Chessy's Concepts!

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Chessy the Red

Senior Member

04-16-2011

Aelfric, the Changed Legionnaire

Innate Passive : Thickness
Thickness causes Aelfric to gain 50 / 100 / 150 maximum life per buff, debuff, or effect on him.
If Aelfric would take over 200 damage from one ability, he instead takes it as a damage over time over the next four seconds.

Innate Passive : Thickness - Explanation

Thickness causes Aelfric to gain life for every buff or debuff on him, making him better while being focused or blasted with crowd control. With the other part of his passive, Aelfric is able to add even more
to the effect of the first part of his passive.

Q : Stiffarm


Stiffarm stuns the target champion and deals 60 / 80 / 100 / 120 / 140 damage and stuns the target if it is moving. The stun lasts 1 / 1.2 / 1.4 / 1.6 / 1.8, however, it deals 120 / 160 / 200 / 240 / 280 if it is standing still. If this stuns, it has another three seconds on cooldown.
Stiffarm gives Aelfric the effect “Stiffness”. Stiffness causes him to deal 110% / 115% / 120% / 125% / 130% more damage to the target on his next auto attack or Stiffarm spell. This counts as a buff for all purposes or effects.

Q : Stiffarm - Explanation


Stiffarm is nice to be used on an escaping target, as it will stun, or on an unsuspecting target, as it will deal bonus damage. It also gives Aelfric the buff “Stiffness”. Stiffness is helpful because it counts toward the bonus for Thickness and makes him deal bonus damage. If this stuns, it’s cooldown is another three seconds.

W : Inhuman -


Active : Inhuman causes Aelfric to gain 150 / 160 / 170 / 180 / 190 life for five seconds. After two seconds, it begins to drain down at 50 life per second. This changes the passive effect of Inhuman to 6/8/10/12/14%.


Passive : Aelfric deals an additional 3/4/5/6/7% of his current life gained from his passive as damage every seven attacks. When this is ready, this counts as a buff for any purpose or effect.

W : Inhuman - Explanation


Inhuman causes Aelfric to gain some life for a small amount of time, however, it won’t last for an entirety. It’ll drain down. This also increases it’s passive effect, which makes him deal some of his current life as damage on his seventh attacks.

E : Pain is Misery’s Consort


Passive: Pain is Misery’s Consort causes Aelfric to take 6% / 7% / 8% / 9% / 10% less damage for every 20% life the attacking units are missing.


Active: When activated, Aelfric gains one stack of his passive for every 70 damage he would block. If this exceeds 5 / 7 / 9 / 11 / 13 stacks, he loses all his current stacks and gains 50 / 100 / 150 life and 1 / 2 /3 armor depending on the level of the passive as life. This effect lasts 3/4/5/6/7 seconds.

E : Pain is Misery’s Consort - Explanation


Pain is Misery’s Consort causes Aelfric to take less damage for every 20% life his opponent is missing, as well as giving him certain stacks of his passive, that may explode to give him life.



R : Unholy Retribution





Unholy Retribution has two effects to it. A toggle, and a combination blast.

  1. Aelfric gains 15 / 20 / 25 life per every attack he deals while this is up. Every attack costs 10 / 7 / 5 more mana, starting at 50 mana. Maximum of 1000 mana per attack. When this is untoggled, his next attack deals 30% of the amount of life he gained.
  2. If you hit R twice within a second, you may target a 350 unit radius within 600 units of you. Aelfric rips up a cage of bones and unholy runes, trapping units within it. Units within it are slowed by 40% / 60% / 80% and take 10 / 30 / 50 damage and 1% of his current health per second. For every extra 20% they are slowed, they take 5 / 10 / 15 extra damage. If any unit within this effect dies, Aelfric gains 20% / 40% / 60% of their maximum armor for six seconds.
R : Unholy Retribution - Explanation







Unholy Retribution has two effects to it. A toggle, and a combination blast.
    1. Aelfric (toggled) gains life every time he attacks, however the mana cost per attack goes up with every attack. When released, his next attack deals damage based on the amount of life he had gained.
    2. You target an area and slow everyone in it by a lot. It has walls surrounding it, so no one who enters it is able to leave it. It deals a somewhat high amount of damage per tick, ticking every second. If it kills a target, he gains a lot of that target’s maximum health for a few seconds.


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Chessy the Red

Senior Member

04-16-2011

Darius, the Slasher’s Soul

Innate - Battle’s Call


Darius gains .5 armor for every 20 damage he does within a second. This temporally armor lasts until he would gain 55 armor. Whenever Darius takes more than 150 damage while attacking, his next three attacks have 20% life steal, stacking up to five times. This cannot happen more than once within 10 seconds. Whenever Darius gains health back from attacking, he gains 1 rage.

Q - Fierce Drive

  • Cooldown : 18 / 16 / 14 / 12 / 10 seconds.
  • Duration : 2 / 2.5 / 3 / 3.5 / 4 seconds.

Darius quickens his onslaught, increasing his attack speed by 0.30 / 0.50 / 0.70 / 0.90 / 1.10(+ 0.003 per 0.07 AS) and causing his next attack to deal 30 / 40 / 50 / 60 / 70 ( 1.3% AD) damage.
If this triggers your rage, you gain 10 / 13 / 15 / 17 / 19% LS while it is up.

W - Bladesurge
  • Cooldown : 18 / 16 / 14 / 12 / 10 seconds.

Darius quickly attacks the target four times, each strike dealing 20 / 40/ 60 / 80 / 100(0.7 AD) damage and increases his attack speed by 4% of damage done. (For example, if this did 75 damage, he would gain 3 .AS if he did 443 damage, he’d gain 1.77 AS.)
Darius is able to switch targets during this by clicking on them, dealing attacks to them instead of the original target. If this triggers rage, for every target switched, you gain .10 AS.)

E - Rotten End
  • Cooldown : 8 / 7 / 6 / 5 / 40 seconds.

Darius hurls a chain at the target location. If it hits an enemy, it will rip through that enemy, causing 70 / 80 / 90 / 100 / 110 damage over 2 seconds. This may pass through four targets. After passing through, it will drop to the ground. Darius may move on top of the chain 10% quicker.
Darius can instantly move to the other side of it by clicking on it if he has full rage.

R - Deka$trike
  • Cooldown : 74 / 72 / 70 seconds.

Darius slashes at the target 9 / 10 / 11 times. Every strike deals .3 of his AD as damage plus 5 / 6/ 7 damage. For every attack he performs in a second, this is increased by 1 / 2 /3 strikes. If this triggers rage, it does 10 / 15 / 20 strikes.


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Chessy the Red

Senior Member

04-16-2011

Lore;

A small forest sat next to the Crystaline Lake. Huts lined the lakeside, a black canopy covering a young lady, Neli. Neli watched with sorrow in her eyes, staring at the body of a dead fish. She walked over, a little ball of mana forming in her hand. She placed her hand in the fishes mouth, the fish floating back into the water. She looked up, a voice calling to her. “Neli!” Her mother called. She turned to look…

The small village of Crystaline was under siege. Neli watched as a group of skinless beasts demolished her village. Fighting them off to aid her dying mother, she was unable to see the dark mage at the edge of the clearing...

The league was demolished… everyone was dying… Ionia was destroyed… Crystaline was a warline… Neli was one of the few mages left to aid the order to save them…
Neli was coming out of a dark tunnel… A man in white… Her mother behind her...

“She might forgive. She won’t forget.” –Unnamed Summoner
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Innate - Masked
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Passive;
15% of the damage Neli would take before mitigation expells around her as a shield that defends her allies from harm within 450 units. Stacks up to 900 damage. Lasts four seconds.
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Q - Clear Mind
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Cost; 70 / 80 / 90 / 100 / 110 mana.
Cooldown; 11 seconds.
Effect;
Neli radiates out a spell shield for three seconds, causing units within a 450 unit radius of the targeted area to take 70 / 79 / 110 / 130 / 150 less damage from spells as long are in the target radius.
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W - Mysterious Pull
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Cost; 75 / 85 / 95 / 105 / 115 mana
Cooldown; 9 seconds.
Effect;
Neli flashes forward, pulling allies and enemies within a 250 unit radius of her with them. Range of 300 / 350 / 400 / 450 / 500 units.
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E - Mindlash
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Cost; 55 / 65 / 75 / 85 / 95 mana.
Cooldown; 13 / 11 / 9 / 7 / 5 seconds.
Effect;
Neli lashes forward with the force of her mind, dealing 70 / 75 / 80 / 85 / 90 damage in a line. If a target takes more than 8/7/6/5/4% of their current mana in damage, or more than 150 damage in total, in a three second range around Mindlash, they are slowed. If they would attack a unit with a shield against damage while slowed, they take 60 damage.
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R - Shattered Future
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Cost; 200 / 225 / 250 mana.
Cooldown; 73 seconds.
Effect;
Shattered Future lasts 5 seconds. Enemies within it take 37.5 / 52.5 / 67.5 damage per second. If they are NOT attacking Neli while this is up, they take double damage from Shattered Future's effect. Shattered Future has the same range as Nunu's ultimate. Channeled.


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Chessy the Red

Senior Member

04-16-2011

Alyssa, the Dawning Dusk

Lore :

Alyssa was a young child when she became in love with the idea of healing those around her. She began her practice at the age of 9, where she began her skillful advance to becoming the favorite child in a family of eleven. Alyssa, the Dawning Dusk slowly directed her small gaze to something bigger; the League of Legends. On her way there, she was taken captive for two years by the dark mage known as Arias.
While captive by Arias, she was trained as an apprentice for half a year before a sad event. While she was carrying books for her “Master”, who was really her owner, she stumbled over the corpse of a bear's carcass. The bear had it’s skin tore off. When she fell over it, she cracked her head on top of a rock. Her master, Arias, healed her, however, because of the menevolent magic of the black witch, Alyssa was tainted. She lost all memories, however gained an affinity for the magic of both white and black, counter magics.
Arias trained her from the on as her own daughter for a year and a half, until Alyssa felt the call to the League once more. A small flyer floated down across the road to she small hollow to her, and the which who had taken her looked down at Alyssa. The look on her face was definite; Alyssa was joining the league to stand for the Witches of Runeterra.


“False memories are just as good as true memories.” - Arias

Innate - Celestialisim

Alyssa uses the resources Celestialisim and Dread. Whenever an ally near her gains 5 life, she gains 1 Celestialisim. Whenever an enemy around her takes damage, she gains one dread. When she has more Celestialisim then Dread, she heals allies around her for 30 health whenever she deals 10 damage. When she has more Dread than Celestialisim, she deals 10 damage to enemies whenever she heals 30 life. When she has equal Dread and Celestialisim, she has the ability to spellcrit, dealing 150% damage on a spell, however dealing 25% damage of it to herself as well.

Q - Lovegun

  • Cost : 60 / 65 / 70 / 80 / 85 celestialisim / dread (split evenly)
  • Cooldown : 6 / 5.9 / 5.7 / 5.3 / 4.5
  • Range : 450 / 460 / 470 / 480 / 490 units.


Alyssa puts her fingers together like a gun and fires out two shots at two different units. Each shot deals 20 / 30 / 40 / 50 / 60 damage and tethers the targets together. If they break the tether, which has a range of 600 units, they take 40 / 60 / 80 / 100 / 120 damage. If a unit passes through the tether, they are added to the tether, connecting them to the two units, and taking 5 / 10 / 15 / 20 / 25 damage per person on the tether. Maximum of 8 / 10 / 12 / 14 / 16 people per tether. If an ally passes through, they are healed for 25 health per unit in the tether.



W - Triumphant Blast
  • Cost : 90 / 110 / 130 / 150 / 170 (split evenly)
  • Cooldown : 11 / 10.8 / 10.6 / 10.4 / 10.2
  • Range : 750 units.


Alyssa musters energy within herself before unleashing a blast of black and white energy. The target of this is silenced for three seconds and takes 70 / 80 / 90 / 100 / 110 damage as well as .6% of the target’s missing resource (mana, fury, etc. If there is no resource, this deals 50 / 70 / 120 / 200 / 360 damage instead) as damage. This cannot deal more than 350 extra damage to champions. Any allies around the blast is healed for 100 / 140 / 180 / 220 / 240 health.

E - Energy Current
  • Cost : 60 / 80 / 100 / 120 / 140 (split evenly)
  • Cooldown : 3
  • Range : 600 units.


Alyssa creates an U shaped current of energy. Allies who move on it have +115 movement speed, but enemies in it are pulled to that the opposite side of the U they enter on at a speed of 450 units per second. If they move of of it, they take 25 / 50 / 75 / 100 / 125 damage and are slowed by 40% for three seconds. The pull lasts four seconds. Any ally who steps off of it increased in speed by 40% for three seconds and are healed for 50 / 70 / 90 / 110 / 130 life.


R - Witchery / Solace
  • Cost : 150 Dread and 100 Celestialisim for Witchery, vice versa for Solace.
  • Cooldown : 70 seconds.
  • Range : 600 units.

Alyssa channels for a second before unleashing a blast of completely and utter black magic which rips through everything in it’s path, leaving a trail of Dread. While on the trail of Dread, she regains her Dread quickly, however, Celelestialisim is removed from her. Enemies take 300 / 350 / 400 damage and she regains Dread at a speed of 50 dread per five seconds. (Witchery)
Alyssa channels for a second before firing herself forward. When she reaches her destination, she unleashes a flash of utter white energy, blinding nearby enemies and healing nearby allies. Allies are healed for 200 / 250 / 300 health, enemies are blinded and have a 60% chance to miss. While in the area of the blast, she regains Celestialisim very quickly, however Dread is removed. Regenerates Celestialisim at a speed of 50 celestialisim per five seconds.


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Chessy the Red

Senior Member

04-16-2011

Vivian, the Eversteel Sentinel


Vivian is a female, holding a longblade and a iron shield. She wears a thin, rusty suit of armor coated in black paint.

Innate - Stand Ready


The longer Vivian has been in the same 450 unit radius, the more she is prepared. After three seconds, she deals 125% damage on her first attack and has 125% armor on her first block if she has been standing in that same radius. If she has stood six seconds, she deals 150% on her first attack and has 150% armor.

Q - Rumble
Cost ; 50 / 55 / 60 / 65 / 70 mana.
Cooldown; 10 / 9 / 8 / 7 / 6 seconds.
Vivian slams her blade into the ground, dealing 80 / 100 / 120 / 140 / 160 damage and slowing enemies. Her blade resides in the ground for half a second after she uses rumble, causing her to have a bonus 20% to her armor at a cost of .10 AS.

W - Skill over Substance
Cost; 200 / 250 / 300 / 350 / 400 mana.
Cooldown; 32 / 28 / 24 / 20 / 16 seconds.
Passive ; Every time Vivian kills an enemy weak monster / basic minion, she gains 1.5 health and 1.5 armor until she dies. Every time she kills a cannon minion / big monster, she gains 3.5 health and 3.5 armor, as well as the boost for killing the minions below it’s rank. Every time she kills a buff monster / super minion, she gains 5.5 health and 5.5 armor until she dies, as well as the boost for all the ranks below it. Every time she kills a turret / Baron, she gains 30.5 health and 30.5 armor until she dies, as well as the boost for all the ranks below it..
Active ; This effect gives 200% / 220% / 240% / 260% / 280% for 3 / 3.5 / 4 / 4.5 5 seconds. When it goes to cool down, you lose one fourth of your stacks.

E - Blade Ride
Cost; 70 / 90 / 110 / 130 / 150 mana.
Cooldown; 15 / 14 / 13 / 12 / 11 seconds.
Vivian rushes to the target enemy, picking up enemies she passes through. She can pick up 3 enemies per every 500 health. When she reaches the destination, she slams them down, stunning them for .5 / 1 / 1.3 / 1.6 / 1.9 seconds. Deals 50 / 70 / 90 / 110 / 130 damage plus 8% armor.

R - Immobile Object
Cost; 0 mana.
Cooldown; 160 / 130 / 100 seconds.
Vivian becomes a immobile object and pulls enemies to her. While immobile, she takes 50% less damage before armor mitigation and gains a stack of Doom for each time she is hit. When she moves, all the stacks of doom become five stacks of top class Skill over Substance. If she would be knocked back or knocked up while Immobile Object is taking place, she takes no damage. Spells count as being hit ten times.

Joke ---
“Nudity makes you stronger on this planet?!?”
“Where’s my pole?”
(if facing Xin Zhao)
“You have my pole! Give me my pole!”
Taunt --
“A girl is stronger than you!”
Movement --
“Going! Going! Gone!”
“That seems catastrophic.”
“Halp, I can’t move!”
Attacking --
“I thought you might ask.”
“You poked the wrong badass.”
“Let’s dance, sparky.”


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Chessy the Red

Senior Member

04-16-2011

Vari, the Dazzled Sprite

Innate - Phase Shift

After taking more than 50 damage, Vari phases out of existence for 1 second. While phased, Vari takes 50% less damage from auto attacks and 20% less damage from spells. Spells that affect auto-attacks cause auto attacks to count as spells. Can happened up to 7 times within 10 seconds. While phased, her basic attacks deal 20% less damage but have 150 more range. Cooldowns for the forms are DIFFERENT, so, your Q may be on cool-down but PQ might not be.

Q - Faerie Fire

Vari fires down a blast of Faerie Fire, dealing 35 / 45 / 55 / 65 / 75 / 86 damage per second they are in the area. If they would reach the outside of the Faerie Fire, they take no damage from the effect on the edge, but if they exit the edge and leave the radius, they are snared and take three seconds worth of damage. Faerie Fire lasts four seconds.

Q [phased] - Phase Fire

Vari unleashes a blast of fire upon the target area, phasing allied units for three seconds. Enemies hit by phase fire are slowed by 35% for .5 / .8 / 1.1 / 1.3 / 1.5 / 1.7 seconds.
Allies share reductions from your passive, as well as the range.
Q SPELLS TARGETING STYLE ---

AoE circle, much like that of Nasus’s W.

W - Transphase

Vari turns becomes ethereal and blasts herself to the target location, dazing enemies she passes through. Dazed enemies are slowed by 10% / 12% / 14% / 16% / 18%/ 20%. When she reaches the target area, she deals damage bonus damage on her next attack based on how many enemies she passed through.

W [Phased ] - Transphase

Vari turns physical and unleashes a wave of energy, dealing 50 / 75 / 100 / 125 / 150 / 170 damage to units it passes through. If this hits a Dazed enemy, the enemy is stunned. At the end of the wave, Vari pops up, dazing nearby enemies.

W is targeted like Amumu’s Bandage Toss.

E - Mind Phase

Vari phases the targets mind, causing them to become Mind-Phased, taking 50% less damage but becoming stunned. The target is regains consciousness after taking 100 damage or 2.5 seconds pass.

E [ Phased ] - Phasemare

Vari enters the target, becoming attached to them. Anyone who attacks Vari deals 100% of there damage to the target Vari is leeched onto, and 25% of there damage to Vari. Deals 30 / 40 / 50 / 60 / 70 / 80 damage. If Vari uses Phasemare on a mind-phased champion, Vari will deal 60 / 80 / 100 / 120 / 140 / 160 damage instead.
Phasemaring a mind-phased champion causes them to instantly regain their senses, feared.

R - Permaphase (Starts learned)

TOGGLE ; Vari will shift, becoming physical for as long as this is active, dealing 110% of normal attack damage at 90% of her normal range.

R - Permaphase [ Phased ]

TOGGLE; Vari will stay ethereal / phased for until she untoggles this.While phased, Vari takes 50% less damage from auto attacks and 20% less damage from spells. Spells that affect auto-attacks cause auto attacks to count as spells, her basic attacks deal 20% less damage but have 150 more range.


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Chessy the Red

Senior Member

04-17-2011

--- Champion for Stexe's Contest ---


Story Basics: A tyrant sorcerer who attempted to enter the Void and control its power. Unfortunately, he was under prepared and his body was destroyed -- the only parts left were his brain, eyes, and spinal cord. While gone in the Void, his Kingdom grew to be democratic and renounced their former ruler. Luckily, a few of his remaining loyal minions found Qurego'mas's remains, preserved in the Void, and implanted them into a specially designed jar to bring their master back. Using his new found psychic powers and a newly created mechanical body, Qurego'mas joins the league to test his meddle and reclaim his lost land. [Think an overthrown Doctor Doom mixed with Doctor Fetus from Meatboy thrown together with a decent sense of humor, as I imagine he likes to dress his robot body up in fancy suits or outlandish outfits].
Range: Melee
Primary Role: Support
Secondary Role: Caster
Tertiary Role: Tank

Skillset

Innate - Brainiac

When Quergo’mas would be reduced to 0 health, his mechanical body instead explodes, slowing nearby enemies by 30%. He enters a “brain” form, in which he deals 1 / 5 / 10 damage per second (levels up with ult) to nearby enemies. In this form, he has 300 / 500 / 700 health (+10% item bonus), 3 / 5 / 7 armor (10% item bonus), 1 / 6 / 12 magic resist (30% item bonus), 20 / 40 / 60 damage (5% item bonus), 500 / 600 / 700 mana (50% item bonus), and 390 MS ( no item bonus ). While in Brainform, his Q, and W are replaced with new skills. He is unable to use his E and R in this form. If he isn’t destroyed within 20 seconds, he returns to his original form.

Q - Iron Monarch

  • Cost : 70 / 75 / 80 / 85 / 90 mana activation, 3 mana per second.
  • Cooldown : 4 seconds.
  • Range : 550 units.

Quergo’mas increases nearby allies health regeneration by .5%/.7%/.9%/1.1%/1.3% and increases their attack damage by 5 / 10 / 15 / 20 / 25. He gets double the effect of this.



Brainform Q - Mindspark
  • Cost : 70 / 75 / 80 / 85 / 90 mana.
  • Cooldown : 16/15.5/15/14.5/14 seconds.
  • Range : 450 units.

Quergo’mas causes a small explosion within the target’s mind, dealing 30 / 40 / 50 / 60 / 70 true damage and 30 / 40 / 50 / 60 / 70 (0.6% AP) magic damage.

W - Super Massive Black Hole
  • Cost : 95 / 100 / 105 / 110 / 115 mana.
  • Cooldown : 14 seconds.
  • Range : 550 units.

Quergo’mas generates a large explosion of void magic, creating a rift at the target location. Enemies within the rift are pulled towards the middle. Enemies at the middle of the black hole take 10% / 20% / 30% / 40% /50% more damage from spells, and are snared for two seconds. The rift lasts 3 seconds.

Brainform W - Train of Thought
  • Cost : 95 / 100 / 105 / 110 / 115 mana.
  • Cooldown : 14 seconds.
  • Range : 550 units.

Quergo’mas fires off three trains of mana. One goes straight forward, the other two form right angles to it, with the Brainform being the vortex. Each deals 10 / 20 / 30 / 40 / 50 true damage to the first target and slows, and each shields allies within their path for the same amount (+0.6% AP).

E - Free Your Mind
  • Cost : 95 / 100 / 105 / 110 / 115 mana initaly, 4 / 6 / 8 / 10 / 12 mana per second.
  • Cooldown : 3 seconds.

Quergo’mas frees his mind from the ties of his mechanical form for a while, allowing him to use his brainform spells while this is toggled. His body takes 100%/80%/60%/40%/ 20% extra damage while in this form (-0.5% AP).

R - Mindrip
  • Cost : 225 / 295 / 345 mana.
  • Cooldown : 110 seconds.

Quergo’mas rips apart the bond between the minds and the bodies of those around him and himself, and strengthens the bonds of the mind and bodies of his allies. Nearby allies gain a shield for 100 / 150 / 200 health and 50 / 100 / 150 mana. Nearby enemies are ripped in two; a body and a mind. The body will act as if it is feared and will take 20 / 30 / 40 damage per second, where as the mind will be able to cast spells and move at 50% normal speed. When combined again, you add their total’s together to see the amount of heal they have. (The Mind has 50% of the effect enemies health, and the body has the other 50%).