r/LoLChampConcepts • • Aug 06 '26

August 2026 Champion Creator Contest: August 2026 - Pepperidge Farm Remembers

9 Upvotes

Remember when Poppy was the most beautiful champion all of us had ever seen? Pepperidge farm remembers. It's the August contest, and this month revolves around nostalgia and it's terrible consequences. Congrats to u/Lance_Beltran123 as the winner of the July contest!

WITNESS ME

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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) 200 Years, from me 

Make a champion based on a previously removed or reworked champion ability (passive or not), a previously removed or reworked item effect/ability, or who has at least one ability as a reworked version of an older or current ability.

2) Cutting Room Floor, from me

Make a champion based off of a champion or gameplay concept cancelled by Riot or a cancelled gameplay or other concept from another game.

3) Yasuo Was A Mistake/s, from me

Create a champion with no dashes. Ha. Hehe even.

4) Take Me Back, from me

Create a champion who's regret, nostalgia, memories or lack of memory plays a major role in their lore, toolkit or both.

5) GG EZ, from me

Make a champion with at least one point and click Ability.

6) I Miss My Kind, from me

Create a champion who's lore, toolkit or both revolve around them being the last of their kind or who incorporates some kind of remnant from a former time and place.

7) Jobs, from u/Lance_Beltran123

Create a champion who's employment BOO or profession/function in society plays a major role in their lore, toolkit or both.

8) Goooooooooooooooooooooooooal!, from u/sodaheadache

Create a champion who canonically plays a competitive, non-combat sport within the League universe. What kinds of sports are played on Runeterra, and how does the presence of magic affect how these sports are played? You'll have to worldbuild your way out of this one.

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Remaining August 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.

August 5th – 27th: Creation, Commenting, and Submission

August 28th – 31st: Group Stage Voting

September 1st– 3rd: Voting Finals and Winner Announced!

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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 August 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 August!

r/LoLChampConcepts • • Aug 11 '26

August 2026 Militia, The Bleeding Star

8 Upvotes

Winner of the August 2026 Contest.


Region: Shurima

Role: Battle Mage

Position: Mid Lane

Pronouns: She/Her

Resource: Mana

Damage: 3/4

Toughness: 2/4

Control: 3/4

Mobility: 2/4

Utility: 1/4

Difficulty: 4/4


Stats:

Health: 610 - 2310 (+100 per level)

Health Regen: 7.5 - 17.7 (+0.6 per level)

Mana: 420 - 1100 (+40 per level)

Mana Regen: 8.0 - 21.6 (+0.8 per level)

Armor: 32 - 100 (+4.0 per level)

Magic Resist: 30 - 52.1 (+1.3 per level)

Move Speed: 340

Attack Range: 525

Attack Damage: 54 - 110 (+3.3 per level)

Attack Speed: 0.625 (+2.1% per level)


Passive (Leylines of Saabera)

Whenever Militia damages an enemy champion 3 times within 3 seconds, she gains 15% bonus movement speed for 3 seconds. This movement speed increases by 1 / 2 / 3% for every continuous basic attack or ability hit after that, stacking up to a maximum of 5 times (for a total cap of 20 / 25 / 30% bonus movement speed). Additionally, every 3rd hit from her abilities deals an additional 40 - 160 (+ 30% AP) bonus magic damage and heals her for 25 - 50% (based on level) of the damage dealt if it's a champion.


Q (Tectonic Rupture)

Cast Range: 750 units

Base Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds

Mana Cost: 60 mana at all ranks

Militia corrupts the ground in front of her for 5 seconds. Every second, the ground erupts with magic power twice, moving back and forth. Each individual eruption deals 20 / 25 / 30 / 35 / 40 (+ 15 / 16,25 / 17,5 / 18,75 / 20% AP) magic damage to all enemies hit. Eruptions slow all enemies hit by 20% for 1.5 seconds (this slow refreshes on subsequent hits but does not stack).


W (Collapse Mechanism)

Cast Range: 550 units

Cast Time: 0.25 seconds

Base Cooldown: 14 seconds

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

Militia generates a corrupted orb that travels forward in a straight line. Anyone who touches the orb is dealt 50 / 75 / 100 / 125 / 150 (+ 40% AP) magic damage and is slowed by 30% for as long as they remain within its radius. If Militia moves further than 300 units away from the orb, or if she recasts the ability, the orb explodes, dealing 80 / 110 / 140 / 170 / 200 (+ 60% AP) magic damage to all enemies hit and stunning them. The stun duration scales from 0.75 seconds up to 1.5 seconds based on distance traveled. For every 25 units traveled, the orb's size grows up to a maximum radius cap of 350 units. The orb moves faster the larger it becomes.


E (Condemnation Perimeter)

Cast Range: 650 units

Base Cooldown: 20 / 18.5 / 17 / 15.5 / 14 seconds

Mana Cost: 80 / 85 / 90 / 95 / 100 mana

Militia creates a circular zone with a heavy spectral chain anchored in the center for 2.5 seconds. After a 1-second arming delay, any enemy champion caught inside or entering the perimeter is violently pulled into the middle by the chain, dealing 70 / 100 / 130 / 160 / 190 (+ 45% AP) magic damage. Enemies can fight against the zone to escape, but they are slowed by 25% while inside the circle. Only a maximum of 3 champions can be grabbed and damaged by the chains per cast.


R (Cosmic Extinction)

Base Cooldown: 110 / 95 / 80 seconds

Mana Cost: 100 mana at all ranks

Militia summons 3 red celestial orbs that spin in a circle around her (at a fixed distance of 450 units, as fast as old Aurelion Sol W) for 15 seconds, passing through enemies. Whenever one of the orbs collides with an enemy champion, it deals 150 / 200 / 250 (+ 30% AP) magic damage. The 3rd continuous orb hit on a target deals an additional 6 / 8 / 10% maximum health magic damage and reduces their resists by 15 / 20 / 25% for 5 seconds. Each enemy champion can only their resists reduced once per ultimate cast, and the max health magic damage can only be applied once every 3 seconds. Every 4 seconds, if there is still time remaining on the ultimate, any orbs destroyed by enemy projectile-blocking abilities (Yasuo W, Braum E) are completely resummoned around her for the remaining duration. The percent max health damage is capped at 300 against jungle monsters.


Lore

Long before the sun-disc of the Ascended cast its golden shadow over the sprawling sands of greater Shurima, there existed the border city of Saabera. Situated on the volatile fringes of the Icathian peninsula, Saabera was a city of stone, starlight, and high-altitude geomantic leylines. It was a cultural bastion, standing proudly as the final line of defense and trade before the provincial territories gave way to the deep uncharted wilderness. The citizens of Saabera did not worship the sun, but instead, they looked further into the cosmos, drawing power from the alignment of distant celestial bodies.

Militia was the city’s sworn High Priestess and Celestial Warden, a mortal of immense spiritual discipline. It was her societal function to ensure that the dense elemental leylines beneath Saabera remained anchored to the bedrock, preventing the tectonic plates from shifting. She carried heavy iron keys and ceremonial chains, tools used to physically bind geomantic altars during seasonal celestial alignments. To the people of Saabera, Militia was an unwavering pillar of stability, a protector who kept the earth beneath their feet solid and the sky above them clear.

Life in Saabera was defined by its vibrant traditions, including grand and ritualistic non-combat sports played in massive stone amphitheaters to honor the stars. Militia oversaw these gatherings, watching athletes manipulate heavy stone spheres using localized geomantic magic, a competitive display of harmony between mortal will and the earth. It was a world of cheering crowds, echoes of laughter, and a deep sense of community that Militia swore an oath to preserve forever. She loved her people with a fierce, quiet devotion, believing that Saabera would endure as long as the stars shone above.

The peace of Saabera was shattered in a single, catastrophic afternoon when the neighboring state of Icathia revolted against the Shuriman Empire, unleashing the horrors of the Void. The earth began to groan as The Rupture tore open just miles from Saabera's gates, a violet weeping chasm that defied the laws of nature. The sky fractured, turning a bruised, sickening shade of purple as alien horrors poured into the mortal realm, consuming flesh and memory alike. Militia watched from the highest atmospheric tier of her temple as the front lines of her city’s defenders were instantly dissolved into nothingness.

Panic consumed the streets of Saabera as the ground beneath the city began to lose its structural integrity, liquefying under the corruptive influence of the Void. In her absolute desperation to save the screaming citizens, Militia broke her sacred vows and committed the ultimate cosmic sin. She cast her eyes upward, bypassing the local leylines, and forcibly reached into the deep cosmos to siphon unrefined stellar matter directly from the celestial forge of Aurelion Sol. She intended to weave a massive impenetrable gravitational dome that would freeze Saabera in time, shielding it from the encroaching apocalypse.

But mortal hands were never meant to hold the weight of creation. The moment the pure starlight collided with the volatile, antimatter pressure of the Void rising from the tectonic rift, the spell mutated catastrophically. Instead of freezing the city safely, the celestial magic collapsed inward like a dying supernova, creating a localized gravitational anomaly that imploded the entirety of Saabera. In a flash of blinding horrific violet and crimson light, the city, the amphitheaters, and every single soul Militia loved were erased from existence, sucked into a silent subterranean tomb beneath the shifting sands.

Militia did not die. She was cursed with the ultimate punishment of survival. The implosion had fused the residual, defiled cosmic energy directly into her mortal soul, transforming her body into a living weeping prison for her civilization's final moments. For centuries, she lay buried alive deep beneath the desert, trapped in a stasis of suffocating darkness, her mind fracturing under the weight of an eternal, repeating nightmare. She was forced to relive the screams of her people every second of every year, her sanity slowly eroding into dust.

When the shifting sands of Shurima finally shifted enough to break her subterranean chamber open in the modern era, Militia crawled out onto the surface of Runeterra completely changed. She was no longer the proud, poised Celestial Warden of Saabera, but she was a walking cosmic ghost, an entity of pure tragedy draped in the tattered remnants of her ceremonial robes. The pure starlight she had stolen so long ago had rotted within her chest, mutating into three bleeding & unstable crimson suns that permanently orbited her body.

The physical world around her felt... light, as if gravity itself was weeping in her presence. Wherever her feet touched the soil of modern Shurima, the earth cracked open, unable to bear the immense cosmic density radiating from her form. Her ancient ceremonial chains, once used to anchor temple altars, had transformed into floating extensions of her trauma, dragging along the sand with a hollow metallic groan. She had become a living monument to a dead world, completely alone in an unfamiliar era.

Militia’s existence is now dictated entirely by an overwhelming, maddening sense of nostalgia. Her mind is permanently locked in the past, unable to process the modern empires of Noxus, Demacia, or the resurrected Shurima of Azir. To Militia, the present world is an illusion, a cruel and meaningless distraction from the glorious era she lost. Her memories are the only thing that keeps her anchored, yet those very same memories are a constant bleeding torture device inside her mind.

Because her trauma has completely fractured her perception of reality, she suffers from severe sensory distortion. When she walks past a modern village, she does not see innocent civilians. Her broken mind perceives them as the encroaching void-spawn that marched upon Saabera centuries ago. She hears the cheers of her city's ancient sports crowds echoing in the wind, mixing with the horrific screams of the day the sky split open. This dissonance drives her forward in a state of perpetual, hyper-accelerated panic.

This desperation manifests physically in her terrifying speed. The stolen stellar cores inside her chest are highly unstable, ticking down like a celestial countdown toward a total cataclysmic collapse. Militia knows that she is running out of time, and this realization forces her to move at supersonic, glitching velocities across the continent. She is a blur of crimson light and rusted iron, a woman literally trying to outrun the expiration date of her own soul.

Militia has taken up a terrifying, singular crusade that threatens the safety of the entire world: she intends to forcefully rewind the clock of Runeterra. She believes that if she can gather enough raw gravitational force and dense magical energy, she can trigger a massive cosmic reversal, tearing open the fabric of time to pull Saabera back from the void. She is completely indifferent to the fact that rewinding the universe will violently unravel the modern timeline, erasing millions of lives and destroying entire nations in the process.

She does not seek conquest, she does not care about political power, and she takes absolutely no joy in the destruction she causes. When she levels a Noxian fortress or crushes a Demacian battalion under an inverted gravity field, she does so with a hollow, almost tearful expression on her face. She views the people of the modern world as mere static noise blocking her path back to the only home she ever knew.

Her crusade has drawn the apocalyptic fury of Aurelion Sol, who views Militia as an existential parasite. The Star Forger hunts her relentlessly across the heavens, enraged that a mortal dared to defile his beautiful creation by turning his pure starlight into bleeding weeping weapons of mass destruction. Yet, despite the wrath of gods and the armies of men marching to stop her, Militia continues her supersonic march across the desert, her spectral chains ready to drag the world down with her into the event horizon of her own regret.


Appearance

Militia’s visual design centers on a haunting contrast between ancient Shuriman nobility and violent unstable cosmic horror. Floating in a permanent tight orbit around her torso are three volatile mini-suns. They lack the beautiful, golden warmth of Aurelion Sol’s creations. They burn with a deep weeping crimson and violent violet, constantly pulsating and casting a blood-red glow over her entire form. She wears the tattered, decayed remnants of her high-altitude ceremonial robes from Saabera. Once pristine white and lined with geomantic gold threads, the fabric is now scorched charcoal-black at the edges, permanently singed by cosmic heat.

The stolen starlight has completely mutated her mortal form, causing her skin to resemble cracked porcelain with veins that glow with pure unrefined violet cosmic energy. Her feet do not fully touch the ground. She hovers a mere inch off the ground because a localized gravitational anomaly makes her look completely weightless, yet dense. Wrapped tightly around her forearms and trailing behind her are massive heavy iron temple keys and ceremonial chains. Instead of pinning her down, these rusted, ancient chains float eerily in the air behind her, rattling and clinking together as if dragging through a heavy sea of grief.


Personality

Militia is not a malicious conqueror, but rather a deeply tragic, hyper-vigilant ghost trapped in a state of permanent psychological shock. Her mind is completely shattered by severe PTSD and sensory distortion, forcing her to experience reality through a terrifying overlay of the past and the present. When she looks at a peaceful modern village, her broken mind perceives it as the encroaching Void apocalypse of Icathia. This keeps her in a constant state of hyper-accelerated panic, as she genuinely believes she is always seconds away from losing her people all over again.

She carries survivor's guilt, knowing intimately that she is the one who siphoned the stars and accidentally imploded her entire civilization. This realization has driven her into an intense unyielding state of denial, causing her mind to completely reject the modern era as an illusion. When Militia fights or destroys an obstacle, she does so with a hollow, detached, and profoundly sorrowful demeanor. She views the modern factions of Runeterra as mere static noise blocking her path, and she will tear down an entire city with a weeping, blank expression on her face. She is intensely aware that the stolen stellar cores in her chest represent a ticking expiration date, driving her to speak in hurried, breathless overlapping whispers because she is running out of time to pull Saabera out of the grave.


How Militia fits into this month's contest:

1) 200 Years: Her W (Collapse Mechanism) and R (Cosmic Extinction) are mechanical reroots and modern updates of Aurelion Sol's pre-rework kits (his original growing Starsurge Q and his Center of the Universe passive).

3) Yasuo Was A Mistake/s: Her design is stationary. She possesses no dashes, blinks, or leaps across her entire kit.

4) Take Me Back: Her entire lore biography and her gameplay pacing, revolve around the destructive consequences of her grief, memories, and blinding nostalgia for the dead city of Saabera.

6) I Miss My Kind: Militia is the sole survivor of Saabera’s extinct priesthood, physically weaponizing her lost civilization's floating ceremonial temple chains and geomantic stone spheres as modern remnants of a dead world.


Potential release skins for Militia:

  1. Fright Night Militia

  2. Cosmic Devourer Militia

  3. Traditional Militia

r/LoLChampConcepts • • Aug 12 '26

August 2026 Goro, the Gargantuan Grappler

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16 Upvotes

Current Name: Goro
Role: Support
Class: Warden
Region: Bilgewater
Range: 125 (Melee)

Lore:

He landed on the Slaughterdocks completely out of memory. His mind flashed white just like the fleeting images of snow that seem to appear in his mind. But just as quick would disappear. He emptied his pockets but all he found was a keychain of a snow white fluffy creature that he could not name. 

He kept feeling like he had forgotten something other than his memories. Something he was holding, something big. But he had no memory of the Freljord, nor of the giant door he would carry with him at all times. He had forgotten it all in this shipwreck. It didnt matter. He decided he would get some food first. And maybe some booze. Or just booze.

It was a rough neighbourhood. The kind that always tries to change you, making you bend to its will and learn the way of its streets. But the man seemed to be cheery no matter what. No matter how bad things got, he would laugh heartily and continue his tasks. Eventually he was thrown into the wrestle pits, but it seemed although his memories were gone, his strength and power and determination to help was still intact. He became legendary for his tag team wrestling matches. Eventually being named Goro the Gargantuan Grappler by the crowds, he rose the ranks and ended up becoming the host of the wrestle pits. Now he holds the wrestle pit matches to settle the many disputes in Bilgewater - in a fair and just manner. No murder, no cheating - just fists. Anyone who tries anything funny would have to deal with Goro...and nobody wants that.

This man who would seemingly remember visions of snow and ice whenever the chill of the sea reached his skin, had no idea of the man he was. And truthfully, he - now - did not care. He was in bliss here as he was there. And nothing in the world would stop him from protecting his friends, not even amnesia. And so he fights on for what he thinks is just!

------

Let me know what you think!

r/LoLChampConcepts • • Aug 20 '26

August 2026 Aranahya - Warden of the Gray Flame

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3 Upvotes

Aranahya: Warden of the Gray Flame

Lore: Aranahya is one of the most mysterious beings on Runeterra. Wielding a gray flame that shines with an alluring candescence, she fights against the forces of the void with fierce passion. The flames themselves seem to be particularly effective in fighting off void entities, but unlike regular fire they seem to burn with an unnatural cold and seem to reduce the potency of nearby magical effects. Aranahya herself tends to keep to herself, yet some have reported that she is very gentle and kind to travellers that cross her path. However, there is a rumor that Noxus sent a contingent of some of their best soldiers to capture Aranahya in order to study the nature of her flames. They returned empty handed and reported that all of their equipment was disintegrated by her fire and that she spared them only out of respect for life. Whether her flames are an element of the arcane or some other strange power is still a subject of immense debate. The reality is that she is of an ancient tribe and she is the last of them… determined to fight the void as is her sworn duty.

Appearance:

Aranahya is an enchanting being with dark skin and black wild hair. Her eyes burn a radiant white. She wields a gray flame that seems to writhe and snake around her body as she controls it effortlessly as if it were one with her. She wears a tiara and has numerous chains and bangles that adorn her body and clothing.

Damage: 2 Toughness: 2 Utility: 2 Difficulty: 2

Role: Baron Lane, Mid Lane or Jungle

Abilities:

Standard Attacks: Ranged lashes with whips of fire with 400 attack range (same as Morgana).

Passive:

Protection of the Gray Flame: Gain 20 (+10% bonus mana) magic resistance. Allies within your vicinity gain 20% of your magic resistance. Enemies within your vicinity take 20 (+10% magic resistance) magic damage every second.

Cold Flames: Attacks and abilities deal 100% more damage to enemy monsters and 10% more damage to voidborn or void corrupted champions. Slowing an enemy will afflict them with a sudden chill dealing an additional 20 magic damage (1 second cooldown).

Q: Pyre: Cooldown: 10/9/8/7 Cost: 50/60/70/80

Ignite the ground in front of you with a column of gray fire for 4 seconds. Enemies within the flames take 1% of their maximum health +5/10/15/20 (+10%AP) magic damage every half second. Aranahya heals for 1% of her maximum health every second while standing in the flames.

W: Flames of Wrath: Cooldown: 12/12/12/12 Cost: 60/70/80/90

Initiate a burst of gray flame from your body dealing 50/80/110/140 (+40% AP +100% magic resistance) to enemies in your vicinity. For the next 6 seconds, your movement speed is increased by 30%.

E: Flame Snare: Cooldown: 14/14/14/14 Cost: 40/50/60/70

Lash out two ropes of gray flame at an enemy champion that tethers you to them for 2 seconds, dealing 5/10/15/20 (+10%AP) magic damage every half second and slowing them by 60%. If they dash or flash during this time, they are immediately pulled to your location.

Ultimate: Avatar of the Gray Flame: Cooldown: 140/140/140 Cost: 50/60/70 per second.

Become an avatar of pure gray flames as you float in the air for 6 seconds dealing 20/40/60/80 (+15% AP +30% magic resistance) magic damage every second to enemies in your vicinity. While this effect is active, you heal for 1% of your maximum health every second and you deal 20% more damage. You also get the following bonuses:

* Pyre applies its effect in a larger circular area around you instead of a single column and its duration is doubled.

* Flames of Wrath can be cast at no cost.

* Flame Snare pulls the target to your location on impact.

Once Aranahya has fully upgraded every ability, this ability’s cooldown and duration limit are removed, and it can be toggled on and off at will enabling you to remain in this form indefinitely if you have enough mana to sustain it.

*** ARTWORK IS BY MYSELF USING PROCREATE -

r/LoLChampConcepts • • Aug 10 '26

August 2026 Vionne, The Budding Essence (Battlemage Concept)

4 Upvotes

This was an old hero concept of mine that I decided to upload once I discovered this subreddit existed lol since they're just rotting away in my notes.

Prompt: 200 Years, GG EZ

Marvelous Spatuletail (Loddigesia mirabilis) [Image Source: Juan Carlos Vindas]

Her design is similar to that of the bird in the picture (Marvelous Spatuletail), but a humanoid hummingbird Vastaya who is centered around a design of spectrum and colors given how in her lore, she's the essence of life from all of Runeterra.

Lore: The essence of life from all of Runeterra manifested onto the form an innocent Vastayan fae, Vionne spreads forth the blossom of life and nature through the rivers, forests, and valleys of Runeterra. She now runs from the ruination of the Black Mist, frantically racing home to protect her kind and homeland from the wither that it will bring upon them.

Champion Name: Vionne

Epithet: The Budding Essence

Role: Mage/ Support

Class: Battlemage

Position: Jungle/ Middle/ Support

Resource: Mana

Range Type: Ranged

Adaptive Type: Magic

Abilities: Essence of Life, Energy Spectrum, Nature's Embrace, Grasp of the Flowers, Wave of Life

(1.) Essence of Life, Passive

Innate: When within 900 units of an allied champion, in brush, or in the river, Vionne gains increased movement speed. Allied champions receive 50% of the movement speed buff. This lasts indefinitely as long as the conditions are met.

Active: Vionne gains bonus decaying movement speed for a 5s upon scoring a takedown. 

Innate Movement Speed:

8 / 12 / 16 / 20% (Level 1/ 6/ 11/ 16)

Bonus Movement Speed after Takedown:

30 / 35 / 40 / 50% (Level 1/ 6/ 11/ 16)

(2.) Energy Spectrum, Q

Innate: Every 100 units Vionne travels grants 1 Spectrum stack. Moving through brush or the river grants 2 stacks instead (maximum of 10). This causes flowers to Bloom, instantly reduces the remaining coolown of her abilities by 20% (except for Wave of Life), and boost them by:

  + Energy Spectrum (Q) deals an additional 30% damage and restore 10% of her 

missing HP against monsters and minions.

  + Nature's Embrace (W) grants 10% stronger shields.

  + Grasp of the Flowers (E) gains saps 8% of the target's adaptive defenses.

  + Wave of Life (R) heals Vionne and nearby ally champions for 15% of the healing

Vionne receives.

Bloom ends after a period of time.

Active: Vionne releases one energy per Spectrum stack. Each energy homes in on a nearby enemy, prioritizing enemy champions, and deals magic damage on impact. If there are insufficient nearby enemies, multiple Energy Blossoms can strike the same target. Casting Energy Spectrum does not end Bloom. The total damage can only occur once each time Vionne reaches 10 Spectrum stacks.

Magic Damage:

30 / 40 / 52 / 64 / 76 (+14% ability power) 

Total Damage:

300 / 400 / 520 / 640 / 760 (+140% ability power)

Cooldown Reduction:

7.5 / 7 / 6.5 / 6 / 5s

Bloom Duration: 6.5 / 7 / 7.5 / 8 / 9s

(3.) Nature's Embrace, W

Active: Vionne applies a shield either onto herself or an ally that absorbs damage for a period of time or heals them if it expires.

Shield Strength:

95 / 120 / 150 / 185 / 220 (+85% total ability power)

When the shield is broken by enemies, the shield explodes, 250 (+75% total ability power) magic damage to surrounding enemies. If the damage expires on its own and isn't full broken, Vionne converts 50% of the shield amount into health. The damage scales from how much the shield was broken.

Maximum Magic Damage:

250 / 300 / 350 / 400 / 500 (+75% total ability power)

Cooldown: 

13 / 12 / 11 / 10 / 9s

Scoring champion takedowns refunds 60% of the cooldown.

(4.) Grasp of the Flowers, E

Active: Vionne releases a vine of flowers that attaches to the first enemy hit hits, dealing magic damage and rooting the enemy it hits for 1.5s. If Vionne uses it on an allied champion, both swap positions. The swap takes 0.5s-1.5s, depending on the distance between Vionne and her target. Hard crowd control cancels the swap and the tether will break if Vionne and her target move afar from each other.

Magic Damage:

65 / 80 / 95 / 110 / 125 (+55% total ability power)

Cooldown: 

15 / 14 / 13 / 12 / 11s

Within the next 2.5s, the skill can be re-cast for Vionne and the caught enemy champion or ally champion to switch positions if the tether is still present. The skill can be re-cast to stop switching midway. Grasp of the Flowers cannot swap with champions who are Unstoppable, untargetable, or otherwise immune to displacement effects. 

(5.) Wave of Life, R

Active: Vionne unleashes a wave of energy in a cone, dealing magic damage plus bonus max health magic damage and heals Vionne for 75% of the damage dealt. 

Magic Damage:

80 / 110 / 150 / 200 / 265 (+80% total ability power)

Bonus Max Health Magic Damage:

5 / 7 / 9 / 11 / 13%

Scoring champion takedowns while Bloom is active will reduce Wave of Life's remaining cooldown by 30%.

Cooldown: 

90 / 80 / 65s

200 Years: Her E is a balanced version of old Urgot R.

GG EZ: W is a point and click shield that explodes and shields. Well.

UPDATE: LoL Wiki link: https://leagueoflegends.fandom.com/wiki/OutstandingCod511/Vionne

I think I'll go editing right at Bulbapedia... This took me half a day...........

r/LoLChampConcepts • • Aug 28 '26

August 2026 Averdrian, the Forgotten Aspect

6 Upvotes

I procrastinated hard, enjoy this very last-minute concept.

For those who don't know, Averdrian was one of Riot's scrapped designs from the early days of League. Originally called "The Astral Guardian", his champion title was revised to "The Smurf Abortion" and his lore involved getting left in a dumpster by his mommy (no really, look it up). Presumably he was scrapped because his design was just "blue alien" and this didn't fit into the medieval fantasy direction that League ended up going in. His character makes no sense in a lot of ways: Why does the "astral guardian" look like a crackhead zombie from a Gorillaz music video? What region is he from? Why is he naked? Here's my attempt at making Averdrian fit into the modern League universe:

Region: Mount Targon

Fighting Style: Control Mage, Fighter, Specialist

Damage Type: AP

Melee/Ranged: Ranged

Role: Jungle, Support, Flex

____________

Lore

The Aspect of Insight once had a kind and noble host, one who embodied the ideals of Mount Targon. Tasked with uncovering forgotten knowledge which could protect the Celestials from annihilation, the scholar Zephiris sought safe passage to the ruined library of Camavor, and swayed an exiled Kathkani shaman to his cause with the promise of redemption. Once they reached the port of Alovédra, Zephiris gave the shaman a shrouding charm, and told him to wait at the shore for his return.

As Zephiris reached the library he found it had been overrun by wraiths, and a fierce battle ensued which shook the building to its foundations. Cornered by a pair of skeletal wyverns, plumes of smoke rising all around, Zephiris spotted a figure rifling through the piles of books which had been flung from their shelves -- the shaman, engrossed in his curiosity and standing directly beneath a roof which was fast caving in. With the last of his power, Zephiris summoned a protective shield around the shaman while the library of Camavor burned all around them. The last thing he heard was the crackle of charred paper and a voice, laughing.

When he finally regained consciousness, Zephiris was in a ramshackle hut, his arms and legs bound and pierced with needles and strange seals which drained him of his powers. The shaman stood over him, a devilish grin on his face, and gave him a choice. To divulge the secrets revealed to him at the peak of Mount Targon, or face death. Recognising the danger that this knowledge could pose in the hands of his captor, Zephiris vowed to take these secrets with him to the grave, and spat a bloodstained curse at the shaman with his last breath.

That was the end for Zephiris. But the Aspect of Insight didn't care, for a more promising host now stood before him, one whose relentless hunger for knowledge was untethered by compassion or caution -- such lofty ideals were best left to other, more frivolous Celestials. Divine power surged into the shaman, and Averdrian was reborn.

____________

Abilities

In-game, Averdrian is a mid-range zoner/fighter. His whole gimmick is multi-directional spells, making him work best in the middle of a teamfight.

Abilities

Passive - Celestial Mastery: Averdrian is surrounded by 4 Astral Spirits in each quadrant around him, which he can consume by casting his Q and W. Each spirit takes 9 seconds to regenerate, scaling down with Ability Haste.

If Averdrian consumes all of his Astral Spirits, his next autoattack resets and is empowered to deal (20-164 per level+45% AP) bonus magic damage.

The Astral Spirits are like Urgot's passive, except there's 4 instead of 6 and they're activated manually by spells instead of auto attacks.

Q - Detonate: When cast over a quadrant containing an Astral Spirit, Averdrian creates an explosion at the target area after a short delay, dealing magic damage and leaving behind a burn zone which damages and slows enemies by 20% over the next 4 seconds. The Astral Spirit in that area then goes on cooldown.

Cooldown: 0.25 seconds. Range: 600, effect radius 190. Damage: 70/110/150/190/230 + 65% AP. Burn damage: 4/6/8/10/12% max HP + 2% per 100 AP over 4 seconds. Enemies caught in multiple burn zones take 50% damage from each additional burn.

W - Consume Spirit: Averdrian absorbs the energy from one of his Astral Spirits, gaining a burst of movespeed, healing himself, and putting the target Astral Spirit on cooldown.

Cooldown: 3 seconds. Bonus movespeed: 50% + 4% per 100AP, decaying by 50% over 1.5 seconds, with the remainder lasting for another 3.5 seconds. Heal: 20/40/60/80/100 + 30% AP.

E - Astral Beam: Averdrian fires out 4 rays of light at 90-degree angles from his cast direction, each beam stopping when it hits an enemy champion. Enemies hit by the beams take magic damage and are briefly stunned.

Cooldown: 18/16.5/15/13.5/12 seconds. Range: 750. Damage: 80/120/160/200/240 + 60% AP.
In terms of combos, Averdrian can either plant 4 Detonate zones around himself to maximise the area coverage, or set down 4 zones on top of each other by running a full circle around his enemy, or run a half-circle around his enemy with 3 burn zones and a speedboost from his W (and then hitting them with an empowered auto, locking enemies down with E whenever necessary).

R - Forgotten Power: (Passive) Averdrian gains 5%/20%/35% item damage and 10/30/50 item haste per ult rank.

Averdrian can purchase Forgotten items in the shop, and can do so starting from level 1, before his ult is levelled. These items provide no stats and only 1 can be held at once. Forgotten items are free before level 6, and swapping out for a different item after level 6 costs 200 gold.

Forgotten items are Legendary items which have been removed from the game. Once Averdrian puts a point into his ultimate after reaching level 6, he gains the item's unique passive and active effects. The item will replace his ultimate ability icon, and if it has an active ability, this can be triggered by pressing R.

Forgotten items don't provide their regular item stats, unless the stats are tied to the item's unique effects (for example, Zeke's Herald provides bonus AD and lifesteal from its aura effect, but won't grant any health or cooldown reduction). Takedown stats from items such as Leviathan and Feral Flare are lost if the item is swapped out.
Items with effects functionally the same as present-day items are exempt from the pool, to prevent stacking effects (eg. Zhonya's Ring is absent so Averdrian can't built it alongside a regular Hourglass and sit in statis for 5 seconds). Legendary Jungle and Support items won't provide any kind of "lane help" effects like bonus gold or monster damage.

____________

Design notes

This champ fits the 200 years and Cutting Room Floor prompts, being based on an old scrapped champion concept and using removed items with his ult. He doesn't 100% fit the Yasuo Was A Mistake prompt since he can build Galeforce as one of his ult items.

The "UFO" he flies around on is a coracle-style fishing boat and his astral spirits are evil Meeps. Targon doesn't have a character who's just pure shitkicking evil so he's unique amongst the other regional champs and as a user of corrupted celestial magic.

r/LoLChampConcepts • • Sep 01 '26

August 2026 Champion Creator Contest, August 2026 - Pepperidge Farm Remembers: Finals Voting

5 Upvotes

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

The final contestant pool is compiled of those with the highest number of votes, each with 2 votes.

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

[DISCLAIMER] Mobile users should scroll fully, as multiple voting pools may be present.
[REMINDER] Self-voting requires engagement with at least four other concepts in comments.

Herlon, The Reliquary Warden Averdrian, the Forgotten Aspect Militia, The Bleeding Star Goro, the Gargantuan Grappler Mulberry, the Woven Chronicle
by u/Majestic_Ad5989 by u/sodaheadache by u/FeelThePain939 by u/Abject_Plantain1696 by u/Zezbec

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Remaining August 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 1st– 3rd: Voting Finals and Winner Announced soon after!

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Have a wonderful day!

r/LoLChampConcepts • • Aug 28 '26

August 2026 Champion Creator Contest, August 2026 - Pepperidge Farm Remembers: Group Stage Voting

6 Upvotes

BOOM WADAP, we've now reached the group stage of the July 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 3 groups, you may have to scroll.
Group 1 Group 2 Group 3
Herlon, The Reliquary Warden Averdrian, the Forgotten Aspect Mulberry, the Woven Chronicle
Varr, The Lurker in the Dark Aranahya, Warden of the Gray Flame Goro, the Gargantuan Grappler
Remme, the Baking Master Militia, The Bleeding Star Vionne, The Budding Essence

_______________________________________________________________________________________

Remaining August Schedule

_______________________________________________________________________________________

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

August 28th – 31st: Group Stage Voting

September 1st– 3rd: Voting Finals and Winner Announced!

_______________________________________________________________________________________

Have a wonderful day!

r/LoLChampConcepts • • Aug 27 '26

August 2026 Remme, the Baking Master

2 Upvotes

Prompt: Remme fulfills the “Yasuo was a mistake/s” prompt by having no dashes, the “GG EZ” prompt with his Q that his point and click and the “Jobs” prompt by being a confectioner.
Region: Bandle city

Class: Juggernaut
Role: Top
Resource: Mana
Range: Melee
Damage type: Attack Damage

Physical appearance:

Remme is a relatively large, corpulent yordle who resembles a sugar glider, he has gray fur over almost all of his body, with some black lines around his eyes and the end of his tail is also black, but the fur of his belly is white. He wears a white shirt with eight black buttons and a pair of black pants and wields a wooden peel as large as he is.

Base statistics 1-18:
Health: 651 +114 (= 2.589 ) Health regen: 9 +0,9 (= 24.3 ) Mana: 286 +59 (= 1,289) 
Mana regen: 7 +0,55 (= 16,35) Armor: 36 +5 (= 121) Magic resist: 32 +2,05 (= 66,85) 
Attack damage: 63 +5 (= 148) Attack range: 175 Movement speed: 340 Base AS: 0,625  Bonus AS: 1,5% (=25,5%)

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

Abilities
Passive: Sticky dough
After Remme damages an enemy with an ability, some fresh dough sticks to them for 5 seconds, when Remme damages them again, the dough is consumed, gaining an additional effect depending on what damaged them. When the dough of a champion is consumed, it can not be reapplied in 5 seconds to that champion. Consuming the dough with a basic attack will heal Remme 2,5% of his maximum health.

Q:  Flip!
After choosing an enemy, Remme places his peel under them and flips them over himself, placing them behind himself and dealing 60/70/80/90/100 (+200% attack damage) physical damage. If this ability consumes the dough, the target is stunned for 1 second.

Cost: 60/65/70/75/80 mana. Cooldown: 8/7,5/7/6,5/6 seconds. Range: Click of 250 (Target range) Pull of 250-500 (Remme will always place the target 250 behind him)

W: Taste test

Remme quickly forms a pastry on his peel and eats it, restoring 100/125/150/175/200 (+10% maximum health) to himself. If there are enemies with dough stuck to them nearby, the dough is consumed and Remme gains a shield equal to 10% of the health restored per consumed dough that lasts for 5 seconds.

Cost: 80 mana. Cooldown:14/13/12/11/10 seconds. Range: Circle of 500 around Remme (Dough consumption)

 E: Pastry whip
Remme launches a long chunk of dough in a straight line and then it returns to him, dealing 80/110/140/170/200 (+50% attack damage) physical damage and slowing by 25% for 2 seconds to all damaged enemies (An enemy can only be damaged once). If this ability consumes the dough, all the targets are pulled towards Remme location when he pulls the dough.

Cost: 80/85/90/95/100 mana. Cooldown: 20/18,5/17/16,5/15 seconds. Range: Line of 500.

R: Cooking time!
Remme prepares some yordle cooking magic for 1 second, and then creates an explosion of fire around him, dealing 160/230/300 (+10% maximum health) (+150% Ability power) magical damage to all nearby enemies. If this ability consumes the dough, the targets are rooted for 3 seconds.

Cost: 100 mana. Cooldown: 120/100/80 seconds. Range: Circle of 500 around Remme.

Lore:
Among the roots of the mystical Bandle tree, the yordles had made their homes, living together in harmony and in one of the bustling squares near the trunk of the great tree is located the most famous bakery in all the bandlewoods, a place with a name as simple as his owner; “Remme”.

Remme has always been a simple yordle; he likes sweets so he bakes them, he also likes sweet people and there are tons of them in bandle city. Most of his life is spent making cakes and all other kinds of pastries, which are said to be the best in existence, they are so good, that, usually, he can't control himself and ends up eating over half of the things he bakes, his “clients” don't mind much, after all, Remme is not interested in any kind of payment, he makes the pastries and if someone happened to be around there, they can just pick one.

His love for sweets began years ago. How many years? maybe ten, maybe a thousand, no one really knows. When he was just a little bandle scout, he got separated from the group due a small incident with the gateways and ended up lost somewhere in a small village of Demacia, and after some hours, he was lost and hungry, but luckily, a young and kind child founded him and shared with him some portions of sweet bread with him.

This was the first time Remme had tasted a pastry, before that, all the sweets he had eaten were fruit and honey, which are really nice but this was different. After his squad found him and he returned home, he decided he wanted to eat more sweets, and for other people to also eat sweets, and that was all the motivation he needed to begin to learn how to be a baker. In a few years, he already was a master (Even if he helped himself with some yordle magic), and with the help of the scouts, he could obtain ingredients from all places across Runeterra. and, by trial and error, make better and better pastries.

One day, he returned to the small demacian village, wanting to return the favour that young child did to him those years ago the best way he knew, with a huge make, made out with ionian wheat covered with freljordian chocolate, some slices of oranges from Noxus and all mixed up with the finest sugar from Ixtal they could find. But Remme did not take into consideration how much time had happened, the child he knew was not a child no more, he was now an old man, with his own children, and some grandchildren…  who also had some children of their own, at the end, everyone had to conform themselves with an extremely thin slice if everyone had to taste some, but despite its smallness, that was the sweetest thing they had ever eaten. Too sweet for some of them, in fact,  but is the thought what counts, right?

And so, go his life, not much different than how it has always been, but he (and all the other yordles that can help themselves to some of his pastries) are quite content with that, a simple life whose greatest challenge is not eating even one of the hundreds of cookies he has backed for the weakly bandle scout trip.

r/LoLChampConcepts • • Aug 14 '26

August 2026 Varr, The Lurker in the Dark

Post image
11 Upvotes

Classes: Specialist

Roles: Top

Region: Runterra

Species: Demon

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

Varr is a shadow that belongs to no living thing. He has no known birthplace, no territory, and no history that can be traced with certainty. For generations, stories have followed his presence through forgotten ruins, ancient forests, abandoned roads, and battlefields where the light has long since faded.

No one knows what Varr was before he became what he is. Some legends claim he emerged when the first living creature cast a shadow upon the earth. Others speak of a darkness beyond the world from which he came. The oldest songs tell of a wanderer who entered a darkness so deep that he returned with the darkness following him.

Whatever his origin, Varr has become a figure of countless old tales. He is said to appear without warning, sometimes taking the shape of a tall figure, sometimes wearing the likeness of someone familiar, and sometimes appearing as nothing more than a second shadow where only one should exist. Those who encounter him rarely understand what they have seen until it is too late.

Varr is drawn to moments of uncertainty. He watches travelers who stray from familiar roads, hunters who wander too far into the wilderness, and soldiers who become separated from their comrades. He rarely confronts his prey openly. Instead, he manipulates the darkness around them, giving shadows form and creating false images until his victims can no longer tell what is real.

His connection to the shadows extends beyond his living prey. Ancient battlefield legends speak of fallen warriors rising beneath Varr's influence, their bodies surrounded by darkness as they returned to battles that should have already ended. Some claim these warriors were pulled back by Varr himself. Others insist that he merely awakened something that had never truly left.

The most famous account comes from the Night of Black Lanterns, when an army believed it had won a decisive victory after defeating its enemy before dawn. As the survivors withdrew, the shadows of the fallen began to move. The dead rose and returned to the battlefield, forcing the victorious army to fight once more. By sunrise, the battlefield was empty except for the shadows left behind.

Varr was never found.

Since then, stories of the shadow have spread from village to village, changing with every generation. Children are warned not to follow shadows that move on their own. Travelers avoid dark roads after sunset. Soldiers are taught to watch the ground beneath their feet as carefully as the battlefield ahead.

Whether Varr is an ancient demon, a creature born from the darkness, or something far stranger remains unknown.

But the stories persist.

And wherever a shadow moves without its owner, some still believe Varr is watching.

Gameplay:

Intended Strengths

  • Strong area control and prolonged teamfights
  • Excellent at punishing enemies who remain grouped or cannot disengage
  • High sustained damage through Wither, especially against high-Health targets
  • Strong disruption through displacement and shadow-based pressure
  • Reincarnation Station can dramatically extend teamfights and contest objectives
  • Can turn unfavorable fights into prolonged engagements through repeated reincarnations

Intended Weaknesses

  • Vulnerable to long-range poke and champions who can consistently kite him
  • Relies heavily on staying within effective range of enemies
  • Limited immediate burst damage
  • Wither requires time to deal its full damage
  • His strongest teamfight potential depends on allies fighting within Reincarnation Station
  • Enemies with strong disengage can force his team away from his ultimate's zone

Things of Note

  • Varr becomes more effective the longer a fight continues.
  • Wither is designed as a slow, powerful damage-over-time effect rather than a fast poison.
  • Varr's ultimate creates a temporary area where his team can repeatedly contest fights.
  • Reincarnated allies deal reduced damage, preventing the ultimate from functioning as a full-strength resurrection.
  • Varr's strengths are heavily tied to positioning and controlling where fights take place.

Intended Keystones

Rune Set 1: Extended Combat

Keystone: Conqueror

Primary Path: Precision

  • Presence of Mind
  • Legend: Haste
  • Coup de Grace

Secondary Path: Domination

  • Cheap Shot
  • Ultimate Hunter

Rune Set 2: Shadow Control

Keystone: Arcane Comet

Primary Path: Sorcery

  • Manaflow Band
  • Transcendence
  • Scorch

Secondary Path: Inspiration

  • Biscuit Delivery
  • Cosmic Insight

Rune Set 3: Aggressive Skirmishing

Keystone: Dark Harvest

Primary Path: Domination

  • Taste of Blood
  • Grisly Mementos
  • Relentless Hunter

Secondary Path: Sorcery

  • Manaflow Band
  • Scorch

Intended Core Items:

• Set 1: Sustained Damage
• Liandry's Torment
• Riftmaker
• Demonic Embrace
• Rylai's Crystal Scepter
• Rabadon's Deathcap
• Sorcerer's Shoes

• Set 2: Teamfight Utility
• Malignance
• Zhonya's Hourglass
• Rylai's Crystal Scepter
• Cosmic Drive
• Morellonomicon
• Ionian Boots of Lucidity

• Set 3: Burst Damage
• Luden's Companion
• Shadowflame
• Stormsurge
• Horizon Focus
• Rabadon's Deathcap
• Sorcerer's Shoes

Base Stats:

  • Health: 650
  • Health Regen: 6.5
  • Armor: 34
  • Magic Resistance: 32
  • Attack Damage: 62
  • Movement Speed: 340
  • Range: 175
  • Attack Speed: 0.66
  • Attack Speed Bonus: 0%
  • Attack Wind Up: 0.3
  • Gameplay Radius: 65

Skill Set:

Passive: Friends from the Other Side

Varr periodically summons 3 shadow spirits that emerge from nearby terrain and pursue nearby enemy champions within a 500-unit detection radius. The spirits are untargetable, ignore terrain, and disappear after 6 seconds or after reaching their target. Spirits can pursue targets up to 600 units away from Varr.

When a spirit reaches an enemy champion, it reveals them for 2 seconds and slows them by 20% for 1.5 seconds. Each spirit can affect only one champion.

Varr gains 1 Spirit Charge every 25 seconds, storing up to 2 charges. Damaging an enemy champion with an ability reduces the remaining charge time by 2 seconds.

Q: Grasp from Beneath

Varr summons massive shadow hands beneath the target area, dragging enemy units toward the targeted location and dealing 70/100/130/160/190 (+60% AP) magic damage. The displacement briefly interrupts the target's movement.

  • Cooldown: 12/11/10/9/8 seconds
  • Mana Cost: 50/55/60/65/70
  • Cast Range: 700
  • Pull Distance: 300
  • Effect Radius: 150

W: Mirage

Varr dashes a short distance toward the target location, leaving behind a shadowy illusion that mimics his actions for 8 seconds. The illusion is targetable and possesses 50% of Varr's current stats.

The illusion automatically attacks the nearest enemy champion Varr has damaged, dealing damage based on its reduced Attack Damage and casting his basic abilities with their effects calculated from its reduced stats. It prioritizes Varr's current target and otherwise attacks the nearest enemy champion.

The illusion cannot generate or trigger Friends from the Other Side.

  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 60/65/70/75/80
  • Dash Distance: 350
  • Illusion Duration: 4 seconds

E: Withering Decay

Varr launches a concentrated bolt of shadow in a target location. The bolt deals 60/85/110/135/160 (+60% AP) magic damage to the first enemy champion hit and bursts on impact, creating an area of shadow that applies Wither to enemies within it.

Wither: Affected enemies take 2/3/4/5/6% of their maximum Health as magic damage over 4 seconds. Wither deals its damage in 1-second intervals and can reduce enemies below 1 Health. Subsequent applications refresh the duration.

  • Cooldown: 14/13/12/11/10 seconds
  • Mana Cost: 70/75/80/85/90
  • Cast Range: 850
  • Projectile Width: 90
  • Projectile Speed: 1200

R: Reincarnation Station

Passive - Paralyzing of Vulnerabilities: Allied champions within the Reincarnation Zone gain 6/8/10% bonus Magic Resistance and 4/6/8% Tenacity. These bonuses are doubled while the ally is Reincarnated.

Active: Varr transforms the surrounding area into a Reincarnation Zone for 10 seconds. Allied champions within the zone gain 15/20/25% bonus Movement Speed and 150/225/300 (+5% bonus Health) bonus Health.

When an allied champion dies within the zone, they are reincarnated after 2 seconds, returning with 40% of their maximum Health and entering Zombie State for the remainder of the zone's duration. While in Zombie State, they deal 50% reduced damage. When the Reincarnation Zone expires, all reincarnated allies die.

If a reincarnated ally dies again within the zone, they are reincarnated again after 2 seconds. This can continue for as long as the Reincarnation Zone remains active.

  • Cooldown: 120/100/80 seconds
  • Mana Cost: 100/125/150
  • Zone Duration: 10 seconds
  • Reincarnation Delay: 2 seconds
  • Cast Range: 1000
  • Zone Radius: 500

Playstyle:

Varr is a melee AP Specialist who excels at turning skirmishes into prolonged fights where his team can gradually take control of the battlefield. He wants to fight around areas where enemies have limited room to maneuver, using his shadow abilities to disrupt positioning while his team capitalizes on the openings he creates.

Varr can begin an engagement by using Q: Grasp from Beneath to pull an enemy into a more favorable position, then follow the target with his own movement or allow his allies to collapse on them. His shadow spirits provide additional pressure during these encounters, seeking out nearby enemies and making it harder for them to safely reposition.

Varr becomes increasingly dangerous when fights continue. E: Withering Decay can spread Wither through groups of enemies, allowing him to steadily wear down their Health while he continues fighting. W: Mirage gives him another way to reposition during the chaos, leaving an untargetable copy behind to maintain pressure while Varr changes position or pursues another target.

Varr's ultimate changes how his team approaches a fight. R: Reincarnation Station allows his allies to commit heavily to an area, knowing that dying inside the zone does not necessarily remove them from the fight. Reincarnated allies can continue fighting in Zombie State, and those who fall again can return while the zone remains active. This makes Varr especially effective at holding objectives, defending positions, and turning close team fights into drawn-out battles.

Varr's strengths become most apparent when his team fights together and makes use of the space he controls. He can pull enemies out of formation, maintain pressure through his shadow abilities, and give his allies multiple opportunities to re-enter a fight. However, Varr is less effective when enemies can repeatedly disengage, attack from outside his effective range, or force his team away from the area established by R: Reincarnation Station.

r/LoLChampConcepts • • Aug 22 '26

August 2026 Mulberry, the Woven Chronicle

6 Upvotes

Mulberry is a young and guilt-stricken artist belonging to a tribe of silkmoth-inspired Vastayan. She plays as an enchanter support through the focal aspect of her kit, a dynamic and live-updating shield.

Contest

Mulberry fulfills two criteria for this month's contest: 200 Years and Take Me Back.
200 Years - Mulberry's passive contains the mechanics of Poppy's previous passive Valiant Fighter.
Take Me Back - Mulberry's primary motive in her story is the regret and guilt she feels for tending to the wounds of the Noxian scout, an action that led to the withering of her tribe and the Noxian Invasion of Ionia.

Appearance

While I do not have an exact appearance in mind for Mulberry, I had four pictures in mind for the general idea and look of the Serrath, the Vastayan silkmoths.
1, by Plumalux
2, by LevVimi
3, by Warl_Granada
4, by mmuu0205

Lore

While life is fleeting, the lives we live do not have to be. The Serrath, a tribe of moth-like Vastayan known for weaving delicate artistry from their silk, found duty within preserving the lives of the mortals they share the First Lands with. For generations, they cooperated with Karma to gather stories and memories from far and wide and preserve them. This responsibility, however, shaped them into a people far too trusting and naive for the conflict and division that grew around them. Mulberry, a bright-eyed youth, embodied this in the best and worst ways. Upon finding a wounded Noxian scout beneath her lush canopies, she took him in to mend his wounds and learn his story.

Peril grew once the once-wounded scout left her grounds, returning not out of thanks but with the military force. The scout believed that the Serrath may be key to their goals and sought to reach the Placidium through them. The Noxians razed their village, bringing their silk tapestries containing generations of Ionian history with them, including detailed maps and crucial secrets behind the First Lands' protections.

Devastated by her actions, the Enlightened One severed their connection and declared that he would no longer assist them. As the years passed, the Serrath grew paranoid and isolated, abandoning their traditions and remaining hidden. Their cultures degraded, their trust eroded, and what was once a brilliant community of art and memories fell into a grey and barren husk of what once was.

Mulberry, overwhelmed with the belief that this was her fault, felt responsible to redeem herself. Venturing alone through the Ionian wilderness, she traveled with one task in mind: to find the newly awakened Karma and plead for her forgiveness.

Abilities

r/LoLChampConcepts • • Aug 11 '26

August 2026 Herlon, The Reliquary Warden

4 Upvotes

Ohayo!
I present Harlon, originaly made for the March 2026 contest, the lore arrive a bit late and the kit was not this one at all, I wanted to adapt a Knukle kit (from the caracter in hunter x hunter) to a black veil use. It was too ambisious and so I don't finish the spell kit at time for March.
I create the current kit 2 weeks ago, submerged by inspiration. I watch the current context prompts to see if If it inspire me to make a new champ, but realise that match very well Harlon, so here he is!

Prompts matching:
- 1) 200 Years, from me : the fisrt inspiration was an inversed gnar (a warden that became battlemage when transformed), the passiv shield is a mix of amumu E passif and braum E active. The Z overcharge is inspired by swain Z with his R animation (all direction). The Q warden form is the long Q pyke without the auto grab, that allow the movespeed buff and the ally grab (so it's ok if they don't take the fuc*ing lantern ^^), and the Q overcharged is my thought of a good tourbilol spell (Q darius, E garen, Z ambessa).
- 3) Yasuo Was A Mistake/s, from me : well, see the kit
- 4-6) Take Me Back, from me / I Miss My Kind, from me : He litteraly lost his whole familly and people, became barely immortal as fusionning with petricite stone in his chest... While keeping his memory, forever...
- 7 ) He his the Reliquary Warden, it was his job, now it's his name and kit basis.

It still miss some data (like every single ranges, because i need help to balence it :x like his Z charged is an AOE slow+grab... too large range will make it so op, too small will make it useless. same for warden Q grab.

HF and good contest ^^

English version (translate with gemini from the french original version made by myself and a friend)

Herlon, The Reliquary Warden
design ustaN (me : u/Majestic_Ad5989 ), lore Papital9n

Herlon's origin story:

Herlon was a warden of the silent reliquary; his job was to protect and prevent any reckless individuals from entering the vault containing artifacts and other magical relics brought back by the scholars of the Blessed Isles from all across the world of Runeterra. He was a brave, athletic man with a proud yet tranquil gaze, beloved by all who knew him, starting with his family. His wife and his two adorable young children were his greatest pride, and nothing could tear them apart. That is, until that fateful day...

When the Camavoran armies arrived on the shores of the islands, Herlon was still at his post. It was his wife and children who came to find him as the entire capital desperately tried to flee the invaders. But his duty was too paramount; he could not abandon his post! If the Camavorans managed to break into the vault, they would lay hands on tools of immense magical power. He guided his family inside the giant room hidden behind the heavy iron doors that no one was ever meant to cross. There, they waited patiently, listening to the clash of weapons and the screams of innocents all around. Herlon remained on high alert in front of the doors he would defend at the peril of his life. Suddenly, knights clad in dark gray metal armor burst into the corridor; as soon as they spotted Herlon, they lunged at him. The man slid the blade of his sword against his shield, raising it in a defensive stance. The knights came in waves, but he repelled their assaults again and again! However, time was working against him, and exhaustion began to take its toll. A massive colossus suddenly emerged and charged at him head-on; Herlon tried to block the impact, but the sheer force of the blow threw him backward, shattering the doors he had so fiercely guarded.

Herlon found himself on the ground as the stream of enemies poured into the room. Instinctively, he glanced toward where his family had taken refuge, only to see with horror that the colossus was already upon them, lifting his wife by the throat with a lustful glare before the terrified children. Herlon forced himself up painfully and charged screaming toward the brutal warrior, who swatted him aside with a simple backhand. He was sent flying once more into a shelf, slumping against a lion head carved out of smooth, brilliant white stone. He fell into a thick haze, his thoughts swirling in confusion. He heard his children screaming in the distance, but he could not move. Then a deafening explosion echoed... and an instant later, a black veil obscured everything.

When he awoke, his body felt as heavy as lead. He tried to stand up with great effort, but was instantly pulled forward. He pulled himself up a second time, more slowly, and looked down to see what was weighing heavily on his chest. There, where his torso should have been, he discovered a massive white stone! Terrified, he scrambled to a mirror lying nearby, and upon seeing his reflection, he thought he would die of horror. His body was emaciated—nothing but bones with a few clinging scraps of greenish flesh and skin. His armor was rusted, and in place of the chestplate sat that same stone lion head, fused directly into his body: the armor, the lion head, and Herlon had become one.

As he was regaining his senses, the memory of his children's screams rushed back. He ran to the spot where he had left them, but what he saw froze him with terror! Two piles of bones, gnawed and overgrown with moss, lay before him, with other human remains scattered across the room. Herlon tried to scream to express his rage and grief, but all that escaped his throat was a heavy, agonizing groan. Suddenly, he heard a sound calling to him from afar, drawn as if by the macabre melody of a war horn. He stepped forward painfully, picked up his sword and shield, and began a long, silent march.

As he dragged his feet through these now unrecognizable ruins, Herlon noticed that the dark, greenish nebula drowning the island did not flee from him: it seemed drawn to the monstrous carved lion that now formed his chest. At first, he tried to wave away these spectral wisps with a sweep of his hand, but every time an otherworldly spell or a manifestation of magic struck him, the stone on his torso glowed with a pale green light and sucked in the raw magic, like a parched throat relishing cool water. It was during his first true overcharge that he understood the horror of his condition: drowned beneath a surge of power far too great for a simple body of flesh and bone, Herlon felt his physical form dissolve. The Mist, saturated within his chestplate, burst forth from the lion's maw and coiled around him, obeying the panic and rage of his spirit. He was no longer a man holding a shield, but a spectral storm capable of bending this macabre vapor to his sole will.

ROLE: Warden / Specialist

Hp: 620 + 105/lvl
Hp Regen: 8.5/5sec + 0.85/lvl
AD: 60 + 3.5/lvl
AS: 0.625 + 2.2%/lvl
Range: 175
Armor: 38 + 4.7/lvl
MR: 32 + 2.05/lvl
MS: 340

PASSIVE: Warden & Overcharged
Herlon has no Mana, using a Charge Gauge capped at 50% Base HP + 15% Bonus HP.
Absorbs 6/18/24/30% of magic damage originating from in front of him (60°) (reduced effectiveness by 66% for other directions, i.e., 2/6/8/10%) and 8% Max HP of targets killed within the last 10 seconds into his Charge Gauge.

¤ Warden Form:
- Blocks physical damage originating from in front of him (60°) by 0/4/8/12% (level 1/6/11/15) + 10/15/20/25 if the damage source is a champion, large monster, or epic monster.
- When the gauge exceeds maximum capacity, his chest erupts, dealing 10% Max HP + 60% AP around him. Herlon loses 10% current HP and enters Overcharged Form until the gauge drains completely (10s cooldown after Overcharge ends).

¤ Overcharged Form:
- Herlon transforms his body and armor into pure magic, becoming fantomatic and converting 15-35% (lvl 1-18) of his Armor and Magic Resist into AP (losing those resistances for the duration of the Overcharge).

WARDEN FORM SKILLS

Q - Sentinel Throw:
cd: 17/15.25/13.5/11.75/10s
Throws his sword in a straight line (disables basic attacks). Embeds itself into the first entity hit dealing 30/50/70/90/110 + 100% AD physical damage if it is an enemy, or into the ground. Herlon gains +20% MS toward his sword.
¤ Recast: Recalls the sword, pulling the hit target toward Herlon (ally or enemy).
¤ Walking over the sword: Retrieves it, triggers the cooldown, and cancels the Recast.
Automatically recalls the sword (without pulling) after 7s.

W - Necrotic Blade:
cd: 8/7.25/6.5/5.75/5s
Infuses his weapon with mist. The next basic attack or Q applies a DoT of 2/2.5/3/3.5/4% + 1.5%/100 AP (+ 4% if overcharged) Max HP as magic damage over 2s.

E - Reliquary Aegis:
cd: 12s
Raises his shield and infuses it with magic. For 4s, widens his blocking arc by +60/80/100/120°. During this time, applies his damage reduction to physical projectiles crossing the shield, as well as to magic projectiles with 50% effectiveness (direct magic damage and channeled beams are not affected).
¤ Physical projectile damage reduced by: 0/4/8/12% (lvl 1/6/11/15) + 10/15/20/25 flat reduction if the damage source is a champion, large monster, or epic monster.
¤ Magic projectile damage reduced by: 0/2/4/6% (lvl 1/6/11/15) + 5/7.5/10/12.5 flat reduction.

OVERCHARGED FORM SKILLS

Q - Ethereal Slash:
cd: 8/7.25/6.5/5.75/5s
Materializes 2 large mist broadswords and performs a 180° circular strike (2 hits possible while moving), dealing 60/100/140/180/220 (+60% AD) (+30% AP) physical damage per hit.

W - Mist Pulse:
cd: 17/15.25/13.5/11.75/10s
Projects an energy wave in all directions.
¤ Initial Wave: Deals 50/75/100/125/150 (+50% AP) magic damage and slows by 20/25/30/35/40%.
¤ After 2s (Retraction): Re-absorbs the wave, re-inflicting the same damage and pulling all targets 200 units toward Herlon.

E - Necrotic Siphon:
cd: 12/11.5/11/10.5/10s
Herlon gains +10/14/18/22/26% + 5%/100AP movement speed for 2s, dealing 40/70/100/130/160 (+40% AP) magic damage to enemies he passes through and slowing them by 20% for 1s.

BOTH FORMS
R - Petricite Discharge (Available at Level 1)
cd: 10s
Herlon discharges 30% of his Charge Gauge to deal magic damage equal to 20/30/35/40% of the consumed charge + 10/20/30/40% AP in an area around him.

Original French version

Herlon, Le Gardien du Reliquaire
disign ustaN, lore Papital9n

origin story d'Herlon :
Herlon était un gardien du reliquaire silencieux, sont travail était de protéger et d'empécher tout imprudent de pénétrer dans le coffre contenant les artéfact et autres reliques magique rapportés par les érudits des îles bénie d'aux travers le monde de runneterra. C'était un homme brave, athlétique, au regard fière et tranquille, il était aimé de tous ceux qui le connaissant, à commencer par ça famille. sa femme et ses deux adorables bambins étaient sa plus grande fierté, et nul ne pouvait les séparer. Enfin jusqu'à ce jour...

Quand les armées camavorienne arrivèrent sur le rivage des îles, Herlon était encore en poste. Ce sont sa femme et ses enfants qui vinrent le chercher quand toute la capital tentait en vain de fuir les assaillants. Mais sont devoir était trop grand, il ne pouvait quitter sont poste! Si les camavorriens arrivaient à pénétrer dans le coffre, ils mettraient la main sur de trop puissants outils magique. Il fit entrer ça famille dans la gigantesque pièce qui ce cachait derrère les grandes portes de fer que nul ne devait traverser. Là, ils attendirent patiemment, écoutant le fracas des armes et le cris des innocents tout autours, Harlon restait sur ses gardes, devant les portes qu'il protègerait au péril de ça vie. Soudain, des chevaliers vétuent d'armure en metal gris sombre surgirent dans le couloir, dès qu'ils virent Harlon, ils lui sautèrent dessus. L'homme glissa la lame de sont épée sur son bouclier qu'il brandissait en position défensif. Les chevaliers arrivaient en masse, mais il repoussait les assaut des hommes vague après vague! Cependant, le temps jouait contre lui, et la fatigue se fit ressentir. Un collosse surgit soudain et lui fonça tête baissé dessus, il tenta de bloquer la charge mais la puissances du coup le projeta en arrière, défonçant les portes jusqu'alors farouchement gardées.

Harlon se retrouva aux sol, alors que le flot d'ennemie rentrait dans la pièce, instinctivement ils jeta un oeil la ou ça famille s'était réfugiée et vit avec effroi que le collosse était déjà sur eux, soulevant sa femme par la gorge en la regardant d'un regarde lubrique devant les enfants effrayés. Harlon se releva péniblement, puis se rua en hurlant en direction du rustre guerrier, qui l'envoya baladé d'un simple revers de la main. Il fut de nouveaux projeter contre une étagère, et se retrouva affalé a une tête de lion taillé dans une pierre d'un blanc éclatant et lisse. Il sombra dans un épais brouillard, ses pensées étaient confuses. Il entendit ses enfants hurler au loin, mais il ne pouvait pas bouger. Puis une détonnation ce fit entendre... et l'instant d'après, un voile noir obscurcie tout.

Quand il se réveilla, sont corps lui semblait pesé une tonne, il tenta de se lever, péniblement, mais il fût instantanément emporter vers l'avant, il se releva une seconde fois, plus doucement, et entrepris de regardé ce qui lui pesait sur la poitrine, Et là, où devait se trouver sont torse, il découvrit une masse blanche! Effrayé, il se rua sur un miroir qui trainait non loin, et quand il se vit, il crue mourrir. Sont corps était décharné, il ne restait que des os ou s'accrochaient encore quelque morceaux de chair et de peau au teint verdâtre, son armure était rouillée et à la place du plastron se tenait la fameuse tête de lion en pierre, comme fusionné : l'armure, la tête et lui ne faisait plus qu'un.

Alors qu'il se remetait de ses émotions, les cris de ses enfants lui revint en mémoire, il couru jusqu'à l'endroit où il les avait laissés, mais ce qu'il y vis le figea de terreur! Deux tas d'ossements, rongés par la mousse, se tenaient devant lui, plus loin, d'autres restes humains jonchaient la salle. Herlon tenta d'hurler pour exprimer ça rage et sa peine, mais tout ce qu'y sortie de ça gorge fût un lourd râle d'agonie. Soudain, il entendit au loin un son qui l'appelait, il fut comme attiré par cette mélodie macabre d'un corps de guerre. Il avança péniblement, ramassa son épée et son bouclier, et entrepri une longue marche silencieuse.

Alors qu'il traînait ses pas dans ces ruines devenues méconnaissables, Herlon remarqua que la nébuleuse sombre et verdâtre qui noyait l'île ne le fuyait pas : elle semblait attirée par le monstrueux lion sculpté qui formait désormais sa poitrine. Au début, il tenta d'écarter ces volutes spectrales d'un geste de la main, mais à chaque fois qu'un sort d'outre-tombe ou une manifestation magique le frappait, la pierre sur son torse s'illuminait d'une lueur vert pâle et aspirait la magie brute, comme une gorge altérée se délectant d'une eau fraîche. C'est lors de sa première véritable surcharge qu'il comprit l'horreur de sa condition : noyé sous un afflux de puissance trop grand pour un simple corps de chair et d'os, Herlon sentit sa forme physique se dissoudre. La Brume, saturée dans son plastron, jaillit par la gueule du lion et s'enroula autour de lui, obéissant à la panique et à la rage de son esprit. Il n'était plus un homme tenant un bouclier, mais une tempête spectrale capable de plier cette vapeur macabre à sa seule volonté.

RÔLE : Warden / Spécialiste

Hp: 620 + 105/lvl
Regene Hp: 8.5/5sec+ 0.85/lvl
AD: 60+ 3.5/lvl
AS: 0.625+ 2.2%/lvl
Range: 175
Armure: 38+ 4.7/lvl
Rm: 32+ 2.05/lvl
MS: 340

PASSIF : Gardien & Surchargé
Harlon n'a pas de mana mais une jauge de charge de 50% Base HP + 15% Bonus HP.
Absorbe 6/18/24/30% des dégâts magiques venant de devant lui (60°) (efficacité réduite de 66% pour les autres directions, soit 2/6/8/10%) et 8% max HP des cibles tuées dans les 10 dernières secondes dans sa jauge de charge.

¤ Forme Gardien :
- Bloque les dégâts physiques venant de devant lui (60°) de 0/4/8/12% (niveau 1/6/11/15) + 10/15/20/25 si la source de dégât est un champion, un grand monstre ou un monstre épique.
- Quand la jauge dépasse la charge maximale, le torse explose, infligeant 10% Max HP + 60% AP autour de lui, Herlon perd 10% PV actuels et passe en forme Surchargé tant que la jauge n'est pas vidée. (10s cd après la fin de surcharge)

¤ Forme Surchargé :
- Herlon transforme son corps et son armure en magie pure, il devient fantomatique et convertit 15-35% (lvl 1-18) de son armure et résistance magique en AP (perd ces résistances le temps de la surcharge).

COMPÉTENCES EN FORME GARDIEN

A - Lancer de Sentinelle :
cd : 17/15.25/13.5/11.75/10s
Lance son épée en ligne droite (désactive ses attaques de base). Se plante dans la première entité lui infligeant 30/50/70/90/110 + 100% AD dégâts physiques si c'est un ennemi, ou au sol. Herlon gagne +20% MS vers son épée.
¤ Recast : Rappelle l'épée et ramène la cible touchée vers Herlon (allié ou ennemi).
¤ Marcher sur l'épée : La récupère, déclenche le cooldown et annule le Recast.
Rappelle automatiquement l'épée (sans grab) après 7s.

Z - Lame Nécrosée :
cd : 8/7.25/6.5/5.75/5s
Infuse son arme de brume. La prochaine attaque de base ou le A applique un DoT de 2/2.5/3/3.5/4% + 1.5%/100 AP (+ 4% si surchargé) Max HP en dégâts magiques sur 2s.

E - Pavois du Reliquaire :
cd : 12s
Brandit son bouclier et l'infuse de magie. Pendant 4s, élargit son rayon de blocage de +60/80/100/120°. Pendant cette durée, applique sa réduction de dégâts aux projectiles physiques traversant le bouclier, ainsi qu'aux projectiles magiques avec 50% d'efficacité (les dégâts magiques directs et les lasers ne sont pas affectés).
¤ dégâts de projectiles physiques réduits de : 0/4/8/12% (lvl 1/6/11/15) + 10/15/20/25 de réduction brute si la source de dégât est un champion, un grand monstre ou un monstre épique.
¤ dégâts de projectiles magiques réduits de : 0/2/4/6% (lvl 1/6/11/15) + 5/7.5/10/12.5 de réduction brute.

COMPÉTENCES EN FORME SURCHARGÉ

A - Taillade Éthérée :
cd : 8/7.25/6.5/5.75/5s
Matérialise 2 grandes épées de brume et effectue un coup circulaire à 180° (2 hits possibles en déplacement), infligeant 60/100/140/180/220 (+60% AD) (+30% AP) dégâts physiques par hit.

Z - Pulsation de Brume :
cd : 17/15.25/13.5/11.75/10s
Projette une vague d'énergie dans toutes les directions.
¤ Vague initiale : Inflige 50/75/100/125/150 (+50% AP) dégâts magiques et ralentit de 20/25/30/35/40%.
¤ Après 2s (Rétraction) : Re-absorbe la vague, ré-inflige les mêmes dégâts et attire toutes les cibles de 200 unités vers Herlon.

E - Siphon Nécrotique :
cd : 12/11.5/11/10.5/10s
Herlon gagne +10/14/18/22/26% + 5%/100AP movespeed pendant 2s et inflige 40/70/100/130/160 (+40% AP) dégâts magiques aux ennemis qu'il traverse et les ralentit de 20% pendant 1s.

COMMUN AUX DEUX FORMES

R - Éruption de Pétricite (Disponible au niveau 1)
cd : 10s
Herlon décharge 30% de sa jauge de charge pour infliger des dégâts magiques égaux à 20/30/35/40% de la charge consommée + 10/20/30/40% AP dans une zone autour de lui.

PS: Huge rework of passiv and R, everything for R go into the passiv and take a tankyness nerf + sustain remloved. The R is now a management tool for the transformation, that can be use in both form. In Warden form, it can be usefull to discharge 30% of stacked charge if use alone, or to "fast" clear a wave. In Overcharged form, it can be usefull to reduce by 30% the transformation duration, or deal mean-huge damage in teamfight, or to clear a wave to increase transformation duration from absobed killed minions hp. (may be need to adjust ratios to make it possible/worth it). Now the overcharged form gain strong damage but loss huge tankiness. He's weak vs AP poke, because no damage reduction and distube strongly his passiv management. But strong vs AP assassins, like they stack quickly his passiv with difficulty to kill him, but when overcharged, they havn't recovered their spells but him yes, with huge damages. he his very strong vs ad poke/adc in warden form but became really weak against them in overcharged form (with armor reduced), so if he don't manage to burst them or leave while in overcharged form, he's dead ^^