The Player Concepts Community

First Riot Post
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KHAZIXXXXXXXXXXX

Junior Member

09-24-2012

130-150 not 1130XD


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Nug4life420

Junior Member

09-25-2012

i think you should make a character like geomancer in the original DOTA he spawns a clone of himself each time u lvl ur ultimate, this will bring a whole new dynamic to the game of controlling more then two units which in my opinion is the nxt step for LOL


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Artex Xuri

Junior Member

09-26-2012

Arkay, The Bone King

Support, Melee

Long before the establishment of the large city states that now dominate the league of legends there was a black page in history forever known as the grim march. A powerful king by the name of Arkay arose to power through blood and betrayal. Arkay who hungered only for more power, for more land marched upon the surrounding lands with brutal force, decimating and claiming all that lay in his path, taking all cities in his path and leaving none left alive save those who would stand against him. Claiming all in his reach Arkay still hungered for more, he summoned multiple sages to him to speak of lands unknown, powers untold... They suggested that he seek out the Deadlands across the seas. Arkay gathered his strongest band of warriors and sailed for this strange land, on arrival many of his men shuddered at the sight of a land completely barren of all life save one massive ziggeraut. they sought the structure and found only one man within, demanding that he surrender his lands and all they held the man simply smiled and with a wave of his hand bodies burst from the ground, surrounding Arkay and his men. Though they fought ruthlessly the dead simply rose after they'd been cut down to fight once more, they were outmatched and fell one by one. The man approached the broken king to taunt him with victory, seizing the moment of deceit Arkay had placed in faking weakness he seized the man by the throat and snapped his neck instantly. Baleful energies
swirled in a torrent around the two men, tearing their flesh and muscle from there bodies. All that was left of Arkay was his bones trapped within his armor, and his undying thirst for conquest.

Character design is a skeletal king in black, red, and gold plate mail that weilds a horned axe upon a skeletal horse, long cape, purple flames dance inside the eyes and mouth.

Strength- 7
Magic- 6
Health- 5
difficulty- 5

Passive:
Death's Embrace
Arkay's and all allies respawn timers are decreased by 10%

Q:
Army Of The Damned
Arkay can summon one of his skeletons to fight alongside him
(permanently takes up 10% of his mana pool per skeleton)
(each rank allows him to summon an additional skeleton that scale at .2 of his AD)

W:
Call Of The Grave
Skeletons burst from the ground at target spot and root enemies in place
(scales off .4 AP and the root is for .75, 1.25, 1.75, 2.50, 3 seconds)

E:
Defile
Arkay corrupts the ground around him empowering allies and weakening his foes
(grants bonus AD and AP to allies and reduces armor and magic resist of foes)

R: Living End
Arkay releases his necromacy upon his foes, attempting to animate the skeletons inside of them
(nearby enemies are inflicted with a DOT that scales .65AP and all healing received is instead received as damage during the curse)

Let me know what you guys think, i have multiple other ideas that im going to be posting


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Artex Xuri

Junior Member

09-26-2012

Cheru, The Web Of Deceit

Ranged, Stealth

Cheru was once a famous spy working for Zaun, infiltrating any and every kingdom with ease, stealing even the closest held secrets... But this was not enough for Cheru, he wished to outclass all others, to be undetectable in every sense.
The scientist of Zaun offered a solution, through research contributed by Dr. Mundo the scientists believed they could splice Cheru with any creature he chose, the spider seemed the obvious choice. As cheru emerged from the operation room he could feel the significance of his alterations, including outstanding sight, hearing, and smell along with producing a web like substance from his body that replicated that of Zaun spiders
Cheru set out to infiltrate the League Of Legends and discover its greatest secrets

Strength- 2
Spells- 6
health- 3
difficulty- 5

Passive:
Mind-crippling poison
on hit Cheru drains his target for .5, 1, 1.5, 2% of their mana

Q:
Entangle
Cheru ejects a cone of web infront of him slowing enemies who are hit
(scales off .4 AP and slows for 25, 30, 35%)

W:
Infiltrate
Cheru can cloak himself with his natural camouflage at the expense of mana
(Cheru stealths draining his mana at the cost for extended use)

E:
Arachnophobia
Cheru fires a dart containing a mind weaking poison at his target causing his abnormal appearance to frighten them
(Cheru fears target for .75, 1.25, 1.75, 2.50, 3 seconds and deals a base damage and scale with .4 AP)

R:
Web Of Lies
Cheru releases a burst of web coating the area completely, all enemies caught in the web are slowed by 35% and any enemy that is hit with Entangle are rooted to the spot. Additionally Cheru gains 35% Move speed and deals double poison damage


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maugreas

Junior Member

09-26-2012

Azaram, the last Watcher

Lore
Long ago in the Shadow Islands existed an order of shamans that dedicated their lives to calm the dark spirits haunting these lands. They named themselves the Night Walkers and tried to absorb in their bodies the madness and violence that ravaged the earth and sky. When one of them failed to control the shadow within themselves, he was quickly eliminated and buried by his pairs in the well of doom in order to seal the night that devored him. Alas, their number fell one by one, consumed by the wicked energy until Azaram had to close the well on the body of his last confrere. Haunted by the growing murky power clouding his mind, he set sail for the League for an obscure reason. Some advance that he wish to find a way to end the burden that weighted the soul of his order for decades. But other voices whisper a grimmer possibility: being the last member, nobody could stop the spirits to control him and nothing remains of him. This puppet of the night was then sent to release all the monsters sealed in the deepest chambers of the League and to unleash true night on Valoran.

"Last survivor or victim of the spirits, I can't tell, but I can say to you that night walks on his trail". Ezreal, the prodigal explorer

Spells
Spirit absorption (Passive)
Each spell cast around Azaram gives him a stack of haunting spirit (up to 3). Each haunting spirit increases damage done to Azaram by 3%. He can get rid of these stacks every 5 seconds by auto-attacking (an auto -attack sets up a 5 second timer until he can free spirits again). The spirits will then damage the attacked target during 3 seconds. The closer the target is to Azaram, the more damage it will suffer.
Magic damage per second per spirit: 3+Lvl of Azaram+0.03 AP (on medium distance)

Night vacuum

Cost 90/100/110/120/130 mana
Cooldown 15/14/13/12/11 seconds
Range 700 to middle of center
A horde of spinning spirits creates a vacuum in the afflicted area that draws enemy units to it during 5 seconds. Each enemy unit weathers a 150/175/200/250/300 movement speed force pulling them to the center of the vacuum. A unit going in the opposite direction will suffer a movement speed decrease of the mentioned value, and a immobile unit (stunned, not moving for whatever reason that is not rooted) will move of the mentioned value in direction of the center. A pulled unit hitting the center of the vacuum or an enemy champion (allied of the caster) will expand the effect of the vacuum (area of effect) and suffer 35/50/65/80/95 +0.3AP magic damage (can be triggered twice).


Bloody snickers

Cost 50/60/70/80/90 mana
Cooldown 13 seconds
Range 550
Afflicts an enemy champion with mad giggling spirits during 2/2.5/3/3.5/4 seconds. Each spell cast during the duration will trigger a spirit bite, dealing 35/50/65/80/95 +0.3AP magic damage around the target and reducing the auto-attack speed of 15% (stackable 3 times) of all enemies in the affected area. Casting a flash or dash spell while affected by Bloody snickers will be revoked by the snickers (they will instantly bring you back to your original point) and will trigger two spirit bites.


Shadow wandering
Cost 60/65/70/75/80 mana
Cooldown 24/22/18/16/14 seconds
Range 650
Cast on self/allied champion. During 6 seconds, increases base movement speed by 10/15/20/25/30, and reduces enemy vision of this champion with only direct view: one can only see the champion if he has direct vision of this champion. Ranged attacks and spells have 10/15/20/25/30% reduced damage on this target.


Midnight vow (Ultimate)
Cost 125 mana
Cooldown 110/100/90 seconds
Range 700
Cast on self/allied champion. During 3 seconds, 20/25/30% of the damage inflicted on the champion (before resistances/modifiers) is returned to the attacker as true damage. At the end of the 3 seconds, if the affected champion is within 175 of an enemy champion, the spells remains active until there is no more enemy champion in 175 range.

Gameplay
Azaram can be played as a short range mage but his specialization in utilities spells makes him an interesting support mostly focused on debuffing the ennemy team and making it go crazy. Bloody snickers emit a strident noise for each bite, representing the tormenting spirits haunting the poor guy. This spells also allows him to destroy the current meta with flash/dash moves on every hero but remains balanced due to its short range. Its passive is a double edged sword as it can makes him die faster or deal significant damage. He is a fun champion with interesting spells that still allow tons of counterplay.


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temerla

Member

09-27-2012

Please make chiquita banana soraka!!! Do it for me!!!


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Styrgwyr

Senior Member

09-27-2012

That's Katsuni, not Kasumi. >.>


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Katsuni

Senior Member

09-27-2012

Quote:
Originally Posted by Styrgwyr View Post
That's Katsuni, not Kasumi. >.>
*Shrugs*

I noticed that when it was first posted but never really bothered to say anything about it. Honestly, as long as people are reading it, and making use of such, I'm not too concerned with who they think it's by.

Still, thanks anyway for the sentiment, the thought is appreciated ^.^


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h0vlol

Senior Member

09-28-2012

Hey Riot Aymes can you add this to the top list to. We are trying to help you everyone get reveiws.

CCFC-Champion Reveiws (We love them ya!)


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Artex Xuri

Junior Member

09-29-2012

Quote:
Originally Posted by maugreas View Post
Azaram, the last Watcher

Lore
Long ago in the Shadow Islands existed an order of shamans that dedicated their lives to calm the dark spirits haunting these lands. They named themselves the Night Walkers and tried to absorb in their bodies the madness and violence that ravaged the earth and sky. When one of them failed to control the shadow within themselves, he was quickly eliminated and buried by his pairs in the well of doom in order to seal the night that devored him. Alas, their number fell one by one, consumed by the wicked energy until Azaram had to close the well on the body of his last confrere. Haunted by the growing murky power clouding his mind, he set sail for the League for an obscure reason. Some advance that he wish to find a way to end the burden that weighted the soul of his order for decades. But other voices whisper a grimmer possibility: being the last member, nobody could stop the spirits to control him and nothing remains of him. This puppet of the night was then sent to release all the monsters sealed in the deepest chambers of the League and to unleash true night on Valoran.

"Last survivor or victim of the spirits, I can't tell, but I can say to you that night walks on his trail". Ezreal, the prodigal explorer

Spells
Spirit absorption (Passive)
Each spell cast around Azaram gives him a stack of haunting spirit (up to 3). Each haunting spirit increases damage done to Azaram by 3%. He can get rid of these stacks every 5 seconds by auto-attacking (an auto -attack sets up a 5 second timer until he can free spirits again). The spirits will then damage the attacked target during 3 seconds. The closer the target is to Azaram, the more damage it will suffer.
Magic damage per second per spirit: 3+Lvl of Azaram+0.03 AP (on medium distance)

Night vacuum

Cost 90/100/110/120/130 mana
Cooldown 15/14/13/12/11 seconds
Range 700 to middle of center
A horde of spinning spirits creates a vacuum in the afflicted area that draws enemy units to it during 5 seconds. Each enemy unit weathers a 150/175/200/250/300 movement speed force pulling them to the center of the vacuum. A unit going in the opposite direction will suffer a movement speed decrease of the mentioned value, and a immobile unit (stunned, not moving for whatever reason that is not rooted) will move of the mentioned value in direction of the center. A pulled unit hitting the center of the vacuum or an enemy champion (allied of the caster) will expand the effect of the vacuum (area of effect) and suffer 35/50/65/80/95 +0.3AP magic damage (can be triggered twice).


Bloody snickers

Cost 50/60/70/80/90 mana
Cooldown 13 seconds
Range 550
Afflicts an enemy champion with mad giggling spirits during 2/2.5/3/3.5/4 seconds. Each spell cast during the duration will trigger a spirit bite, dealing 35/50/65/80/95 +0.3AP magic damage around the target and reducing the auto-attack speed of 15% (stackable 3 times) of all enemies in the affected area. Casting a flash or dash spell while affected by Bloody snickers will be revoked by the snickers (they will instantly bring you back to your original point) and will trigger two spirit bites.


Shadow wandering
Cost 60/65/70/75/80 mana
Cooldown 24/22/18/16/14 seconds
Range 650
Cast on self/allied champion. During 6 seconds, increases base movement speed by 10/15/20/25/30, and reduces enemy vision of this champion with only direct view: one can only see the champion if he has direct vision of this champion. Ranged attacks and spells have 10/15/20/25/30% reduced damage on this target.


Midnight vow (Ultimate)
Cost 125 mana
Cooldown 110/100/90 seconds
Range 700
Cast on self/allied champion. During 3 seconds, 20/25/30% of the damage inflicted on the champion (before resistances/modifiers) is returned to the attacker as true damage. At the end of the 3 seconds, if the affected champion is within 175 of an enemy champion, the spells remains active until there is no more enemy champion in 175 range.

Gameplay
Azaram can be played as a short range mage but his specialization in utilities spells makes him an interesting support mostly focused on debuffing the ennemy team and making it go crazy. Bloody snickers emit a strident noise for each bite, representing the tormenting spirits haunting the poor guy. This spells also allows him to destroy the current meta with flash/dash moves on every hero but remains balanced due to its short range. Its passive is a double edged sword as it can makes him die faster or deal significant damage. He is a fun champion with interesting spells that still allow tons of counterplay.

I enjoy the character concept very much and would like to see an actual illustration of him, the passive and bloody snickers are what really seals the deal with me as well as the ult being a heavy hitter for team fights. all in all i think its very well done