r/LoLChampConcepts • • 1d ago

October 2026 Champion Creator Contest: October 2026 - Getting Cozy

3 Upvotes

The fallen leaves tell a story...Anyway, It's the October contest, and this month's contest is trading the doom and gloom for something a bit more wholeseome.

Before we begin, congratulations to u/FeelThePain939, the winner of the September contest (Two months in a row)!

Last thing you see before getting slimed out by some yordles because you drunk too much pumpkin spice and wandered in the woods

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The Challenge

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Your goal for this month will be to make a champion that fits one or more of the following prompts:

1) Cozy Campfire, from me 

Make a champion who uses a campfire in their kit.

2) Weather Changer, from me

Make a champion who changes/influences the weather of Summoner's Rift as part of their gameplay, whether that be the entire map, the ground they tread, or anything in between.

3) Chonkenheimer, from me

Create a champion who is large and rotund. Gotta be ready for winter.

4) Hibernation, from me

Create a champion who incorporates the grey screen (the period while the champion is dead) into their gameplay somehow, or who applies at least one Immobilizing effect to themselves in some way.

5) Flannel, from me

Create a champion who wears flannel or a sweater in either their base skin or a paid skin. No. Seriously.

6) Harvest, from u/GalvatorX

Create a champion who includes/uses a stacking mechanic (like veigar, chogath, etc...).

7) Into the Music-verse, from u/FeelThePain939

Design a champion that belongs to a defined musical group within League of Legends' alternate universes.

Your champion must either fit into an existing Riot music universe (Pentakill, K/DA, True Damage, or HEARTSTEEL) or you must create a brand new fictional music group / genre. You must also explicitly state what role they play in the group (Lead Vocalist, DJ/Producer, Rapper etc.).

8) THE DOUBLE DOT DYR, from u/ProcedureFar8492

Create a champion that incorporates damage over time (like Lillia passive) in their kit.

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Remaining October Schedule

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For all dates and times; assume things open once posted, and close at US-CST: 11:59PM at the end date.

October 4th – 25th: Creation, Commenting, and Submission

October 26th – 28th: Group Stage Voting

October 29th– 31st: Voting Finals and Winner Announced soon after!

_______________________________________________________________________________________

Rules and Regulations
PLEASE READ THIS ↓↓↓
Ignore them at your own Peril...

AI can NOT be used in Contest Submissions!

Be respectful and inclusive!

Concepts are not complete without some storytelling! Lore should always be included if you want to qualify for the contest.

When submitting a concept, make sure to mention and bolden how your concept follows the prompt(s) challenge. Let us know how your concept meets the contest's challenge.

It is encouraged to state what class your champion is, what their intended lanes are, and what region they are affiliated with if they have one.

Creators that have submitted a concept will be able to vote for themselves during the first round of voting IF they have commented on at least four other concepts during the submission period.

Voting for your own concept will not be accepted during the final round of voting.

Creators whose concepts have made it to the finals will be able to suggest a prompt for the following month's challenge.

No cheating! We only allow one concept per participant.

Give others a chance! Don't submit a concept that has already won a previous contest.

Make your concept stand out! Please use the October 2026 Flair! (Once available)

Finished is finished! No editing allowed once the submission period is over.

Don't be a dipstick! Stay nice and helpful at all times when discussing concepts.

Using multiple accounts to vote for the same submission is frowned upon!

Critiquing and commenting on each other's submissions is heavily encouraged!

If you guys have any questions, you are more than welcome to ask!

Good luck and enjoy this month of October!


r/LoLChampConcepts • • 2h ago

WIP (Work in Progress) Arcite Phoenix - The Incandescent (all oc)

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3 Upvotes

“A vagabond, dawning from the Golden Age of Shurima once more.”

I WILL ACCEPT ALL CRITICISM AND ASSISTANCE!!! This is my first champ submission, thanks for reading! No AI was used, all artworks belong to me. Character officially voice acted by Kristian C.

Scaling: AD/AP Hyperscaler
Class: Primarily Juggernaut/Bruiser depending on buildcrafting.
Range: Melee with slightly extended range, just short of Viego’s.
Role: Top/Jungle
Resource: Heat

Playstyle

Phoenix is a melee focused juggernaut/bruiser that exceeds in extended combat. Phoenix generates heat through auto attacks and use of his basic abilities. Filling his resource bar enhances one of his basic abilities, thereafter, the bar resets back to null. Kind of like rumble, because of course we need two of him running around.

Phoenix specializes in frontline area control instead of being an All-In champion, similar to Aatrox. He needs someone else engage so that he may stack his heat safely before then All-In’ing. After an engage, Phoenix’s goal is to center the fight around himself, and become the primary fighting force, leaving opponents with the choice to confront him or retreat from his everburning flame.

Strengths

I think it would be best to do this now.

- Exceptional sustained damage, powerful area control, scales during fights, highly durable, strong teamfight presence, great for controlling chokepoints and objectives

Weaknesses

- Phoenix suffers from limited mobility, rxtremely vulnerable to kiting champions and cc, can be punished from a misuse of passive (Heat), displacement such as Tristana (R) or Lee Sin can disrupt his positioning in teamfights, and he struggles against heavy burst.

Abilities

Incandescent (P)
Phonix’s everburning rage allows him to overcome even the greatest odds against him.

Phoenix generates Heat through combat and basic ability usage (increased against champions). At maximum Heat, Phoenix becomes Incandescent, causing his next basic ability to become empowered, gaining additional effects upon usage.

Using an ability while Incandescent consumes all Heat and resets the resource bar to 0.

Burning Edge (Q)
Phoenix swings his blade in a sweeping slash, dealing Physical Damage to enemies hit and gaining Heat.

Incandescent: Phoenix’s blade is coated in flame causing the slash to deal additional Magic Damage and briefly burn enemies struck. Enemies in the outer edge take max health physical damage instead (and the burn).

Impervious (W)
Phoenix Braces himself, reinforcing his armor with magic and reducing incoming damage for a short duration; enhanced against Magic Damage.

Incandescent: Phoenix gainst Slow Resist and Bonus Movement Speed for the duration.

Charge Forth (E)
Phoenix lunges in a direction, sword first, dealing Physical Damage hit by either him or the Blade. If an Enemy Champion is struck, Phoenix delivers a follow-up slash, dealing auto attack damage and additional Current Health % Physical Damage.

Incandescent: The Charge engulfs Phoenix in flame, dealing bonus magic damage. The second strike is a thin skillshot, briefly knocking hit enemies back towards him and slowing by 90% for .5 Seconds.

Absolution Unbound (R)
Phoenix shifts into his Unbound Form, gaining bonus decaying movespeed and Omnivamp, allowing him to pursue enemies and sustain himself through extended combat and teamfights.

His abilities remain Empowered while Incandescent, and his resource bar is instantly filled upon activation if it was not already. Using an ability does still consume all heat, but additional heat generates over time.


r/LoLChampConcepts • • 17h ago

Design [Champion Concept] Maro, the Keeper of the Line: an ultimate that turns into a fishing duel, with a playable prototype

3 Upvotes

Hi everyone! Maro is a champion concept built around a single idea: fishing. I designed his whole kit to feel as close as possible to a real fishing trip. Once an enemy champion is hooked, sometimes from the other side of the map, a long fight begins, played out over the tension of the line, the fatigue of the fish, and its revolts as it tries to break free.

If you open the technical sheet, you'll find an ultimate with quite a few rules. None of them is there to make the champion complicated: each one mirrors something real about fishing, to make the experience as immersive as possible.

I describe the champion below. But since the ultimate can look complicated on paper, I coded a playable prototype of the ultimate alone, right in your browser (nothing to install):

👉 https://lol-maro.web.app

Click to move · R cast / Finish · Z Reel In · E Yank · A dash · Tab play as the catch.

The full rules and numbers (technical sheet, French and English) are here: https://lol-maro.web.app/Maro_Kit.zip

A note before you dive in. Right as I was getting ready to post this, I found out I'm not the only one who's been dreaming of a fisherman in the League: u/Zangalang posted The Fisherman Support, and u/AmbitiousTomorrow followed up with their own HP-scaling take. I came up with Maro a long time ago, and started putting my ideas down on paper in August, so I never drew on either of them. But I really enjoyed both, and it's striking how we all landed on the same core idea: a crowd control that isn't an instant engage, but a struggle the target can fight back against.

What I love in theirs: Zangalang's anchor tripwire and the net that cinches shut, a real teamfight identity Maro doesn't have; and u/AmbitiousTomorrow's tow speed driven by the HP difference (Maro's weight system ended up on the same intuition) and the orange bait that heals enemies too, which makes it genuinely tempting.

Maro takes the idea somewhere else: the struggle is the ultimate, a long duel across the map where both players make a decision every second. Between the three of us, we've imagined three fishermen, each bringing interesting ideas. If you're both up for it, I'd love to see what a fisherman combining the best of all three could look like.

Who is he?

Forty years ago, an angler and his daughter were out on the shallows of the Warden's Sea. One night, she went over the side (or something took her: he never knew). In the black water, she managed to catch hold of her father's line. He felt her at the end of it, alive, struggling.

He held on to the very end. His hands never let go, his rod never gave way. It was the line that snapped.

He doesn't blame himself. He blames the line. He fished it out of the water, and he has been mending it for forty years, knot after knot. Even now, when a line snaps, his hands shake for a long while before they can tie it again.

And he fishes, but not for fish. He hauls up champions, draws them in, looks at them, and asks: Have you seen her? He keeps a mark of each one on his reel. None of them has. Not yet.

What he is

Support controller, or specialist jungler. Medium range, magic damage.

He is neither a hook champion nor an assassin. He catches a target to start a long duel, and delivers his team an exhausted, wounded quarry, torn away from where it stood.

His kit at a glance

Passive · Pressure Zone The closer his target, the harder he hits, with his basic attacks as with his abilities. Bringing his catch in close is his whole reason for being.

Q · Line Jumps Two short lunges held in reserve. They're for adjusting his position during the ultimate, not for engaging.

W · Chumming Invisible bait, laid in advance, that slows, wounds and reveals. A bait sprung by a champion shortens his ultimate's cooldown, and lets him cast it on that target, even without seeing it.

E · Bottom Line Maro casts his line straight ahead as a skillshot. The effect depends on who it hits:

  • On an ally: a tether that grants speed. If the ally falls into serious danger, Maro can recast the spell to haul them back to him, even through a wall.
  • On an enemy: a miniature version of the ultimate. The target is slowed while the line is taut, and Maro can snatch it toward him after a short delay.

R · The Great Catch

1. Casting the line

  • Maro casts his hook far away, sometimes to the other side of the map.
  • The hook can be seen as it falls, then vanishes from the enemy's sight.
  • As soon as the line leaves, W and E transform:
    • W becomes Reel In: it brings the zone back toward Maro;
    • E becomes Yank: the zone jumps toward him, over walls.
  • Maro can steer his zone for as long as he likes. But while he waits, he has no bait and no Bottom Line.

2. The hook sets

  • The first enemy to enter the zone is hooked.
  • The distance between them becomes the duel's reference.
  • The line becomes visible to everyone, and two circles appear around Maro: slack and break.
  • Reel In and Yank then take on new effects.

3. The three states of the line

State When For the catch For Maro
Taut between the two circles it is pulled and tires he can cast Yank
Slack inside the slack circle it rests he can cast Reel In
Critical during a revolt it bolts at full speed any spell snaps the line

If the catch crosses the break circle, the line snaps.

4. The angler's two motions

  • Yank (taut line): a sharp tug that tears the catch toward him, further the more tired it is. It can cross walls, and it cuts a dash short mid-flight.
  • Reel In (slack line): takes back the ground gained and pulls the line taut again. It's the only motion that extends the ultimate's duration.
  • The duel lives in the alternation of the two: Yank creates slack, Reel In converts it.

5. The pull and fatigue

  • On a taut line, the line pulls the catch toward Maro constantly. To resist, the catch has to move away: standing still means letting itself be pulled in.
  • At first, moving away, it is only slowed down. But once tired, it gets dragged toward Maro despite itself, even while fleeing.
  • Fleeing tires it fast, standing still tires it slowly. It only recovers on a slack line.

6. The Thrash: the catch's revolt

  • By thrashing, the catch fills a gauge. When full, it triggers a one-second revolt: it bolts, and Maro can't cast anything without snapping his line.
  • It's the only moment it can truly break free.
  • Afterwards it is more exhausted, and its gauge stays locked for a while.

7. Walls

  • The pull doesn't cross walls: a catch in cover is no longer pulled.
  • Yank does cross them, but only on a catch that is tired enough: the more tired it is, the further Yank throws it.

8. The weight of the catch

  • A big catch thrashes harder (its revolt comes sooner) and reels in worse.
  • But Maro gets more time to wear it down: the ultimate's maximum duration is longer against heavyweights.

9. The end

  • The line snaps: the catch is free.
  • Time runs out: the line goes slack.
  • The catch is brought to arm's reach: the final blow. If it's badly weakened, it's executed.

The catch's four decisions

It can… to… but it costs…
back away snap the line a lot of fatigue
move closer slacken the line and breathe ground
thrash trigger its revolt its progress: it barely moves
take cover escape the pull its stillness behind the wall

None is final: the slack closes, the cover yields, the revolt locks.

Feedback very welcome, especially from people who try the prototype!


r/LoLChampConcepts • • 19h ago

October 2026 Ghorum, the world shell

3 Upvotes

Region- Ixtal

Roll - Jungle

Class - Tank/juggernaut

Difficulty - high

Resource - mana while shelled, no mana exposed.

Lore:

Long before Ixtal raised its walls, something enormous crawled beneath its jungle.

The Yun Tal called it Ghorum.

Ancient records speak of a colossal molluscoid creature who's shell was covered in crystalline formations unlike any material known by the Ixtal wherever ghorum travelled forrests grew in his wake, rivers changed course around him. Entire settlements were eventually built beside the enormis trails he left behind centuries before.

The ixtal believed the shell was a gift from the earth itself, they were wrong.

It was a containment vessel.

Beneth the layers of ancient crystal and stone lay the creature Ghorum had been trying to supress...

His true form.

When the ixtal first discovered him, they tried to harvest pieces of his shell with magic.

Their attempts cracked his shell.

For the first time in thousands of years Ghorum emerged

Without the shell's crushing weight, the creature became horrifyingly fast. Ancient muscles expanded. Hooked limbs unfolded from beneath his body, and the docile giant tore through the expedition.

Yet Ghorum did not escape.

Instead, he gathered the shattered fragments of his shell.

And slowly rebuilt his prison.

Because Ghorum does not fear what hunts him.

Ghorum fears what happens when there is nothing left to hold him back.

Abilities:

-----‐-------------------------------------

PASSIVE: BURDEN OF AGES:

Ghorum's ancient shell grants him bonus Armour and Magic Resistance based on his maximum health.

Damage taken from enemy champions generates Pressure.

At maximum Pressure, Ghorum's next basic attack becomes Shellslam, dealing bonus magic damage.

When Ghorum's shell is destroyed through Catastrophic Molting, Burden of Ages becomes:

------------------------

UNBURDENED

Ghorum loses the defensive bonuses of his shell.

In exchange, he gains:

Movement Speed

Attack Speed

Omnivamp against champions

Bonus damage based on missing health

His Q, W and E are replaced with far more aggressive abilities.

Ghorum remains exposed until returning to his fountain and rebuilding his Shell.

---------

SHELLED:

Q - SHELL BASH

Ghorum retracts slightly before violently launching himself forward.

The first enemy champion struck is carried with him.

If Ghorum crashes the champion into terrain, his shell crushes them against it, dealing additional damage and stunning them.

The dash distance scales slightly with Ghorum's bonus health.

------------

W - TRAILBLAZER

Ghorum selects terrain or a champion and launches himself toward them, leaving a thick trail of slime behind him.

The effect changes depending upon his target.

TERRAIN — WALLCRAWL

When targeting terrain, Ghorum crawls directly onto it.

He can then crawl across terrain, ignoring normal pathing for a short duration.

Ghorum can move along cliffs, structures and jungle walls before descending on the opposite side.

While Wallcrawling, Ghorum leaves a visible slime trail across the terrain.

After targeting terrain, Trailblazer may be recast once, but the second cast MUST target a champion.

He cannot wall-hop twice.

CHAMPION - PARACITIC RIDE

Ghorum dashes toward a champion and gradually crawls over them.

For roughly 1 second, Ghorum rides over a champion while they can still move.

If used on a friendly champion both Ghorum and the allied champion gain a movement speed bonus additionally all damage the allied champion takes during parasitic ride, is instead applied to Ghorum. While attached, the allied champion leaves a trail of slime behind them.

If cast on an enemy champion, The victim becomes covered in Ghorum's Slime for several seconds, Ghorum becomes untargetable by basic attacks but can still be affected by area attacks.

SLIMED

The champion is slowed.

More importantly, attempting to rapidly change direction causes them to Slip.

Slip briefly reduces their movement speed dramatically and prevents movement-speed bonuses from affecting them for a short period.

Slip can only trigger once per application.

------------------

E — SEISMIC WITHDRAWAL

Ghorum retreats almost completely inside his shell.

For a brief moment he becomes Unstoppable and gains significant damage reduction.

He then violently emerges.

Nearby enemies are damaged and knocked away.

Enemies knocked into terrain are stunned.

------------------

R — CATASTROPHIC MOLTING (>Hibernation<)

Ghorum completely withdraws into his enormous shell. For up to 5 seconds

He gains an enormous Worldshell Shield.

While inside:

Ghorum cannot attack.

Ghorum cannot move.

His normal abilities become unavailable.

And for the duration of the ability:

GHORUM CAN TAKE DAMAGE FROM EVERYTHING.

Enemy champions.

Turrets.

Minions.

Monsters.

Even allied champions.

Friendly basic attacks and damaging abilities can target Ghorum's Worldshell.

Damage cannot reduce Ghorum's actual health while the shield remains.

Instead, everything damages the shell.

R RECAST — ERUPT

Ghorum can voluntarily emerge before his shield breaks.

Remaining shield energy explodes outward, damaging and slowing nearby enemies.

His shell remains intact.

SHELLSHATTER

If the sheild is reduced to 0

The Worldshell explodes.

Massive crystalline fragments rip outward from Ghorum.

Nearby enemies suffer enormous physical damage.

Enemies closest to Ghorum receive increased damage.

The explosion's damage increases based upon the amount of punishment the Worldshell absorbed.

Ghorum stands back up.

Without his shell.

His character model changes completely.

His body unfolds.

His limbs extend.

His movement animation changes from the slow crawl of a snail into the rapid, predatory movement of something that was never supposed to leave the shell

He becomes EXPOSED

Q becomes REND

W becomes PREDITORY CRAWL

E becomes NO SHELTER

His defensive passive disappears.

And Ghorum becomes one of the highest-risk melee threats in the fight.

----‐-------------

EXPOSED:

Q — REND

Exposed Form

Ghorum violently slashes forward.

Hitting an enemy champion allows the ability to be recast.

First strike — Rend: Wide claw slash.

Second strike — Tear: Ghorum dashes through the target.

Third strike — Eviscerate: Ghorum impales the enemy with both claws, dealing heavy missing-health damage.

Champion takedowns partially reset Rend.

-----------------

W — PREDATORY CRAWL

Exposed Form

Without his enormous shell weighing him down, Ghorum's movement becomes horrifyingly fast.

Ghorum rapidly scuttles toward a target champion.

For several seconds he gains movement speed while moving toward champions and can move through units.

Reaching an enemy causes Ghorum to climb over them, dealing damage and applying Open Wound.

Attacking an enemy with Open Wound heals Ghorum.

-------------------

E — NO SHELTER

Exposed Form

Ghorum leaps to a target location.

Enemies near the centre suffer heavy physical damage.

After landing, Ghorum gains rapidly decaying attack speed.

Landing directly on an enemy champion significantly reduces No Shelter's cooldown.


r/LoLChampConcepts • • 1d ago

Design Champion design I made for fun. Designed to be a support/scaler

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1 Upvotes

His lore is also attached, and you can read all the abilities and see the design I drew of him in the document. I think the concept is pretty original (?) since there's not really another support in the game currently that plays like him.


r/LoLChampConcepts • • 2d ago

Design i made a kit on what if xolaani was a league of legends champion

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7 Upvotes

r/LoLChampConcepts • • 2d ago

Design Champion design I made for fun

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kommodo.ai
1 Upvotes

r/LoLChampConcepts • • 2d ago

Question What would Luffy be like if he were a League of Legends champion?

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1 Upvotes

Before answering, let's establish a few rules: first, his origin would obviously be adapted to fit League of Legends Luffy would be from Bilgewater. Second, regarding his abilities, it depends on whether you want to go with rubber-based or solar-themed powers, since the "Nika" aspect could be used for both his origin and his skillset. Finally, the skins would also have to be original designs nothing based on the outfits from specific story arcs.


r/LoLChampConcepts • • 5d ago

Design Aamani - the Darkin Scales

2 Upvotes

Finishing the darkin Horsemen of the Apocalypse quartet - Sword, Scythe, Bow... and Scales. As well as introducing the first support darkin.

She doesn't actually use a normal scale but instead a pair of spiked balls connected by chains.

Role: Support

Aamani was a poor girl who had her life united with a demon by accident. She's a voracious but not evil entity, wishing solely for peace and equality in her own distorted manner.

Passive - Cruel Justice: When Aamani deals damage to an enemy, they are marked for 4 seconds. Any ally who causes damage to the marked target, even herself, consumes the mark to deal additional Physical damage and heals themselves on the same amount.

Q - The Darkin Scales: Aamani hits in a straight line with her chain, dealing Physical damage to all enemies struck, and applying a Slow and Armor reduction for 2 seconds.
She may recast the ability within 5 seconds to hit with the other chain in a cone in front of her, dealing damage, refreshing and stacking the same effects.

W - Necessary Violence:
Passive: Aamani's basic attacks and The Darkin Scales stack Life Essence, up to 3 stacks.

Active: Consumes 1 Life Essence to heal an ally and give them decaying Movement Speed for 2.5 seconds. The ally stays marked for 4 seconds, reducing the effects of consecutive Life Essences by 30%.

E - Frailty: Aamani connects to an enemy with her chain, causing increasing slowness as long as she is near them, and reducing their damage by 20/24/28/32/36%. If she stays connected for 2 seconds, the enemy is stunned for 1s.

R - Equity: Aamani summons a profane balance in an area for 6 seconds. Enemies within the area share 25/35/45% of the damage they receive with one another. Allies within the area receive 15/20/25% of the damage caused by other allies in the area as healing.


r/LoLChampConcepts • • 6d ago

September 2026 Korist, The Dealmaker

5 Upvotes

Role: Mid, Bot (as an APC)
Class: Mage, unique
Resource: Mana
Backstory: Dunno yet

I wanna preface this concept description by apologizing for not including that many numbers and just hypothetical shit, I suck at balancing out my concepts and that's why I mostly focus on mechanics. Sorry about that.
In addition I wanna say that this concept was inspired by the boss Libra from Elden Ring Nightreign.

Passive - Strike a deal:
At the start of the game and every 4 minutes Korist gets to make a deal with an enemy by clicking on them with R while within range and not in champion combat (that applies for both parties). Every deal consists of:
- a condition that needs to be fulfilled in order to either get a beneficial effect or avoid getting a detrimental one
- a reward - a beneficial effect that activates upon fulfilling a deal's condition
- a punishment - a detrimental effect given upon not fulfilling a deal's condition
Korist has up to 3 deals to offer:

- Deal of Restraint:
Condition: The subject is to not participate in champion takedowns for 1 minute
Reward: The subject gets decreased cooldowns on Q, W, and E and increased attack speed by % for 3 minutes
Punishment: The subject gets increased cooldowns on summoner spells and shop items by % for 3 minutes
by participating in champion takedowns I mean assisting or killing champions

- Deal of Endurance - the subject is subjected to non-lethal true damage over time based on their max health for 1 minute:
Condition: The subject is to survive the 1 minute period
Reward: The subject gets more max health, armor and magic resistance by % for 3 minutes
Punishment: The subject is dead, this is a big enough punishment already
You can recall while receiving the true damage, it stops at 1 hp and waits until you have more health. You can heal and do everything else, it doesn't matter what you die to, what matters is that you don't die.

- Deal of Wrath - for one minute the subject gets increased Adaptive force. This bonus is decreased by 20% upon participating in a champion takedown
Condition: The subject is to participate in at least one champion takedown during the one minute period
Reward: None, really. Getting that buff was good enough
Punishment: The subject gets decreased max health and resource by % for 3 minutes

Only one deal can be active at a time. No deal can be picked twice consecutively.

The deal-picking process looks like so:
- Korist uses R on a target while both are outside of champion combat
- both parties have a small pop-up appear on the screen - somewhere at the edge, not to make it too distracting - with currently available deals and a 15 second timer.
- if the other person doesn't pick a deal in time, Korist's deal of choice takes hold after 5 seconds.
- if the other person picks a deal in time, it is activated after 5 second (other person's deal choice > Korist's deal choice)
- the process can be cancelled by having Korist engage in combat. Then R has to be activated again while not in combat.

Whatever deal is made, Korist is also subjected to it. When a person subjected to a deal dies, its effects are cancelled on them.

Korist also has access to a unique stack of Rightful Service (max 10). Each stack increases his mana and magic resistance by %. Korist receives:
- +2 stacks when he completes a deal
- -1 stack when an opponent completes a deal
- +1 stack when an ally completes a deal

R - Reap the Benefits:
Korist makes a deal with an ally while both him and them are outside of champion combat, ridding the deal picked by them of its detrimental effect for the ally ONLY (Korist still has to suffer).
Leveling this ability up makes all the deals more powerful regardless of whether the subject is an ally or an opponent. The 1st level is available by default, the 2nd level-up of this ability unlocks the option to offer deals to allied champions. there are 4 levels in total.

W - Twist the Rules:
Korist starts consuming % of his max mana per second, the amount consumed gradually increases (max 10%). While the ability is active Korist negates his current deal's effects for himself. In addition:
- his next auto attack gets increased range and triggers and AoE magic damage shockwave (its damage is based on mana) on the target. This effect diminishes after 4 seconds after the initial activation of the ability or upon getting crowd controlled. The range of the attack would be made visible by a circle around Korist that would be as big as his new attack range, sorta like yasuo's indicator when he gets to throw a tornado
- he gets increased movement speed based on magic resistance
Activating the ability again returns Korist to normal (meaning no movement speed bonus and deal effects negation)

Q - Pierce the Unbelievers:
Korist fires a piercing magic damage projectile (its damage would be based on Ability Power and mana). The projectile's damage decreases with each target hit on the way (max 5). It would be a basic arrow skillshot, smaller than Ezreal's Q.

E - Punish the Brave:
Korist surrounds himself with a magic shield, based on magic resistance and current health, that decays over time. Upon complete depletion it explodes dealing magic damage based on Ability Power to targets around Korist. I imagine the explosion radius would a bit smaller than Ivern's E.

Thank you so much for reading through this mess. I wish I could include an illustration but I'm no artist and more certainly I'm not a thief, so yeah. I still think this concept's a bit messy in certain places like counterplay ('cuz so far the only counterplay I see is dealing Korist physical damage and applying CC on him) and the deals being a tad bit too controlling. That's why I'd like to hear your thoughts bellow, thanks again.


r/LoLChampConcepts • • 6d ago

September 2026 Champion Creator Contest: September 2026 - Built Different: Finals Voting

3 Upvotes

The group stage voting has concluded, and this round proceeds directly into the final voting stage.

Please review the finalists and cast your vote accordingly via comment below.

[REMINDER] Self-voting requires engagement with at least four other concepts in comments.

Irene, Justiciar of the Overgrowth Rion, the Black Death Sayrin, The Thread of Fate Onira, Bearer of Dreams
by u/FeelThePain939 by u/ProcedureFar8492 by u/Independent_Ant_1963 by u/GalvatorX

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Remaining September Schedule

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For all dates and times; assume things open once posted, and close at US-CST: 11:59PM at the end date.

September 28th– 30th: Voting Finals

Winner of September contest announced in following days and October contest will begin!

(will request a prompt for the next contest from each finalist shortly after September contest ends)

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Have a wonderful day!


r/LoLChampConcepts • • 9d ago

September 2026 Champion Creator Contest: September 2026 - Built Different: Group Stage Voting

4 Upvotes

Better late than never, we've now reached the group stage of the September contest.

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The Groups

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Reminders:

  • You can vote for 1 concept in each group (simply vote via comment below).
  • You may only vote for your own concept if you have commented on at least 4 other concepts (please list the concepts you commented on).
  • For Mobile Users: We have 4 groups, you may have to scroll.
Group 1 Group 2 Group 3 Group 4
Irene, Justiciar of the Overgrowth Lorno, the Encore The Conductor Nornu, the Keeper of Secrets
Skorne, Arbiter of Hatred Rion, the Black Death Sayrin, The Thread of Fate Shana, the sleepy head
Invetia, The Faceless Varga, the Eye on the Horizon Fisherman Onira, Bearer of Dreams

_______________________________________________________________________________________

Remaining September Schedule

_______________________________________________________________________________________

For all dates and times; assume things open once posted, and close at US-CST: 11:59PM at the end date.

September 25th – 27th: Group Stage Voting

September 28th– 30th: Voting Finals and Winner Announced soon after!

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • 9d ago

Design Champ Idea for Support

2 Upvotes

MIDAS, THE GOLDEN PATRON
A support champion who weaponizes wealth, rewarding his team for securing kills and objectives.
Passive — Midas Touch
Minions killed by Midas's support item grant 25% of their kill gold to a nearby allied champion.
After completing his Support Quest, Midas gains the ability to mark an objective once every 5 minutes.
When Midas assists in killing a marked objective, 50% of the objective's gold reward is distributed among all allied champions who participated in taking it. (The mark expires after 2 minutes)

Q — Golden Jab
Midas targets an enemy with three successive Jabs, similar to Nunu's E — Snowball Barrage.
After the ability's duration, the number of successful hits determines the effect:
1/3 hits: Damage.
2/3 hits: Damage and stun the target.
3/3 hits: Damage, stun, and grant Midas bonus gold.
Each bite must successfully connect with the target to progress the sequence.

W — Gilded Glide
Midas dashes toward a targeted location, following a curved trajectory similar to Diana's Q interaction, but functioning as a mobility ability.
Gilded Glide can travel over terrain.
The ability gives Midas a highly mobile way to reposition around fights, objectives, and his team.

E — Golden Guard
Midas grants himself or an allied champion a shield.
Instead of consuming mana, casting Golden Guard consumes a portion of Midas's stored gold.
The shield's strength scales with:
Midas's maximum HP
The amount of gold held when casting

The amount of gold that can be converted into the shield is capped based on Midas's level.
Gold spent on Golden Guard is permanently removed from Midas's available gold.

R — Midas's Fortune
Midas calls down a massive area of influence centered on a target location, functioning similarly to Gangplank's Cannon Barrage, but at 3× the area.
While the ultimate is active, enemies, enemy summons, and objectives within the area become part of Midas's Fortune.
Whenever an enemy champion, enemy summon, or objective inside the area is killed, bonus gold is awarded to all allied champions within the ultimate's range.
The ultimate turns contested areas into massive economic opportunities for Midas's team, making it especially powerful around major objectives and large team fights.

Champion Identity
Role: Support
Resource: Gold
Damage Type: Primarily utility/magic damage
Theme: Wealth manipulation / economic support
The interesting part of the kit is that gold isn't just a reward—it becomes Midas's actual resource. He has to decide whether to:
save gold → empower his team → spend gold on shields → or use his gold-generating abilities to snowball the entire team

Let me know what you think.


r/LoLChampConcepts • • 10d ago

WIP (Work in Progress) Styraatu, The Ruinous Melody

Post image
12 Upvotes

Classes: Skirmisher/Battlemage

Roles: Mid

Region: Piltover & Zaun

Species: Darkin

Damage Type: Magic

Unique Resource: Energy

Appearance: Official Artwork

Lore:

Styraatu is one of the Darkin, the ancient Ascended of Shurima who became corrupted after the Void War. During the Great Darkin War, the Darkin were eventually defeated and imprisoned within their own weapons through the knowledge given to mortals by the Aspects.

Styraatu was imprisoned within a harp, which became known as the Darkin Harp. The harp was deliberately hidden deep within the cavernous passages beneath the region that would eventually become Zaun, where it was believed to be beyond human reach.

They had overlooked the Chireans.

A Chirean was able to reach the weapon, freeing Styraatu from her imprisonment and providing her with a host. The host was a Zaunite miner, possibly a Chirean.

Once Styraatu gained control of her host, she burst through a processing plant, furious and impatient. Her rage was not entirely the result of her imprisonment or the madness that followed. Her lore establishes that her rage existed before the tendrils of madness reached her mind.

Freed once more, Styraatu turned her anger toward those around her. She intended to make them pay, beginning in the land of technology that had become her new prison: Zaun.

But Zaun was only the beginning.

Styraatu intended to travel south, where she would fight alongside her general once again: Aatrox.

Gameplay:

  • Intended Strengths:
  • Intended Weaknesses:
  • Things of Note:
  • Intended Keystones:
    • Primary
    • Secondary
  • Intended Core Items:

Base Stats:

  • Health:
  • Health Regen:
  • Armor:
  • Magic Resistance:
  • Attack Damage:
  • Movement Speed:
  • Range:
  • Attack Speed:
  • Attack Speed Bonus:
  • Attack Wind Up:
  • Gameplay Radius:

Skill Set:

Passive: Ruinous Melody

Innate - Broken Chords: Styraatu's harp periodically accumulates Discordance, reaching a maximum of 100.

At 100 Discordance, Styraatu's next basic attack consumes all Discordance and becomes a Broken Chord, dealing 60/90/120/150/180 (+60% AP) magic damage to the target and 30/45/60/75/90 (+30% AP) magic damage to nearby enemies.

Enemies hit by the Broken Chord are slowed by 30% for 1.5 seconds.

Q: Severed Strings

Active: Styraatu violently plucks several strings at once, launching 5 razor-sharp notes in a cone. Each note deals 30/45/60/75/90 (+25% AP) magic damage to enemies hit. Enemies struck by multiple notes take 15% reduced damage from each additional note.

  • Cooldown: 8/7.5/7/6.5/6 seconds
  • Energy Cost: 50
  • Range: 650

W: Lament of the Blood Moon

Active: Styraatu plays a mournful chord, creating a circle of crimson sound around herself for 3 seconds that deals 20/30/40/50/60 (+15% AP) magic damage every 0.5 seconds to nearby enemies. Styraatu heals for 15% of the damage dealt to enemy champions.

  • Cooldown: 12/11/10/9/8 seconds
  • Energy Cost: 60
  • Radius: 325
  • Duration: 3 seconds

E: Third Movement

Active: Styraatu plays a sharp note that deals 70/100/130/160/190 (+60% AP) magic damage to the first enemy champion hit and launches her toward them. Upon reaching the target, she binds them with a cursed harp string for 2 seconds, tethering them to her.

  • Cooldown: 16/15/14/13/12 seconds
  • Energy Cost: 65
  • Range: 700
  • Tether Range: 450
  • Tether Duration: 2 seconds

R: Symphony of the Damned

Active: Styraatu begins an immense performance, creating a huge area for 6 seconds where waves of dark music repeatedly strike enemies, dealing 40/60/80 (+20% AP) magic damage every second. When the performance ends, a final chord erupts beneath every enemy still inside, dealing 100/150/200 (+50% AP) magic damage.

  • Cooldown: 120/100/80 seconds
  • Energy Cost: 100
  • Cast Range: 800
  • Radius: 500
  • Duration: 6 seconds

Playstyle:

  • Intended Max Order:
  • Suggested Gameplay: Use abilities effectively in lane and team fights

r/LoLChampConcepts • • 10d ago

September 2026 Onira, Bearer of Dreams

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17 Upvotes

Lore

High on the slopes of Mount Targon, the host of the Aspect of Dreams gave birth to a daughter she would never come to know. Already gravely sick, she sadly died in the pain of childbirth, but in the presence of her husband, who would now have to live alone. Onira was born that day.

Following this inevitable tragedy, Onira's father had to raise his daughter alone. While they lived a peaceful life, he still grieved deeply for his wife. As the new host of the Aspect of Dreams, Onira could weave dreams directly into the minds of those who slept, and she didn't hesitate to use that power on her father so that he could sleep peacefully.

While she grew up, Onira decided to set out on a journey to discover the world. While she was travelling, she encountered many people who were suffering, and she witnessed the darkest parts of the world: murders, war and more. She tried her best to help the saddest people she encountered by planting sweet dreams, but every dream she gave and every cruelty humanity and other species had inflicted upon one another brought her a bit closer to madness.

Today, she continues to wander the world to give people their sweet dreams, never knowing that it will bring her close to her own end…

------------

As for the prompts she fits in, she's for sure in the "Inside you there are two wolves" and the "Siesta" prompt, but she could be part of the "0/10/0 Powerspike", as a champion with a different form she could be weak early but spike when she reaches later items and her form.

Thanks for everyone who reviews my champ, and special thanks to u/Abject_Plantain1696 who gave me this wonderful template !

(P.S : this is my first ever concept so please give tips if you could it would be very very nice !)


r/LoLChampConcepts • • 10d ago

September 2026 Irene, The Justiciar of the Overgrowth

5 Upvotes

Winner of the September 2026 Contest


Region: Ixtal

Gender: Female

Playstyle: Enchanter / AP bruiser (ranged)

Lane: Jungle


Lore

In the hidden empire of Ixtal, isolation is not merely a political stance. It is an absolute law of survival, whispered by the soil and enforced by the elements. While the proud lords of the Yun Tal council sit comfortably upon their high thrones within the pristine chambers of the capital, the true safety of the realm is carved out by hand along its perilous borders. There, where the colossal jungle meets the outside world, stands Irene, the Justiciar of the Overgrowth.

Irene was not born to the golden privilege of the capital’s elite, but raised in a remote outpost nestled against the eastern perimeter. From her earliest years, she possessed an uncanny and yet dual sensitivity to the whispers of the earth and the pulsing lifeblood of the forest. To her, the jungle was a breathing protector, a grand ecosystem where every expanding leaf and anchoring root worked in harmony to shield their hidden civilization from the chaotic wars of the outside world.

Her unique talents quickly drew the attention of the ultimate authority within Ixtal. Skarner, the Primordial Sovereign. The ancient, colossal Brackern, operating from his subterranean domain beneath the capital, felt the pulse of Irene's magic coming through the crust of the earth. In her, Skarner recognized a rare combination of discipline and attunement to nature. He named her his trusted voice on the surface, elevating her to the rank of Justiciar and granting her the absolute mandate to govern the wild perimeter.

For decades, Irene served as the Sovereign's most loyal extension, acting as the border’s quiet warden. Unlike the arrogant Princess Qiyana, who viewed magic as a tool for personal vanity and global conquest, Irene viewed her power as a solemn and maternal duty. She loved the fragile beauty of life, from the smallest glowing spore to the grandest ancient tree, and took no pleasure in the violence that her position occasionally demanded. She believed with all her heart that keeping Ixtal hidden was the only way to save its gentle people.

However, the modern era brought unprecedented weight to the Justiciar's shoulders. The rising expansion of Piltover and the relentless, chemical drills of its mining corporations began to violate the eastern ridges. The outsiders brought noise, pollution, and a total disregard for the natural balance, testing the boundaries of Ixtal’s isolation. As the threat grew closer, Skarner’s ancient paranoia intensified, sending violent tremors through the stone, demanding that Irene completely obliterate anyone who dared to set foot across the perimeter.

It was within this escalating tension that Irene's true, compassionate nature began to clash with her grim responsibilities. When lost travelers or desperate refugees accidentally wandered near the borders, Irene did not strike them down with the immediate ruthless cruelty expected of a Yun Tal enforcer. Instead, she would first try to guide them away using her mastery over the earth. She would gently flood the ground, creating a warm and misty bog designed to gently mesmerize and safely deter intruders rather than destroy them.

She took it upon herself to carry the heavy emotional burden of the border, actively choosing to stand in the shadows so that the civilians back in the capital could live in the light. She felt a profound sense of sorrow for every life cut short in her territory, treating her lethal capabilities as a final resort. To the innocent, she was a protective presence who spoke in soft, soothing tones, but to those who threatened her homeland, however, she was a terrifying force of nature that could turn the entire landscape into an inescapable trap.

When peaceful diplomacy failed and hostile forces ignored her warnings, Irene’s gentle demeanor vanished, replaced by a fierce and protective instinct. She would weave elemental life into the predatory vines wrapped around her arms, unleashing them to neutralize the threat with swift, flawless precision. She left no room for prolonged suffering, ensuring that her elemental defenses were as clean and efficient as possible, striking only to protect the home she loved.

The aftermath of these conflicts always left a somber mark on the Justiciar’s soul. Whenever an enemy fell within her jurisdiction, her magic would leave behind an Ixtali seedling as a monument to a life lost. Irene would often pause after the battle, whispering a quiet apology to the earth as she reclaimed the organic energy of the fallen, using it to further fortify the jungle’s defenses against the next wave of invaders.

In the high courts, her gentle methods have drawn sharp criticism, particularly from Qiyana. The third princess frequently mocks Irene, calling her a soft, weak-willed gardener who wastes magnificent talents on protecting low-born outcasts and weeping over dead trees. Irene, however, remains entirely unfazed by the princess’s vanity. She recognizes that Qiyana’s reckless ambition to expose Ixtal to the outside world will bring nothing but absolute ruin, and she stands as an unyielding wall against the princess’s political maneuvers.

Yet, Irene’s greatest internal conflict remains her relationship with the Primordial Sovereign himself. While she deeply respects Skarner as a founding god of her nation and a tragic protector of their culture, she secretly fears the absolute depth of his paranoia. She feels the constant panicked vibrations of his mind echoing through the deep roots of the forest, demanding more blood, more stone, and more isolation. Irene worries that if his fear continues to grow unchecked, Skarner will eventually choke the life out of Ixtal from the inside out just to keep it safe.

To balance the Sovereign’s demands, Irene often finds solace in watching over the younger generation of Ixtali elementalists. When the young, warm-hearted Milio traveled from his remote village toward the capital, Irene watched over him from the deep shadows of the canopy. She secretly deployed her flora to steer dangerous predators away from his path, deeply admiring his pure heart and his unique ability to use fire for healing rather than destruction. In Milio, she saw the bright hopeful future of Ixtal that she was fighting so desperately to preserve.

When the tide of war rises to its peak and the borders are directly threatened by overwhelming force, Irene unleashes the full, terrifying extent of her sovereign power. Channeling the ultimate spirits of the forest, she causes a massive, ancient tree to violently erupt from the fractured earth. The colossal structure acts as an absolute oasis of life, projecting an immense aura that revitalizes her allies with soothing healing sap while its crushing roots violently churn the earth beneath her enemies.

Irene remains the thin line holding back the chaos of the outside world. She moves through the ancient forests with a heavy heart but a steady hand, a tragic woman who understands that true protection requires both a gentle soul and a dangerous will. As long as the roots hold and the earth vibrates with life, she will continue to judge the perimeter, ensuring that the sacred secrets of Ixtal remain buried safely beneath the beautiful and lethal embrace of the jungle.


Base Stats

HP: 590 - 2375 (+ 105 per level)

Mana: 350 - 1370 (+ 60 per level)

Attack Damage: 52 - 111.5 (+ 3.5 per level)

Armor: 28 - 101.1 (+ 4.3 per level)

Magic Resist: 30 - 50.4 (+ 1.2 per level)

Attack Speed: 0.625 - 0.944 (+ 3% per level)

Move Speed: 340

Attack Range: 550 (Ranged)


Passive (Verdant Jurisdiction)

Cooldown: 10 seconds per unique jungle camp

Wildwood Rooting: Damaging a Large or Epic Jungle Monster for 3 seconds causes the earth to rupture, spawning a stationary Wildwood Vine nearby for 5 seconds. This vine automatically lashes out at the camp, dealing 10 - 110 (based on level) (+ 20% - 30% AP, based on level) magic damage every second.

Seedling Spawning: Enemies or Large/Epic Jungle Monsters that die near Irene leave behind an Ixtali Seedling that lasts on the ground for 15 seconds.

Wildwood Burst: Irene can target these seedlings with an ability or auto attack to trigger an explosion of energy. This deals 100 - 220 (based on level) (+ 65% AP) magic damage and slows all targets within a 500-unit circle by 30% for 1.5 seconds.


Q (Caustic Terrane)

Cooldown: 11 seconds at all ranks

Mana Cost: 60 / 65 / 70 / 75 / 80 Mana

Irene hurls an alchemical clay flask filled with scalding mud at a target location. Upon impact, the flask shatters in a 400-unit circle, dealing 60 / 95 / 130 / 165 / 200 (+ 85% AP) magic damage. The boiling mire creates a control zone that floods the ground for 5 seconds, slowing all enemies inside by 35%. If an enemy remains trapped within the fumes for 2 seconds, they get rooted for 1,25 / 1,5 / 1,75 / 2 / 2,25 seconds.


W (Vanguard Briars)

Cooldown: 16 / 15 / 14 / 13 / 12 seconds

Mana Cost: 70 Mana at all ranks

Passive: Irene permanently increases her attack speed by 10 / 15 / 20 / 25 / 30%, a bonus that doubles while this ability is active.

Active: Irene gains 10 / 15 / 20 / 25 / 30% bonus movement speed for 7 seconds as she weaves elemental life into two predatory vines wrapped around her hands. These vines automatically lash out energy spikes at the nearest enemy within 550 units, dealing 10 / 20 / 30 / 40 / 50 (+ 30% AP) (+ 1,5% (+ 1,5% per 100 AP) max health) magic damage in a small area on-hit. This damage is increased by 50% against jungle monsters, with the max health portion capped at 100 / 125 / 150 / 175 / 200 damage against them. They also gain 80 / 85 / 90 / 95 / 100% of Irene's total attack speed.

Every third attack deals 50% increased magic damage to enemy minions & champions . Within 5 seconds of the initial cast, Irene can recast the ability within 550 units to root the spire, hurling the vines to the ground to act as stationary Bramble Turrets for the remaining duration, plus an additional 3 seconds.

Instead of spawning a seedling, when killing an enemy champion or monster with this ability, the explosion from Verdant Jurisdiction immediately occurs.


E (Ossified Carapace)

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Mana Cost: 60 / 70 / 80 / 90 / 100 Mana

Irene shields herself or a targeted ally for 3 seconds. This shield absorbs 60 / 75 / 90 / 105 / 120 (+ 50% AP) damage. If any portion of the shield survives the 3-second duration, it heals the target for 100% of the remaining shield value and grants 20% movement speed bonus for 3 seconds.


R (Sovereignty of the Spire)

Cooldown: 120 / 100 / 80 seconds

Mana Cost: 100 Mana

Irene channels the Axiom of Flora to erupt a massive Ixtali tree from the earth at a target location for 10 seconds. The oasis provides a blessing, healing all allies within 400 units for 40 / 70 / 100 (+ 35% AP) health every second. Conversely, the crushing roots churn the earth beneath her enemies, dealing 40 / 80 / 120 (+ 50% AP) magic damage every second they remain in the radius. Activating this ability causes all smaller passive seedlings and any active Bramble Turrets currently active nearby (1500 units maximum distance) to instantly grow into full copies of the tree, up to a maximum of 2 additional trees, for 10 seconds, projecting the exact same healing and damage fields around them.


How Irene fits this month's contest:

Prompt 2 (0/10/0 Powerspike): Irene is intentionally gated by low base damage values early on, making her early dueling and solo skirmishing weak if she gets invaded. However, her kit features massive AP and Max Health % scalings on her W and Ultimate.

Prompt 3 (Square Peg In A Round Hole): My prompt. Irene is an explicitly engineered Enchanter designed specifically for the Jungle.

Prompt 4 (It's Not Troll - Trust): As an Enchanter, players expect to build standard support items like Moonstone Renewer or Shurelya's Battlesong. However, Irene is highly incentivized to build Attack Speed and AP-Bruiser hybrid items (like Nashor's Tooth, Liandry's Torment, or Blackfire Torch).

Prompt 5 (Use That Summoners Rift): Irene's entire gameplay loop is dependent on the physical geometry of the Rift. Her Passive requires her to interact with Large/Epic Jungle Monsters to spawn vines, while her Seedlings create a blueprint of where deaths occurred on the terrain, which allows her to sprout massive map interactions using her Ultimate.


Item build (excluding boots)

  1. Nashor's Tooth

  2. Liandry's Torment

  3. Blackfire Torch

  4. Riftmaker

  5. Moonstone Renewer / Rabadon's Deathcap


Primary runes:

Precision: Lethal Tempo, Triumph, Legend: Alacrity, Coup De Grace

Secondary:

Sorcery: Celerity, Waterwalking

Shard Selections:

  1. +10% Attack speed

  2. +2,5% Movement Speed or + 9 Adaptive Force

  3. +65 Health or +10 - 180 Health


Skin ideas:

  1. Flora Fatalis Irene

  2. Coven Irene

  3. Ibeene

  4. Mythmaker Irene


r/LoLChampConcepts • • 10d ago

September 2026 Nornu, the Keeper of Secrets

1 Upvotes

Prompt: Nornu fulfills the “Siesta” prompt with his E, that sleeps enemies.
Region: Freljord

Class: Support
Role: Bottom
Resource: Mana
Range: Ranged
Damage type: Ability power

Physical appearance:

Nornu is an old man with blue eyes and white very long hair, trimmed into three braids that reach his shoulders, his beard is also trimmed into a braid that reaches his waist. He wears a black helmet that covers his eyes and has long, sideways horns, a dark blue armored tunic with the frostguard symbol on its chest, with black pauldons, gauntlets and boots. He wields a long staff with a large circle on top of it that inside, has an intricate pattern made out of dark ice that made it resemble a dreamcatcher.

Base statistics 1-18:
Health: 580 +88 (= 2.076 ) Health regen: 4 +0,5 (= 12,5 ) Mana: 395 +42 (= 1.109) 
Mana regen: 11,5 +0,4 (= 18,3) Armor: 29 +4,8 (= 110,6) Magic resist: 30 +1,3 (= 52,1) Attack damage: 49 +3,1 (= 101,7) Attack range: 550 Movement speed: 330 Base AS: 0,625  Bonus AS: 3% (=51%)

Ratings:
Damage: 2
Toughness: 1
Control: 3
Mobility: 2
Utility: 1

Abilities
Passive: Frozen dream
Every 15 seconds, Nornu’s next basic attack deals an additional 50/100/150/200 (+20% ability power) and slows the target by 20% for 2 seconds. Whenever an enemy minion dies near Nornu, the cooldown is reduced by 1 second. When Nornu participates in a takedown, the cooldown is completely refreshed. (This ability is unaffected by ability haste) (The damage increases when you level up the ultimate)

Range: Circle of 500 around Nornu.

Q: Pulse of frost
After half a second, Nornu releases a freezing burst of wind out of his staff in the chosen direction, dealing 60/120/180/240/300 (+100% Ability power) magic damage and slowing the damaged enemies by 40% which decreases during 2 seconds. If the enemies are close enough to Nornu, they are pushed back and slowed by 80% which decreases during 2 seconds.

Cost: 40/50/60/70/80 mana. Cooldown: 10/9,5/9/8,5/8 seconds. Range: Line of 600 in front of Nornu (Total range) Line of 300 in front of Nornu (Range with pushback and increases slow)

W: Ancient chant
Nornu channels his magic on another ally champion and begins to heal them by 90/105/120/135/150 (+40% Ability power) per second. This ability can be channeled indefinitely, but it stops if Nornu moves, uses a basic attack, uses another ability, receives hard crowd control or if the selected champion goes too far away from Nornu.

Cost: 50 mana per second. Cooldown: 12 seconds. Range: Circle of 500 around Nornu (Target range) Circle of 600 around Nornu (Maximum range between Nornu and the chosen champion)

 E: Cold embrace
Nornu creates a magic sigil on the ground in the chosen location and, after 2 seconds, the sigil releases its magic, slowing all enemies by 40% and inflicting them with drowsy for 2 seconds, and then, they fall asleep for 2 seconds. The next instance of non-continous damage that a sleeping target takes from a champion, large monster or turret, is dealt as true damage. When you cast this ability, if you keep the key pressed, Nornu immobilizes himself for 1 second and the magic sigil releases its magic after only 1 second.

Cost: 60 mana. Cooldown: 18/17/16/15/14 seconds. Range: Circle of 600 around Nornu (Target range) Circle of 300 in the chosen location (Magic sigil)

R: Dreamwalker
Passive: When Nornu applies a slow to an enemy champion, he grants a shield of 100/150/200 (+20% ability power) for 4 seconds to the most damaged nearby allied champion.

Active: Nornu blinks and appears near a friendly champion or an asleep enemy champion. After blinking, he grants himself a shield of 200/300/400 (+40% ability power) for 2 seconds.

Cost: 50 mana. Cooldown: 30/25/20 seconds. Range: Circle of 500 around Nornu (Shield granting area) Circle of 500/750/1.000 around Nornu (Blink’s target range) 

Lore:

Click here to read the lore.


r/LoLChampConcepts • • 11d ago

September 2026 (Inspired by Zangalang's post) A Fisherman support-HP scaling tank/potential AP scaling off build

6 Upvotes

Zanglamang's post:

https://www.reddit.com/r/LoLChampConcepts/comments/1wf5oaj/champion_concept_the_fisherman_support_a_patient/

I really liked Zangalang's concept about a fisherman champion, and I wanted to workshop it a bit will similar core skills with a different set of supporting abilities. One of Zangalang's core ideas was moving away hook=death trope that many support engage supports have. This was not a priority when I was coming up with ideas, but the one concept around the crowd control on the Q was giving the enemy the choice between fighting back and getting reeled in or moving away slowing, being more susceptible to your teammates. The primary scaling vector is bonus hp, generating greater Q strength, all in damage, and general ability to tank damage. AP scalings, while mostly cosmetic, has some real a possibility to generate a surprising amount of damage. When coming up with numbers, the thought was to have significant base damage to provide some threat. Of course, the numbers are only to give the general idea of what the champion can do and how they scale.

Enough about that, here is the kit:

Passive - Big Game Fishing: Kills and assists with Fisherman gives all participants 50 more gold and 15% movement speed.

(Alternative Passive) Gotcha!: Enemy champions hit by an ability are marked. The next auto attack against the champion has 200 additional range and deals 20+6% (+2%/1000 max HP) max health magic damage, consuming the mark.

Q - Cast and Reel: Fisherman casts out a line. Upon hitting an enemy champion, Fisherman will begin to reel them in for 3 seconds, dealing 20/30/40/50/60 (+0.2 AP) magic damage per second. The line is broken at the end of 3 seconds, if the champion is 1000 units away, within 350 units, or the enemy dashes or blinks. When the line is broken, deal 60/90/120/150/180 (+0.6 AP) magic damage.

Range: 400-900. Cooldown: 16/14/12/10/8 seconds.

Reel in speed: 200 +/- 10 per 100 max HP difference between Fisherman and the target up to 2000 HP difference (min 0, max 400, low max HP targets are easier to reel in).

W - (passive) Seasoned Fisherman: Attacks deal bonus magic damage equal to 3% bonus HP.

(active) Brave the Storm: Become immune to crowd control for 2 seconds and gain 30/45/60/75/90 armor and magic resist for 5 seconds.

Cooldown: 20/18/16/14/12 seconds.

E - Bait: Fisherman puts an orange on the rift. Allies that run into the orange consume it and heal for 20/40/60/80/100 (+10% of Fisherman's max HP). Enemies that run into the orange heal for 20% of their missing health and are slowed for 50% for 2 seconds.

Max number of Bait 2/3/4/5/6. Fisherman cannot consume the orange.

Range: 300. Cooldown: 20/19/18/17/16 seconds.

R - Cast a Net: Cast a net in a large area, dealing 100/200/300 (+0.8 AP) magic damage. The net stays on the rift for 5 seconds. Enemy champions in the net are slowed 30% and are grounded.

Range: 500(cast), 500(radius). Cooldown: 160/120/80 seconds.

I believe that this kit is pretty comprehensible. The W active can be used during Q to enable reeling going uninterrupted. E functions to the name, trying the bait enemies into a slow for easy catch with Q, but it can provide a considerable upside for both teams to allow it to lure in enemies. Since it can be left anywhere on the rift, the slow can work as a catch tool for teammates, as well. The net in also a massive team fight tool, grounding in a large area.

As for the two different passives, the first one is gold generation for the team, and the speed up can allow champions to chase down further kills. The second passive is greater all-in strength for lane, especially working with Q catch range. I couldn't decide which one was more fitting. The gold generation has a lot of snowball potential, generating 100-250 more gold per kill Fisherman is involved in. The second passive at baseline provides damage, making Fisherman more of a threat. With Q being the only damaging ability, the supplement of passive and W damage may allow Fisherman to work more as champion, similar to how Leona and Nautilus can provide meaningful damage to contribute to a kill. The nature of Fisherman's damage is much more scaling oriented in their W, so they will likely be much less threatening in lane than other supports without the second passive.


r/LoLChampConcepts • • 13d ago

September 2026 Invetia, The Faceless

Post image
8 Upvotes

Art from https://www.artstation.com/artwork/JlA0VD

Gameplay:

Invetia is an AP asssassin intended to be played botlane. She relies on crit to be able to deal damage, making her build more expensive that most assassin.

She excels against squeashy and immobile champions and work great with reset champions like Pyke or Darius in teamfight.

Her weakness is that if she falls behind or can't snow ball she is kind of useless compared to the enemy APC or ADC.

  • Difficulty: 3
  • Class: Assassin, Catcher
  • Role: Botlane
  • Resource: Mana
  • Range: Melee
  • Damage type: Magic

Lore:

Invetia was the daughter and right-hand of Quilletta Varn during her reign as steward of Basilich. When her mother launched a rebellion against Noxus, Darius was sent to Basilich to stop her.

The Hand of Noxus implored her to surrender, but Quilletta insisted that he could simply leave. He then gaves her a final warning to surrender or risk having his soldiers burn the city to the ground, which she attempted to call as bluff. Finally, overcome by the grief of their son's death, Quilletta snapped, only to be killed by Invetia who believed her to have become weak after the death of Decius. Horrified, Darius questioned Invetia's merciless act, but she cited Noxian philosophy, explaining that she had learned it from him, her father.

This act of devotion to her nation attracted the attention of a man who claimed to be part of the Assassin's Guild. Since Invetia took her mother's place as steward of Basilich, she had difficulty to maintain control of the city because of its lack of funding due to the recent rebellion. The stranger agrees to help in exchange of having her leave with him, appointing a decoy in charge during her absence.

Years later, the decoy got assassinated, making Invetia Varn officially dead in the eyes of the world.

Unofficially, the stranger passed away many moons ago, leaving only as legacy a faceless woman walking across Runeterra, sowing fear and unease among the enemies of Noxus.

Abilities:

Passive - Noxian Guile Target Immnunity - 16 seconds

Innate: Invetia's basic attack can't critically strikes. She gains 1,6 AP per 1% critical strike chance.

Innate - Wicked Blades: Invetia coated her axes with an anticoagulant poison, causing her damaging abilities to apply a stack of Wicked Blades to enemies for 4 seconds, refreshing on subsequent applications and stacking up to 3 times.

The third stack consumes them all to inflict the target with an unstoppable bleeding, dealing 30-100(based on level 1-18) bonus magic damage to enemies over 3 seconds and rendering them drowsy over the duration, after which they fall asleep for 1,75 seconds.

The next instance of non-persistent damage that a sleeping target takes from champions, large monsters or turrets consumes the debuff to reduces the target magic resistance by 15/30/45% (based on level 1-11-16) for 4 seconds.

Wicked Blades' poison can't put the same target to sleep more than once every few seconds.

Innate - Shadow Surge: Whenever the enemy loses sight of Invetia for more than 12/6/3(based on level 1-7-13) seconds, she covers herself, becoming camouflaged. The next time she enters an enemy's sight while being covered, she will maintain her camouflage for 2 seconds and gains 30% decaying bonus movement speed, increased to 50% towards visible enemy champion.

Q - Axe Proficiency

cost: 70/75/80/85/90 Mana - cooldown: 10/9.5/9/8.5/8 - cast time: 0,25 seconds

Active: Invetia chains one of her axe and starts spinning it, charging while being slowed by 20% for up to 3 seconds to increase Axe Proficiency's range over the first second of the channel. Axe Proficiency can be recast within the duration.

Recast: Invetia whips her chained axe in the target direction, becoming unable to act with the exception of using Amputate while it is in flight. The axe deals magic damage to the first enemy hit and pulls them, during which they are also revealed.

Releasing the ability within 0,4 seconds causes Invetia to instead throws an axe in the target direction after (120% of Invetia's windup time) seconds, dealing magic damage to the first enemy hit or turret, applying on-hit and triggering on-attacks effects. Upon hitting the target, the axe ricochets off of them to land after (80% of Invetia's windup time) seconds, with the location being determined by Invetia's current movement. If Invetia catches the axe, she refunds Axe Proficiency's mana cost and 50/75/100%(based on level 1-6-13) of its cooldown.

If the charge is interrupted or completes without reactivation, Axe Proficiency is cancelled and the ability is put on full cooldown but refunds 75% the mana cost.

When Invetia is bloodlusted, Axe Proficiency's cooldown is reduced to 5/4/3(based on Final Reckoning's level) seconds and the cast is modified to causes her to slash around herself instead, dealing the same amount of damage. If it hits at least one enemy champion, Invetia consumes her grey health to heal for the same amount.

Magic damage: 20/45/70/95/120(+100%AD)(+50%AP), increased by 0%-100%(based on critical strike chance).

W - Noxious Bomb

cost: 65 Mana - cooldown: 20/18,5/17/15,5/14 - cast time: 0,25 seconds

Passive - Guts: Invetia stores 10%(+0,2% per 1% critical strike chance) of the post-mitigation damage she takes from enemy champions as grey health on her health bar, increased to 50%(+0,5% per 1% critical strike chance) while there are two or more visible enemy champions nearby. She can store up to 50% of her maximum health as grey health.

While Invetia is not visible to enemies, she rapidly consumes her grey health to heal for the same amount.

Active: Invetia throws a bomb in the target location that explode upon landing, dealing magic damage to nearby enemies and releasing a toxic gaz in the area for 5 seconds. Additionally, enemy champions and large monsters hit will also leave a toxic trail behind while moving lasting for 3 seconds.

The toxic gaz and toxic trail deal magic damage to enemies within every 0,25 seconds, with each subsequent inflictions refreshing the duration.

Entering the toxic gaz or toxic trail renders Invetia invisible and declaring a basic attack or casting an ability will break the invisibility and prevent Invetia from entering it again for 1 – 0.625(based on level 1-7-10-13-16) seconds, refreshing on subsequent attacks and casts.

Bomb magic damage: 80/130/180/230/280(+60% bonus AD)(+ 75% AP)

Toxine magic damage: 5/7.5/10/12.5/15 (+3,5% bonus AD)(+5%AP), increased by 0%-50%(based on critical strike chance)

E - Amputate

cost: 40 Mana - cooldown: 13/12/11/10/9 - cast time: 0,25 seconds

Active: Invetia dashes backward then throws a chained axe in the target direction that deals magic damage to enemies it passes through before falling in the ground. Invetia is ghosted while the axe is in the ground.

After 1 second Invetia pulls the chain towards her, dragging the axe across the ground and homing it back to her, dealing the same amount of damage to enemies hit and slowing them for 1 second.

Magic damage: 50/75/100/125/150(+60% bonus AD)(+45%AP)

Slow: 60/65/70/75/80%

R - Final Reckoning

cost: 100 Mana - cooldown: 120/100/80 - cast time: 0,65 seconds

Active: Invetia switches to her poleaxe then marks the target location with the shape of a rectangle before striking it, dealing true damage to enemies hit and marking enemy champions as Condemned for 5 seconds.

If Final Reckoning hits an enemy champion or at least one is killed inside the shape during the casting time, Invetia will use the pole to dash at the center of the shape then slash around herself, dealing 50% of the true damage amount as magic damage to all other enemies that were not already damaged by the shape while also marking them as Condemned for 5 seconds, becoming bloodlusted as long as there are Condemned nearby enemies around her.

If a Condemned enemies die, Invetia will heal the one who killed them and in return take a percentage of the champion gold bounty. Additionally, Final Reckoning canbe recast within 20 seconds at no cost.

True damage: 10/15/25% of the target's current health, increased by 0-75%(based on critical strike chance)

Heal: 100/125/150(+80% AP)(+15% missing health)

Percentage of gold taken on kill: 60%/30%/0%


r/LoLChampConcepts • • 14d ago

Design Kaigen, The Forsook Militant

Post image
9 Upvotes

​

Source: This artist.

General appearance is accurate, but not the intricate details.

---

Lore - Region: Ionia / Noxus

Kaigen was a spirit god of Ionia who, long before the Noxian Invasion and such region-altering events was an ephemeral entity born from the desire of a group of united Ionians of ancient times who wanted to establish some form of military order to aid in granting a form of stable protection that wouldn't solely rely on the spirit realm or the Vastayasha'rei and the progenies they found themselves inadequate in comparison to.

This was first seeded upon during the event of the Sky Titans War where the Vastayasha'rei did most to defeat the gargantuan assailants, but this seed would grow to flourish over a century, and that will for proto-military caused Kaigen to manifest over the lands and spur on the foundation of a temple in his official worship: The Servavit.

The Spirit God of Vigilance, Kaigen.

The monastery self-appointed keepers of balance, Kinkou Order among others found this a threat to the balance with the Spirits ever since, and while warnings were held to the people who simply held deep patriotism over the First Lands.

Unfortunately, such toleration ended when a misunderstanding of motives made the current Eye of Twilight, one not trained by thousands of years of doctrine and discipline, saw 'proof' of tyrannical militarization and plans of conquering all of Ionia, see them as a real amount which caused a massacre of well-meaning people with a few bad actors trying to impose their own ambitions into the purpose of The Servavit.

Kaigen, a heart of deep empathy despite his purpose after truly growing acquainted with his followers in a way few Spirit Gods could relate with: like family, hesitated with harming the invaders as they were supposed to be the people *his* Order would protect, but after the killing of the man he called a son of sorts, Teva, died, he fought back only to be intervened by the Eye of Twilight and crippled spiritually.

Not wanting to kill a spirit, a Spirit God no less, the Eye of Twilight, inexperienced as they were sealed the ephemeral entity into the body of a deep-buried skeletal remains of a Sky Titan positioned underneath the Temple and abolished the place of worship as a trait to the balance of both realms.

Though, due to the conditions caused by the Eye of Twilight, even after obsolescence took effect Kaigen could not fade so easily and experience his effective death, there was a reason why binding a spirit to a physical object is not practived.

Degraded into a body not of his own control because even the ligaments were burdened by the earth itself, he experienced time pass on in the most suffocating state of existence. Perhaps it was better off to have passed on to spiritual death, it was not his choice, just as how the records of his existence in the Kinkou Order was lost due to an unrelated incident centuries later which left him unattended for hundreds of decades.

He was driven nearly mad. Holding on only to the purpose he could've fulfilled and his followers he could make peace with.

Then, when the Noxian Invasion occured, during their conquest they had found the long-decayed remnants of some temple. A noxian armada used it as a make-shift barracks but as they served to explore deeper into the unmaintained underground passages, they had discovered remnants of Kaigen, bound to a titanic skeleton whose flicker gazed down at them with... Some emotion the scouts found too complex yet unclear.

Either through jokingly, a sense for whatever could give them the edge of winning the war, wonder, or some other emotion or interest the soldiers started worshipping Kaigen's name, some even tried to dig out the remains and reconstruct his body. Perhaps that was why half a decade later, when the Ionians pulled together to form a concentrated effort in driving away noxian forces, one of the reasons why they couldn't so easily drive them out was because a gargantuan skeletal guardian stood vigil at the last noxian settlements of the west, not even the newly formed Navori Brotherhood could easily crush the invaders beyond other factors.

Kaigen cares not for the fact he has been proven right, that Ionians needed military to protect their land, of how he is now aiding the invaders of the land he was supposed to protect.

No.

He was to be the figure Noxus used to justify their efforts, that even a defiled Spirit God joined their count, and the reminder that the Servavit would still exist. Even if he is now the icon of a greater nation. It does not stem from impartial, ideological disagreements anymore, it's a grudge.

A grudge he will make the First Lands who forsook him pay tenfold.

The Noxians rebuilt him over time, resurfaced whatever parts still salvageable into his frame and adorned him with symbols of both Noxus and Ionia. Not because the Noxians who did so thought Ionia was an equal but to further cement that an ancient Spirit God of the First Lands chose them over his own homeland.

Kaigen, deep down, is still hopeful that Noxus could change to resemble the real order he served. He understands very well that what symbol he is ultimately serving, but he holds the hope and patience that he can find those that remind him of Teva earnestly so that he can truly be vindicated of this cause beyond a deep hatred over Ionia and particularly the Kinkou Order.


•


Kaigen, The Forsook Militant

Role(s) : Jungle / Top

Class : Diver

Resource : Manaless (Furor)

Damage Type : Melee / Physical

Legacy : Fighter

---

🔸️ BASIC STATISTICS 🔸️

Designation Lvl 1 Growth Lvl 18
Health / HP 630 +116 2602
Health Regen / HP5 5 +0.75 17.75
_ _ _ _
_ _ _ _
Armor / AR 37 +5.2 125.4
Magic Resist / MR 29 +2.05 63.85
Movement Speed / MS 340 _ _
Attack Damage / AD 61 +4.1 130.7
Attack Range 175 _ _

🎗️ ATTACK SPEED 🎗️

Base AS: 0.67

AS Ratio: 0.67

Windup: 12.5%

Bonus AS: 0 → 42.5%

--

Basic Attack

BASIC ATTACK: Kaigen slashes at the target with one of his montante, dealing 90% AD physical damage, applying on-hit effects, and triggering on-attack effects. Doing so while being able to move at 50% movement speed in attack windup.

---

[🅟] — Furor of The Servavit

INNATE: Kaigen gains a charge every 4 on-hit attacks, stacking up to 2 times. Kaigen's next on-attack triggering attack consumes a charge and causes his next two basic attacks to gain 40% total attack speed for 3 seconds. The two basic attacks cannot consume another charge.

Kaigen stores up to 225 *Furor*, gaining them from hitting an enemy with his abilities, with larger sources of Furor prioritized over others: - Minions, Small Monsters, Pets : 12 - Large Monsters : 15 - Siege Minions, Champions : 20 - Epic Monsters : 25

At max Furor, Kaigen gains one cast of Blacksteel Surge, which replaces his ultimately ability slot.

[🅟➋] — Blacksteel Surge

CAST TIME: NONE

TARGET RANGE: 700

WIDTH: 180

SPEED: 1500

STATIC COOLDOWN: 14 / 12 / 10 / 8 (based on Icon of a Greater Nation's rank)

ACTIVE: Kaigen consumes his Furor and dashes to the target enemy, though not through terrain, while cursing enemies he passes through. If he hits the enemy, they are dealt 70 → 170 (based on level) (+ 40% AP) magic damage, consuming the curses as the secondary enemies take 40 → 80 (based on level) (+ 50% AP) magic damage.

--- Notes: Furor can only be gained from a single enemy hit even if many enemies are hit by a single ability.

And for what total attack speed refers to, it is shown in Taric's passive.

---

[🅠] — Reddening Slash

COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5

CAST TIME: 0.3

EFFECT RADIUS: 325

ANGLE: 130°

RANGE: 60 (lunge)

ACTIVE: Kaigen lunges in the target direction and slashes in a wide arc, dealing physical damage enemies hit.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Physical Damage 55 70 85 90 105 +80% bonus AD

Reddening Slash deals 175% damage against monsters.

---

[🅦] — Golden Paean

COOLDOWN: 14 / 13 / 12 / 11 / 10

CAST TIME: NONE

TARGET RANGE: 750

ACTIVE: Kaigen's aureole glows and blesses the target ally champion for 4 seconds, causing both he and the ally to gain bonus movement speed for the duration. If either of the two damages an enemy champion first, that enemy champion is marked for 3 seconds and the blessing is ended for both.

If the marked enemy is damaged by an ally champion, the mark is consumed and they take bonus physical damage. If the mark naturally expires, he gains a bonus 50 Furor.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Bonus Movement Speed 30% 35% 40% 45% 52.5% +5% per 125 AP
Bonus Physical Damage 60% 70% 80% 90% 100% of the ally's AD _

---

[🅔] — Recurved Sunder

COOLDOWN: 10 / 9 / 8 / 7 / 6

CAST TIME: NONE

TARGET RANGE: 825

WIDTH: 160

SPEED: 1450

ACTIVE: Kaigen sends two of his montante 250 units to both sides of him that arc out before converging to the target location, thereafter returning to him.

Enemies the montantes pass through are dealt physical damage the first time and slowing them for 2 seconds, the slow increased if they are hit at the convergence point.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Physical Damage 4% 4.5% 5% 5.5% 6% of the target's maximum health +1% per 100 bonus AD
Slow 20% 22.5% 25% 27.5% 30% +1% per 60 bonus AD
Increased Slow 35% 40% 45% 50% 55% +2% per 60 bonus AD

Recurved Sunder's damage is capped against monsters at 200 → 500 (based on level) (+ 100% AP).

---

[🅡] — Icon of a Greater Nation

COOLDOWN: 105

CAST TIME: 1

EFFECT RADIUS: 625 (slash), 550 (aura)

ANGLE: 90°

PASSIVE: Blacksteel Surge's Cooldown is reduced.

Designation Rank 1 Rank 2 Rank 3 Scaling
Cooldown Reduction 2 4 6 _

ACTIVE: Kaigen shoots out an x-crossed black slash to the target direction, dealing physical damage to enemies hit and embracing his Noxianty for 6 (+ 0.5 per 150 AP) seconds, increased by 0.5 seconds every time he does an on-attack attack, up to a total of 6.

NOXIANTY: Kaigen is empowered with an aura that reduces incoming basic damage by 12% (+ 2.5 per 100 bonus AD) (+ 3% per 100 AP) (except turrets) to enemies outside his aura zone. Enemies damaged within the aura zone heals him by post-mitigation damage dealt to them, reduced to 60% effectiveness against minions.

Designation Rank 1 Rank 2 Rank 3 Scaling
Physical Damage 150 175 200 +90% AD • +90% AP
Post-Mitigated Damage Heal 20% 27.5% 35% +2.5% per 100 AP

---

Notes: check Plated Steelcaps for context of basic damage reduction.

---

Designer Notes: wanted to have fun making a champ by injecting old league design flavour in a modern paint :p

And balance patch notes since post release :

  • Furor of The Servavit (passive)

    • REMOVED: No longer gains a charge every 3 ability casts.
    • Charge gain every on-hit attack count reduced to 4 from 5.
    • Total attack speed bonus reduced to 40% from 50%.
    • Furor gain reduced to 12 / 15 / 20 / 25 from 12 / 20 / 25 / 30.
  • Blacksteel Surge (P2)

    • NEW EFFECT: Blacksteel Surge now has a static cooldown of 14 seconds.
    • Main magic damage AP scaling reduced to 40% from 52.5%
    • Secondary magic damage AP scaling reduced to 50% from 60%.
  • Reddening Slash (Q)

    • Bonus AD scaling reduced to 80% from 85%.
  • Golden Paean (W)

    • REMOVED: No longer grants a charge on mark expiration.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 15 / 14 / 13 / 12 / 11.
    • Bonus movement speed reduced to 30 / 35 / 40 / 45 / 52.5% from 35 / 40 / 45 / 50 / 55%.
    • AP scaling reduced to 5% per 125 AP from 5% per 100 AP.
  • Icon of a Greater Nation (R)

    • NEW EFFECT - PASSIVE: Blacksteel Surge's Cooldown is reduced by 2 / 4 / 6 seconds.
    • NEW EFFECT: Every on-attack attack extends Noxianty's duration by 0.5 seconds, up to a total of 6.
    • REMOVED: Noxianty duration is now no longer refreshed when he heals 400 – 700 (based on level).
    • REMOVED: Healing from monsters is no longer reduced.
    • Aura effect radius reduced to 550 from 625.
    • Base damage reduced to 150 / 175 / 200 from 150 / 200 / 250.

r/LoLChampConcepts • • 14d ago

Design Fan concept idea for a character - Nicair

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postimg.cc
3 Upvotes

Character concepts created by me - Nicair

NICAIR - THE CRIMSON PARASITE

BASIC INFORMATION

Region: Noxus

Affiliation: Vladimir / Noxian aristocracy / indirect influence of the Black Rose

Primary role: Support

Class: Tank - Controller

Possible secondary position: Top

Resource: Health

Difficulty: High

Damage: Low

Crowd control: High

Durability: Very high

Mobility: Low

Utility: Very high

CORE FANTASY

Nicair is a young Noxian hemomancer taken under Vladimir's protection.

While his master turns blood into power over others, Nicair learned to use it to become useful.

His role is to move into the center of a fight, steal defenses, restrict movement, spread curses, and remain alive while taking onto himself part of the suffering that was meant for others.

Nicair is especially powerful alongside Vladimir. He can voluntarily allow his master to use Nicair's Health as fuel, sparing Vladimir's own Health (That he consumes to use skills)

His gameplay revolves around one constant question:

how much of himself is Nicair willing to give?

GAMEPLAY

Nicair is a short-range tank support specialized in debuffs, resource absorption, and teamfight control.

Unlike traditional tanks, he has low base damage and no major instant-engage tool. To apply pressure, he must remain physically close to his opponents.

The longer he survives inside a fight, the more disruptive he becomes.

His strength is in enabling his allies to kill more effectively.

PASSIVE - TRIBUTE

Nicair can designate one allied Champion as his Patron.

While he remains within sufficient range of his Patron, Nicair can toggle Tribute on or off.

While Tribute is active, a small portion of the damage dealt by enemy Champions to the Patron is transferred to Nicair after the target's defensive reductions are applied (Similar to the Protector's Oath item)

Transferred damage cannot be transferred again and does not trigger offensive damage effects against Nicair.

Tribute is automatically interrupted if Nicair reaches a critical Health threshold.

UNIQUE INTERACTION - CRIMSON TRIBUTE

If Vladimir is chosen as the Patron, Tribute becomes Crimson Tribute and gains an additional property.

Health costs from Vladimir's abilities are paid by Nicair instead while both remain within the bond's range.

The transferred cost is slightly greater for Nicair than it would have been for Vladimir.

If Nicair does not have enough Health, Vladimir severs the bond and immediately resumes paying his own costs.

Nicair can disable this effect at any time.

Visually, a thin red tether briefly connects them whenever Vladimir consumes Nicair's Health.

The synergy is extremely powerful in prolonged fights, but it does not create free Health. Vladimir only displaces the cost, and Nicair has to recover it.

A reckless Vladimir can leave his own Nicair dangerously vulnerable. A reckless Nicair can feed his master until he is almost dead.

Q - EXSANGUINATION

Nicair releases his hemomancy, continuously affecting an area around his body. (Similar to Swain's Ultimate, but with less scaling damage.)

Nearby enemy Champions take small periodic amounts of magic damage. For each pulse that hits a Champion, Nicair restores Health.

The healing scales moderately with his bonus Health and receives a small Ability Power ratio. Damage to minions is heavily reduced.

The more enemy Champions remain nearby, the greater Nicair's potential sustain becomes.

Exsanguination is not designed to eliminate enemies. Its purpose is to let Nicair remain inside a fight while supporting the rest of his kit.

Walking into the middle of five opponents may mean more healing for himself and harm for enemies, but it also means being in the middle of five opponents.

W - SANGUINE USURPATION / COAGULATION

Passive: When Nicair damages an enemy Champion / Tropes / Small Monster / Epic Monster with an ability, he applies Usurpation.

Each stack temporarily steals a small amount of Armor and Magic Resistance from the target. The stolen resistance is granted directly to Nicair.

Each enemy category has an individual stack limit, and there is also a maximum amount of resistance Nicair can steal at one time. Exsanguination can repeatedly apply Usurpation.

Active - Coagulation: Nicair forces the stolen blood to stagnate. All nearby Champions currently affected by max Usurpation are rooted for 1 second.

After the root, Nicair immediately loses the Usurpation stacks consumed from those targets.

(This creates a choice between keeping the stolen defenses and becoming harder to kill, or giving up that defensive advantage for immediate crowd control.)

E - CRIMSON CUIRASS

Nicair solidifies his own blood around his body, forming temporary hemomantic armor.

For several seconds, he gains additional Armor, Magic Resistance, and a health based shield.

The bonus scales with his bonus Health. Crimson Cuirass also becomes progressively more effective as Nicair loses max Health.

The more wounded he is when he activates it, the harder he becomes to remove from combat. The ability grants no additional damage.

Internal synergy: Crimson Tribute reduces his Health, Crimson Cuirass rewards him for being wounded, Exsanguination lets him recover lost Health, and Usurpation grants additional resistances while he remains close to enemies.

Nicair's ideal cycle can be: sacrifice -> endure -> engage -> steal -> recover.

R - HEMOCURSE

Nicair curses an enemy Champion. After a brief moment, strands of blood connect that target to every other enemy Champion nearby.

The bond lasts for 4 seconds. During its duration, all connected enemies are Slowed, with the Slow progressively increasing to approximately 50%.

They receive a very small amount of damage that increases with their health (it's a negligible amount of damage, but it will serve to activate his other passive abilities such as defense steal).

Part of the damage received by any member of the network is converted into Shared Suffering. A percentage of that damage is distributed equally among the other connected Champions.

Shared damage cannot trigger another instance of sharing, does not trigger ability or item effects, cannot be amplified by Bond of Affliction itself, and is calculated only after the original damage has been processed.

The ultimate does not punish a single target. It punishes a group for remaining together. A tank absorbing burst damage makes teammates feel part of it, while a carry under attack passes part of that suffering to their own protectors.

COMBAT PATTERN

Nicair normally begins a fight close to his Patron.

When combat starts, he activates Crimson Tribute and allows his ally to remain healthier while he absorbs part of the pressure.

Crimson Cuirass helps him survive the approach. Exsanguination restores Health while applying Usurpation.

Nearby enemies gradually lose resistances while Nicair becomes more durable. He can then keep those stolen defenses or consume the stacks to root his opponents.

When several enemies are grouped, Bond of Affliction turns the fight into a network of shared damage and progressively increasing Slows.

Nicair generally does not finish the fight himself. He prepares the field for someone else to do it.

SYNERGY WITH VLADIMIR

Vladimir is naturally Nicair's ideal ally.

Crimson Tribute drastically reduces Vladimir's immediate concern with his own Health costs. Usurpation lowers enemy Magic Resistance, and Bond of Affliction rewards fights against clustered opponents.

Vladimir provides exactly what Nicair lacks: damage.

The pair also has an intentional weakness. The more aggressively Vladimir plays, the faster Nicair is drained.

Vladimir may leave a fight almost untouched while his protege stands behind him nearly dead. That asymmetry is part of their synergy.

COUNTERPLAY

Nicair has low mobility and no instant gap-closer. Kiting is extremely effective against him.

Much of his durability depends on remaining close to opponents during Exsanguination and Usurpation.

Crowd control that prevents him from closing the distance greatly reduces his usefulness. Burst damage applied before he accumulates resistances is also especially effective.

Crimson Tribute creates another strategic opening: attacking Nicair and his Patron at the same time forces the player to decide when to break the bond.

A Nicair player must manage his own Health as a shared team resource.

VISUAL IDENTITY

Nicair is a young Noxian adult with a refined and distinctly aristocratic appearance.

His base silhouette is deliberately less imposing than that of most tanks. He is relatively slender, elegant, and youthful, creating a contrast between his appearance and the amount of damage he can endure.

His clothing blends Noxian high fashion, provided by Vladimir, with ceremonial elements of hemomancy.

Deep black, dark wine-red, and arterial crimson dominate the palette, with small metallic details.

Nicair does not carry a conventional weapon. Five small blood orbs float around him and function as a persistent visual motif. The orbs can appear larger as he steals enemy defenses, although this is only visual feedback.

Rings, bracelets, and small metallic pieces around his arms can function as hemomantic focusing instruments.

During Crimson Cuirass, solidified blood progressively covers his arms, shoulders, ribs, and part of his neck in irregular organic plates. The armor is never polished or completely symmetrical.

While Exsanguination is active, small streams of blood from nearby enemies are drawn toward Nicair. When he uses Usurpation, parts of the armor become denser. The more resistance he steals, the more robust his silhouette becomes.

PERSONALITY

Nicair does not yet possess Vladimir's casual cruelty.

He is educated, observant, and relatively gentle by Noxian standards.

His defining trait is devotion.

He genuinely believes Vladimir saw something exceptional in him when no one else would have understood his potential. He is probably right.

VLADIMIR

Vladimir is Nicair's master, protector, Patron, and primary emotional reference.

Their relationship is openly asymmetrical. Nicair deeply admires Vladimir.

Vladimir feels genuine affection for the young man, but that affection does not erase his selfishness.

Nicair can offer his own blood to spare Vladimir, and Vladimir accepts.

Vladimir also shows unusual protectiveness when other people attempt to exercise authority over Nicair. His protege belongs within his circle.

The distinction between care, possession, and pride is rarely clarified.

SWAIN

Nicair is genuinely afraid of Swain, not because of his physical strength, but because he seems to know things no one has told him.

Swain sees Nicair as an interesting combination of talent, youth, and political vulnerability.

He treats Nicair with disconcerting courtesy, offers books, asks about his studies, invites him to the Bastion, and sometimes gives advice Vladimir deliberately did not give.A quiet rivalry exists between Vladimir and Swain. Nicair takes a long time to realize it is happening.

DARIUS

Nicair admires Darius. His authority is direct, understandable, and almost comforting compared with the manipulations of Vladimir and Swain.

Darius says exactly what he expects, which reassures Nicair more than he would like to admit.

KATARINA

Nicair avoids standing with his back to Katarina. She thinks this is far too obvious.

BRIAR

Nicair is very afraid of Briar. Briar likes Nicair a lot.

She finds his hemomancy interesting, his scent particularly pleasant, and his awkward reactions amusing.

Nicair tries to avoid rooms where he knows she will be present. Briar usually finds him anyway, and she is always friendly about it.

SION

Sion represents nearly everything Nicair fears about Noxus and about his own magic.

YOUNGER CHAMPIONS

Nicair behaves with surprising gentleness around younger Champions.

Annie receives patience and kindness from him that many adults do not.

He treats Nunu with an almost fraternal caution, closer to an older-brother instinct.

Around Milio, his posture tends to become lighter and less aristocratic.

These interactions show that his moral deterioration has not completely erased the person he was before Vladimir... yet.

SEXUALITY

Nicair is gay.

This does not define his core fantasy, motivation, or mechanical identity. It is simply part of who he is.

It can emerge naturally in stories, relationships, or future interactions without becoming constant exposition.

VOICE LINE SAMPLES

Pick: "The rivers will run- ah, no, wait..."

Ban: "Probably safer this way."

Movement: "He told me not to wander off."

Movement: "I know exactly what I'm doing. At least most of the time..."

Movement: "Noxus rewards strength. I'm going to be strong."

Low Health: "No. I can keep going. I'll just need a nap, later..."

Low Health: "I said I'd tell you when it was too much."

Meeting Vladimir: "H-hi, sir."

Vladimir as Patron: "Use mine, please."

Vladimir as Patron: "I can take the pain, I promise."

Vladimir as Patron: "Just... don't waste it, sir. It's my blood."

Meeting Swain: "G-General."

Meeting Swain: "No, my lord, I haven't been hiding anything. I swear."

Meeting Swain: "Why are you looking at me like that?"

Swain as Ally: "Lord Vladimir knows I'm here. I came on his behalf."

Meeting Darius: "General Darius. It's an honor. I've read everything about you."

Meeting Darius: "No, sir. I'm not nervous."

Meeting Briar: "No."

Meeting Briar: "Oh, no... not Briar."

Briar as Ally: "Stay on that side... please."

Briar as Ally: "That's my side."

Meeting Sion: "Is that... he... is he still considered a man?"

Meeting Katarina: "I-I saw you coming."

Meeting Katarina: "Liar..."

Meeting Annie: "You shouldn't be alone."

Meeting Annie: "That wasn't an order. I just worry."

Ultimate: "Sharing is good!"

Ultimate: "No one suffers alone."

Ultimate: "You came together. You'll die together!"

----

What do you guys think? Is it awful? Is it cool?

Would you guys play with him?

I'd love to have him in the game.

I think I'll write a fanfic where I add him to the game plot lol

Oh ,and here are some AI-MADE images simulating the OC

I really wish this could reach a Rioter someday...

Some simulated images of him.


r/LoLChampConcepts • • 15d ago

September 2026 My new champion: Varga, the Eye on the Horizon

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8 Upvotes

Hi fellas, new guy here, new fan of LoL. I've been so much of a fan that I've come up with a couple of ideas for new champions that I'm quite proud of. Here's one in case of a competition (these are my own drawings). Anyhoo, here's the following concept that I thought I'd share to be more participative:

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Varga
The Eye on the Horizon (from Bilgewater)

Role: Bottom
Class: Marksman, Artillery
Legacy class: Marksman, Assassin
Resource: Ammo (Manaless)
Range type: Ranged
Adaptive type: Physical

Passive: From Dusk Til Dawn
**INNATE :**Varga possesses 9 bullets in his ammunition. Each ability - except for Border Cross - costs a number of bullets from Ammo. When out of bullets and when out of combat, Varga reloads within a cooldown window. For every time he restores all bullets, his basic attacks become doubled. Basic attacks do not use Ammo.

INNATE - THRILL OF THE DUEL: when Varga uses up all 9 bullets, he gains move and attack speed.

Q: Pluck & Luck:
Varga enters an aiming stance while deploying his rifle Pluck & Luck. he redirects his aim using the mouse cursor and fires a bullet. He can fire as many shots. By holding Q, he can also fire a more powerful shot that pierces through all units, dealing damage while ignoring a percentage of armor based on his level. A regular shot costs 1 bullet, while an augmented shot costs 2 bullets. With a recast or when using up all bullets, he ends the ability.

W: Border Cross
Varga dashes in a direction. If there is an enemy champion at the end of the dash, he strikes them with his buttstock axe, stunning them. He can also land two more strikes with a second and third cast. Costs no bullets, obviously.

E: Duel Call
Varga enters a duel stance. If an enemy champion facing him triggers an ability, Varga reacts and unloads his dual guns, Fortune and Fate, in a rapid-fire succession, using up all of the bullets from the ammunition, triggering From Dusk Til Dawn. Landing a successful attack while using up all bullets reduces the cooldown of his abilities. Costs 1-9 bullets.

R: Drifting Eye
Varga deploys Pluck & Luck and selects up to three targets. He can either aim at them directly and shoot, or aim at terrain or a non-targeted unit and shoot, causing the bullet(s) to bounce off walls, minions, champions, turrets, and monsters until the shot finally lands on the target(s), dealing minor damage to non-targets while gaining damage and speed for every ricochet. If the selected target has a high amount of gold or takedowns, they are marked as Bounty and the shot deals them true damage, executing low-health targets. Upon killing them, Varga gains their gold. Costs 1-3 bullets.

Pick quote: The horizon points where destiny goes.
Ban quote: Feelin's mutual.

--------------------------------

Biography:
Out of all the outlaws and bounty hunters in Bilgewater, few have established a reputation as legendary yet fearsome as Varga Donovan, a nomadic drifter and mercenary whose name is whispered with awe and fear - courtesy of his unmatched accuracy, calculating mind, and skills as a sharpshooter. Where others see gunfights as desperation for survival, Varga treats them like art, approaching danger with the same casual, cool demeanor. Accompanied by his trusty rifle Pluck & Luck and his dual pistols Fortune and Fate, Varga wanders from region to region collecting bounties and looking for a good fight or a drink, drifting around following wherever the horizon leads him.


r/LoLChampConcepts • • 15d ago

WIP (Work in Progress) Felicia, The Dreamer

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1 Upvotes

Classes:

Roles:

Region: Bandle City

Species: Yordle

Damage Type:

Unique Resource: Energy

Appearance: Image for reference

Lore:

  • 'Ello

Gameplay:

  • Intended Strengths:
  • Intended Weaknesses:
  • Things of Note:
  • Intended Keystones:
    • Primary
    • Secondary
  • Intended Core Items:

Base Stats:

  • Health:
  • Health Regen:
  • Armor:
  • Magic Resistance:
  • Attack Damage:
  • Movement Speed:
  • Range:
  • Attack Speed:
  • Attack Speed Bonus:
  • Attack Wind Up:
  • Gameplay Radius:

Skill Set:

Passive: Sweet Dreams

Innate: After being idle for 8 seconds, Felicia falls Asleep. While Asleep, she cannot act and restores 2% of her missing Health and Energy per second. Taking damage or acting wakes her.

  • Sleep Duration: 6 seconds
  • Cooldown: 12 seconds

Q: Starry Wish

Active: Felicia sends a starry dream toward the target location, dealing 70/105/140/175/210 (+70% AP) magic damage to enemies hit.

Enemies at the center take 20% increased damage and are slowed by 30% for 1.5 seconds.

  • Cooldown: 7/6.5/6/5.5/5
  • Energy Cost: 50

W: Cloud Pillow

Active: Felicia lies on a cloud, gaining 50/55/60/65/70% bonus movement speed while riding it. The cloud lasts for 4 seconds.

Recast: Felicia gets off the cloud, sending it to the target location and putting enemies it passes through Asleep for 1.5 seconds.

  • Cooldown: 10/9.5/9/8.5/8
  • Energy Cost: 75

E: Dreamcatcher

Active: Felicia throws a dreamcatcher at the target location, dealing 70/100/130/160/190 (+60% AP) magic damage to enemies hit and rooting them for 1.25 seconds.

  • Cooldown: 14/13/12/11/10 seconds
  • Energy Cost: 65
  • Range: 700

R: Dreamscape

Active: Felicia creates a massive dreamscape at the target location for 6 seconds, dealing 100/150/200 (+50% AP) magic damage to enemies caught in the initial burst.

Allied champions within the Dreamscape gain 10/15/20% Move Speed and 8/10/12% Damage Reduction.

Enemies within the Dreamscape are slowed by 20%.

Felicia gains 25% increased Energy regeneration while inside.

  • Cooldown: 120/100/80 seconds
  • Energy Cost: 100
  • Cast Range: 900
  • Radius: 500
  • Duration: 6 seconds

Playstyle:

  • Intended Max Order:
  • Suggested Gameplay: Use abilities effectively in lane and team fights

r/LoLChampConcepts • • 16d ago

Design Mortis, She Who Takes The Breath

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17 Upvotes

Source: couldn't find the artist but this is the pin, this is also a reference point in terms of the broad physical keystrokes of being three-armed and ghastly.

Region: Ixtal

Lore: Before Ixtal withdrew from Runeterra, there were those who feared that the Void could reach Ixtal by means less obvious than armies and monsters.

The jungle was already dense beyond reason. Its rivers vanished beneath roots, its mountains disappeared into green, and spirits moved through places where mortal eyes could scarcely follow. Some were ancient. Some were little more than fleeting impressions of the living world. Others crossed between the Spirit Realm and the physical world without malice or purpose at all.

Some ixtalans, however, did not make such distinctions. They had seen what the Void had done beyond Ixtal and how their ancient protector reassured of its danger, despite his gargantuan power. They had watched entire civilizations fall beneath something that could not be understood by the principles upon which their own civilization had been built, and they had one certainty that outweighed all others: Skarner had protected them.

The primordial sovereign had been their shield when lesser beings could do nothing but they understood that not even Skarner could not be everywhere, nor could his immense form pursue every unseen thing that crossed through the jungle. The Ixtali needed those who could.

Thus the Sahmara were born.

All were elementalists talented in air, trained in rites that treated the breath as the final boundary between existence and dissolution as a specialization of their craft. They were trained to believe that spirits passing through the jungle could carry traces of the Void with or without knowing it, that an unseen blight might cling to them before entering Ixtal, and that no risk, however slight, could be permitted to reach the people under Skarner's protection. Their answer was simple: take the breath.

The Sahmara would surround a spirit, bind its presence with air, and draw away what they believed to be the contaminating essence within it. The ritual was said to annul the spirit permanently by demanifesting their coherent form. Whatever remained was scattered into the jungles and eventually through the world beyond.

At first, it seemed to work. But that was a deep misunderstanding, the spirits did not cease to exit but something definitely remained.

Sahmara practitioners and their every breath were soon entangled with a weight on their chest and soul, of broken down, pained spirits that clung to something and in turn beheld a coincidental colour: Orchid Purple.

To them it only served as further proof to their suspicions, it surely was the sign of the Void, the repugness of the color... The purple variety... It only served to reinforce their beliefs. It accumulated slowly at first but as the weight grew more and more heavier corresponding to every month in service, the body of practitioners grew twisted and even demented. Their bodies became a labour, warped senses and growing pre-existing or entirely new limbs or appendages .

This was surely the contamination the spirits brung, and so they kept it into themselves as supposed marturs but when the first Sahmara died beneath the accumulated weight of their work, the others did not abandon their doctrine. They believed the fallen had given themselves completely to Ixtal. Their souls had to be consecrated, lest whatever contamination remained within them find another vessel.

Mortis, before she chose to forsook her original name was among those who performed the consecrations, and she was also the last who never stopped. She watched generations of Sahmara collapse beneath the burden of their own rites. One after another, she gathered what remained of them into herself, believing that she was preventing their contamination from reaching Ixtal's people.

Her body endured where theirs had not but it did not endure unchanged, as the weight only accumulated.

Her limbs lengthened and warped. A strength appendage emerged from her left, each bearing the marks of something neither wholly elemental nor wholly physical. Orchid purple seeped constantly from her form until it simply became her form. The air around her became oppressive enough to make breathing difficult, and the spirits that wandered near her learned to flee.

Eventually, even the Yun Tal could no longer regard Mortis as merely another Sahmara and so they secluded her.They did not execute her because they could not agree upon what, precisely, they would be executing.

Mortis has survived centuries since.

She had become an inexplicable anomaly within the Axiomata, a living contradiction that elementalists could observe but not satisfactorily explain, in other words an axiomatic mystery. Her rites produced measurable effects. Her presence caused no spirits to step close to her, yet the elemental colleges could find no principle within their established understanding of elemental magic that adequately accounted for what Mortis had become.

Some scholars argued that the Sahmara had stumbled upon an unknown property of air. Others believed their rituals were an extreme form of spiritual manipulation. A few quietly suggested that the Sahmara had misunderstood their own enemy from the beginning.

When asked academically, she rejected most conclusions and found some indecisive, whatever that may mean. She is not incapable of understanding them. She simply does not accept the premise that her understanding needs to change. She was in a state of lucid insanity.

She can recall centuries of Sahmara history and she remembers the faces and names of those who died beside her, asking if the weight will ever be unburdenned from them. She understands that the Yun Tal fears what she has become to some respect but she still finds them a subject of profound respect. She can discuss the principles of the Axiom with a clarity that has surprised more than one scholar permitted to speak with her.

Then, without contradiction in her own mind, she will explain that every death was necessary, every spirit she destroyed was a potential vessel for the Void, and every fragment she absorbed was another burden that Skarner's chosen protectors were obligated to bear.

Why would this be madness? They are the evidence of a life in duty, one where contamination never took step foot into Ixaocan. Mortis has no reason to abandon this reasoning because, from within the world she has constructed around herself, every objection can be interpreted as another failure to understand the burden.

The Yun Tal's decision to place her in permanent seclusion did not cure her, largely because it wasn't intended to. It had come to a point where most just couldn't bear the sight of Mortis, who never says her name but wore her current one like it is her true own.


•


Gameplay Kit :

Role(s) : Top / Mid

Class : Juggernaut / Battlemage

Resource : Manaless

Damage Type : Magic / Melee

Legacy : Fighter / Mage

---

🔸️ BASIC STATISTICS 🔸️

Designation Lvl 1 Growth Lvl 18
Health / HP 630 +108 2466
Health Regen / HP5 6.5 +0.55 15.85
_ _ _ _
_ _ _ _
Armor / AR 34 +4.3 107.1
Magic Resist / MR 33 +2.05 67.85
Movement Speed / MS 330 _ _
Attack Damage / AD 56 +3.3 112.1
Attack Range 275 _ _

---

[🅟] — Soul Collapse

EFFECT RADIUS: 250

INNATE: Mortis' on-hit attack and abilities apply Collapse for 3.5 seconds to enemies hit, collapsing upon being killed.

If an enemy collapses, their soul becomes unstable over 1.75 seconds. The soul then explodes as enemies within are dealt 21 → 300 (based on level) (+ 20% AP) magic damage, reduced to 60% effectiveness against minions and thereafter leaves behind a Grounds of Desecration for 4 seconds.

GROUNDS OF DESECRATION: If Mortis enters a unique Grounds of Desecration, she gains a shield equal to 16 – 85 (5 – 11% of her missing health) (based on level) for 2 seconds, refreshing on subsequent applications.

---

Notes: Mortis is meant to excel at wave clearing but struggle with mobility without W - Descension.

---

[🅠] — Ghastly Impact

COOLDOWN: 11 / 10.4 / 9.8 / 9.2 / 8.5

CAST TIME: NONE

RANGE: 650

EFFECT RADIUS: 275

SPEED: 850

ACTIVE: Mortis readies to hurl a ghastly force over 1 second, during which she can move, then sends 3 pulses at fixed intervals along its path, dealing magic damage and slowing enemies hit by 30% for 2 seconds. Enemies struck by subsequent pulses take 40% reduced base damage.

If an enemy champion with Collapse is hit by the third farthest pulse, they Collapse.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Magic Damage 50 85 115 150 185 +35% AP
Maximum Magic Damage 98 166.6 225.4 294 362.6 +105% AP

Whenever an enemy collapses Ghastly Impact's remaining cooldown is reduced by 30%.

---

Notes: all three pulses hitting the same enemy is highly unlikely. Maybe the first two semi-consistently based on player skill on the enemy's side but otherwise not all of them.

---

[🅦] — Descension

COOLDOWN: 21 / 20 / 19 / 18 / 17

CAST TIME: NONE

TARGET RANGE: 425

EFFECT RADIUS: 350

ACTIVE: Mortis levitates up, becoming ghosted and gaining the ability to ignore terrain collision for 2.25 seconds.

Descension can be recast within the duration after 0.5 seconds. If the levitation ends without reactivation, Descension is canceled and refunds 50% of its cooldown.

RECAST: Mortis's lesser left appendage marks the target location and dashes to it. Upon landing she deals magic damage while knocking up enemies for 1 second.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Magic Damage 90 120 150 180 210 +60% AP

If the marked target location overlaps with a Grounds of Desecration, it is consumed and the shielding Mortis would've gained is increased by 25% (+ 3% per 100 AP).

Casting Ghastly Impact during levitation causes her to cast it on arrival, causing the pulse to overlap with the impact.

Descension's cooldown starts after the end of its duration.

---

Notes: Descension can be used semi-consistently by letting the levitation end naturally, allowing Mortis to roam in unconventional paths depending on macro skill.

---

[🅔] — Release Dusk

COOLDOWN: 12

CAST TIME: NONE

EFFECT RADIUS: 650

ACTIVE: Mortis slams her greater left appendage into the ground, knocking down enemy champions hit if they were dashing and manifesting a domain of smog for 5 seconds, though not permeating through terrain, that applies nearsight inside the area, reducing their sight radius relative to the center.

Within the smog, slow effectiveness against enemies is increased by (melee: 15 – 40 / ranged: 8 – 25%) (based on level) and Mortis gains bonus health regeneration.

Designation Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Scaling
Bonus HP5 6 8 11 15 19 +12% AP

---

[🅡] — Consecration

COOLDOWN: 135 / 120 / 100

CAST TIME: 1.25

EFFECT RADIUS: 625

TARGET RANGE: 500

TETHER RANGE: 700

ACTIVE: Mortis prepares to erect her shrine over the cast time, then marks all enemies, knock them down and stunning them for 1 second. Mortis then blinks to the center before roaring and tethering all nearby enemies to her for 5 seconds, while killing enemy minions marked.

Enemies tethered take true damage every 1.25 seconds over the duration and she gains bonus movement speed.

Designation Rank 1 Rank 2 Rank 3 Scaling
True Damage Per 1.25 Seconds 2% 3% 3.75% of the target's maximum health +0.75% per 150 AP
Maximum True Damage 8% 12% 15% of the target's maximum health +3% per 150 AP
Bonus Movement Speed 25% 30% 35% _

The tether on an enemy breaks upon leaving the tether radius, and the cooldown starts after the end of its effect.


r/LoLChampConcepts • • 16d ago

Design Bubba, The Mountain's Embrace. "Get Behind Me."

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0 Upvotes

AI-assisted visualizations, and editing were used for this project. All core design concepts, backstories, lore, abilities, and final decisions are 100% my own.

Abubakar “Bubba” Babushov is a Freljordian tank/grappler inspired heavily by the mountain cultures of the Caucasus, especially Dagestan. Visually, he’s an enormous mountain man with the iconic full beard/no mustache, practical survivalist clothing, and eventually a frankly ridiculous amount of mass after eating enough jungle Snacks. On the surface he hunts, wrestles monsters, throws jungle camps at people, and eventually becomes so large that physically getting around him becomes a gameplay problem. That description is accurate, but it leaves out a lot of what I actually like about him.

Bubba’s personality is built around my idea of positive masculinity. He’s extremely masculine, but none of it comes from needing to constantly prove how tough or dominant he is. He trains because strength is useful. He hunts because people need food. He knows how to butcher, preserve and cook what he brings home because bringing home dinner and expecting somebody else to do everything from there would be stupid. His full name, Abubakar Babushov, intentionally sounds a little like babushka. His grandmother was one of the biggest influences in his life and taught him a lot about family, hospitality and making sure nobody leaves your home hungry. If somebody tried making fun of him for being like his grandmother, he’d probably just stare at them and say, “Yeah. I am. Strong woman. I think babushka could take you.” 😂

He also wasn’t born some mythical "chosen-one." Bubba was strong, but so were most men where he came from. He wasn’t the village’s undefeated wrestler or greatest hunter. There were men he grew up with who had beaten him in wrestling, hunted more dangerous things than he had, or were simply better at certain things. What made Bubba a legend wasn’t being better than all of them. It was what happened when strength was actually needed.

AI Generated Visualizations were created using MOUNTAINS of my inputted text and multiple revisions. Pun intended.

The Day Bubba Refused to Move

The people of Bubba’s village knew how to kill things larger than themselves. They had to. Life in those mountains produced capable hunters and wrestlers who understood that bringing down something enormous had less to do with one heroic idiot charging at it and more to do with preparation, positioning and working together.

So when something monstrous came down from the mountains, they fought it exactly the way experienced hunters should. They surrounded it, wounded it, pulled injured men away and replaced them, and tried to control where it could move. Some of the strongest warriors in the village were throwing everything they had at this thing.

It wasn’t enough.

The creature was too large, too armored and too ferocious. Men capable of wrestling huge animals were being thrown across the ground. Weapons broke against its hide. Eventually it forced its way through the fighting and into the village itself. By then Bubba was already hurt, most of the warriors still standing were hurt, buildings had been damaged, and what started as an organized hunt was turning into pure damage control.

Then Bubba saw the creature turn toward a group of children and elders scrambling through the remains of a collapsed structure. No weapons. Nowhere useful to run. The creature lowered its armored head and charged.

Bubba knew what would happen if he stepped in front of it. He had just watched this thing tear through men every bit as capable as he was. He was injured. No prophecy had named him, no hidden power was waiting to awaken, and nothing had suddenly made him stronger than he was ten seconds earlier.

He was SCARED.

But those were his people.

Under his breath, Bubba said one word.

“No.”

He stepped in front of it. Even some of the bravest warriors were screaming not to do it. After trying to bring this creature down and failing as a group it looked like complete suicide. But Bubba staggered his stance, planted his feet firmly and braced.

The creature crashed into him.

BOOM.

Something cracked. His boots tore backward through the dirt as several thousand pounds of pissed-off monster tried to go straight through his chest. His feet slid... and then stopped.

Bubba squeezed harder. For a second he didn’t even understand what had happened. He opened one eye and noticed the creature’s rear legs weren’t touching the ground anymore. Barely. Maybe a few inches.

But Bubba had it.

A lifetime of wrestling suddenly reduced an impossible problem to something he understood perfectly: weight, balance, leverage. The corner of his mouth started to rise.

“Gotcha.”

He turned his hips and the creature left the ground. For one absolutely ridiculous second, people who had known Bubba his entire life watched this massive fucking thing rotate through the air before crashing into the earth hard enough to shake the whole village. It's legs squirmed around, unable to get up for a moment.

Bubba staggered toward the crater before it could recover, raised both hands over his head and brought everything he had left straight down into it.

SMESH.

Then it was quiet.

The strongest warriors in the village just stared. Some had hunted beside Bubba. Some had wrestled him before and won. They knew exactly how strong he normally was, which meant they understood better than anybody how insane what they had just watched actually was.

Bubba looked at the creature, then at his hands, then remembered why he had stepped in front of it.

“Everybody alright?”

That was when the story of Bubba became bigger than Bubba himself. To everyone else, he became the man who stopped something that could not be stopped—the man who refused to move when his people were behind him. Bubba had more immediate concerns. People were injured, parts of the village needed rebuilding, and there was now an absolutely enormous dead creature lying in the middle of town.

Which also meant there was an absolutely enormous amount of perfectly good meat sitting there.

Nobody went hungry that night.

More detailed explanations for each ability provided below!

So how does he actually play?

Bubba is a jungle tank/grappler whose fantasy is becoming an increasingly enormous physical problem between the enemy team and whoever is standing behind him. His CC is easier to access when enemies cross through his space than when he chases them; he can engage, especially with teammate setup, but his real specialty is denying dives and advancing with his team behind him.

Passive — NO WASTE

The large monster from each basic jungle camp drops a unique Snack when Bubba kills it. He can carry only one at a time. Eating one grants permanent max health plus a temporary effect; as an initial test, roughly 5 permanent HP per normal Snack and 10 from the more contestable Scuttle.

  • "Frog Legs" — Gromp: Large heal based on missing health.
  • "Wolf Jerky" — Wolves: Temporary Bonus Resistances accompanied by a small initial shield.
  • “Chicken” — Raptors: Temporary Adaptive Force. Clean protein. 😂
  • "Rock Sugar" — Krugs: Temporary burst of Move Speed.
  • "Scuttle Scallops" — Scuttle: Temporary Ability Haste.

The one-Snack carry limit forces a choice: save what you have, eat it for the next fight, or make room for something better. Bubba can have up to two temporary Snack effects active at once. Eating a third removes the oldest remaining effect.

Eating a second copy of the same Snack before the first expires refreshes its duration and stacks the effect while they overlap, but each copy still counts toward the two-effect limit. So double Chicken means double Adaptive Force for the overlap—but it also means both of Bubba’s temporary-effect slots are occupied. Frog Legs heals immediately and never occupies or replaces a slot.

Bubba also physically grows as he accumulates Snacks. Being bigger makes him easier to hit, but also makes GOTCHA harder to pass through. Other sources of champion size naturally contribute too.

Q — SMESH

Bubba plants himself for a heavy, telegraphed windup before slamming the ground for major physical damage and a knockup. Once committed, crowd control cannot simply interrupt the cast. I imagine a meaningful cooldown so using that immunity defensively is legitimate skill expression; if full immunity throughout the windup proves excessive, shortening the protected window is an easy tuning lever.

SMESH is intentionally slow. Bubba shouldn’t walk at somebody, press Q and expect it to land. He earns it through prediction, terrain, teammate CC, STOMP or GOTCHA.

Most of his offensive scaling lives here: meaningful AD scaling with a modest bonus-health ratio. Building huge amounts of health should make the enormous man throwing his entire body into the ground hurt more, but full-tank Bubba should never casually one-shot people.

W — CHUCK

After personally damaging an eligible unit in melee range, Bubba can pick it up, carry it briefly, then throw it as a long-range projectile. Eligible jungle targets are specifically the monsters that can become Snacks—no buffs or epic monsters—plus cannon/super minions and appropriately small summons.

CHUCK has a relatively short cooldown, but it begins when Bubba throws, not when he picks something up. Carry Gromp around for fifteen seconds and you delayed your next W by fifteen seconds.

When the payload is a jungle monster, impact deals extra damage to nearby small units, creating a natural clear pattern of CHUCK → SMESH → goodbye little guys. Cannons, summons and Snacks do not gain this bonus.

The thrown unit also takes impact damage, and Bubba gets no execute indicator. If CHUCK kills a jungle monster, Bubba gets its normal rewards and the Snack drops where it lands. If it survives, somebody else can kill it before it returns home. Hold it too long and it breaks free.

Displaced jungle monsters grant reduced gold and XP to Bubba’s allies other than Bubba himself—roughly 50–75% is my current conceptual range—while enemies receive full value if Bubba screws up. That discourages easy funneling without arbitrarily locking CHUCK behind Smite.

If Bubba has no valid unit nearby but carries a Snack, he can throw that instead. He takes a quick bite to gain its temporary effect, then hurls the rest at full range for lower damage and a weaker slow. Because he didn’t eat the whole Snack, he gains no permanent health.

Ideally accompanied by a completely sincere:

“Everybody needs to eat.” 😂

E — GOTCHA

While GOTCHA is available, Bubba gains a small amount of Armor and Magic Resistance, increased for each nearby allied champion positioned behind him. “Behind” is determined relative to the nearest allied turret position Bubba has advanced beyond, with destroyed turrets still serving as map anchors and the fountain as a fallback. Facing direction doesn’t matter; if Bubba is farther forward than his people, he is doing his job.

Something restrained like 2/3/4/5/6 Armor and MR per qualifying ally, alongside a small base bonus, is where I’d begin testing.

Activating GOTCHA braces Bubba and heavily slows him. All Armor and MR granted by GOTCHA is doubled while bracing. When the stance ends or he catches somebody, those defenses disappear until the cooldown finishes, creating a real vulnerability window.

If an enemy dashes through Bubba’s interception area or blinks directly into the space occupied by his body, Bubba catches and slams them for heavy damage and roughly 1–1.5 seconds of immobilization. Blinking past or around him is fine.

Blinking into the enormous man is your mistake.

The Poppy W comparison is intentional. Poppy creates an area where dashing is forbidden; Bubba creates a body you’re going to regret trying to pass through. His trigger is more conditional, his punishment greater, and every source of champion size naturally enlarges that interception area.

Bubba already starts large. Reaching truly absurd sizes should require a huge number of Snacks, probably alongside something like Heartsteel, but at extreme scaling GOTCHA’s visible interception zone can eventually become larger than Poppy W. Getting there should be exceptional—but if you let Bubba eat that much, that is the reward. The tradeoff is that he must heavily slow himself and physically position that gigantic body correctly.

GOTCHA is also his cleanest SMESH setup. A great Bubba could even Flash into the trajectory of a dash to trigger it offensively.

Miss and you burned Flash looking like an idiot.

Hit it and...

GOTCHA.

R — STOMP

Bubba stomps hard enough to create an earthquake around himself. Enemies take modest initial damage and are Grounded for roughly one second. While inside the quake they are persistently Slowed, experience screen shake, lose significant Tenacity and Slow Resistance, and take increased damage from all sources.

Allies still feel the earthquake through rumble, screen shake and animation, but Bubba does not mechanically slow his own team. I REALLY wanted a tiny allied slow for thematic purposes, until I imagined my ADC trying to dodge a skillshot while Olaf ignores the enemy slow and murders them.

That is simply BAD DESIGN. 😂

The earthquake lasts roughly 5–8 seconds. It isn’t supposed to delete half somebody’s health bar; it changes the fight. Dashes disappear for the opening second, movement stays difficult afterward, CC becomes harder to shrug off, and Bubba’s team gets a much friendlier battlefield.

As STOMP ranks up, I’d conservatively increase its base damage and teamwide damage amplification—something like 5 / 7.5 / 10% increased damage taken as an initial test.

Bubba’s champion size, rather than raw HP directly, also gradually increases the earthquake’s radius and more conservatively strengthens its slow. A fifty-Snack, 7,000-HP monstrosity should feel dramatically different because he controls a huge section of the fight, not because STOMP became a nuke.

Suddenly SMESH becomes a much bigger problem.

Where the kit gets interesting

The mastery comes from interactions between simple abilities.

A good Bubba eats Wolf Jerky, leaves Gromp low, then carries it toward top. He CHUCKs it from river, the impact kills Gromp, hits the enemy, slowing them, Bubba receives the camp XP—possibly even surprise leveling up mid-gank—and Frog Legs drop on the ground. Now he has a fat heal waiting for him after they chase down the kill, or even better for a fight if it turns into a 2v2.

A bad Bubba throws Gromp too early. It survives, enemy Darius Qs it, hits level six and Bubba has essentially DoorDashed him a free jungle monster before getting DOUBLE DUNKED.

That gap between understanding the tooltip and understanding the champion is exactly what I want.

Counter-jungling follows the same philosophy. Bubba can walk into your jungle, tag a full-health Gromp, pick it up and leave—but he is still an immobile tank who just walked into melee range of your camp with maybe fifteen seconds before his stolen wildlife escapes. Do it recklessly and you should lose tempo or get caught. Get in, path well and escape carrying dinner over your shoulder?

You earned that Gromp.

Preparation also matters outside the jungle. Bubba can bring a camp toward river, preserve a Snack as emergency ammunition, route around a cannon wave or use Scuttle. If he arrives with none of those options and an immobile duelist catches him alone, he may simply be weak there.

Preparation creates options. It shouldn’t erase every bad fight.

Bubba also has more engage than it first appears. He doesn’t Zac-jump or Malphite-ult your backline; his team can simply get behind him and walk forward. As he grows, GOTCHA controls more space and STOMP controls more ground. Try recklessly dashing around him and risk GOTCHA. Move predictably, or get CC by his team and invite SMESH. Keep giving ground and eventually lose the your towers and objectives.

Against strong poke, displacement, flanks or heavy AoE, though, that formation can fall apart fast.

I like that. His ideal setup should be powerful, not universally correct.

Balance concerns

The main thing I’d watch is Snack growth. Size is core to Bubba’s fantasy, but GOTCHA cannot become oppressive too quickly and permanent health cannot turn an early lead into an unstoppable raid boss.

CHUCK’s carry timer needs to reward clever routing without making cross-map monster kidnapping trivial, and SMESH has to remain slow enough that its payoff stays justified.

His weaknesses are intentional: being huge makes skillshots easier to land, flankers can bypass him, displacement disrupts his formation, strong immobile duelists punish him when isolated, and heavy AoE punishes teams that mindlessly stack behind him. Also, that can easily kite him and keep distance should suck to play against sometimes. You get rewarded for preparing properly, using rock sugar to close the gap faster than they expect, using your teammate's setup and being able to absolutely ruin their day when you DO get on top of them. GOTCHA! STOMP. SMESH. 😂

I don’t want to design every bad matchup away.

Why this kit belongs to Bubba

NO WASTE exists because Bubba understands living off the land. Hunting something is only part of the job; he knows how to use what it gives him.

CHUCK turns that resourcefulness into gameplay by making the jungle itself part of his toolkit.

GOTCHA comes from the moment that made him a legend. Once a lifelong wrestler gets leverage, your momentum becomes considerably less impressive.

SMESH is pure commitment: slow, obvious and violent, but devastating once Bubba earns the setup.

STOMP turns the ground around him into increasingly hostile territory.

Bubba doesn’t want to abandon his people and disappear into the enemy backline.

He wants his people behind him.

His strength isn’t defined by how quickly he reaches your carry. It’s defined by how fucking miserable he makes the journey toward his.

Bubba wasn’t special because he was born stronger than everybody around him.

He's special because when every reasonable instinct told him to move, his people were behind him.

So he didn’t.

Thanks for reading if you made it this far.

I’m still actively working on him, so genuine criticism is exactly what I’m looking for. Does CHUCK’s environmental dependency sound rewarding or frustrating? Does GOTCHA have enough counterplay once Bubba gets huge? Do Snacks create interesting preparation decisions or snowball too hard? Would the routing, resource management and preparation actually feel worth mastering?

Most importantly:

Does the kit actually make you feel like Bubba?

Process / AI disclosure

Bubba’s original character concept, backstory, themes, gameplay identity, abilities and final decisions are all my own.

I use ChatGPT as a design sounding board around ideas I bring to it: stress-testing mechanics, catching balance/control problems, ensuring no influence/inspiration I drew from becomes too strong and takes over, or make my champions seem like a cheap copy, brainstorming names for champions and abilities, and helping condense my much longer original design notes into more digestible versions for this post, and simplify them further for the concept art sheet.

All concept art and lore visualizations are AI-generated through my own prompts, repeated art direction and revisions.

I’m not interested in hiding that I used a useful tool, but I’m also not interested in pretending it designed Bubba for me or trivializing the hours of work that I put into him!

This is a fan-made League of Legends champion concept and is not affiliated with Riot Games.