Saturday, January 19, 2013

Champion Kit: Rebekah

Hi guys sorry it has been awhile been busy with my first week of classes. Here is Rebekah and I will try to finish Pakwa this weekend as well.


                            Champion Concept: Rebekah
   
Champion Link: http://izzabelleart.blogspot.com/2013/01/champion-concept-rebekah.html
Resource System: Mana 
Role: AD Carry/Support
Ratios based off of AD/AP

Passive Scout’s Intuition: When an enemy champion is hit by Rebekah’s abilities they are briefly revealed. In addition when an allied champion is healed by one of Rebekah’s abilities they gain a short movement speed boost. Also each of Rebekah’s abilities have a bonus effect which change based on whether she has more bonus AD or bonus AP.

AP/Support Rebekah

Q-Patriotic Shot: Rebekah sends out a lined skillshot nuke dealing damage in small area to the first target it hits. Rebekah can only fire a missile if she has them stored, and can store up to 7 missles. Rebekah stores one missile every 12 seconds, the time to respawn a missile is affected by cooldown reduction and does not progress while having maximum missiles. Every third missile will be marked as a Devoted Missile which will explode upon impact with an ally champion healing them and nearby allies in a small radius. Subsequent levels if this spell increase the damage and healing dealt.

W-Demacian Drone: Rebekah throws a floating drone granting vision around it and healing allies beneath it. Subsequent levels of this spell decrease the CD and increase the damage and healing dealt.

E-Strategic Retreat: Rebekah throws a grenade in front of her and dives backward. This grenade deals damage and blinds any enemy hit by it in a medium radius. Subsequent levels of this spell increase the damage dealt and blind duration.

R-People’s Resolve: On first use Rebekah grants herself bonus CD Reduction and movement speed and heals herself and nearby allies every second. Its aura also grants all nearby allies half the CD reduction and movement speed bonus, even if they do not remain in range of Rebekah, for the remaining duration. Subsequent levels of this spell increase the bonuses given and the healing done as well as reduce the CD.

AD Rebekah

Q-Patriotic Shot: Rebekah sends out a lined skillshot nuke dealing damage in small area to the first target it hits. Rebekah can only fire a missile if she has them stored, and can store up to 7 missles. Rebekah stores one missile every 12 seconds, the time to respawn a missile is affected by cooldown reduction and does not progress while having maximum missiles. Every third missile will be marked as a Shrapnel Missile which will explode upon impact with an enemy champion dealing a larger amount of damage in a wider radius. Subsequent levels of this ability 

W-Demacian Drone: Rebekah throws a floating drone granting vision around it and dealing damage to enemies beneath it. Subsequent levels of this spell decrease the CD and increase the damage dealt.

E-Strategic Retreat: Rebekah throws a grenade in front of her and dives backward. This grenade deals damage and stuns any enemy hit by it in a medium radius. Subsequent levels of this spell increase the damage dealt and stun duration.

R-People’s Resolve/Piercing Shot: On first use Rebekah grants bonus attack speed and movement speed to herself. People’s Resolve also grants nearby allies half of the bonus, even if they do not remain in range of Rebekah, for the remaining duration. On second use Rebekah briefly charges up and fires a large long range bullet, piercing all enemies hit and dealing damage. Each target hit after the first takes 10% less damage, down to a minimum of 50% of the original damage.

Friday, January 11, 2013

Rae Sin Story

Rae Sin Story
Physical Description: Rae Sin is a lean man of medium height and a skin tone similar to Lee Sin’s. He looks to be in his mid-twenties. He has bandages covering the left side of his face. He is bare chested and has large scars along his torso these scars seem to glow. He has no facial hair and the half of his face you can see looks boyish but drawn.
Lore: Rae Sin grew up in a village a few miles from the Arcanum Majoris. He had always been a loving and trusting child. No one ever had a bad thing to say about Rae Sin and he grew up in a loving household with family and friends. He lived with his parents and his older brother Lee Sin. Early in their lives it was obvious that the brothers were very gifted in magic, so much so that the high councilor at the time, Reginald Ashram came to observe the boys. But while Rae Sin was very talented Lee was a prodigy. The councilor decided to take only Lee to the school for summoners as he thought it would be too distracting to Lee to have to worry about his brother. Rae often thought of his brother and continued to be a loving son and a valuable community member as Lee quickly shot to the top of his class and was on the fast-track to become a summoner.
            A few months later: As the mystical energies swirled around Lee Sin he knew he had to concentrate, as one error could be fatal in his attempted summoning. As he neared the final steps his successful summoning only moments away, Lee thought of how amazed his teachers would look and how proud his family would be of him. Right as the final utterance of the spell was cast, thinking of his family caused Lee to stumble and lose focus and an image of his brother popped into his head. As Rae was drawing water from the well he felt an unbearable pressure all of a sudden and a rift opened behind him sucking him in. Right before the rift closed behind him he saw it erupt in a ripple of destruction across his village. Unnatural forces tore at him as he flew through a dimensional space and landed in front of his brother, mangled and torn. Rae had only a second to look at his brother’s shocked expression when everything went dark.
            As the summoners studied what remained of the body they realized that it was slowly but surely reforming itself to look like the boy who was killed by the summoning. Over the course of a few months the body reformed to look exactly like the boy except for a few enormous scars that ran over half of his face. One day a summoner walked in to find the body gone. Baffled he turned and saw the young boy with half his face covered in bandages, his eyes glowing malevolently. Soon after the summoner failed to check in for a match a runner was sent to find him, when the runner did not return a search party was sent out to find him. When the search party did not report back the high councilor was summoned and he went to find some answers. As Reginald and two of his top students worked their way through the building they were on their guard, their hands ready to unleash an array of spells. All of a sudden a portal opened beneath the students feet and they were sucked in and were gone in a flash of light. Reginald immediately began casting and not a moment too soon for as he finished another larger portal appeared in front of him trying to pull him in but Reginald appeared indifferent to the enormous portal. Eventually the portal stopped trying to pull him in and a young boy with bandages across one side of his face and glowing scars stepped through and studied Reginald. Reginald looked more curious than perturbed by the boy and simply asked,” How is it that you not only have come back from the dead but now seem to be able to perform complicated portal rituals in the blink of an eye?” Hundreds of small portals began to open around Reginald and he looked fascinated as they all tried to rip him from where he stood and suck him in. Finally Reginald simply looked at the boy and cast a quick bolt of light his way hitting the boy in the chest. The boy, finally showing some emotion, looked shocked that someone had thought to directly attack him right before the bolt hit and stunned him. For the brief second that he was stunned enormous ethereal shackles appeared and attached themselves to the boy. After the shock wore off the boy tried to retreat through a portal but found to his dismay that he could not summon even a small one. Reginald walked up to the boy and cupped his chin in his hand. Looking closely he gave a short gasp and asked, “Rae?” Rae looked at him with hate filled eyes. Reginald looked thoughtful and then finally asked, “What do you plan to do Rae?” Rae responded, “I will remove all summoners and my brother from this plane to let them live alone to practice their abominations. That way no one will ever be hurt by summoners again.” Reginald sighed loudly and asked, “What happens when the summoners are all gone? I will tell you. Noxus sweeps across the lands killing indiscriminately until Demacia rises to meet them. Hundreds of Thousands will die. Without any oversight new abominations of magic will be created destroying hundreds of the small villages like the one you came from. The land will be ravaged and it will never end. Unending slaughter of innocents and soldiers alike.” Rae began to sob and Reginald released the chains from him just seeing a young boy who had lost everything. “Let me help you. We can study portals together and hone your skills controlling them in the process to prevent anything like this from happening again, and if ever the time comes when summoners must fight against the creatures from the void or anyone who wishes to slaughter innocents you will be our vanguard to protect the people.” Rae looked up with renewed hope on his face. Rae waved a hand behind him and a group of summoners fell out of a portal that appeared, shocked expressions on their faces. Reginald laughed and led the boy deeper into the school of summoners.  
League Judgment
Candidate Rae Sin:
            Rae Sin slowly enters the chamber. He is a young man and walks with a confident air but appears humbled in the vast and wondrous chamber. He looks around with his one good eye at the familiar chamber and leans against a pillar as he reads the inscription at the top of the door, “The truest opponent lies within.” He nods, brushes some imaginary dirt off of himself and approaches the door. The door opens as he approaches and he steps inside. Knowing he is to be facing a trial of some sort he braces himself but is relaxed, confident in his ability to handle anything his mentor Reginald Ashram could throw at him. A few yards away a light begins to shine on a man in a chair. Rae Sin walks over to the man and asks, “Am I to duel you to prove my strength?” The man chuckles and looks up saying, “I am sure Reginald has faith in your prowess otherwise you would not be in here. No he is testing your conviction, your reasoning for entering that chamber and the doorway within.” Lee Sin tilts his head upwards towards his brother not seeing him with his eyes but with another sense unknown to Rae. Rae tenses at the sight of his brother who he has not seen in many years, not since the accident and the death of his village. Lee reaches towards his brother’s face and says, “How I regret my decision to continue with my education of magic. It has led to the death of everything I held dear and has scarred my younger brother.” Rae slaps the hand away and trembles in rage as he stands before his older brother. “You knew the risks of summoning, you knew you had to have an iron control on your thoughts and your spells. So why? With no supervision, with no safeguards, you attempted to summon. Your pride, your ego caused the destruction of our village and turned me into the scarred man before you. How could you brother?” Lee looks up to his brother and states, “You are correct I made an unforgivable and grave error. I lost my home, my family, and my ambition in one moment of hubris. However I have found new purpose in this life. I lost my vision protesting the Noxus occupation of Ionia. I fight so that others may live without war or magic threatening to destroy them. However the one thing I could not bear to lose has returned to me. My brother you have come back, scarred, filled with rage for me, powerful beyond my wildest dreams and taught to harness your power by the same people I abandoned when I made my mistake. But I am simply glad you live. Now what do you wish of me? If you desire my life I will give it to you. It is yours as I stole it from you long ago. The choice is yours.” A minute of silence passed then two, then an hour. Finally Rae looked up and said, “I will not kill you. You have forsworn magic and have been working to better the world, you do not deserve death.” Lee smiled and asked, “Why do you wish to join the League Rae?” Rae confidently answered, “To strengthen myself and learn more of my new powers so I may do good for the world.” Lee ponders this for a moment then says, “True but it is not the whole truth.” Lee asks again, “Why do you wish to join the League Rae?” and starts to walk away. Rae starts to follow but realizes he can’t move. Louder this time Rae states, “To prevent others from making the same mistakes you did and to show myself equal to you in terms of strength and wisdom.” Lee laughs still walking, “That one was just plain false, I guess you are not ready for the League.” Rae struggles against his invisible bonds but cannot budge them. He watches as Lee disappears into the darkness refusing to tell the truth. After a moment he can move again and Lee has disappeared. He sinks to his knees and whispers to himself, “I wanted to join so I could find you.” In a flash of light Rae is embraced by his brother and Rae sobs out, “I hoped my reputation and stories of me would reach you somewhere in the world. You would know I had lived and come running to me. Despite the fact that you obliterated my village and scarred me for life, I still love you my brother and I rejoice in finally seeing you and I hope to fight by your side and against you in the coming days.”  Lee smiles at his brother and asks, “How does it feel to share your mind?” Rae simply smiles and shoves his brother behind him as he races to the new set of doors opening with nothing but light inside them. He yells, “Last one to the door pays for lunch!” Lee simply chuckles and casually strolls through the door nodding to the invisible Reginald standing nearby.

Sunday, January 6, 2013

Champion Concept: Noki, The Dynamic Digger



Champion Concept: Noki, The Dynamic Digger

If anyone has any constructive feedback or something positive to say please leave a comment. Also if anyone wants to make a picture of Noki or icons for her abilities you have my full permission to do so.

Physical Description: Noki is a female yordle with a tool belt and dirty overalls. She is blue in color and has a light fur covering her body. She is similar in look and body shape as Tristana. I imagined her mech floating with two primary sections. The front would basically be a large drill and the rear would be a thick cylinder shaped section with a rounded back. There is a small cockpit on top of the cylinder where Noki drives. I imagine her autoattack would be a full body ram but with a quick movement so it doesn't look bulky. Either that or the drill would extend forward hitting the target then retracting back into its original place.

Noki was born and raised in the gutters of Bandle City. She was often found digging around in the dirt looking for spare parts and an occasional meal. This tendency eventually led her to be made fun of and picked on and it became a game for larger yordles to see how far they could bury her in the dirt. One day as Noki was being buried another yordle crashed into the group burying her and sent them fleeing with his sheer ferocity. He then started to walk away as Noki freed herself. She followed this mysterious yordle who had protected her then walked away to a workshop outside the city. As he opened the garage she beheld an enormous mech which looked like it was under construction. She knew she had to take a closer look so she snuck into the workshop. As she looked around the workshop she noticed blueprints in the back and stealthily opened one to look inside. As she was reading she did not notice the yordle who lived there sneaking up on her. With a pounce he pinned her beneath him and held a welding torch to her chin. “Who are you and why did you follow me to my shop?” With a calm expression Noki said, “To be your apprentice.” The yordle paused then slowly let her up. “What do I gain from taking on an apprentice?” Noki quickly answered, "You get someone to help you build this mech and fetch parts in the city as well as help you organize your workshop." The yordle stroked his chin and then said, “Ok you have one week, prove your worth to me and you may stay and help finish my masterpiece.” He started to walk away and Noki yelled after him, “Wait, what is your name?” He simply turned pointed to the schematics and then continued to walk towards his mech. She looked down at the blueprint where it said, “Property of Rumble.”
            As the months passed Noki quickly became adept at building, tinkering, fixing, scavenging, and of course digging. Many of the most important parts of Rumble’s mech came from the previously unreachable depths of the enormous Bandle City Junkyard which were now easily reached with Noki’s self made dig suit. One day she came back and both Rumble and his mech were gone. There was only a note saying, “Gone to the League.” Noki dropped the note and rushed to the back of the workshop and started gathering parts. For a week the workshop was filled with more light and noise then it had ever known, then it went silent. A few hours later Noki emerged, in the cockpit of a huge floating mech with a huge drill attached to the front. She had a huge smile on her face as her mech rolled across and through mountains until she reached the League of Legends.

League Judgment
Candidate Noki:
Noki strides through the door with a smirk on her face as if she owns the magnificent chamber that she strides through. There is a spring in her step as she skips across the room, leaving a trail of oil, dirt, and a few cogs behind her on the shining chamber floor. She reaches the great double doors and pushes as hard as she can but the doors do not budge. She checks the edges of the doors and looks for some way to bypass them or dig under them when she looks up and sees the inscription above the door. “The truest opponent lies within.” As soon as her eyes read the last letter the doors creak open revealing an inky blackness within. She throws a cog inside to see if she can hear it hit the ground but no sound comes out. Finally she shrugs and walks in to the blackness. The blackness remains and Noki reaches for her backpack for a flashlight when she realizes she cannot move and that she is buried in dirt. She tries to free herself but she cannot it is as if the dirt itself is made of rock. She looks over and sees Rumble in the same predicament. Seeing him trapped gives her strength and she struggles until the dirt collapses and she rushes to help Rumble. But he is trapped beneath layers of dirt and rock and she cannot move him. Rumble opens his eyes and says, “Why do you wish to join the League Noki?” Surprised Noki sits down next to Rumble and says, “To bury other champions and prove I am strong.” Rumble frowns and a little more dirt seems to cover his face and he repeats, “Why do you wish to join the League Noki?” “To spread my knowledge of technology and better the yordle race.” Nearly three quarters of Rumble’s face is covered with dirt as he says “Why do you wish to join the League Noki?” Panicking Noki tries to clear the dirt from his face as she says, “To prove myself equal to you so we can build wondrous creations together.” Rumble whispers as the last of the dirt is closing over his mouth, “Why do you wish to join the League Noki?”  She sinks to her knees defeated and whispers, “Because wherever you go I will follow.” Rumble bursts from the ground and turns into a wizened old man. “How does it feel to share your mind.” Noki shaken from the experience simply states, “I do it all the time with him.” The old man chuckles and helps her to her feet as they walk through a new set of double doors with nothing but light inside.

Resource System: Heat/CD
Role: Top, Jungle
Ratios based off of AP

Passive Junkyard Queen: Every spell Noki casts (excluding her ultimate) grants her heat. At 50% heat she enters the Power Zone granting all her basic abilities bonus effects. When she reaches 100% heat she starts to overheat, granting her basic attacks bonus damage but causing her to be unable to cast spells as her heat quickly drains away at a rate of 10 per second.

Q-Big Bertha: Noki spins “Big Bertha” her drill, causing continuous magic damage to all targets in a short radius in front of her. This is a toggled ability which continuously generates heat. When Big Berth is toggled off it incurs a 3 second CD. When Noki overheats her drill turns off and cannot be turned on until she stops overheating. Power Zone: When Noki is in the Power Zone Big Bertha spins faster dealing more damage. The heat generation of Big Bertha increases every second it is active. This following chart assumes you are starting at 0 heat and have not activated Big Bertha. Subsequent levels of this spell increase the damage dealt per second.
Time Active (seconds)
0
1
2
3
4
5
6
7
8
9
Heat Generated (that second)
0
5
10
15
20
25
30
35
40
45
Total Heat Generated
0
5
15
30
50
75
105
140
180
225



W- Explosive Exhaust: On first use Noki prepares to vent her heat. If not activated again within a 1.5 second period all heat disperses from Noki bringing her heat to 0. If Explosive Exhaust is used again within the 1.5 second period Noki explosively vents her exhaust behind her causing her to charge forward dealing damage to all enemies in her path. This ability drains all of Noki’s heat. Power Zone: Noki impales the first enemy champion she hits on her drill bringing them with her on her charge. If Noki hits terrain with an enemy impaled on her drill the enemy takes additional damage and is stunned. Can be used while overheating. Big Bertha can continue to spin while an enemy champion is impaled. Subsequent levels of this spell decrease the CD and increase the damage dealt.

E-Homing Drill: Noki drops a drill from the belly of her mech into the ground. This drill travels forward and erupts from the ground at target location dealing damage and slowing enemies for 10% in a small radius (these slows can stack).  Noki can fire 3 drills within 9 seconds before the ability goes on CD. Generates 30 heat. Noki can fire her 2 extra drills even when overheated. Power Zone: The travel speed and damage of the drills are increased. Subsequent levels of this spell increase the damage dealt.

R-Subterranean Subterfuge: Noki dives underground then emerges at target location causing the ground in a marked radius around her to be weakened for 5 seconds. If an enemy champion stands on or walks over the weakened ground they fall into a small pit and are damaged and rooted for a short time. When Noki emerges she can cast Subterranean Subterfuge again within 1 second of emerging to tunnel back to her casting point. Subsequent levels of this spell decrease the CD and increase the damage dealt and the root duration.

R-Subterranean Subterfuge v0: Noki dives underground then bursts forth at target location dealing damage. Noki leaves behind a tunnel which allied champions can click on to teleport to Noki's emerging point. The tunnel can only be clicked once by each allied champion. Subsequent levels increase the damage dealt and the tunnel duration, and reduce the CD of the spell.

When I was thinking of making my first champion I made it in small steps. What will the race be? What color will they be? Male or Female (or neither)? What roles will this character be able to play? What will their resource system be? Will they have AP or AD scaling or both? Will they be evasive and stealthy or more of a bruiser? Will they transform? All these questions and more I made a list and went down them. When I first decided on making a yordle I was thinking of what would make her special. Would she be a demolitionist like Ziggs or pilot one of Hiemerdinger’s contraptions like Corki? Then I thought, “What is relatively new and unique?” So I went through all the yordles and realized that Rumble is the only champion that utilizes heat. With this in mind I saw Ezreal’s recent post on a drilling champion and I decided that is where I would start. So I wrote the lore, attached it to Rumble’s and viola Noki was born. When I started in on the abilities while the passive was pretty easy as I just used Rumble’s heat system I immediately ran into trouble as my first concept of her was identical to Rumble with the exception of her ultimate. I wanted her to have a similar role as Rumble but would go about it slightly differently. The drill also presented itself as a problem because how would it have enough width or spread without making it enormous to be effective in combat? Would it shoot out? Would the drill spin in an arc dealing damage? I realized I needed a description of the mech itself to make her abilities. The body of Noki’s mech then went through several changes. To Rumble’s Mech with drill arms, to a tank with treads and a huge spinning drill, to a floating corki shape aircraft with drill arms, to arms with drills attached to a floating box. Finally I decided I wanted it to have a similar shape to Corki’s Ice Toboggan skin with a large drill attached to the front. With that out of the way I decided instead of having multiple drills on the front for spread I would just focus her damage to be in in front of her so she could damage multiple enemies with her drill but only if they were very clumped up. So instead of being able to do damage to multiple targets like Rumble’s Flamespitter it would have less spread but higher damage. With that out of the way I made Big Bertha, put it on a toggle and went to her second ability. I wanted her to not have a shield like Rumble but a more offensive/utility ability. I went through nets, oil slicks, a rain of drills, a offensive steroid, and a few others before I settled on a charge. However I wanted this to do more than displace her and deal damage so I thought why not make it a heat dump to use strategically. However I wanted the heat dump to always happen but didn’t always want the charge to happen so I added the mechanic to hit twice for heat dump/charge or hit once for just heat dump. Lastly I wanted a ranged slow that would go under minions so Homing Drill was made. Then I added the Power Zone bonuses and sat down to work on her ultimate. At first I wanted to make Subterranean Subterfuge a tunnel that allies could use to quickly teleport. However I realized this wouldn't work as there is no click to enter mechanic in the game yet and if you made it so that allied champions automatically got ported away when they hit the tunnel that would be just asking toxic players to abuse that. So after trying for several hours to make an allied tunnel I decided to not reinvent the wheel and make it an offensive ability rather than a utility ability. So with that out of the way Noki was completed and my first champion is done. Thank you all who for visiting my page and know that more is sure to follow. EDIT After seeing Thresh's lantern mechanic I added my original idea for Noki's ultimate.

Wednesday, January 2, 2013

Introduction


This summer I am applying for a content design internship at Riot Games. My dream is to design champions and content for League of Legends. I am a huge fan of Izzabelle’s blog, and I was very excited when Izzabelle posted that people could make kits for the champions he posted. I am posting these for feedback and ideas as well as suggestions to how I could improve these champions and how they work. These champions were very fun to make and edit and I spent a few days tweaking their abilities and trying to imagine how they would play out. For the most part I purposefully avoided specific damage numbers and CD’s as I would have to test/compare those numbers and I wanted to focus on the design rather than the specific numbers involved. I only added specific durations or CD’s where it helped explain how the ability functioned. I want to thank Izzabelle for posting these amazing champions and for providing me with some inspiration. If you have not seen any of Izzabelle’s work I strongly recommend you go visit at http://izzabelleart.blogspot.com All of these champions kits were influenced by the lore, art direction, and concept gameplays that Izzabelle posted so make sure you check those out as well. Also if you have any clever (or just plain better) suggestions for ability names post them as I  am still working on making abilities have more interesting names. If any wording or description is confusing, let me know and I will do my best to reword them. After working on these for a little over a week I am excited to start to make my own champions with stories, description of how they look, and abilities from scratch and I hope to have them posted in a few days. Thank you in advance for your time and feedback given. Have a nice day and I hope to see you all on the Fields of Justice.

Again: These are all property of Izzabelle I simply made kits for them.

Please leave a comment even if it just saying hi it is much appreciated.

Champion Kit:Warin


                          Champion Concept: Warin


Resource System: Mana
Role: Top, Support
Warin has AP Ratios

Passive-Living Metal: Warin’s Metal becomes more resistant to enemy champions magic granting him additional magic resist for a short time each time he takes magic damage. This bonus can stack.

Q- Tail End: Warin quickly sweeps his tail to both sides of him dealing damage and knocking back enemies. Subsequent levels of this spell increase the damage dealt. 

 W- Barb Whirl: Warin retreats into his shell and spins as he molds his armor into spikes. Warin rushes a short distance, deals damage, and knocks enemies back a short distance. You can cast this ability twice within the duration. For the duration of his spin Warin has increased magic resist and armor. Subsequent levels of this spell increase the damage done and reduce the CD.

E-Turtle Taunt: Warin taunts a target enemy reducing their armor and forcing them to attack him for a few seconds. Subsequent levels of this spell increase the taunt duration and reduce the CD.

R- Shell Wall: Quickly removes some of his plate from his body and places it in front him. During the duration of Shell Wall any skillshots that hit the wall or spells directed towards Warin are absorbed into his shell. During Shell Wall Warin’s movement speed and turning speed are greatly reduced but he is immune to CC. Warin can activate Shell Wall in the middle of the duration to cancel it. At the end of the duration Warin gains magic resist and armor based on how many spells his Shell absorbed. For the duration of Shell Wall Warin takes increased damage from autoattacks at his back. In addition Warin’s shell acts a part of terrain while it is active. Subsequent levels of this spell increase the magic resist and armor gained at the end of the spell and reduces the CD of the spell.

When I first started Warin off I wanted him and Rammus to have a similar style but have Warin have a higher skillcap. Warin’s ult started off as his W until I realized that his W would be a little OP, so I moved it to his ultimate. I wanted Warin to do almost no damage but have a huge amount of utility. Shell Wall was something I wanted to try out and that was directional defense. I made his Wall have enormous utility (maybe almost too much) but it left him vulnerable on his backside to ad carries and bruisers. This directional defense is something I want to incorporate into a future champion that I design.

Champion Kit:Itzel


                      Champion Concept: Itzel


Resource System: Mana
Role: Support, Jungle, Top
Itzel has AP Ratios

Passive- Matriarch’s Headdress: At the beginning of the game Itzel starts with Matriarch’s Headdress in her inventory. At any point in the game Itzel may upgrade the headdress to one of two paths through her ability bar, the Matriarch’s Strength (bruiser) or Matriarch’s Wisdom (support) which provide different effects and bonuses to Itzel and her abilities. After choosing an upgrade path you may switch to the other one within a 15 second time frame. After this time limit ends you may not switch or sell Matriarch’s Headdress. Matriarch’s Headdress does not have any bonus stats on it until it is upgraded. 

Matriarch's Strength Path
Passive: Matriarch's Strength
Matriarch’s Strength grants Itzel stacking AP, health, magic resist and armor. In addition Matriarch’s Strength has an active ability.On use of Matriarch’s Strength, Itzel's next spell triggers the bonus effects of her abilities from both headdresses. (Does not work with her Ultimate) 15 second CD. 

Q-Dazzling Display: http://www.youtube.com/watch?v=Kp6-W5SOV3w (2 minutes in). Itzel gains a small movement speed boost and starts to spin her (staff) dealing damage to enemies in front of her. This ability is channeled and Itzel can move but not cast any additional abilities while channeling Dazzling Display. Dazzling Display also sends out rings of energy for a short range in front of Itzel dealing damage. Subsequent levels of this spell increase the damage dealt.

W-Tribal Magic: Itzel heals herself and increases her AP for a short time afterwards. Itzel also gains a damage shield. Subsequent levels of this spell increase the heal, bonus ap, and shield strength.

E-Jungle Trail- Itzel slides forward with her leg extended dealing damage and stunning any enemies in the way. Subsequent levels of this ability increase the damage dealt and the stun duration and reduce the CD.

R- Display of Strength: Strength-Itzel dashes around the battlefield-becoming untargetable in the process-damaging and debuffing random enemy champion(s) 5 times. Successive hits against the same target deal 25% damage. The first and last attack will be against the same target. Enemy champions hit have reduced armor and magic resist for a short duration. Subsequent levels of this spell decrease the CD of the spell and increases the damage dealt and the power of the debuff.

Matriarch's Wisdom Path
Passive: Matriarch's Wisdom
Matriarch’s Wisdom grants Itzel stacking CD reduction, health, health regen, and mana regen. 
In addition Matriarch’s Wisdom has an active ability.On use of Matriarch’s Wisdom, Itzel's next spell triggers the bonus effects of her abilities from both headdresses.(Does not work with her Ultimate)  15 second CD. 

Q-Dazzling Display: http://www.youtube.com/watch?v=Kp6-W5SOV3w (2 minutes in). Itzel gains a small movement speed boost and starts to spin her (staff) dealing damage to enemies in front of her. Additionally any allied champions who are hit with Dazzling Display gain a shield, this shield increases in strength the longer they stay within the radius of Dazzling Display.This ability is channeled and Itzel can move but not cast any additional abilities or autoattack while channeling Dazzling Display. Subsequent levels of this spell increase the damage dealt and the rate that the shield builds with Matriarch’s Wisdom.

W-Tribal Magic: Itzel heals target ally and increases their AP and movement speed for a short time afterwards. Subsequent levels of this spell increase the healing done, and the bonus AP and movement speed granted.

E-Jungle Trail- Itzel slides forward with her leg extended dealing damage to any enemies in the way. Jungle Trail leaves a trail of mud in Itzel's wake. This trail increases allied champion movement speed and decreases enemy champion movement speeds. This trail also heals allies who pass over it. Subsequent levels of this spell increase the damage and healing done as well as the duration of the mud trail.

R- Display of Wisdom: Itzel dashes around the battlefield-becoming untargetable in the process-healing and buffing allied champion(s) 5 times. Successive heals against the same target heal for 25%. Allied champions hit gain magic resist and armor for a short duration. Subsequent levels of this spell decrease the CD and the healing done.

When I started Itzel I thought a lot about how I wanted the item to interact with Itzel. There were several versions that the item went through. There was a version where it acted the same as Viktor’s Hex Core where you immediately started out with it and then bought an upgrade. Then it was similar to Rengar’s Bonetooth Necklace where you could buy it from the store but was not a required part of her build. It went through the same system of stacks that Rengar’s has and then just went to bonus stats. Finally I decided that if this item is going to determine a role it should be able to be bought and upgraded immediately for free. With that decision out of the way I made her abilities and then I tried to make the three different upgrade paths. Making the support headdress came first and I found I didn’t have many problems there. But then I hit a roadblock with the bruiser and jungle path. I found that no matter how I changed around the abilities it just seemed that the bruiser headdress outshined the jungle headdress in almost all regards. Finally after a few hours of remaking abilities and adding a huge amount of different effects to her abilities I decided to combine the jungler and bruiser headdress into one. With that out of the way it took me much less time to add bonus effects to her different abilities. Lastly when I made her ultimate I thought of making it a huge Bonus Boost while letting her abilities proc both headdress bonuses. However that seemed less fun so I made her ultimate similar to Fiora’s and I added the bonus effects and stats to her headdress in an active. I originally made the active a 10 second CD to have both bonus effects on the next cast but I thought that might be too difficult to get players to remember to use an active every 10 seconds. However with items like Ravenous Hydra out it is feasible so let me know what you think. Do you prefer the short term everything works active or a short one ability bonus active on her headdress?

Champion Kit:Leer'Vo


                        Champion Concept: Leer'Vo


Resource System: Mana
Role: Support
Leer’Vo has AP Ratios

Passive-Piercing Gaze: Leer’Vo can see into bushes from a short distance away. Subsequent levels increase the distance of where Leer’Vo can see into bushes.

Q-Ocular Beam: Leer’Vo sends out an eye which fires an energy beam (similar to Viktor targeting, albeit this beam travels slightly faster). If this beam hits an enemy they take damage and have reduced sight radius of all enemy champions and removes their shared vision for 2 seconds. This includes champions, minions, wards, towers, and clairvoyance. Subsequent levels of this spell increase the damage and distance traveled of the beam.

W-Eye Stalk: Leer’Vo builds an eye stalk every 45 seconds in his body storing up to a maximum of 6. (Generation of stalks is reduced with CD Reduction) Leer’Vo places an eye stalk which stealths and arms after 1 second. The stalks grant vision in a medium radius while armed. If an enemy champion steps on the trap it latches onto them blinding them and revealing them for a few seconds. Only 3 stalks can be placed at one time. Stalks last for 2 minutes. Subsequent levels of this spell increase the amount of time enemy champions are blinded and revealed.

E-Cloud of Eyes: Leer’Vo summons a cloud of eyes at a target location. Enemies who step underneath the cloud (small radius) take damage and have their vision reduced by (roughly) 550 range; everything else will look like it is in the Fog of War. This cloud moves very slowly and can be controlled by pressing the E key while it is active. Subsequent levels of this spell increase the damage done and duration of the cloud.

R-Omnipotent Eye: Sends up a huge eye into the sky. This eye reveals all enemy champions, including stealthed champions on the field for a few seconds. While the eye is in the sky Leer’Vo can activate this ability two more times to target an enemy champion on the map to slow them and blind them for a few seconds. Subsequent levels of this spell increases the duration of Omnipotent Eye as well as the slow and blind time.

Champion Kit:Rhyodacite


                   Champion Concept: Rhyodacite

Resource System: Mana
Role: Jungler, Top
Rhyodacite has AP Ratios

Passive-Enraged Charge: Rhyodacite gains increased movement speed up to a cap the more distance he covers out of combat. In addition his next autoattack deals bonus damage and knocks back the target a short distance when entering combat. The longer he has been running the more bonus damage his next autoattack does up to a cap.

Q-Primate Pounce: Rhyodacite rushes forward dealing damage and knocking any enemies hit to the side. At the end of the charge Rhyodacite rears up performing a huge uppercut which knocks up nearby enemies. The ground behind Rhyodacite is torn up in his charge causing the ground to slow enemy champions that walk over it. Subsequent levels of this spell increase the slow percentage of the torn ground and the damage of the spell.

W- Volcanic Exoskeleton: Passive-Rhyodacite gains magic resist and armor which decreases each time he takes nonminion damage. Active-Explodes his current exoskeleton dealing damage and reducing enemies magic resist and armor. While Rhyodacite cools his next exoskeleton(CD) he loses the magic resist and armor bonus. Subsequent levels of this spell increase the bonus magic resist and armor gains and reduce the decay of it as well. It also increases the damage of the active.

E- Rhino Rush: Rhyodacite impales an enemy champion dealing damage and carrying them a short distance. If the enemy champion collides with terrain, extra damage is dealt and the target is stunned. Subsequent levels of this spell decrease the CD of the spell and increase its damage.


R-Fury Spikes: Rhyodacite briefly charges up then leaps to a target location. When he lands spikes shoot from the ground, dealing damage and stunning targets for 1 second in a radius around him (Medium Range radius). Subsequent levels of this spell decrease the CD of the spell and increase its damage.

Rhyodacite started out as having 4 whole body rushes that did different things. While I thought it would be fun to zip around the battlefield and I wanted him to be mobile, I realized 4 charges would be a little much. I thought that a gorilla/rhino hybrid would utilize both the horn and charges of a rhino with the massive strength and agility of a gorilla. Add to the fact that he is made of rock and roots and that’s where the inspiration for his abilities came from.

Champion Kit:Castor/Pollux


                    Champion Concept: Castor/Pollux

Resource System: Mana
Role: Support
Castor/Pollux have AP ratios

Will be redoing a few of his abilities once I get the time as he is a little too complex right now lots of power without gameplay

Passive- Multiple Personalities: Castor/Pollux gains a random buff to magic resist, armor, ability power, or movement speed every 15 seconds. The duration of the buff is also 15 seconds. Subsequent levels increases the power of the buff given

Q- Dual Beams: Castor/Pollux fires two beams that heal allied champions and damage enemy champions. Champions can only be hit by the beam once. (Similar targeting to Lulu’s Q) Castor/Pollux is always healed by Dual Beams. Subsequent levels of this spell increases the damage and healing done.

W-Twin Spheres /debuff: Castor/Pollux sends out two spheres. These spheres go to their max range then return to Castor/Pollux. (Similar targeting to Lulu’s Q) If the spheres hit an allied champion on the way out they gain a shield protecting them from damage. If the spheres hit an enemy champion on the way out they take damage and lose magic resist and armor. On the way back if a sphere hits an allied champion it refreshes the shield. On the way back if a sphere hits an enemy champion they take damage and are slowed for a few seconds. Champions can only be hit once on the spheres way out and once on the spheres way in. Castor/Pollux always receives the shield. Subsequent levels of this spell increases the shield strength and damage done as well as the power of the debuff.

E- Double Trouble: On Ally Cast: Castor/Pollux grants an allied champion lifesteal and spell vamp. Subsequent levels of this spell increase the power of the buffs given as well as the duration of the CC’s.
On Enemy Cast: Castor/Pollux curses an enemy champion removing lifesteal and spell vamp for a short duration. Subsequent levels of this spell increase the power of the buff/debuff.
                                                                                                                                               
R- Dynamic Duo: Castor/Pollux briefly charges up and channels a long range, medium radius beam for 2.5 seconds that heals allies and damages enemies. While channeling Castor/Pollux cannot move or use abilities but right clicks can swing the beam in any direction. When the channel ends Castor/Pollux gains a large movement speed boost for a few seconds. Subsequent levels of this spell increase the damage and healing done and decrease the CD of the spell.

When making Castor/Pollux I didn’t want to make yet another dual control champion and I thought it would be difficult visually to have 2 yordles running together sharing a health pool so I made Castor/Pollux a split personality champion. When designing Castor/Pollux he started off as another transforming champion with him switching between Castor and Pollux. Then he was a dual control champion with you controlling both Castor and Pollux separately. Then he was a champion similar to Lulu who had a secondary character flying overhead who augmented his abilities. Then he was a champion similar to Orianna where you controlled a second yordle and fired off spells from both the main character and the secondary. Finally I decided it would be too hard to have to control two yordles so I made him similar to both Lux and Lulu. When I started in on this version I wanted most of his spells to have a similar aiming mechanic to Lulu’s. I also thought of having the power of his spells increase or giving them an additional effect when the beams/spheres/bolts crossed but I wanted the focus to be on targeting in two directions rather than focusing on crossing your abilities, however this is a concept I would like to incorporate into a later champion of my own design.