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Up for a little Design Challenge? - Volume 2

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If you would like to try your hand at the first challenge or would just like to see what it was all about, here's the link.

The general idea was Splitting Lasers.

I put this to the community, again, to come up with a champion based around the abilities and general mechanic concept.
The challenge is as follows:

Imagine a single champion comprised of Three individuals. Three individuals to make up the one, overall champion. Visually, there are Three characters on the field standing in formation.
Who are these three? That is up to you. 3 Yourdles, 3 Humans, 3 demons even. Its up to you.

Abilities: - This is just a generalized description. Feel free to edit as you will, just stick to the mechanic.

And that mechanic is a Stance Mechanic. Your Three individuals will interact with your current ability and play-style.
If this is a little confusing, here is two basic ways of going about it.

Upon casting your Q,W or E, your stance is changed to so on and so forth.
Casting R cycles your current stance. Each stance changes your Q,W and E abilities.

"But this would be FAR too complicated for a player to play."

I dont think it would be. I would say it would be a fun, high skill champion that requires knowledge.

So, I await to see what the community can come up with.

Special Thanks to:
Espy Psyche - Gul'thruk, the Shifting Warlock (http://na.leagueoflegends.com/board/showthread.php?p=31856027#post31856027)

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Espy Psyche

Senior Member


Note: Work still in progress

Gul'thruk, the Shifting Warlock

Appearance: Gul'thruk stands taller than men, close to seven feet. He wears purple and gold ornate robes, including a hood that shrouds his face. His hands and feet are covered by leather gloves and boots. Glowing red eyes can be made out from inside of his hood.

Passive – Demonic Forces: When Gul'thruk shifts forms, his movement speed is increased by 40 for 2 seconds. Additionally, basic form changes do not have their own cooldown but suffer from a 2 second global stance cooldown. Gul'thruk reverts to Warlock Form on death.

Q – Imp Form: Gul'thruk transforms himself into an imp, a small fire demon. While in imp form, Gul'thruk's auto attacks deal 25% of his Ability Power as magic damage and splash for 15%, and this ability transforms.

Imp Form Q – Fel Fireball: Gul'thruk releases a powerful fireball in a straight line, dealing 80/120/160/200/240 (+0.7 per Ability Power) magic damage to all targets hit.

Mana Cost (Warlock Form Q): 20 mana
Cooldown (Imp Form Q): 7 seconds
Mana Cost (Imp Form Q): 70/75/80/85/90 mana

W – Voidguard Form: Gul'thruk transforms himself into a voidguard, a large shadow demon with a heavy shield. While in voidguard form, his attacks become melee, he gains 10% of his Ability Power as Armor and Magic Resist, and this ability transforms.

Voidguard Form W – Defensive Shadows: Gul'thruk protects himself with shadows, increasing his Armor and Magic Resist by 30/40/50/60/70 for 3 seconds. While shielded, his auto attacks slow nearby enemies by 20%.

Mana Cost (Warlock Form W): 20 mana
Cooldown (Voidguard Form W): 15 seconds
Mana Cost (Voidguard Form W): 60 mana

E – Basilisk Form: Gul'thruk transforms himself into a basilisk, a snake-like demon with poison spit. While in basilisk form, his basic attacks poison the target for 25% of the initial damage over 3 seconds, and this ability transforms.

Basilisk Form E – Venom Puddle: Gul'thruk expels a puddle of toxic venom that lasts 6 seconds, poisoning all enemies standing in it for 2 seconds, renewed by continual exposure. The poison deals 25/35/45/55/65 (+0.15 per Ability Power) magic damage per second.

Mana Cost (Warlock Form E): 20 mana
Cooldown (Basilisk Form E): 9 seconds
Mana Cost (Basilisk Form E): 70/80/90/100/110 mana

R – Monstrosity: Gul'thruk takes a form of all three demons merged together for 10/12/14 seconds. While in this form, all of his abilities become castable, and he gains the passive effects of all three (bonus magic damage on hit, poison on hit, armor and MR). Gul'thruk reverts to Warlock Form when Monstrosity expires.

Mana Cost: 100 mana
Cooldown: 100 seconds

Base Stats:
Health: 399 (+76)
Health Regen: 4.5 (+0.55)
Mana: 260 (+45)
Mana Regen: 7.0 (+0.5)
Range: 550
Attack Damage: 51 (+3)
Attack Speed: 0.646 (+3%)
Armor: 12 (+3.5)
Magic Resist: 30 (+0.75)
Movement Speed: 315

Auto-attack Animations:

Warlock Form: Gul'thruk releases a shadow bolt from his right hand.
Imp Form: Gul'thruk shoots a fireball that explodes on impact.
Voidguard Form: Gul'thruk swipes at an enemy with demon claws.
Basilisk Form: Gul'thruk spits poison at his enemy.
Monstrosity: Combination of Imp and Basilisk forms.

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Very nice Espy Psyche. Your way of shifting and casting is done in a neat and clean way with your ult allowing you to simply cast everything without the need to switch.

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XThe EcanemX

Junior Member


HERE I GO! (Advanced character physical description and lore to be added at a later date)

“The Terror of Zaun”

Passive – Biochemical Instability:
U’ltrek’s ability power increases his attack speed and health.
*.15% attack speed increase per ability power
(ex. 100 ability power would give him 15% extra attack speed.)
*.8 additional health per ability power
(ex. 150 ability power would give him an extra 105 hp)

R(original form) - Sublimation: U’ltrek returns to his original form retaining his bonus armor and magic resist from Deposition for a short duration. While in this form U’ltrek will ignore a portion of incoming damage.

Damage reduction: 2/3/4

Cooldown: 1

Q – Erroneous Substance: U’ltrek launches a substance that will bounce between targets slowing each target by 20% and dealing 70/90/100/120/140(+06.25 per 1 ability power)(bonus damage and slow is reduced 20% per target) magic damage.
Range: 675

Number of targets: 3, prioritizes champions, bounces once per target.
Projectile Speed: 900
Bouncing Diameter: 400
Cooldown: 8/7.5/7/6.5/6 seconds
Mana Cost: 80/90/100/110/110 mana
Slow per level: 20/25/30/35/40%

W –Reagent(form specific passive) : U’ltrek produces chemical reagents which remove unwanted chemicals in his system. Passively reduces slow effects by 4/7/9/12/15% and increases his health regeneration per 5 by 2/4/6/8/10(+.1 per ability power)

E – Volatile Gas: U’ltrek places volatile gas that stealths after .50 seconds. Enemies that pass through or step on the volatile gas will cause it to solidify, snaring them in place and dealing 50/70/90/120/150(+50% ability power) aoe magic damage. Each Volatile gas will last 3 minutes.

Placement Range: 250
Snare duration: .5/.75/1./1.25/1.5
Cooldown: 22/20/18/16/14
Mana Cost: 50/60/70/80/90
Sight diameter: 425
Activation diameter: 240

R –(Second form) Deposition: U’ltrek solidifies gaining 10/20/30 armor and 15/20/40 base magic resist. While in this form his basic attacks become melee(shortened to 125).

Cooldown: 1

Q – Erode(form specific passive) : U’ltrek’s next basic attack deals an additional 30/55/85/110/135(+.8 per ability power) magic damage and reduces his targets magic resistance by 10/15/25/35/45 for the next 3 seconds

Range: 400
Cooldown: 8/7.5/7/6.5/6 seconds
Mana Cost: 70/75/80/85/90 mana

W –Reactant : U’ltrek produces chemical reactants which cause his basic attacks to passively deal an additional 10/20/30/35/40 magic damage. Each basic attack gives U’ltrek a stack of reactant, which increases his attack speed by 1.6/1.9/2.1/2.3/2.5%.
Maximum stacks of reactant: 7 stacks last 5 seconds.
Cooldown: None
Mana Cost: None
Reactant attack speed bonuses per level: 1%,1.3%,1.5%,1.8%,2%

E – Primordial Ooze: U’ltrek creates an ooze with 150+ (20xlevel) health that will fire at minions that come into range, champions that attack U’ltrek, or champions U’ltrek is attacking. The Ooze will deal 10/20/30/40/50(+20% of ability power). Should U'ltrek die, the primordial ooze will decompose. Primordial Ooze grows with every rank in the ability.

Placement Range: 250
Rank 1: Small light green stationary ooze, with no additional abilities.
Rank 2: The ooze grows in size, gaining +50 attack range.
Rank 3: The ooze becomes yellow and begins to deal damage that reduces magic resist by 5 per hit, each hit generates an acid stack, acid stacks 3 times.
Rank 4: U'ltrek now creates two Oozes that deal aoe damage, and have a life link(they disperse damage evenly amongst themselves, if one should die so will the other(Shift + E summons a new pair, at standard mana cost.)
Rank 5 Sentience: The ooze gains the ability to move, and can be commanded by U’ltrek by pressing E, if destroyed pressing E will bring up the placement gui to create more. (movement speed of 390)(They can't move farther than U'ltrek's sight range + 300.)
Maximum Oozes: 2( at rank 4)
Ooze movement speed: 390.
Ooze attack speed:1.25
Cooldown: 25/23/21/19/17
Mana Cost: 80/90/100/110/120
Sight Diameter: 625
Attack Range: 525

Base Stats:
Health: 400 (+85)
Health Regen: 4.5 (+0.55)
Mana: 260 (+45)
Mana Regen: 7.0 (+0.5)
Range: 550
Attack Damage: 44.5 (+3)
Attack Speed: 0.646 (+3%)
Armor: 14 (+3.5)
Magic Resist: 30 (+1.75)
Movement Speed: 305

Animations and appearance(subject to change, once i get my sketchpad out):

Sublimation: In this form U’ltrek is somewhat of a living gas, he’s got ornaments and armor on his shoulders, waist, hands, and head. His basic attacks look like balls of gas, with energy radiating from them. Erroneous Substance is essentially a medium sized ball of semi-transparent liquid that will bounce from one target to the next. Reagent will have the same visual effect as Reactant, Volatile gas would be similar to ahri’s orb of deception, but it’d be stationary till triggered, and purple.

Deposition: U’ltrek becomes partially solid, still floating for the most part.While in this form he’s less transparent and has arms that look like chain whips, but with transparent gas holding each segment together, his basic attack is a swift whipping motion, when he uses erode the animation is similar to his basic attack but he lifts one arm over his head and then lashes it towards his target, upon hitting sparkling green saw dust would burst from the point of impact then disappear. Leveling reactant/reagent will cause him to glow a slight greenish hue, and release small electrical discharges when he hits. His ooze is described in ranks, the oozes basic attacks involve it making a swirling motion then launching ooze.

3 Champions I had in mind while making U’ltrek: teemo, HeimerDinger and Poppy.

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Espy Psyche

Senior Member



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Senior Member


The first post sounds like Udyr, but with an ultimate and actives that are skill shots, and the second sounds like Jayce or Nidalee or Elise. It sounds like you actually want three different characters on the field at one time, right?

That may not be difficult to play, but it would certainly be super difficult to create, and actually give each of them a combo that works well.


I'm gonna try and make one. Just cause.

You can expect another post from me, with a real concept. They will NOT be casters, though. That might be too difficult.

Oh, and btw, I'm gonna watch your movie when it comes out.

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BOOM! I did it. I just did a massive update on them, as well. I improved all of the abilities and implemented fully the "formation" mechanic.

[Champion Concept] Rip, Thom, and Renkel- The Super Squadron, or The Terrific Three, or The Three Stooges, or maybe The Great Group. Yeah. Somethin’.

Rip is a melee assassin with a dagger, Thom is a tanky bruiser with a mace and shield, and Renkel is an ADC with a bow. They are a Yordle squad from the Megling Gunners, the same team Teemo and Tristana are from.

The player controls one squad member at a time, and the other two remain in a predetermined formation relative to the main guy, unless otherwise redirected by certain abilities. They deal and take 30% damage while not directly controlled by the character and can't be crowd controlled. Also, if one of the squad members has taken damage from a skill shot or AoE effect, the other members will not take damage from it.

The squad uses a unique system of "shared" and "individual" health. Each character has a bar of individual health that is about half of what normal health on champions is and regenerates somewhat more rapidly. When that character's individual health is depleted, then damage to them will begin to affect the shared health from the squad. If shared health reaches 0, the squad dies. Only shared health is affected by bonus health from items. Shared health and individual health added together determines percent maximum, missing, or current health on items such as Atma's, Madred's, or on abilities.

I tried to make their abilities usable in a combo within their own kit and with the other abilities of squad mates, if you switch. Rip has some of the trappings of an assassin, but also has some supportive utility. This is because he must support his squad mates, not necessarily to be a support. Thom is more like a real support. He can use Rip and Renkel to assist allies and control a lane. Renkel is a ranged semi-carry. I gave him more utility, crowd control, and protection than most ADC's would have because he must be built somewhat like a melee champ (because of Rip and Thom) so he needs to act somewhat like a melee champ. I gave each of them a "mini-ultimate" that has a longer cooldown than usual, but upped its power. Combos can be made between squad members, for example: Rip has Renkel create a cloud of smoke in the area to reduce enemy damage, then moves Renkel and himself to that location with his gap closers. Then command is switched to Renkel, who can call Thom and Rip to knockback the enemies he has moved into, blind them, and climb on top of them to gain range and power as he whales on enemies with his basic attacks (yes, those are real abilities on the concept).


Shared Health: 220 +50/level= 1120

Individual Health: 190 +40/level= 910
Defense: 12 +3.6/level= 76.8
MR: 30 +1.2/level= 51.6
AD: 49 +4/level= 122
AS: .670 +2.8%/level= 1.008
Movement Speed: 330
Range: 125

Individual Health: 230 + 48/level= 1094
Defense: 14 +4/level= 86
MR: 30+ 1.2/level=51.6
AD: 45 +4/level= 117
AS: .625 +3%/level= .963
Movement: 320
Range: 125

Individual Health: 200 +35/level= 830
Defense: 12 +3.3/level= 71.4
MR: 30
AD: 45 +3.5/level= 108
AS: .650 +2,9%/level= .989
Movement: 310
Range: 500

Innate: Team Work
Rip, Thom and Rankle each bring different skills to the table, which grants the team individual bonus stats depending on what member is currently in command. When Rip is commanding, each member gains +10/14/18/22% lifesteal, when Thom is in command, each member gains +6/10/14/18% movement speed, and when Renkel is in command, each member of the team gains +10/20/30/40% attack speed. These statistics level up at 1/6/11/16.

R: Take Charge (The Ultimate, despite coming first)
This ability automatically has 1 point in it, and can be upgraded at levels 6/11/16 like other ultimates.

Thom gains 0/160/320/480 points to his individual health bar. Rip gains 0/60/120/180 points to his individual health bar and +0/15/30/45 points of bonus attack damage. Renkel gains +0/15/30/45 points of bonus attack damage and +0/30/60/90 points of ability power as an individual statistic. Their individual health bars regenerate at +14/24/34/44 points per 5 seconds.

A different squad member takes charge, granting the player control of that unit and a different set of abilities. Players start as Rip. Activating this ability will switch command to Thom, and an activation will Thom is in command will grant command to Renkel. Activation while Renkel is in command will bring Rip back in charge, and so forth.
Team members that are not in command will remain in formation with the commanding unit unless otherwise directed through abilities. They will basic-attack the target the commanding unit is basic-attacking, and run if the commanding unit does, but will only deal and take 30% normal damage. However, once they run out of individual health, they will transfer only 15% damage to shared health. Additionally, they will not be damaged by AoE spells or multi-target skill shots that other members have already been affected by. While Thom is in charge, he leads the formation with Rip just behind and Renkel behind him. While Rip is in command, he changes places with Thom. While Renkel is in command, Thom and Rip stand close in front of him to guard him.
Each squad member has a bar of individual health. When that character's individual health is depleted, then damage to them will begin to affect the shared health from the squad. If shared health reaches 0, the squad dies. Shared health is affected by normal health regeneration and bonus health from items, while individual health is not. Items like Atma's Impaler and abilities or effects that use a portion of maximum, missing, or current health will determine this number based off of the affected squad member's individual health plus the shared health of the player.
This ability has a 2 second grace period before the cooldown begins, to allow the player to press it twice, to switch to either squad member. If the player activates another ability aside from this one during the grace period, the grace period will automatically end.
Cooldown: 6 seconds

Q: Tactical Order

Rip’s Tactics: Mobility
Rip can select either Thom or Renkel. If Rip selects Thom, then he will be able to direct Thom to dash to an area up to 600 units away from Thom. Thom will deal 20/40/60/80/100 (+100% Thom’s AD) physical damage to enemies in his path, and select the nearest enemy to attack, prioritizing champions. If Rip selects Renkel, then he can order Renkel to roll to an area up to 600 units away and launch a flurry of arrows into the air. The arrows will fall in a 400 unit area around where Renkel stopped his roll after a .5 second delay, and deal 10/20/30/40/50 (+50% Renkel’s AD) (+25% Renkel's AP) magic damage each second for the next 3 seconds.
Cooldown: 6 seconds

Thom’s Tactics: Assist the Team
Thom can select either Rip or Renkel. If Thom selects Rip, then Rip will leap to the target of Thom’s next basic-attack, deal 20/40/60/80/100 (+70% Rip's AP) magic damage to the target, and silence them for 2/2.25/2.5/2.75/3 seconds. If Thom selects Renkel, then he can order Renkel to fire a crippling shot at a target within 650 units, dealing 80/120/160/200/240 (+90% Renkel's AP) magic damage to them over 3 seconds, while also slowing them by 50% for the duration.
Cooldown: 8 seconds

Renkel’s Tactics: Fight Dirty
Renkel can select either Rip or Thom. If Renkel selects Thom, then he can order Thom to charge to an enemy within 525 units and hold them down (snare) for 2/2.25/2.5/2.75/3 seconds. This snare will not end, even if an ability is cast that uses Thom or Take Charge (R) is activated. If Renkel selected Rip, then he can order Rip to kick up dirt in a 700 unit, 45 degree wide cone. Enemies in the cone are blinded for 2.4/2.8/3.2/3.6/4 seconds.
Cooldown: 16/15/14/13/12 seconds

W: Team Maneuvers

Rip’s Maneuver: Tuck and Throw
Rip will automatically jump onto Thom’s back, no matter where they are positioned. The player will be able to direct Thom to carry Rip around for the next 5 seconds, and Rip and Thom will auto attack the same person. Thom will also absorb 30% of Rip’s damage while carrying him. Thom can't be used for Mobility (Q) while carrying Rip, and if Take Charge (R) is activated, Thom will drop Rip. Rip can reactivate this ability to allow Thom to throw him up to 600 units away, dealing 20/40/60/80/100 (+100% Rip’s AD) and stunning enemies for 1/1.25/1.5/1.75/2 seconds in a 300 unit area around his landing position. This ability will go on cooldown after Thom throws Rip, or drops him after 5 seconds.
Cooldown: 13/12/11/10/9 seconds

Thom’s Maneuver: Escort and Assistance
Thom can select either Rip or Renkel. If he selects neither, the default is Rip. After selecting a squad member, Thom can select himself or an ally. If Rip was the selected squad-mate, then he will rush to the ally and shield them for 60/110/160/210/260 (+60% Rip's AP) for 5 seconds, cleanse them, and also assist their basic-attacks for 5 seconds. If Thom selected Renkel, then Renkel will begin to basic-attack the same target as the ally for 6 seconds. Renkel and the ally he is assisting will also gain a 40/50/60/70/80% attack speed buff for the duration. Thom may select himself or one of the squad mates as the target for assistance. If Take Charge (R) is activated, neither the shield nor the attack speed buffs will disappear.
Cooldown: 10 seconds

Renkel’s Maneuver: Tower of Yordles
Rip and Thom jump back to Renkel’s location and form a tower, with Rip on Thom’s back and Renkel on Rip’s back. Renkel can hold this tower for up to 8 seconds. Renkel will gain 400 units on his range while at his new, high vantage point, deal 30/50/70/90/110 (+35% Renkel's AP) additional points of magic damage on his basic-attacks, slow enemies by 30% on his basic-attacks, and take 10% reduced damage, but will not be able to move. Renkel can reactivate this ability to jump off the tower, up to 600 units away, but all his bonuses from the tower will end. The cooldown for the tower will not begin until Renkel jumps off or the 8 seconds ends. Additionally, only Renkel is targetable while the tower is active. The Tower will end if the player activates Take Charge (R).
Cooldown: 24/22/20/18/16 seconds

E: Call for Assistance

Rip’s Call: Smoke ‘Em Out
Rip orders Renkel to launch a smoking bomb attached to an arrow up to 1000 units away from his location. The arrow leaves a smoky trail that is 400 units wide, and explodes for 60/110/160/210/260 (+90% Renkel's AP) magic damage in a 400 unit area on impact, also covering that area with smoke. The smoke lasts 8 seconds. Enemies in the smoke are slowed by 12/16/20/24/28% and will have a 33% chance of missing (not dealing any damage) with their basic attacks and a 20% chance of missing with abilities that have a finite number of possible targets. AoE damage will also be reduced by 33%. The smoke will not disappear if Take Charge (R) is activated. The cooldown begins immediately.
Cooldown: 30/28/26/24/22 seconds

Thom’s Call: Surveillance and Assassination
Thom will direct Rip break formation and stealth then move to a location. Rip gains +40% movement speed while stealthed, becomes untargetable, and will remain stealthed for 15/18/21/24/27 seconds. Thom can reactivate this ability anytime during the stealth to redirect Rip, or to direct him to target an enemy unit. If Thom targets an enemy, Rip will burst from cover and attack them, dealing 60/100/140/180/220 (+130% Rip's bonus AD) +8/9/10/11/12% of their missing health in physical damage. Rip will remain in stealth until directed to attack an enemy, the duration ends, or an ability involving him is used. The stealth will end if the player activates Take Charge (R). The cooldown will not begin until Rip leaves stealth.
Cooldown: 26/24/22/20/18 seconds

Renkel’s Call: Protection
Renkel calls to Thom and Rip for assistance. Thom dashes back to Renkel and knocks all enemies within 400 units of Renkel to the edge of the circle around Renkel that has a 500 unit radius (i.e, enemies are knocked back whatever distance it takes to get them 500 units from Renkel), and shields Renkel for 50/90/130/170/210 (+8% Thom's Individual Health and Shared Health). Rip also dashes back and deals 60/100/140/180/220 (+100% Rip's bonus AD) in physical damage to the enemies in Thom's knock back radius.
Cooldown: 11/10/9/8/7 seconds

I'm gonna post this concept in it's own thread, btw. After I come up with some lore.