced
Cooldown: 22/20/18/16/14 seconds
Physical Damage: 40/50/60/70/80 (+50% of AD)
Range: 900
Bleed out damage: 7/9/11/13/15% of maximum health (+15% of AD)
Slow: 15/22/29/36/41%
W
Shin obi Strike: Toshiro dashes in a line with his katana leading him, and drives it into the first enemy he strikes. Toshiro's next 5 basic attacks to this target ignore a percentage of their armor.
If a nearby unit is Disgraced, Toshiro can dash right to them.
Cooldown: 24/20/16/12/8 seconds
Physical Damage: 85/105/125/145/165 (+95% of AD)
Range: 650
Armor Penetration: 5/8/11/14/17%
E
Tsunami Force: (Passive) Toshiro temporarily stacks a movement speed bonus bonus each time he attacks. Maximum 3 stacks
(Active) On his next attack, Toshiro brings his katana down on a single target dealing massive damage to them and slicing their weapon in two lowering their attack damage for a few seconds.
Cooldown: 20/18/16/14/12 seconds
Physical Damage: 115/135/155/175/195 (+150% of AD)
AD lowered: 25/30/35/40/45%
Duration: 4 seconds
Movement Speed Bonus: 5/6/7/8/9/10%
Duration: 1.5 seconds
R
Supreme Shogunate: Toshiro dashes to a target enemy, running them through. This silences his target and makes Toshiro immune to true damage for a few seconds. Toshiro can charge his enemy again, but won't silence his target nor make him immune to true damage. Instead it will deal a percentage of their missing health as bonus physical damage. Killing an enemy champion who is Disgraced will reset the cooldown for this spell.
Cooldown: 70/65/60 seconds
Range: 950
Physical Damage: 70/100/130 (+75% of AD)
Immunity Duration: 3.75 seconds
Silence Duration: 2.5 seconds
Time between casts: 2 seconds
Qadar - The Master Blaster

Champion Type: Mage, Ranged
Role: Qadar uses low to medium damage spells to kite his enemies and dominate low mobility champions like Xerath.
Description: Qadar is reminiscent of 70's and 80's rock and roll. When he speaks, he sounds of Geddy Lee, Jon Anderson, Roger Waters, Jimi Hendrix and Robert Plant singing in unison. They raise there voices as each line ends and each of their quotes echo out as if the Earth was shaking. Qadar floats around and his stature is almost as if he were sitting in mid air. He wields a Gibson Flying V. On Quadar's back is an amplifier. All of Qadar's spells are sound waves.
Lore: When the age of great music was over and all that played on the air waves and in peoples' homes was garbage which sole purpose was to make money for Sony (yes Sony exists in Runeterra). All that remained of the good old days was a moose who could play a mean tune. However, since all good things die, the moose died. In seeing this, the Gods of Rock decided that the time was now to allow glorious rock and roll to flood the world and make it beautiful once more. They sent down a pious and exalted being named Qadar to rid the world of the established crud and bless the ears of mortals for time indefinite.
Stats
Health: 380 (+80)
Health Regen: 5.00 (+0.55)
Mana: 250 (+45)
Mana Regen: 8.0 (+0.6)
Range: 550
Attack Damage: 52 (+3)
Attack Speed: 0.635 (+1.36%)
Armor: 12.5 (+3.4)
Magic Resist: 30
Movement Speed: 340
Innate
Thunderdome: Qadar's guitar is enchanted, and it causes the AoE of his spells to increase by 7% each time Qadar casts a spell. Stacks up to 5 times.
Q
Point Break: Qadar strums his guitar, playing a note which causes a wave of sound to come from the heavens and deal magic damage in a small AoE. The enemy caught in the AoE will take bonus damage from Quadar's next spell.
Cooldown: 10.0/8.5/7.0/5.5/4.0 seconds
Cost: 65/75/85/95/105 mana
Magic Damage: 75/90/105/120/135 (+65% of AP)
Mark Damage Increase: 6/9/12/15/18%
Range to center of AoE: 800
Radius of AoE: 50
Delay: 0.5 seconds (Does not interrupt movement)
W
Sunder: Qadar sends out a sound wave from his guitar in a line which deals magic damage to enemies. If enemies are hit, using this spell again within 5 seconds will slow enemies which were struck before. Cannot happen to the same enemy twice within 20 seconds.
Cooldown: 4.0/3.6/3.2/2.8/2.4 seconds
Cost: 20/22/24/26/28 mana
Magic Damage: 24/36/48/60/72 (+40% of AP)
Slow: 12/17/22/27/32%
E
Breach: Qadar causes an explosion of sound which deals magic damage to enemies. If enemy an enemy is caught the center of the explosion, they will be knocked into the air.
Cooldown: 16/14/12/10/8 seconds
Cost: 75/85/95/105/115 mana
Magic Damage: 85/105/125/145/165 (+65% of AP)
Range to center of AoE: 550
Radius of damage AoE: 150
Radius of knock up AoE: 50
R
Fracture: (Passive) Each time Qadar deals damage he stacks 15/25/35% of that damage in a funk meter.
(Active) When Qadar's funk meter is full he can active this spell. In doing so, he calls down the support of both the Bass and Rhythm gods. When Qadar casts a spell; they jam out dealing magic damage to surrounding enemies every second for 2 seconds. (Duration stacks for each spell cast)
Cooldown: 80/70/60 seconds
Cost: 200/225/250 mana
Funk meter: 750
Call down range: 750
Magic Damage: 65/80/95 (+50% of AP)
Diameter of AoE: 325
Duration: 9 seconds

 
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Bmwpolki ?? Junior Member
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2 Days Ago

I could never figure out what type of stats to add to my champion creations...could you help me with that?

 
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BloodyDiarreah ?? Senior Member
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2 Days Ago

Quote:
Originally Posted by Bmwpolki View Post
I could never figure out what type of stats to add to my champion creations...could you help me with that?
Yeah. You go to leagueoflegends.wikia.com and you choose a champion that has a similar play style, role or champion type and you copy their stats on to your concept. You should try tweaking the stats to your likeness.

Mages typically have high starting mana with low to medium defensive and offensive stats. Tanks and off tanks typically have the highest starting attack damage with medium defensive stats as well as low mana. Carries have medium starting damage and defensive stats with low to medium mana.