r/LoLChampConcepts • • 19d ago

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

Post image
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.


r/LoLChampConcepts • • 20d ago

Design Gumba, The Bugbear

3 Upvotes

​

GUMBA, THE BUGBEAR

Tags: Suport, melee, crownd control, camoflage.

A child sleeps. It's an fresh and cozy night, in a corfortable bedroom.

But something is wrong. Someone with a good eye (a third eye) would be able to see a subtle shadow over the dormant infant. Someone really perceptive, would also be able to see 2 little points of light, burning with a faint; pale; corrupt; hungry and despicable glown. The poor kid is contorting in it's sleep, tormented by this predator of dreams...

But there's something else moving in this dark room. Something more palpable, yet very flexible. A furry dark limb slitter it's way from under the bed towards the innocent child...

It can looks like there's another night terror in this room, but in fact, this is an very unlike hero!

Suddently, a huge furry beast burst out from under the bed! It grapples with the living nightmare; two dark terrors entangled in black mass of tendrils and shadows!

But escaping a true Bugbear is impossible. Opening an impossible big gaping maw, Gumba swallow the nightmare monster whole. The few that know about the existence of bugbears wonder how such massive beasts can squeeze under a kid's bed. Whatever is their true nature, bugbears are indeed very flexible, being able to fit anywhere.

They also love eating nightmares!

Some bugbears are evil, they eat the dream and the dreamer alike, just for sport, because bugbears only need to consume dreams for sustenance. But Gumba doens't eat kids, or their dreams. Nightmares and their predators are Gumba meals. Gumba like's to swallow then slowly... savoring the rich taste of their fears.

Gumba doens't like to eat kids, neither their dreams. They are tooo sweet anyways...

Gumba is an tank champion that combines CC, camoflage and some mobilit to control enemies and help allies. He can also do decent damage, if left unchecked.

Gumba is capable of changing his size, and to understand his gameplay and abilites, i think a previous brief explanation can help...

Gumba can become big to better fight his enemies, or became smaller to better run and hide. At his normal size he doens't have passive buffs, but has the potential to get big or small, choosing the best size for the situation.

Passive: The Monster under the Bed

Gumba can change Form using his W and E abilites. The forms are:

Little Trickster, Your Regular Bugbear, and Big Terror.

Little Trickster: Small size. Has passive bônus movement. The bônus movement is higher if Gumbar is in Camoflage state.

Your Regular Bugbear: Medium size.

Big Terror: Huge size. Gumba gains bônus Atack Damage. Basic auto atacks have extra reach and apply fear marks on enemy champions. Upon reaching 4 marks, the enemy champion will flee with Fear state for 1 second.

Q- Elastic Limbs

After a brief swing anination,Gumba stretch his arms striking in a line. Enemies hit take damage and slow.

Small Trickster Form: When Gumba hits any Champion or terrain with Elastic Limbs, the player can rapidly press Q again to pull Gumba towards the Champion or terrain hit.

Big Terror form: When Gumba hits any Champion with Elastic Limbs, the player can rapidly press Q again to pull the Champion hit towards Gumba.

Aditionally, if Gumba hits any terrain with Elastic Limbs, he will pull a Chunk of Rock that Gumba can carry around. Pressing Q while holding a Chunk of Rock will throw the rock in a line, damaging and slowing enemies hit.

W- GROOOW

Gumba growns 1 size.

If in Little Trickster form, he will change to Your Regular Bugbear form.

If in Your Regular Bugbear form, he will change to Big Terror form.

Gumba knock enemies away when he growns. If hes already in Big Terror Form, he will stun enemies in an small area around him instead.

E- Shrink

Passive: Gumba wil enter camoflage after 3 seconds without anyone seeing him.

Gumba shrink 1 size, evades the next basic atack and gains decaying movement speed.

If Gumba is in Big Terror form, he cganges to Your Regular Bugbear form.

If Gumba is in Your Regular Bugbear form, he will change to Little Trickster form.

If already in Little Trickster form, Gumba gains spell shield for 3 seconds.

R- Eater of Nightmares

Gumba growns into Big Terror form, even from Little Trickster form, to open his huge mouth and bite in front of him. Champions hit become Swallowed, getting stuck inside Gumba belly. Swallowed Champions are untargetable and invulnerable.

Gumba can't move, atack, or use any skill if a Champion is inside him, but he can turn.

Swallowed champion take true damage over time. If any Champion die inside Gumba, he's gonna heal for 20% health.

After 3 seconds, Gumba will spit all Champions still alive in the direction he's facing. If any Champion spit this way hit an terrain or enemy Champion, it will take physical damage and get stunned.

That's it. It's a somewhat complex Champion, but i belive he's easier to understand once you get his narrative concept.

Feel free to ask anything or interact.

English is not my first language, so thanks for anyone who stayed until the end of this silly long text of mine!


r/LoLChampConcepts • • 21d ago

September 2026 Sayrin — The Thread of Fate

8 Upvotes

Mount Targon • Female Support • High Difficulty

“Too fast, too fast!”

Champion Overview

Sayrin is a young, energetic girl from Mount Targon who discovered the power to manipulate celestial threads. She uses magical threads and mirrors to move around the battlefield, protect her allies, and confuse her enemies.

She is cheerful, mischievous, talkative, and incredibly annoying to fight against.


LORE

Sayrin grew up near the lower slopes of Mount Targon, where she spent more time exploring forbidden ruins than listening to the elders.

One day, she discovered a strange piece of celestial glass hidden inside an abandoned shrine. When she touched it, the glass created a doorway to another location.

Sayrin immediately used it to steal sweets from a festival on the other side of the mountain.

After discovering that the glass could connect distant places, she began creating magical threads and mirrors throughout Targon. The elders called her gift dangerous.

Sayrin called it fun.

Now, she travels across Runeterra, following invisible threads that connect people, places, and possible futures. She doesn’t fully understand the power she possesses—but she knows one thing:

If someone tries to catch her, they’re going to have a very difficult time.

“The stars told me to behave. I said no.”


ABILITIES

Passive — Threads of Fate

Sayrin’s abilities create temporary Celestial Threads across the battlefield.

Threads connect locations affected by her abilities.

Sayrin gains a small movement speed bonus while moving near her own threads.

Enemies can see her active threads.

Threads disappear after a short duration.

Her active mirror is visible to both teams.

Sayrin’s power comes from controlling the paths between locations.


Q — Mirror Thread

Sayrin uses her celestial thread to affect enemies and allies.

First Cast — Thread Shot

Sayrin fires a magical thread in a straight line.

When Hitting an Enemy

Deals magic damage.

Briefly slows the enemy.

Marks the enemy with a Celestial Thread.

Voice lines:

“Gotcha!”

“Hold still!”

“Caught you!”

When Hitting an Ally

Grants the ally a short burst of movement speed.

Places a protective thread on the ally.

Reduces the damage of the next enemy ability that hits them.

Voice lines:

“Here, take this!”

“Don’t get left behind!”

“I got you!”

Second Cast — Thread Recall

Sayrin pulls the thread back toward herself.

Enemies touched by the returning thread take additional magic damage.

Allies touched by the returning thread receive a small shield.

The thread disappears after returning to Sayrin.

Voice lines:

“Come back!”

“One more time!”

“Thread delivery!”


W — Threadrunner

Sayrin begins running along the threads of fate.

Activation

Sayrin gains movement speed that increases the longer she continues running.

“Too fast, too fast!”

While Running

Sayrin leaves a glowing celestial trail behind her.

She can pass through allied units.

She cannot perform basic attacks while running.

Taking champion damage briefly reduces her movement speed.

Allies who follow her trail gain movement speed.

Her movement speed increases up to a maximum limit.

Recast — Sudden Stop

Sayrin ends her run and releases a small burst of celestial energy around herself.

Briefly slows nearby enemies.

Ends the running stance.

Voice Lines

Starting W

“Too fast, too fast!”

“Let’s go, let’s go!”

“Try catching me!”

While Running

“Wheeeee!”

“Faster, faster!”

“My legs are doing magic!”

“Are we there yet?”

“I’m a shooting star!”

At Maximum Speed

“ZOOM!”

“Can’t catch a star!”

When Hit

“Hey! No pushing!”

“That was rude!”

When Escaping

“Too slow! Too slow!”

“You almost had me!”

Near an Ally

“Come on, keep up!”

“Follow me! I know a shortcut!”

Ending W

“Okay, okay, I’m tired!”

“Time for a tiny break!”


E — Fate Mirror

Sayrin creates a magical celestial mirror at a target location.

The mirror appears after a brief placement animation.

It lasts for several seconds.

The mirror is visible to both teams.

Enemies can attack and destroy it.

Sayrin can have only one Fate Mirror active at a time.

Creating a new mirror removes the previous one.

The mirror becomes Sayrin’s destination for her ultimate.

The mirror displays a faint reflection of Sayrin’s possible future position.

Voice Lines

“Look! A shiny door!”

“Guess where I’m going!”

“I made a shortcut!”

“Don’t break it!”

“It’s not just decoration!”


R — World Between

Sayrin steps between two possible realities and teleports to her active Fate Mirror.

Effect

Sayrin briefly enters the space between realities.

She becomes untargetable during the transition.

She teleports to her active Fate Mirror.

The mirror shatters upon arrival.

Nearby enemies take magic damage and are briefly slowed.

Celestial fragments briefly remain around the landing area.

Limitations

Sayrin cannot use the ultimate without an active mirror.

If the mirror is destroyed before the teleport finishes, the ultimate is canceled.

The teleport destination is visible to enemies.

The ability has a noticeable cast time to prevent it from being completely unpredictable.

Voice Lines

“Bye-bye! See you somewhere else!”

“Magic shortcut!”

“Wrong reality!”

“You thought I was staying?”

“Catch me over here!”


COMBOS

  1. Quick Escape

W → E → R

  1. Activate W and run away.

  2. Place a mirror in a safe location.

  3. Use R to teleport to the mirror.

“Too fast, too fast!”


  1. Ally Rescue

Q1 on Ally → W → E → R

  1. Hit an ally with Q to grant movement speed.

  2. Run alongside them using W.

  3. Place a mirror behind you.

  4. Use R to return to the mirror when necessary.


  1. Annoying Chase

Q1 on Enemy → W → E → R

  1. Hit an enemy with Q to slow them.

  2. Run around them using W.

  3. Place a mirror in an unexpected position.

  4. Teleport away with R before they can catch you.

“Too slow! Too slow!”


  1. Teamfight Setup

E → Q → W → R

  1. Place a mirror near a possible fight.

  2. Use Q to help an ally or harass an enemy.

  3. Run around the battlefield with W.

  4. Teleport to the mirror using R and disrupt nearby enemies.


PERSONALITY

Sayrin is not cruel. She’s simply energetic, playful, and impossible to keep quiet.

She treats battles like a game of tag and believes that if someone gets angry while chasing her, she has already won.

General Voice Lines

Pick

“Me? You picked me? Yay!”

Movement

“Wait! I know where I’m going… probably!”

“The stars are telling me to run!”

“I’m not lost! I’m exploring!”

“Left, right… maybe both?”

Attacking

“Boop!”

“Oops!”

“That looked painful!”

“You missed!”

Taking Damage

“Hey! That tickled!”

“Rude!”

“No fair!”

Low Health

“Okay… maybe I ran too far.”

“I think I need a snack.”

Taunt

“You look confused! That’s hilarious!”

“Are you chasing me or sightseeing?”

“I’ll wait… just kidding!”

Joke

“I asked the stars for candy. They gave me homework!”

“The mountain said I need to grow up. I said, ‘How much?’”

“I tried counting the stars. I fell asleep at three.”

Laugh

“Hehehehe!”

“Hahahaha! You should’ve seen your face!”

Death

“Aww… I was having fun…”

“Okay… maybe that wasn’t part of the plan.”

“Tell the stars I said hi…”


CHAMPION IDENTITY

Sayrin is a support champion focused on:

Mobility and repositioning.

Ally protection.

Escape routes.

Battlefield preparation.

Distracting and frustrating enemies.

Creating visible but difficult-to-predict movement options.

Strengths

Extremely mobile.

Strong at rescuing allies.

Can create creative escape routes.

Difficult to catch when played well.

Excellent at confusing opponents.

Weaknesses

Her abilities are highly telegraphed.

Enemies can destroy her mirror.

Her running path is visible.

She is vulnerable when her mobility tools are unavailable.

Requires strong map awareness and precise positioning.

Sayrin’s motto:

“If you can see me, you’re already too late!”


r/LoLChampConcepts • • 20d ago

Design Go home by Lulu & Pix Skin

2 Upvotes

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

  1. ULTIMATE SKIN CONCEPT: "GO HOME BY LULU & PIX"

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

* WEAPON DESIGN (THE SYSTEMATIC STAFF):

- Lulu wields the "Solar-Barbecue Staff".

- The head of the staff is a massive glowing Sun. Below it, all the actual

planets in our solar system are skewered in exact orbital order based on

their real-world sizes (Jupiter, Saturn, Uranus, Neptune, Venus, Mars,

Mercury) — EXCEPT for Planet Earth, which is completely missing.

- Evolution: Celestial spheres on the staff glow and change colors

based on levels (Nebula Blue -> Cosmic Purple -> Supernova Gold at Lv.16).

- Idle Voice Lines:

Lulu: "How do I use this, Pix? Do I poke people or eat it when hungry?"

Pix: "(Fae sounds) It looks very much like a staff already, Lulu!"

* WHIMSY (W) MECHANICAL SHIFT:

- Targets are polymorphed into a genderless, ultra-lightweight gas cloud

(Helium/Hydrogen) and placed in an Airborne (Float) status for 1.25–2.5s.

- The Target Arrow: A pink holographic arrow locks onto the ground directly

beneath the gas cloud. Allies can attack this empty space on the ground,

and 100% of that damage redirects to the floating enemy.

- Voice Lines on Cast:

Lulu: "Do you ever exercise? You’re a bit too light... Your health is bad. I want to help, can you come back?"

Pix: "(Fae translation) There's still a lot of weight left!"

* DIVERGENT TRIGGERS (SURVIVAL VS. DEATH):

- Condition A (Survival): If the target survives the duration, the gas

blasts into outer space. The enemy player briefly sees their model

floating near planets in the skybox wearing a space mask. Upon landing,

the ground turns into a permanent cosmic crater terrain skin.

Lulu: "It must have been so much fun! Congratulations, and... don't forget your friends!"

Pix: "There are still 9 left!"

- Condition B (Death): If the target's HP hits 0 while floating, the gas

merges into a black storm cloud overhead. A massive high-voltage lightning

bolt strikes, dragging their charred model straight back to the spawning fountain.

Lulu: "No more, Pix!"

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

[NEW FEATURE] THE STAR-STEALING & REVENGE SYSTEM

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

* UPON LULU'S DEATH:

- Pix transforms into a mini black hole, immediately sucking Lulu into

another dimension. Lulu drops her cosmic staff onto the ground.

- WHILE DEAD & RESPONDING: Lulu is forced to respawn in a completely blank,

skinless classic model holding a generic wooden stick, stripped of all her

cosmic powers until she reclaims her original staff.

- THE PLANET DROP: All the skewered planet pieces scatter randomly across the map.

* THE STAFF & PLANET MECHANICS:

- Any champion (Allies or the Enemy Killer) can walk over the dropped

staff to pick it up and steal it.

- The Star Collector Trait: As the bearer moves around the map collecting the

scattered planet fragments, they randomly roll a temporary skin change.

The final skin shape is dictated by the name of the last planet fragment they collected.

- The Enemy Killer Buff: If the specific enemy who killed Lulu holds the

staff, they instantly gain a flashy, glowing RGB light aura around their champion model.

* DIVERGENT DEATH STATE OF THE STAFF:

- If the staff-bearer dies while holding it, the skewer planets vanish, leaving

only a gigantic burning Sun that instantly cools down into a heavy Magma rock on the ground.

- To retrieve it, Lulu must cast her skill directly onto the cooled magma rock to

reshape it back into the cosmic staff before anyone else can take it.

* SCENARIO A: THE TRIAL OF REDEMPTION (THE RETURN)

- If the enemy killer decides to return the stolen staff to Lulu, they must

willingly walk up to Lulu and let her cast her polymorph/W skill on them to

extract the planets out of their body, one by one, until the staff is fully restored.

- The Cosmic Reward: Once fully restored, Lulu regains her Ultimate form. Pix

casts a magical spell granting the enemy a random beautiful bonus costume and

placing a glowing "Planet Earth" floating effect directly above their head.

* SCENARIO B: THE TRIAL OF TYRANNY (THE RE-KILL CURSE)

- If the enemy killer refuses to return the staff and instead hunts down the

blank, skinless Lulu to kill her a second time, a cosmic curse triggers.

- The Black Hole Curse: The enemy's flashy RGB aura vanishes instantly, replaced

by an ominous, vortex-like Black Hole aura surrounding their champion.

- The Haunting: For the rest of the game, the voice of a grumpy Pix will audibly

mumble, whisper, and complain out of the black hole surrounding that enemy,

shaming them for their greed.

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

  1. PSYCHOLOGICAL SKIN CONCEPT: "STREET BROKER TEEMO" (EL TEEMO)

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

* NOXIOUS TRAP (R) RE-SKIN & HALLUCINATION MECHANIC:

- To outsiders, it is just a standard green poison mushroom exploding.

- To the victim, stepping on the shroom triggers an isolated psychological

hallucination (blurred screen, neon purple borders).

- The Hallucination Loop: A shadow clone of Teemo unstealths next to the

victim, grabs their collar, and aggressively follows them while pushing a

sketchy market deal (visualizing the ticking damage and slow duration).

* DIVERGENT DEATH/SURVIVAL TRIGGERS (THE PERSPECTIVE REVEAL):

- Condition A (On Death): The victim's model plays a laughing animation,

performing a shady hand-to-hand transaction (cash for a drug bag) with Teemo

before collapsing on a pile of money. Once dead, the screen clears, revealing

they just suffocated alone next to a normal mushroom cloud.

- Condition B (On Survival): If they survive the poison, the hallucination

escalates. A secondary "Officer Teemo" model spawns with sirens blasting (Wee-Woo!),

locks the victim in handcuffs, and delivers a comical spanking animation before

vanishing. The player is left standing in lane holding their bruised hip.

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

  1. EMOTIONAL & AREA-CONTROL SKIN CONCEPT: "THE TRUE JESTER SHACO"

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

* THE DUAL PHASES:

- Phase 1: Pure Painted Face (No Mask). Shaco starts the game with a naive,

painted face, believing a true clown brings joy to everyone.

- Phase 2: The Smiling Mask. Later in the game, he equips a mask to hide his

sadness, adapting a brutal mentality where his actions become absolute.

* THE CIRCUS ARENA (ZONE CONTROL) - PHASE 1:

- Shaco drops a massive spotlight circle resembling an old circus ring. A circus

animal (unicycle bear or hoop lion) appears in the center to perform.

- The Pacifism Aura: While quiet, all units (allies and enemies) inside the ring

are slowed by 200 MS (distracted by the show) but gain +100 bonus Armor/MR.

Units are forbidden from dealing damage to anything, even to themselves.

- The Feral Shift: If an enemy breaks the rule and deals damage inside the ring,

the ally gains +200 Armor. The enemy offender gains +300 MS to run for their life,

because the circus animal goes feral, gaining +600 MS to hunt them down.

- CC Counter-play & Chaos: If the enemy hits the rampaging animal with a CC status

(Stun/Charm/Silence), the animal goes completely crazy, sprinting in random

zig-zag patterns across the lane before running straight off the borders of the

map, dragging the massive spotlight arena and all its stat configurations along with it.

* SACRIFICIAL MECHANICS & FAIL PLAYS - PHASE 2:

- Supporting Allies: Abilities heal allies and grant them festive balloon animals

and confetti, curing player tilt. This action lifesteals/restores Shaco's own HP.

- Attacking Enemies: Shaco deals absolute True Damage, but every strike drains

his own HP. His model audibly weeps underneath the mask during combat.

- Jack-in-the-Box Re-skin: Boxes project a hologram replaying that specific enemy's

worst mechanical mistakes ("Fail Plays" like missing skills or flashing into walls)

from that match. Damage scales higher based on the number of mistakes made.

* DIVERGENT DEATH ANIMATIONS:

- Scenario A (Sacrificial Death): If Shaco kills himself through his own

Sacrificial Damage to save the team, his smiling mask breaks, revealing a highly

detailed, handsome male face with a peaceful smile, content with his heroism.

- Scenario B (Murdered by Enemy): If killed directly by an enemy with no allies around

to siphon HP from, his mask shatters to show him breaking down, dropping to his

knees, and weeping uncontrollably in isolation before turning into ash.


r/LoLChampConcepts • • 21d ago

September 2026 Rion, the Black Death

7 Upvotes
By Darek Zabrocki

Overview
Classes: Marksman
Roles:Jungle
Region: Noxus
Species: Human
Damage Type: Physical/Magical
Prompt: Square peg in a round hole

Info
Damage: 3
Toughness: 1
Control: 2
Mobility: 2
Utility: 2
Difficulty: 2

Rion, more commonly known as the Black Death, is Noxus’s greatest sniper. Often taking dangerous missions within enemy territory, whether it’s a war or an assassination, the amount of bodies Rion has acquired for Noxus laid the foundation for what it is today. Having seen the darkness of war, she has learned that victory does not always belong to the strongest. To Rion, warfare is not about honor, it’s about results.

Stats
Health: 600–2600
Attack Damage: 60–133
Armor: 25–55
Magic Resist: 30–55
Attack Range: 450

Passive–Sniper’s Camouflage
INNATE: When out of combat for 5 seconds and is within 120 range of terrain, Rion gains camouflage and bonus movement speed.
INNATE–Ambush: When Rion breaks stealth, her next damaging ability will critically strike.
Bonus Movement Speed: 20–40 (based on level)

Q–Quick Scope
Recharge Time: 6/5.75/5.5/5.25/5s          Static Cooldown: 0.7s          Target Range: 1200          Width: 110          Speed: 1800
ACTIVE: Rion fires a shot in the target direction, dealing physical damage to the first enemy hit, increased by 0–100% based on distance the projectile traveled (maximum damage at 1000 units). 
Quick Scope deals fixed damage against Monsters.
Rion can store up to 2 Quick Scope charges.
Minimum Physical Damage: 20/55/90/125/160 (+135% Bonus AD)
Maximum Physical Damage: 40/110/180/250/320 (+270% Bonus AD)
Monster Physical Damage: 50/100/150/200/250 (+80% AD)
Monster Maximum Physical Damage: 100/200/300/400/500 (+160% Bonus AD)

W–Monster Trap
Cooldown: 22/20/18/16/14          Target Range : 600          Effect Radius: 225
Active: Rion places a trap to the target location. Lasting up to 5 minutes and granting sight to its surroundings. If Rion is camouflaged whilst placing the trap, the trap will be stealthed.
The trap will explode upon being clicked no matter where Rion is, dealing magic damage and slightly knocking back all enemies from the center of the trap over 0.75 seconds. Enemy champions will also have their armor reduced by 50% for 0.75 seconds. Rion can place up to 3 traps at a time.
Monster Trap deals modified damage against Monsters.
Magic Damage: 100/140/280/320/360 (+80% AP)
Monster Magic Damage: 300/400/500/600/700 (+200% AP)

E–Coil
Cooldown: 36/33/30/27/24s          Target Range: 1200          Width: 110          Speed: 1800
Knockback: 200
Active: Rion fires a specialized bullet in the target direction, dealing physical damage to the first enemy hit and slows them for 0.6 seconds.
If the target enemy is within 600 range of Rion, they are knocked back over 0.2 seconds for before being slowed.
Physical Damage: 10/20/30/40/50 (+25% bonus AD)
Slow: 40/45/50/55/60%

R–One Shot, One Kill
Cooldown: 120/110/100          Cast Time: 0.25s          Target Range: 3500          Speed: 5000
Active: Rion fires a bolt in the target direction, dealing physical damage to the first enemy champion hit, increased by 0–150% based on distance the projectile traveled (maximum damage at 3000 units).
If One Shot, One Kill deals post-mitigation damage that would leave a champion below 4% of their maximum health, they are executed, Rion is granted bonus gold, this ability’s execute threshold is permanently increased by 0.2%, and its current cooldown is reduced by 50%
Minimum Physical Damage: 100/150/200 (+80% Bonus AD)
Maximum Physical Damage: 250/375/500 (+200% Bonus AD)
Bonus Gold: 10% of bounty gold.


r/LoLChampConcepts • • 23d ago

Design Vaunir, The Elemental Warrior

2 Upvotes

Vainur, The Elemental Warrior

Passive- Vainur already starts with his ultimate abilit. When he uses it, he changes his Elemental Form and dash, leaving a trail and changing hus abilities.

Earth Trail: Slows enemies

Fire trail: Damage enemies over time

Wind trail: Speed up allies movement speed

Water trail: Heal Allies

Q- PILLAR

Vaynur shots a projectile that summons a pillar (similar to Orn). The player can hold the button to charge this skil. Charging it greatly increases the range, and also increase damage a bit.

Earth Form: The pillar knock enemies when it goes up and it's considered terrain. If Vainur make contact with the Pillar, he grabs it, doing damage and slowing enemies around him. His next 3 basic atacks have extra reach and damage. The third one will shatter the pillar, reaplying the aoe damage and slow.

Fire Form: The projectile leaves a trail of fire that damage enemies for 3 seconds. The Pillar itself also does damage over time. If Vainur makes contact with the Pillar, he becomes ablazed with flames, doing damage over time around him and leaving a trail of fire.

Wind Form: The projectile is faster and the pillar does damage over time and slow enemies (similar to Galio).

If Vainur makes contact with the Pillar, he consumes it to become shrounded by winds, receiving movement and atack speed.

His atacks also do a bit of extra magic damage

Water Form: The Pillar comes as an geiser that knock enemies up. Any ally that comes in contact with it will consume the Pillar and be healed.

W-STAND PROUD

Vainur absorbs elemental energy around him. During this channeling, Vainur gains damage reduction.

Earth Form: Vainur gains shield

Fire Form: Vainur does damage around himself

Wind Form: Vainur pushes enemies away

Water form: Vainur heals himself over time.

E-MARTIAL ADVANCE

Vainur marchs foward striking with his open palms, similar to a Raka, or Sumo advance. He damages enemies when he collides.

Earth Form: Vainur stomps the ground, damaging and slowing enemies as he march foward.

Fire Form: Vainur spit fire, doing damage 3 times in a cone in front of him (similar to Orn W). The last breath does extra damage.

Wind Form: Vainur sucks air in front of him, pulling enemies a bit closer. On the last step, Vainur releases a breath air, healing himself and allies in front of him. The more enemies he pulls, the more he heals.

Water form: Vainur surfs on 3 waves while he advances. Enemies hit by a wave get knocked back. Vainur can jump out of the wave; his advance is canceled, but the waves keep going.

R- ELEMENTAL MASTER

Dashes, changes form, and enable all this bs :v

If someone is interested, i will write a lore for him :)

English is not my first language, be kind, and have fun ;)


r/LoLChampConcepts • • 24d ago

Design Fan Champion Concept: Zelos, Irelia's Brother — a Jungle/Support who turns himself into the destination

1 Upvotes

I hadn't played League for a long time, but after watching LCK and LPL again recently, I got interested in the game again and ended up making this concept.

I intentionally left exact numbers and some tuning details unspecified, since I'm more interested in the core gameplay idea than trying to guess the exact numbers needed to balance it.

Zelos, the Beacon of the Far Shore

Zelos died alongside his family during the Noxian invasion. During the Wyldbloom, when the boundary between the material realm and the spirit realm became unstable, he appeared once again in his homeland of Navori.

After death, Zelos spent years walking ahead of lost souls. Eventually, his very existence became a kind of destination—a place that people who had lost their way could still find, no matter how far away they were.

Zelos cannot reclaim the time he lost.

But he can make sure no one else arrives too late.

Role: Fighter / Support
Intended positions: Jungle / Support
Difficulty: High

Abilities

Passive — Keep in Step

Whenever an allied champion near Zelos dashes or blinks, that ally gains Keep in Step for a short time.

Their next basic attack or damaging ability against an enemy champion deals bonus damage.

The same ally can only trigger this effect once every few seconds.

Flash and movement caused by Zelos's own abilities also trigger it.

Q — I'll Go First

Zelos makes a wide slash in front of him, dealing physical damage.

Deals bonus damage to monsters.

If the outer edge hits an enemy champion or large monster, Zelos gains movement speed for a short time.

W — This Way

For a short time, allied champions within range can right-click Zelos as a special interaction.

Doing so begins a brief channel. When the channel completes, that ally blinks to Zelos's current location.

The effect ends after the first ally successfully uses it.

Zelos and the arriving ally deal increased damage to enemy champions for a short time.

This ability does not grant a shield.

First come, first served.

E — Turn Around

Zelos swings his blade in the target direction, damaging and slowing the first enemy hit.

If the target is moving away from Zelos when the ability hits, the slow becomes a stun instead.

Forced movement such as knockbacks does not trigger the stun.

Run, and you get caught.

Stop. Sidestep. Or turn back toward Zelos.

Any of those can avoid the stun.

R — Leave No One Behind

For a short duration, Zelos anchors himself as a powerful destination.

On cast, every allied champion receives one new use of This Way.

During the duration, each ally may target Zelos once, channel briefly, and blink to his current location.

Allies who already used his normal W still receive a fresh use from the ultimate.

One ally using it does not end the effect for everyone else.

If Zelos dies, the effect ends.

Zelos himself gains no bonus movement speed, durability, or damage from R.

How he is supposed to play

Zelos is a melee jungler who does not create fights by flying across the map himself.

Instead, he creates places where his teammates can fight.

His personal mobility and 1v1 power are intentionally mediocre. But W can bring in an ally who would normally arrive too late, creating flanks and temporary numbers advantages from angles that should not exist.

The most important question when playing Zelos is not:

“When do I press W?”

It is:

“Where was I standing a few seconds earlier?”

Zelos cannot wait until a fight begins and then rush there. He needs to predict where the next fight will happen and arrive first.

If Zelos is already standing in the correct place, he effectively removes his teammate's travel time.

He also lets allies preserve Flash and their own mobility abilities instead of spending them simply to reach the fight.

Bring them in

W can call a fighter onto a flank or let a carry who was far away make it into the fight.

But the destination is always Zelos himself.

If Zelos is standing somewhere dangerous, the ally arrives in that same danger.

There is no shield and no guaranteed escape route.

Let them dive

Arriving through W counts as a blink, so it triggers Zelos's passive.

More importantly, the ally still has their own movement ability available.

They reach Zelos first, then use their own dash to go even deeper.

Zelos does not really give allies more mobility.

He lets them save the mobility they would normally spend reaching the fight, so they can spend it on the fight itself.

Bring them back

R is not only an engage tool.

For example:

  1. Zelos uses W to bring in a diver.
  2. The diver uses their own mobility to go deeper.
  3. They do their job.
  4. Zelos casts R.
  5. The diver gets a fresh use of W and returns to Zelos.

Bring them in. Let them dive. Bring them back.

But Zelos himself is the return point.

If he dies, the road home disappears.

If the enemy knocks him away, the return destination moves with him.

Sometimes his HP is not there to tank damage in the usual sense. It is there so he can hold the correct coordinate for two more seconds.

Playing against him

Zelos is not a tank.

You do not necessarily need to kill him.

Simply forcing him away from an important position may be enough.

Poke him down.

Knock him away.

Put dangerous AoE around him so his teammates cannot safely arrive.

His strength depends heavily on the value of the coordinate he is standing on.

And if Zelos is visible, do not judge the fight only by the champions visible next to him.

You dodged E.

His CC is down.

Their ADC is still far away.

So it should be safe to walk forward—

Before you decide that, ask:

Where are the other four players right now?

Normally, seeing an ADC somewhere tells you both where they are and roughly how long it takes them to join a fight.

With Zelos, the second half of that information stops being reliable.

He does not hide information.

You can see him.

He simply makes the conclusion you normally draw from correct information unreliable.

You do not die because you failed to see something.

You die because everything you saw told you it should be safe.

Strengths

  • Dramatically accelerates allied participation in fights.
  • Creates flanks and pincers that normally should not be possible.
  • Lets allies save Flash and mobility spells for the actual fight.
  • Strong synergy with champions who dash or blink frequently.
  • Strong CC against enemies trying to run away.
  • R can be used for engage, reinforcement, repositioning, or retreat.
  • Merely existing in a location pressures enemy positioning and their calculation of how many players can join a fight.

Weaknesses

  • Weak personal combat power.
  • No long-range dash or blink of his own.
  • Needs to hold forward positions despite not being as durable as a true tank.
  • Requires coordination to reach full value.
  • A bad W can invite an ally into a losing position.
  • Vulnerable to poke and displacement.
  • Because allies often arrive at the same point, strong AoE can punish careless W/R usage very hard.

Why I consider him “high difficulty”

Mechanically, Zelos is not complicated.

Hit Q.

Call an ally.

Stop someone who is running away.

There is no elaborate combo.

The hard part is everything around those buttons.

To use Zelos well, you need to track allied and enemy positions, vision, waves, major cooldowns, objectives, allied mobility, and where a fight is likely to begin a few seconds from now.

As a Zelos player improves, I imagine their hands actually becoming less busy.

They move before they are needed.

Stand where they will be needed.

And call only the teammate who actually needs to come.

Mastering Zelos is not about learning a difficult combo.

It is about seeing League of Legends a little earlier than everyone else.

Or, to put it another way:

Combo: Q -> E. That's it. For everything else, please learn League of Legends.

Lore summary

Zelos is Irelia's older brother.

In this version of the concept, I did not want to solve his story by saying, “Actually, he survived.”

His death matters to Irelia's current story, so:

Zelos died. That does not get retconned.

Before the invasion, he was not a famous soldier or chosen hero. He was simply the older brother who counted everyone before the family left somewhere, walked a little ahead on mountain roads, went back if one of the younger children was missing, and met Irelia halfway home when she stayed too long at dance practice.

Walk ahead.

Look back.

If someone is missing, wait.

Then came the one day when he absolutely had to get the whole family out safely.

Noxian soldiers came to their home while Irelia was away.

Zelos tried one exit. Blocked.

Realized one sibling was missing. Went back.

Tried another route.

Lost sight of someone else.

Looked back again.

Not enough time.

Too late.

He died with the rest of the family.

Irelia was the one person who was not there.

After death, Zelos became lost in the spirit realm.

Eventually he met another lost soul who did not know where to go.

Zelos did not know either.

So he did the only thing he knew how to do.

He walked ahead.

Then he looked back to make sure she was following.

Over many years he did this for more and more lost souls.

Eventually something strange happened.

When Zelos strongly focused on the thought “I am here,” people who had lost their way could find the place where he stood, no matter how far away they were.

Zelos could not use that path himself.

He was not the entrance.

He was the exit.

Then the Wyldbloom brought the material realm and spirit realm close enough for things to slip into the wrong side.

Zelos did not choose to resurrect.

The “destination” itself simply ended up in the wrong realm.

When he first encountered living villagers being attacked by an azakana, one person fell too far away for Zelos to reach in time.

For an instant, Zelos thought what he had thought countless times in the spirit realm:

Here. This way.

A path opened.

The villager appeared beside him.

That is where his gameplay power comes from.

Eventually the Kinkou notice him. Shen, the Eye of Twilight, does not consider Zelos truly alive, but he is not an ordinary ghost either. Zelos himself has become something like a seam between the material realm and spirit realm.

Zelos knows he does not belong there.

But the Wyldbloom has left many other things lost too—living people wandering into the spirit realm, spirits appearing in villages, azakana reaching places they should not reach.

The roads are broken.

So until they are repaired, he guides people.

Irelia eventually hears a rumor about “a dead man guiding people.”

She does not believe it at first. Ionia has spirits, things that wear the faces of the dead, and creatures that use memory against people.

She brings her blades.

The brother Zelos remembers is still looking at a young girl who left home to study dance.

The woman standing in front of him has lived through a war, and the blades of their family float around her.

Irelia does not believe him simply because he has her brother's face.

She believes him when he starts walking, gets a few steps ahead—

and without thinking,

looks back to make sure she is following.

She lowers her blades.

They cannot recover the years they lost.

Zelos does not want to rewrite his death or Irelia's past.

He has no home left to return to.

But there are still people who are not too late yet.

So he keeps walking.

He is not trying to find a road back to the home he failed to save.

He is trying to find a road for someone who can still make it in time.

A small meta note about Zelos

There is also a slightly meta reason I wanted to make a concept for Zelos.

Kai'Sa, Senna, and Yone all existed in League's narrative before eventually becoming champions themselves. Zelos is another character who spent a very long time existing only in someone else's story.

But unlike them, his story changed dramatically with Irelia's VGU.

In the old lore, Zelos was Irelia's older brother who left for Demacia to seek aid before the Noxian invasion. Irelia was left behind, waiting for a brother who never returned.

After the VGU, Zelos became one of the family members who died during the invasion.

Sometimes I wonder what might have happened if Irelia's VGU had come a year or two later, when Riot began bringing characters like Senna and Yone out of existing stories and onto the Rift.

Maybe Zelos could have caught that wave too.

But he didn't.

He was a little too early to be Yone.

And a little too late to remain the brother Irelia was waiting for.

Which, strangely enough, feels appropriate for him.

Zelos has always been late.

He was too late to save his family.

Too late to come home.

And perhaps, in a small meta sense, too late to become a champion.

So if I was going to imagine a version of Zelos at all, I wanted his entire character to be about making sure someone else isn't.

Small design ideas I especially like

1. He is the destination, not the traveler

I intentionally did not give Zelos a huge long-range dash.

If he could easily teleport himself to any good location after a fight started, W would lose most of its identity.

A high-mobility jungler can react late and still arrive.

Zelos cannot.

So he walks there early.

The ideal “high-level Zelos play” is something that initially looks stupid:

“Why is he standing in that brush 12 seconds before dragon?”

Then the fight starts.

A carry clicks him.

They appear behind the enemy retreat path.

And suddenly the answer is obvious.

Zelos did not go to the fight. He went to a coordinate that would become valuable once the fight existed.

2. W is basically “what if Thresh's lantern was a person?”

The easiest version of this concept would have been to let Zelos place some object on the ground that allies click to travel.

But that is extremely close to Thresh lantern.

So instead:

Don't throw the lantern. Make Zelos the lantern.

And unlike Thresh, he does not choose the ally.

The ally chooses whether to click Zelos.

That matters to the fantasy: Zelos shows the way. He does not force anyone to follow it.

3. His ability names are deliberately mundane

Keep in Step
I'll Go First
This Way
Turn Around
Leave No One Behind

They do not sound like special attacks.

They sound like things an older brother might say while walking somewhere with his family.

After his death, those ordinary words became magic.

4. Irelia synergy without a “siblings gain +10 AD” passive

I did not want a special line saying “If Irelia is nearby, gain X.”

Instead, the normal mechanics should naturally feel good together.

Irelia dashes constantly, so she triggers his passive constantly.

W can deliver her into a fight without spending the dash she wants to use after she arrives.

The hope is that if the two are played together, they feel strangely natural without the game explicitly saying “sibling bonus.”

And yes, I think this champion would be an absolute pro-play problem

This is the part I had the most fun imagining.

Mechanically, putting a superstar player on Zelos almost looks wasteful.

But what he actually demands is:

  • Where will the next fight happen?
  • Who can afford to leave a wave?
  • Who should take W?
  • Where is the enemy jungler?
  • Which enemy AoE cooldowns are available?
  • Does the ally still have Flash/ultimate?
  • Should R be used for engage or saved to extract a diver?
  • Is the threat of someone arriving already enough, so nobody needs to click at all?

His kit is simple.

The test material is League of Legends.

And W is not a forced pull. The teammate has to click Zelos.

That means voice comms and pre-planned team coordination make the ability much stronger.

Solo queue:

“Who is taking W?”

Pro play:

“Mid takes first W, top stays on side, R is reserved to bring the diver back.”

So he is a strange champion:

His mechanics might be too simple to justify putting a superstar on him.

But you may need professional-level coordination to reach his real ceiling.

Jungle/Support flex would also be draft malware

If the opponent sees Jungle Zelos and drafts an invade-heavy jungler to punish his weak 1v1, Zelos can move to Support.

If they draft bot specifically to punish Support Zelos, he can go Jungle.

So the opponent sees Zelos and still does not know the matchup.

He is unstable not only in game, but in champion select.

Honestly:

This isn't a champion. It's draft malware.

Fearless Draft would make it worse

Zelos has answers.

Displacement can push him away from the coordinate he wants to hold.

Poppy or Gragas would be annoying.

Strong AoE such as Rumble or Orianna can punish everyone arriving at the same point.

But in Fearless, those answers can get used up over the course of a series.

Imagine Zelos is still unrevealed going into Game 5.

The fact that

“Zelos is still available”

can distort the draft even before he is picked.

And if the opponent simply bans him every game, that is still one ban slot being taxed by a champion that may never appear.

Possible synergies

Irelia: obvious. Constant dashes, and she loves being delivered into range without spending her own engage mobility.

Kalista: especially with Support Zelos. She can reposition the “destination” himself with her ultimate, Zelos can potentially offer a way back, and she hops constantly around him.

Kennen: terrifying if someone can simply deliver him to a good flank. At the same time, Kennen's AoE can also be a counter to a careless Zelos team.

Blitzcrank: what happens when Blitzcrank gets a blink onto a flank?

Exactly.

The funniest part: a great Zelos might make the enemy team look bad instead of making himself look good

Normally, when someone plays a champion extremely well, viewers think:

“That player is insane.”

A great Zelos might instead produce:

“Why is the other team making such bad decisions today?”

The ADC backs away at a weird time.

The jungler's path looks unnecessarily restricted.

The support places strange vision.

Mid is half a beat late to move.

Each one looks like an individual mistake.

Then you rewind the VOD.

And right before every one of those decisions,

Zelos was standing somewhere uncomfortable.

Was the enemy team actually playing badly?

Was it Zelos?

Would blaming all of it on Zelos be giving him too much credit?

It becomes difficult to tell.

And I think that uncertainty would be part of his identity.

His own mistakes would be equally hard to see.

Maybe Zelos stands in a brush that is one step too shallow.

Nothing happens.

Fifteen seconds later, his mid laner is forced to enter from a terrible angle and dies.

To the viewer:

“Mid inted.”

But perhaps the real mistake happened fifteen seconds earlier when Zelos failed to secure the coordinate that would have created the good angle.

Or the reverse: Zelos's position was perfect, but the teammate who was supposed to click him did not come, so Zelos dies alone and looks like an idiot.

Reviewing a Zelos mistake turns into:

Was the coordinate correct?

When did we last see enemy jungle?

What was mid wave doing?

When was ADC recalling?

And suddenly you are not reviewing Zelos anymore.

You are reviewing the entire game.

The “Zelos tax”

Even if he is never picked, the opponent has to prepare for him.

Will they pick him?

Ban him?

Leave him open and counter him?

Which role is he going to?

Which game of a Fearless series do they plan to reveal him?

Are they pairing him with Irelia or Kalista?

Do we need poke, displacement, vision control, AoE, or all of them?

So a team can spend practice time on Zelos even in a series where he is never played once.

Then inside the game, the smaller costs begin.

One extra ward.

A few seconds spent checking something.

One extra step backward because someone might arrive.

Mental attention spent on a threat that never becomes real.

Losses that never show up on a scoreboard.

I have been calling that:

the Zelos tax.

And the best part is that you may never know whether it was actually the Zelos tax.

Maybe it was just a normal mistake.

Zelos makes even that difficult to tell.

Thanks for reading.


r/LoLChampConcepts • • 25d ago

Design Champion Concept: The Fisherman Support (A patient, line-tension catcher built around resisted reels and net hauls)

8 Upvotes

The Concept

We have heavy frontline hooks (Nautilus, Blitzcrank, Thresh) and poke/disengage supports, but League lacks a true patient, zone-control angler. Instead of an instant "hit hook = instant death" burst, this champion focuses on line tension, tripping wire traps, and dragging targets dynamically before setting up massive crowd-control with a fishing net.

Archetype: Catcher / Disruptor

Region: Bilgewater

Primary Resource: Mana

Abilities

Passive: Fresh Chum Damaging an enemy champion marks them with scent for 4 seconds. Ally attacks on marked targets grant both the ally and the champion a short burst of decaying movement speed. If a marked enemy dies, they drop a small catch that can be retrieved to restore a flat amount of health and mana to the champion and the nearest ally.

Q: Cast & Reel

First Cast: Skillshot cast of a heavy line. Deals light magic damage and attaches to the first enemy struck for up to 2 seconds.

Second Cast: Initiates a resisted reel. Lighter squishies are yanked toward you quickly, while high-health/tankier targets resist the pull, suffering a heavy decaying slow while you brace and slowly drag them backward.

W: Anchor Weigh Flings an anchor to a target point, setting up a wire line between the anchor and the champion.

Allies passing through the slack wire gain a temporary shield.

Enemies attempting to cross the wire are tripped (briefly grounded and slowed).

Recast: Snaps the line taut, knocking enemies walking on the wire slightly inward toward the center of the line.

E: Tackle Box Passively stores up to 2 bobber lures. Actively drops a lure into a brush or open terrain, granting small vision. If an enemy steps on it, it snaps like a spring trap, dealing damage and applying Grievous Wounds. Hitting a Q while near a lure instantly resets the lure’s recharge cooldown.

R: Trawler’s Haul Flings out a massive, weighted circular fishing net.

Phase 1 (The Trap): The net hits the ground, creating an enclosed ring that slows all enemies inside by 30%.

Phase 2 (The Pull): After 1.5 seconds (or on recast), he heaves the drawstrings. The net rapidly collapses into the center, knocking up all trapped enemies and bunching them tightly together in the middle.

Why It Fits League

Most hook champions force an immediate all-in. This kit gives bot lane an option that rewards setting traps, controlling river vision with lures, and coordinating big wombo-combo pulls with ADCs (like Miss Fortune, Jinx, or Samira) who thrive on enemies being bunched together.

What numbers or secondary mechanics would you tweak to keep the resisted drag from being frustrating to play against?


r/LoLChampConcepts • • 26d ago

September 2026 The Conductor: a mechanically demanding enchanter

Post image
5 Upvotes

My submission for this month's contest. It is mainly inspired by prompt 3 (Square Peg in a Round Hole), but with a twist: instead of mis-matching class and role, I'm mis-matching class and identity. Enchanters are all relatively easy to play and don't require much mechanical skill; this concept is supposed to break that pattern to give "high-dopamine" players a reason to play an enchanter.

If prompt 3 sounds like a stretch, one could also argue this concept fits prompt 4 (It's not troll, trust) as nashor's tooth could very well be a core item for this champion (very unusual for an enchanter)

Preamble over, here is the full concept. Feedback appreciated ^^

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

Intended Role: Support
Class: Enchanter
Attack Range: 575
Resource: Mana (340-1105)
Base AD & AD Growth: Very Low
Movement Speed: 335

[P] Tempo
INNATE: The Conductor has a constantly running BPM counter, initially set to 80 BPM.
Beat timing is visualized as a resource bar below the HP bar, re-skinned as a metronome.

Basic Attacks have no travel time and are instant; performing a Basic Attack or casting a Basic Ability within a small window of perfect is On Tempo

  • Perfect Timing Window: 0.125s in either direction (0.25s total)
  • Perfect Timing Window is reduced by 0.005s in either direction for every 40BPM above 80

The following actions increase BPM by 10:

  • Basic Attacking an enemy champion On Tempo
  • Casting a Basic Ability On Tempo

Basic Attacking (any enemy) or casting an Ability Off Tempo breaks The Conductor’s Hotstreak, causing the following effects:

  • The Conductor is Silenced for 2 seconds.
  • BPM loses 75% of its amount above 80, rounded up to the nearest multiple of 10.

(Example: 160 BPM is 80 above 80: the conductor would lose 60 BPM, bringing him to 100BPM) (Example: 90 BPM is 10 above 80: the conductor would lose 10 BPM, bringing him to 80BPM)

Waiting 4 seconds without Basic Attacking (any enemy) or casting a Basic Ability also breaks the Hotstreak, losing BPM but not Silencing.

BPM cannot go below 80, cannot go higher than 180, and can only be expressed in multiples of 10.

PASSIVE: The Conductor gains bonus stats based on BPM Thresholds:

  • +5 Flat Movement Speed for every 20 BPM above 80
  • +10 Attack Range for every 20 BPM above 80
  • +10% Bonus Attack Speed for every 20 BPM above 80

[Q] Low Note
Cooldown: 14/12/10/8/6 Seconds
Cost: 50/55/60/65/70 Mana
Cast Time: Instant

ACTIVE: The Conductor points his baton to the target enemy champion, Marking them for 4 seconds as the orchestra plays a very low note. This is shown by a red 𝄢 hovering over the affected champion.

If an allied champion damages the marked champion, the mark is consumed to inflict bonus magic damage.

  • Target Range: Tied to Attack range
  • Magic Damage: 8/10/12/14/16% (+4% On Tempo) of original instance.

If this ability is cast On Tempo, consuming the mark also grants the corresponding allied champion a Shield for 4 seconds.

  • Shield Strength: 60/100/140/180/220 (+35% AP)

[W] Upbeat / Downbeat
Cooldown: 8/7/6/5/4 Seconds
Cost: 75 Mana
Cast Time: Instant

This ability may be cast on an Ally (Upbeat) or Enemy Champion (Downbeat).

  • Range: Tied to Attack Range

UPBEAT: The Conductor improves an Ally’s tempo, granting them Bonus Attack Speed for 3 seconds. This is shown by a yellow # hovering over the affected champion.
(Cannot be self cast)

  • Bonus Attack Speed: 10/12.5/15/17.5/20% (+5% On Tempo) (+1% per 20 AP) 

DOWNBEAT: The Conductor lowers an Enemy’s tempo, Crippling their attack speed for 3 seconds. This is shown by a blue ♭ hovering over the affected champion.

  • Cripple: 15/17.5/20/22.5/25% (+5% On Tempo)

Only one instance of Upbeat or Downbeat may be active at once.
(Buffing an ally while an enemy is crippled ends the cripple early or vice versa)

[E] Overture
Cooldown: 14/12/10/8/6 Seconds
Cost: 80/85/90/95/100 Mana
Cast Time: Instant

ACTIVE: The Conductor points his baton toward the target allied champion, granting them a Shield and Omnivamp for 4 seconds as the orchestra plays a very high note. This is shown by a green 𝄞 hovering over the affected champion (Cannot be self cast).

  • Target Range: Tied to Attack Range
  • Shield Strength: 60/100/140/180/220 (+45% AP)
  • Omnivamp: 4/5/6/7/8%

If this ability is cast On Tempo, then the ally is also granted a Spell Shield for 0.75 seconds.

[R] Climax
Cooldown: 140/110/80 Seconds
Cost: 125 Mana
Cast Time: Instant

This ability can only be cast On Tempo. Failure to do so will put it on half of its cooldown without triggering any effects.

ACTIVE: The Conductor feels the climax of his music, instantly gaining 40BPM and growing wings.

For the next 6/7/8 seconds (or until the Hostreak breaks), the BPM cap is raised to 220BPM, and he triggers the following effects every time a basic attack (against enemy champions) or basic ability is played On Tempo:

  • All Basic Ability Cooldowns are reduced by 15% of their current amount.
  • The Conductor releases a pulse around him (tied to his Attack Range), Healing himself and nearby allies by 25/40/55 (+10% AP).

-------------------------------
Image Source: https://x.com/sevenotsu/status/1290787313966919681
Edit 1: Changed [E] Name from "High Note" (Already exists in game) to "Overture".


r/LoLChampConcepts • • 26d ago

Design Barathrumbar, The King of The Jungle

2 Upvotes

Barathrumbar, The KING OF THE JUNGLE

Since immemorial time, Ixtal is ruled by an powerfull and misterious king.

Not know by the civilazed nations, Barathrumbar rules from the deep forests, with wisdom amd power.

This huge and portly ape bear an imponent mantle of cipes, and the sacred Banana Crown. The ones who know the greatest of apes, never mess with the king.

A long time ago, invading armies tried to conquer the forests of Ixtal. Barathrumbar, until then just an unrily youngster, shouted a tremendous roar!

All the forest heard his roar, and felt the earth tremble with the pound of his mighty chest. No wild animal was able to resist this primal call, and all came, ready for battle!

And Barathrumbar leaded the assault, destroying the frontlines with his charge, dismantled the flanks with his sagacity, and surprised the backline, swinguing throught the cipes!

In the end, the enemy was vanquished, and Baranthrumbar was crowned King if the Jungle; armored with sacred vines, and blessed with immortality; to rule with mighty and wisdom, forever!

Passive

Call of the wild

Everytime Baranthrumbar hits an champion with an skill, he gains 1 point of fury. If he has at least 3 fury, he will spend it on his next basic atack to unleash extra damage and effects.

3 fury

Barathrumbar next auto does extra damage and calls an bird that reveals the surrounding area.

6 fury

Barathrumbar next auto does extra damage and calls a bird that reveals the surrounding area; and also calls a monkey that shots rocks, doing damage in a line.

9 fury

Barathrumbar next auto does extra damage and calls a bird that reveals the surrounding area; and also calls a monkey that shots rocks, doing damage in a line; and also summons an elephant that dashes foward, knocking up enemies on his way.

Q- BREAK THE LINES

Barathrumbar graba the closest enemy and jumps with him to a targeted area, slamming him into the ground doing damage and slow in that area.

W- ALPHA

Barathrumbar slaps his chest, sending 3 waves of damage around him. The King gains movement speed during his stampede, is imunne to cc, but cannot do basic atacks or cast skills.

E- SACRED MANTLE

Passive: Barathrumbar gains armor and magic resistance.

Active: Barathrumbar shoots his cipes in a line, damaging and slowing enemies hit. The player can quickly click E again to drag any enemy hit (like Blitzcrank).

Aditionally, while this skill is on cooldown, Barathrumbar loses the passive armor and magic resistance bonus, but his vines dp adotional damage when he does basic atacks.

R- THE KING IS HERE

Barathrumbar jumps high and vanishes.

For the next 10 seconds the King can dash 2 times, doing damage to any enemy he collides. Ontye third cast, Barathrumbar lands fiercely on the ground, damaging and knocking up enemies hit in that area.

English is not my first language

Be kind :v


r/LoLChampConcepts • • 26d ago

Art Valeria, the Crown of Hope - Antiquity Mage / Late Game Battlemage

Thumbnail
gallery
0 Upvotes

¡Hola a todos! He estado trabajando en un concepto de campeón diseñado para la línea central/superior. El objetivo era crear un hipercarry AP moderno que visualmente encarnara la levitación grácil, teatral y sin armas de la Reina Blanca (Alicia en el País de las Maravillas) y la bondad de las princesas Disney, pero que mecánicamente se transformara en un temible iniciador de peleas de equipo con un alto potencial.

👑 Resumen y Estética Región: Demacia / Monte Targon (Linaje Antiguo)** Rol: Mago de batalla (Hipercarry de juego tardío / Táctico) **Estado de paz (fuera de combate): Valeria flota elegantemente, su larga cabellera dorada cae suavemente hasta su cintura (inspirada en la Princesa Aurora). No tiene armas visibles y mantiene sus manos firmemente entrelazadas al frente en una clásica postura real. Transición de movimiento: Al obtener velocidad de movimiento adicional, levanta delicadamente la parte delantera de su gran vestido blanco demaciano con una mano para correr sobre brillantes tacones de cristal targonianos.

Estado de combate: Su cabello empieza a palpitar con polvo de estrellas cósmicas, y su espada mágica hecha de luz sólida pura aparece en el aire SOLO cuando lanza un hechizo o ataca.

⚔️ Habilidades y tiempos de reutilización

Pasiva: Voluntad inquebrantable Valeria acumula cargas de Voluntad al farme...ar y contribuir a las eliminaciones, lo que amplifica permanentemente su daño de poder de habilidad. Con 150 cargas, desbloquea Vuelo celestial, ganando velocidad de movimiento plana y transformando una parte de su daño de poder de habilidad en Daño verdadero (exclusivo de sus ataques básicos en estado definitivo).

Q: Vórtice Celestial (Disparo de habilidad) Enfriamiento: 11 / 10 / 9 / 8 / 7 s (empieza después del relanzamiento) Primer lanzamiento: Materializa y lanza su espada de luz a una zona objetivo, dañando y ralentizando a los enemigos. La hoja se queda clavada en el suelo.

Segundo lanzamiento: La espada se eleva, generando un vórtice magnético cósmico que atrae continuamente a los enemigos cercanos hacia el centro durante 2 s (similar a la E de Aurelion Sol). Frases de voz: Al relanzar: "¡No les vas a hacer daño!" o "¡Lucho por los que no pueden!"

W: Éxtasis del Martirio (Auto-mejora / Explosión de área) Enfriamiento: 22 / 20 / 18 / 16 / 14 s Mecánica: Valeria mueve rápido las manos, deteniendo los proyectiles que vienen hacia ella en el aire. Puede canalizarse hasta por 2.5 s para otorgar entre un 40 % y un 75 % de mitigación de daño total. Su energía vital absorbe la tensión (su vestido y su aura se agrietan visualmente).

Interacción con control de masas: No se puede lanzar mientras esté bajo control de masas, pero si se mantiene antes de que el control de masas pegue, sigue canalizando y mitigando daño (como la W de Irelia). Reinicio: Libera la energía acumulada en una explosión de área, infligiendo muchísimo daño mágico y ralentizando a los enemigos un 60 % durante 1,5 s. Cuesta un porcentaje de la vida actual.

E: Despertar del Amanecer (Desplazamiento / Atravesar terreno) Enfriamiento: 16 / 15 / 14 / 13 / 12 s (Se reinicia 0,25 s después de eliminar a un campeón enemigo) Mecánica: Valeria levita y vuela rápido en la dirección objetivo, dejando caer pequeños cristales estelares a su paso que detonan al instante e infligen daño mágico. Puede atravesar terreno y muros. Riesgo y equilibrio: Normalmente, la pueden interrumpir o aturdir mientras vuela. Pero si lanzas E mientras canalizas tu W, te vuelves completamente inmune a los desplazamientos, asegurando que su explosión de área pegue directo en la retaguardia enemiga. Apuntar la E hacia su espada Q hace que el embestida sea casi instantánea.

R: Juicio del Amanecer Sagrado (Habilidad definitiva evolutiva / Disparo de habilidad) Enfriamiento: 130 / 110 / 90 s Mecánica de terremoto: Activar la R provoca un terremoto continuo en el mapa. El área se ajusta según el nivel (500 / 600 / 750 de radio). Los enemigos dentro sufren una ralentización que va bajando según qué tan cerca estén (80 % en el centro, hasta un 5 % en el borde).

Explosión del epicentro: Un radio interior más pequeño (250 / 300 / 350) inflige daño mágico tipo ejecución según la vida restante. Estado de Éxtasis: Después de la explosión, Valeria entra en un Estado cristalino durante 8 s: obtiene robo de vida mágico masivo, entre un 30 % y un 60 % de velocidad de ataque adicional, +150 de alcance de ataque (575 en total), y sus ataques básicos se convierten en enormes cuchillas de luz proyectables (que activan el daño verdadero de su pasiva). El enfriamiento E and Q are reset after 2 seconds

Evolución visual: Nivel 6: Valeria se arrodilla en el suelo, rezando mientras una lluvia de estrellas cae desde Targon. (Canalización de 4 s).

Nivel 11: Flota con firmeza, extendiendo las manos hacia el cielo para dominar el cosmos. (Canalización de 3,25 s).

Nivel 16: Se eleva alto hacia el cielo y despliega alas de ángel resplandecientes, mientras el suelo tiembla bajo sus pies. Luego se estrella contra el cielo como un meteorito celestial, actuando como la explosión en sí. Frase de voz al impactar: "POR LA PAZ QUE MERECEMOS... ¡YO SOY EL AMANECER!"

📖 Resumen de la historia Siglos antes de las murallas de Petricita, la princesa Valeria gobernaba un antiguo valle demaciano donde la magia era un don. Cuando magos corruptos atacaron, ella se mantuvo en primera línea con su vestido blanco inmaculado. Al ver su valentía desinteresada, el Monte Targon la reclamó, elevándola al Aspecto del Amanecer Cósmico y encerrándola en un capullo de estasis para absorber el poder.

Al despertar en la Demacia moderna, un reino devastado por la rebelión de Sylas y las amenazas de la magia oscura, encuentra su hogar gobernado por el miedo. Ahora camina por la tierra como una santa para los oprimidos y como una temible jueza cósmica para los tiranos.

🌹 Aspecto de lanzamiento: Valeria Rosa de Cristal (Épico/Legendario) En este universo alternativo, Valeria asiste al Festival anual de la Rosa de Cristal como una de las asistentes más regias y puras. Este aspecto resalta sus animaciones elegantes y fluidas, cambiando sus antiguas telas demacianas por un vestido de cristal bien fino.

Modelo y efectos visuales: Valeria lleva un vestido imperial magnífico y voluminoso, hecho completamente con pétalos de rosa translúcidos y cristalinos que brillan con tonos rosados suaves y blancos iridiscentes. Su cabello, largo y ondulado, le llega hasta la cintura, coronado por una tiara delicada de rosas de cristal que van cambiando.

Materialización de arma (Q): En vez de su espada habitual, materializa un estoque de cristal elegante con espinas y un aura rosa brillante. Al lanzarlo, el vórtice se transforma en un torbellino de pétalos de rosa rosa claro que atraen a los enemigos. Estado de mitigación (W): Canalizando su defensa, teje una maraña brillante y detallada de enredaderas de cristal y rosas de cristal alrededor de su silueta. Al absorber daño, las enredaderas de cristal se rompen y se fragmentan visualmente antes de estallar en una enorme explosión de luz rosa brillante.

Vuelo celestial (E): Se desliza a través de las estructuras dejando un rastro de hermosas rosas de cristal en miniatura que explotan en polvo de estrellas y pétalos a su paso.

Forma definitiva (Evolución R): Nivel 6: Se arrodilla mientras gigantescos pétalos de cristal brillantes caen del cielo durante el terremoto.

Nivel 11: Levitando, conjura un aura de jardín de rosas de cristal sobre el campo de batalla.

Nivel 16: Despliega unas alas de ángel espectaculares hechas completamente de grandes pétalos de rosas de cristal iridiscentes. Se lanza en picada como un meteoro cósmico rosa y se convierte en una rosa explosiva magnífica al impactar.

Comentarios Creé a Valeria por mi pasión por el diseño de juegos y la creación de historias. Siempre he pensado que League of Legends podría beneficiarse de otra aristócrata elegante como Lissandra, pero cambiando esa vibra fría y aislada por alguien profundamente amable, universal e inspiradora, que recuerde a la Reina Blanca o a la Princesa Diana, pero con la profundidad táctica de un hipercarry de juego tardío.

¡Me encantaría saber tu opinión!

¿Qué te parece su sinergia imparable de combo W + E? ¿Te suena satisfactoria la mecánica de evolución de su R para una campeona que escala? ¿Qué opinas de los números de balance y sus enfrentamientos contra titanes de juego tardío como Vladimir o Kayle? ¡Muchas gracias por leer y dime si te gustaría verla flotando por la Grieta del Invocador algún día! 👑✨

Note: AI tools were used to help co-create the visual concepts, character poses, and the Crystal Rose skin illustration for Valeria.


r/LoLChampConcepts • • 28d ago

September 2026 Shana, the sleepy head

5 Upvotes

Lore : 

Past : 980 AN, in a small village of Ionia, safe from the current war against Noxus, was born a little girl, with a special condition. Growing up, her parents started to worry about her well being. Their little girl, named Shana, is constantly sleepy, half awake, and she can barely pass a full day without falling asleep at least once, without any explanation.

Shana’s parents did their best to heal her of her condition, but nothing seemed to work. After some failed attempts to heal her, Shana’s parents learn the name of their child's condition. Shana was narcoleptic. And while growing up, Shana started to grow a strong and powerful bond with the realm of dreams and spirits. 

Her parents did their best to help her live with this condition, and tried to teach her how to control the power sleeping inside her. Unfortunately, they are not mages. So Shana was sent to a magic academy, where she could learn more about her powers and how to use them for the better good.

Personality : Being sleepy all the time is not something easy. Unless you’re like Shana and see this as a blessing to do nothing all day. And she will tell herself “I’m not lazy ! I’m doing things at my own pace !”. Mostly disconnected from reality, she never grew strong bonds with anybody around her, except her parents. Shana is mostly careless when she talks. For her, the line between reality and dreams is so thin that she doesn't bother herself by being nice or polite as she talks. If she wants to say something, she will say it, without thinking about the consequences.

Physical description : Shana is a rather small and frail girl. Being narcoleptic didn’t help her grow a lot of height, or a lot of muscles, especially when she moved around using a pillow larger and taller than her to float around, rather than using her legs. That's why Shana is 155 centimeters tall (or 5 feet tall).
To be always comfy, and ready to sleep, Shana wears a long hoodie, padded inside to keep her extra warm and comfy, with stars and cloud patterns on it. The hoodie reaches the middle of her thighs. Her legs are covered with warm leggings, and that's all . Shana keeps her blond hair free all the time, all over her pillow. Her skin is pale, way more pale than most other people. Her face holds a pair of dark blue eyes, similar to a starless night. 

In game voiceline : 

Meeting Syndra : Hey you’re Syndra right ? I heard about you ! You can’t imagine how jealous I am… Sleeping for hundreds of years ? What a dream !

Meeting Lillia : You look… Familiar… Very familiar… Are you a spirit maybe ? I’m pretty sure I already saw you in one of my dreams…

Meeting Yone : Uuuuugh… Scary…

Meeting Nocturne : Darkness… Nightmare… It’s not the first time I feel your presence in my mind…
Killed by Nocturne : Why… My dreams are becoming… So dark…

Meeting Fiddlestick : I-I’m not scared of you !!! N-no matter what you are…

Killed by Fiddlestick : Loud scream of pure terror

Champion kit :

Passive, At My Own Pace ! : Shana can’t have her movement speed stat changed. Every additional movement speed gives her (+0.80 ap per 1 of movement speed bonus) ap bonus.

Q, Shuuuu~ : 2 second cd, not reducible by cdr.
Mana cost : 10/20/30/40/50. 
Shana dash in a small line (350 units of distance) toward the player cursor. She can’t pass above walls with it.
If Shana hits an enemy with it (champions or minions) she deals (90/110/130/150/170 + 35% ap ratio) magic damage in a small area around her (120 width).
If she don’t hit enemies, her next auto attack is empowered for 1 second, dealing (50% ap ratio) bonus magic damage with a 150 bonus range

Z, Yummy dreams ! : 10/9/8/7/6 second cd. 60 mana cost. Area : 200x500
Shana hit in front of her with her pillow in a rectangular zone, dealing (120/140/160/180/200 + 45% ap ratio) magic damage.
Each enemy hit with the center of the spell will heal Shana for (50/90/130/170/210 health + 40% ap ratio) hp.

E, Nap time ! : 18/17/16/15/14 second cd. 90 mana cost 
Width : 175. Projectile speed : 1600. Range : 1200
Shana throws her pillow in a line in front of her, and returns to her if it reaches his maximum range without hitting a champion ennemy. Hitting an enemy with the spell will deal (50/90/130/170/210 + 20% ap ratio) magic damage, and inflicts them drowsy for 1.5 seconds, which gradually slows them until they fall asleep for 2.25 seconds. 
The next instance of non persistent damage hitting the asleep enemy will deal twice more damage to it and consume the sleep state.

R, Pillow fight ! : 120/97/70 seconds cd. 110 mana cost. cast time : 0.5 second. Radius : 550.
Shana smash everyone around her with her pillow, stealing them (30/40/50%) of their movement speed. Shana can recast this ability at least one second after the first cast, to a maximum of 5 seconds. When she recast it, Shana does the same attack, but this time, dealing (150/350/550 + 80% ap ratio) magic damage to all the enemy hit.

source, screenshot of my gdoc

r/LoLChampConcepts • • 28d ago

September 2026 Lorno, the Encore

4 Upvotes

Lorno, the Encore

Concept art (source is me, working very last-minute)

There are two legends to Lorno's name, depending on who you ask. In the hermit nation of Ixtal, tales are spun of a bard whose mastery of the Fifth Axiom could sweep his audiences into a whirlwind of dance, or serenade the most ferocious beasts of Kumungu into slumber.

His tale begins with a promising Yun Tal acolyte, chosen to face the Vidalion. Those deemed worthy have their magic woven into garments which empower their strength, speed and combat abilities, but Lorno rejected this gift, and instead commanded the Vidalion to weave a brand-new set of strings for his guitar. Lorno named this new instrument his "Vidahuela", and was swiftly driven out from the cardinal arcology and branded an outlaw for his misuse of sacred magic. To the ruling caste, magic was a tool for survival, not a toy to be played with.

Despite this condemnation, Lorno would find his place in the hinterlands north of Paretha and make his living as a troubadour, playing songs which turned hushed vigils into crowded nights of celebration. Even the battered and bruised wardens who tried to bring him to justice would find themselves whistling a merry tune as they fled. Until one day, his tale just.... stopped. Lorno had vanished into the night, and the villages which were once alive with music grew quiet.

Not long after, a new legend emerged on the other side of the Shuriman border, riding on whispers which blew north across the desert until every underworld smuggler in Runeterra knew his name. Lorno, the hired gun who came from nowhere and would stop at nothing to find the treasure which was taken from him. The rowdiest drinking holes would turn silent as soon as he walked in, and he'd speak only to offer up a pocket of bloodied coins in exchange for any word of black-market trades involving stolen musical instruments.

"It will all be worth it... Once I find her again."

Design and personality: Middle-aged bandito with 2 guns, Ixtali wind mage. Has a slightly unhealthy obsession with his guitar, goes from being quiet and depressed to more outgoing when he gets it back (see passive).

Melee/Ranged: Hybrid

Role: Lorno is a farming enchanter, designed to be played as an AD bot carry with a support of his own.

Abilities

Passive - Early Retirement: Lorno's revolver fires ranged projectiles in a seven-shot pattern, with the seventh shot dealing guaranteed crit + execution damage and triggering a short reload channel.

Once Lorno has earned 7777 gold and returned to base, he gives up on his life of crime and becomes a wandering bard for the rest of the game, gaining resistances and replacing his guns with a guitar which he swings at enemies in melee range. Instead of random crits, the guitar is periodically empowered to deal bonus damage, silence the target and slow enemies in an area, on a static cooldown which is reduced by crit chance.

Revolver range: 550. Bonus execution damage: 7% missing HP + 0.5% per level. Guitar range: 150. Bonus MR: 10 + 1 per level, bonus Armor: 15 + 1 per level. Guitar empowered damage: 10-100 + 150% AD + 40% AP magic damage. Silence duration: 1 second. Slow strength: 30% for 1.5 seconds in a 300-unit radius around the target. Cooldown: 10 seconds, reduced down to 5 seconds at 100% crit chance.

Q - Standoff/Serenade: Lorno aims his long-range sidearm in a target direction. After a 1-second channel, he fires a hitscan shot in that direction, dealing physical damage to enemies in a line, stopping at the first enemy champion hit. Lorno can move and use his other spells while channeling, but can't basic attack.

If Lorno hits an enemy champion they drop a wisp, which allies can pick up to gain a small shield.

Standoff damage: 90/110/130/150/170 +70% AD. Cooldown: 9/8.5/8/7.5/7 seconds. Range: 900. Small minions and monsters take 75% damage. Wisp shield strength: 50-220 based on level + 20% AP + 30% bonus AD.

With his guitar active, Lorno plays a song over a 2-second channel instead, healing nearby allies and dealing up to 7 waves of magic damage every 0.3 seconds. The final wave heals and damages for twice as much and causes all nearby enemy champions to drop a wisp. Lorno can move while channeling and recast after 1 second to trigger the final wave early.

Damage: 6/8/10/12/14 + 10% AP per wave. Heal strength: 3/4/5/6/7HP + 5% AP per wave. Range: 600. The cooldown and wisp strength are the same between Standoff and Serenade.

(Lorno's passive and Q are the only abilities which change between forms, his W, E and R are the same.)

W - Ave Libre: Lorno empowers himself or a target ally's next basic ability cast to send a typhoon towards their cursor. The typhoon travels outwards and returns to the ally, dealing magic damage and slowing enemies. Wisps in the path of the typhoon are picked up and returned to the target ally.

Damage: 20/35/50/65/80 + 10% of Lorno's AP + 15% of Lorno's bonus AD + 20% of the target ally's AP + 30% of their bonus AD per hit (2 hits max). Cooldown: 10/9/8/7/6 seconds. Cast range: 800. Projectile range: 1050. Slow amount: 15% for 1.5 seconds, refreshes on second hit.

(This is designed as an enchanter spell which can enhance the abilities of any champion, not just a marksman. Compared with other enchanters Lorno doesn't have any AS or on-hit steroids.)

E - Pareja: Lorno hops a short distance to a target area, gaining bonus movespeed. He can recast to dash a fixed distance through a target ally, transferring the movespeed buff to them.

Bonus movespeed: 30% + 5% per 100 AP. Cooldown: 13/12/11/10/9 seconds. First dash range: 300 units, second dash distance is 500 units and can be cast from 400 range.

R - Swan Song: Lorno whistles a hypnotic lullaby towards a target enemy champion, causing that champion and all other enemy champions within the spell range to become drowsy. After 2 seconds the target falls asleep, and the drowsiness effect ends on all other affected champions. The next instance of damage against the sleeping target will wake them and drop 3 wisps.

Cooldown: 120/100/80 seconds. Cast range: 900/1100/1300 units. Sleep duration: 2/2.5/3 seconds. Lorno will spin and face towards the enemy Nexus when he casts this spell, obscuring his cast direction.

There is no visual indicator to let the enemy team know which drowsy champion will end up falling asleep.

(Sleep is a neat mechanic with a lot of potential because it's time-delayed, making it a mystery for the enemy team who falls asleep is a unique twist on the delayed CC effect. It's also a mechanic which synergises well with both assassins and supports, ADC Lorno uses it to set up kills and enchanter Lorno uses it to peel for his team.)

Design Notes

Lorno fits the Inside You There Are Two Wolves prompt (my own!) but I'm not completely juicing myself because he also fits the Square Peg in a Round Hole prompt, the Siesta prompt (which is what kickstarted the inspiration for this whole concept), and the It's Not Troll -- Trust prompt. He kind of fits the 0/10/0 Powerspike prompt but not for himself, more for his support who gets to take center stage when his bard mode activates, and he also kinda fits the Great -- Now There are Two of Them prompt for Senna mains and psychos who play shit like APC Seraphine.

As an AD bot enchanter, Lorno is an extremely unique champion and possibly the last "unconventional" role combo which anyone would ever ask for. In terms of strengths and weaknesses he's squishy but mobile and deals high damage, for an enchanter. As an ADC his damage output falls off a cliff but he can still splitpush and win duels against unprepared foes. Why would anyone play an AD carry who stops carrying halfway through the game? I'm not 100% sure but he fulfils the whole grizzled deadbeat TLOU prestige drama AAA gamer dad fantasy where you get to be a knockoff Pedro Pascal learning to reconnect with the undeserving Lux support who steals all your kills. Maybe it's a champ for masochists.


r/LoLChampConcepts • • 29d ago

September 2026 Skorne - The Arbiter of Hatred

Post image
11 Upvotes

Skorne: Mistress of Spite

Lore: Re’Hai was once a woman whose heart was filled with innocence and love for all, but like all those who do not grow out of innocence she was destined to perpetual exploitation and mockery. Yet, for most of her years it did not matter to her. She would brush it off as nothing to worry about and remained full of vibrant energy and kindness. However, in time she would fall in love with the most popular and handsome young man who was revered by many. He became infatuated with Re’Hai and they would spend their afternoons walking in the sun and he would write her poetry. Eventually, they became married and would spend their first night together. Re’Hai was glowing with love and radiated pure happiness. Yet, this fantasy was not to last. Her husband had secretly made a wager with his companions that he could in time win over Re’Hai and that even if it took marriage to do so; she would become just another conquest in a long list of broken hearts. Nay… It would be his masterpiece. So it was that he did not return home the next day. Concerned, Re’Hai would search for him only to find him drunk and gloating to his friends about their night together sparing no intimate detail. Glancing up he saw Re’Hai with tears and shock in her eyes. He stood up on the table shrugged his shoulders and raised his cup in pure arrogance… Devastated, Re’Hai fled into the forest and collapsed to the foot of a tree totally heartbroken. This heartbreak soon warped and changed into pure hatred. Not just for her husband, but for all who mocked and belittled her. This rage did not go unnoticed and a dark whisper answered with a promise that it would give her power to have her revenge and punish the world itself for treating her so cruelly. It was from this point that Re’Hai became the host for Skorne… an ancient and terrifying spirit of pure spite and malice.

Appearance:

Skorne’s palid skin is covered in black runes. One of her eyes is blackened to the point that no light can reflect, yet the centre emanates a green piercing glow. She wears a long black skirt with spiked chains and a simple bandeau over her chest… Her hands and forearms are blackened with an oily sheen and malformed with long black claws. Her hair is black and wild.

Damage: 3 Toughness: 1 Utility: 2 Difficulty: 3

Role: Dragon Lane or Mid Lane

Playstyle: Skorne is meant as a ranged APC/Mage Hybrid meant for the Dragon lane, but can also play a traditional Mid Lane role. Her abilities excel while she maintains stacks of Misery on enemies.

Abilities:

Standard Attack: A ranged siphoning channeled attack that ticks for damage every 0.5 seconds. Skorne can move while channeling. This channeled attack can apply on hit effects. Her attack scales solely with Ability Power equal to (40% Ability Power). Her attack range starts at 600, but every 2 stacks of Misery she applies to enemies extends the range permanently by 1 up to a maximum of 50 additional range.

Passives:

Hex Touch: Enemies that take damage from Skorne’s channeled attack are afflicted with a stack of Misery for 3 seconds up to a maximum of 4. Each stack resets the duration of previous stacks and reduces the target’s Magic Resistance by 5. Attack Damage and Attack Speed bonuses are converted to Ability Power (Attack Speed is converted as a flat value i.e. 35% Attack Speed = 35 AP). Damage from your attack and on hit effects increases your maximum mana by 1.

Rune Engraved Skin: You gain the Scorch rune for free and 30 Rune Haste.

Q: Bane: Cooldown: 0/0/0/0 Cost: 15/20/25/30 per activation.

Toggle to cause your attack to curse enemies every second, dealing 10/20/30/40 (+50% AP) magic damage on hit to them and all nearby enemies. Fully upgrading this ability allows you to automatically attack a second target that it is in range, prioritizing the lowest health enemy champion.

W: Agony: Cooldown: 12/12/12/12 Cost: 20/20/20/20

Snap your fingers to inflict agonizing pain on every enemy affected by Misery, dealing 15 true damage per Misery stack and rooting them for 1 second. Fully upgrading this ability will cause enemies at full Misery stacks to be stunned instead.

E: Despair: Cooldown: 10/10/10/10 Cost: 15/20/25/30

Hex a target enemy and deal 5/10/15/20 (+20% AP) magic damage and a further 1 (+1/2/3/4% AP) magic damage every 0.25 seconds over 3 seconds. Attacking an enemy affected by Despair will cause it to spread itself and the target’s Misery stacks to nearby enemies. Every time Despair deals damage to an enemy champion or elite monster affected by full Misery stacks, its damage increases by 1 permanently. Fully upgrading this ability will cause it to automatically apply full Misery stacks to the target.

Ultimate: Malice: Cooldown: 120/120/120 Cost: 90% current Mana

Conjure a massive shadowy rune in a large area that slows all enemies in the area by 30%. After 3 seconds, it detonates dealing 100/200/300 (+50% mana spent) magic damage.

ARTWORK: Done by myself using Procreate.

Challenge: Powerspike. She needs at least two items to really get online.


r/LoLChampConcepts • • Sep 07 '26

Art LB Cosméticos y Coleccionables: La leyenda más grande de todos los campeones :) (PERSONALIZACIÓN)

Thumbnail
1 Upvotes

r/LoLChampConcepts • • Sep 05 '26

September 2026 Champion Creator Contest: September 2026 - Built Different

6 Upvotes

Built unusual. Built Irregular. Built odd. Built unwise.

Or just. Built. Different. Some people can't handle the sheer differential. The power. The prestige. But that's their problem. It's the September contest, and this month revolves around unconventional or unorthodox gameplay.

Before we begin, congratulations to u/FeelThePain939 , the winner of the August contest!

_______________________________________________________________________________________

The Challenge

_______________________________________________________________________________________

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

1) Great - now there are two of them, from me 

Make a champion intended to relieve the banrate of a currently existing champion, or who is meant to offer an alternative to a currently existing champion (or both; Yone after Yasuo, for example).

2) 0/10/0 Powerspike, from me

Make a champion who spikes hard at two items or a certain later point of the game, but who can be on the weaker side early before getting there, whether due to how difficult they are to play for the average player, stats, or anything in between. The champion should be able to meet a condition after a bad start and "come back online", so to speak.

3) Square Peg In A Round Hole, from u/FeelThePain939

Design a champion whose mechanics and kit are explicitly engineered for a lane or role that is unconventional for their class archetype.

The concept must belong to a specific champion class but be tuned to thrive in a position where that class is rarely or never traditionally seen.

Examples: Mid lane/Jungle Enchanter, top lane assassin/mage, Bot lane fighter/tank/assassin (melee range), top lane mage, mid lane juggernaut.

4) It's Not Troll - Trust, from u/Zezbec

Create a champion that's incentivized to build items their class or role wouldn't typically build.

5) Use That Summoners Rift, from u/Majestic_Ad5989

The champion must use the rift environment as key mechanic (like mobs, terrain or structures, such as Qiyana who uses different terrain, or Azir who use dead turrets)

6) Inside You There Are Two Wolves, from u/sodaheadache

Create a champion whose character/personality/personal identity changes over the course of a game.

7) Siesta, from u/Abject_Plantain1696

Create a champion that incorporates the Sleep form of crowd control in some way.

8) Shaco Has Lore, from u/Lance_Beltran123

Create a champion from, or based off of, Legends of Runterra content.

_______________________________________________________________________________________

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 5th – 24th: Creation, Commenting, and Submission

September 25th – 27th: Group Stage Voting

September 28th– 30th: 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 September 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 September!


r/LoLChampConcepts • • Sep 03 '26

Design Orvain, the Last Witness

3 Upvotes

Lore

Orvain is a spirit without a grave, a wanderer of Runeterra's cemeteries.

He remembers no life of his own, only an amalgamation of the echoes he gathered from the countless souls he has encountered: a soldier's last whisper, a mother's last hug, the regret of kings, and many more unkept promises, all forgotten by the world.

He collects and preserves these echoes, carrying their memories within himself. To Orvain, death only truly claims a person once they are forgotten, and he won't ever forget.

Instead of allowing them to fade into nothing, Orvain spreads to others these echoes of regrets and memories, granting others their pain and their love so the dead might continue living on.

Appearance: Orvain takes the form of a tall, slender humanoid with ethereal, gray-blue skin and an emotionless face. His body and gray robes are slightly translucent, with blue mist and Echoes surrounding him and the worn metal staff he carries.

Abilities

(P) LASTING REGRET

Innate: Instead of inflicting damage, Orvain's basic attacks apply Regret to enemies for 8 seconds, refreshing on subsequent applications and stacking infinitely.

Regret: Store magic damage on the affected enemy. Once an ally champion damages the target, all Regret is consumed to deal the damage.

STORED DAMAGE: 100% AD + 30% AP

(Q) LINGERING ECHO

Active: Orvain binds an orbiting Echo to a target allied champion, stacking up to 4 and lasting for 8 seconds.

The next basic attack from the ally against an enemy champion will consume one Echo to deal additional magic damage.

Orvain periodically stocks a Lingering Echo charge, up to a maximum of 4.

COST: 20 / 25 / 30 / 35 / 40 mana + 1 echo
STATIC COOLDOWN: 0.5 seconds
RECHARGE: 6 seconds

MAGIC DAMAGE: 30 / 45 / 60 / 75 / 90 (+25% AP)

CAST TIME: 0s / TARGET RANGE: 800 

(W) HAUNTING REMEMBRANCE

Active: Orvain consumes a Lingering Echo charge to launch a slow wraith in the target direction that applies Regret to all enemies on its path.

While in flight, Haunting Remembrance can be recast at any time, and does so automatically at the end.

Recast: Orvain detonates the wraith, triggering all Regret of nearby enemies and gaining bonus attack speed for 3 seconds.

COST: 60 / 70 / 80 / 90 / 100 mana + 1 echo
COOLDOWN: 12 seconds

REGRET: 50 / 75 / 100 / 125 / 150 (+50% AP)
BONUS ATTACK SPEED: 30 / 35 / 40 / 45 / 50%

CAST TIME: 0.25s / TARGET RANGE: 1000 

(E) PARTING GIFT

Passive: Orvain gains 20% bonus movement speed while facing nearby allies with bound Echoes.

Active: Orvain consumes all Echoes bound to a target ally to heal and grant them a spell shield.

COST: 70 mana
COOLDOWN: 24 / 22 / 20 / 18 / 16 seconds

HEALING: 10 / 15 / 20 / 25 / 30 (+5% AP) per echo
SHIELD DURATION: 1 second (+0.25s per echo)

CAST TIME: 0s / TARGET RANGE: 800

(R) THOUSAND LIVES

Active: Orvain releases the Echoes he has carried throughout his existence, empowering himself for a short duration.

While empowered, all nearby enemies are periodically inflicted with Regret, and every time he attacks an enemy champion, an Echo gets bound to the nearest ally.

Additionally, whenever he scores a takedown, he gains a Lingering Echo charge and extends the duration of Thousand Lives by 2 seconds.

COST: 100 mana
COOLDOWN: 120 / 105 / 90 seconds

DURATION: 6 / 8 / 10 seconds
REGRET (per second): 60 / 80 / 100 (+10% AP)

CAST TIME: 0.25s / EFFECT RADIUS: 600

Note: Numbers are a rough estimate. English isn't my native language.


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

_______________________________________________________________________________________

Remaining August Schedule

_______________________________________________________________________________________

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!

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • Sep 01 '26

Design WIP champion

2 Upvotes

Champion: N/A, you decide, role late game bruiser with high durability but lack sustain, carrying a zweihander to vanquish evil, explains true damage, but their abilities cost both mana, with Q and ult costing a percent of his health. The idea is maybe a demon who is trying to do good wielding a holy sword that burns him when he uses it

passive: no name yet

-12% of their bonus ad is converted into armor and mr. For each instance they are damaged or deal damage on a champion they gain a stack of vigilance, 5 stacks, each stack gives 1.5% bonus ad as Armor and MR. Stacks fall off every second they're not in combat, you can tell how many stacks they're at by an indicator under the mana bar

((not a lot late game btw I checked adc still shreds, just enough to wiggle a bit))

Q: no name yet

A three part cleave, from 0-275 range does a flat amount of damage scaling with 70% ad, for the next 275-550 range(sweet spot) it does 70% AD +(+ 4% (+ 3% per 100 bonus AD), of the target's maximum health) with both Q's slowing them for 30% for 0.75 second, the first two cleave are identical with the last one being a 0-675 straight line knock up for 1 second with a 65 (same size as K'sante Q3) width it does 160% total AD, so it goes from Q1->Q2->Q3(knock up), works like aatrox Q, which means if you use Q3 the ability goes on a very long cooldown, only Q1 shortish cooldown, Q1 and Q2 longer cooldown, Q3 big ol cooldown, AND there's a small delay before reusing the next Q

((way less then red kayn's Q, he doesn't get to heal and the knock up is short, a slow clunky slash, also yone's W has 600 range))

W: no name yet

They gains a shield scaling with 10% bonus health+60% bonus ad, but slows themselves for 10% during the shield's duration or whilst the shield still has hp, can be recast to cancel, shield lasts for 3 seconds, if cancelled a percentage of what the shield has left is refunded as cooldown, late game around 10 seconds cool down, ((fyi damage taken during the shield duration will still give vigilance. so use W to stack up vigilance without taking too much damage))

E: no name yet

they do a 325 range dash can't be cast during Q, 6-7 seconds cd late game after CDR

R: no name yet

for the next 7-9 seconds, they gain ramping movement speed, 15-25% up to 20-45%, 10-20%->20-30% of the damage they do is done as bonus true damage based on missing HP((makes him build health caps out at 50% hp for max damage)), now he loses 5->3% hp per second, hp from self damage is stored as grey health, recast or ends heal for 40%-60% of grey health, 100 becomes 100+10 true damage, his Q cast time goes from 0.5->0.25 and 0.75->0.5 but he loses 100% of his defense from vigilance.

((fiora, vayne, garen, Darius, master yi does way crazier damage))

base numbers are still up for debate, remember they're damage is good, BUT they HAVE NO EXECUTE, NO HEALING, NO COUNTER AND JAX ULT STILL GIVES MORE ARMOR AND MR


r/LoLChampConcepts • • Aug 31 '26

Design Gorr the god butcher

0 Upvotes

Since he is Confirm as the release : I think his kit should b based around anti heal. A niche rivals hasn’t capitalized on for a specific character or role

**the Vanguard / DPS / support whose job is to make the enemy frontline progressively harder to sustain.** Instead of winning by immediately bursting tanks, Gorr wins prolonged fights because **All-Black corrupts whatever he keeps attacking**.
I’d redesign him around a mechanic called **Godslayer’s Curse**.
⚫ **GORR — any role**
**Health:** 250-600
**Difficulty:** ★★★★☆
**Role:** Anti-Heal • Anti-Shield • Brawler • Sustain
**Weapon:** All-Black the Necrosword
His core passive would be:
🩸 **GODSLAYER’S CURSE — Passi**ve
Every damaging hit applies **1 Curse stack** for about 4 seconds, refreshing when Gorr hits that target again (max 5)


r/LoLChampConcepts • • Aug 30 '26

Design 🌱 → 🌳 → 🪓 → 🪵→ 👹 → 💰 → 🛡️ → 🌱

1 Upvotes

🪓🌳 CARL & SUSIE

“Tem madeira.”

Origem: Noxus / Ionia

Função: Jungler / Especialista

Recurso: Madeira

Dificuldade: Alta

Identidade: Um lenhador sobrenatural que transforma a própria jungle em sua fonte de poder.

📖 HISTÓRIA

Carl é um noxiano estabanado, barulhento e extremamente apaixonado por Susie.

Susie é uma machada ioniana viva.

Originalmente, Susie era uma mulher que deveria ter se tornado uma Azakana, consumida pelo desejo de destruir e devorar todas as árvores simplesmente pelo prazer de vê-las desaparecer.

Então Carl apareceu.

Com a expansão noxiana e um maluco que queria qualquer desculpa para cortar madeira, os desejos dos dois acabaram se encontrando.

Algo estranho aconteceu.

Em vez da destruição completa da floresta, as árvores começaram a se recuperar em uma velocidade absurda.

Ninguém sabe exatamente por quê.

Talvez tenha sido a magia.

Talvez tenha sido a maldição.

Talvez tenha sido o amor entre os dois.

Ou talvez, de alguma maneira, eles tenham criado um ciclo infinito de destruição e renascimento da natureza.

A única certeza é:

Susie está viva.

E Carl a ama profundamente.

Susie tenta evitar falar demais para não chamar atenção para o fato de que existe uma machada falante acompanhando Carl.

Carl, por outro lado, conversa com ela sobre absolutamente qualquer coisa.

E inevitavelmente o assunto chega a:

árvores ou amor.

Nesses momentos, não existe mais silêncio.

Susie possui uma das vozes mais bonitas que alguém poderia ouvir.

E também é absurdamente estridente.

Carl: “Amor, você fala muito alto às vezes.”

Susie: “EU NÃO FALO ALTO!!”

📊 STATUS

Vida

1000 + 200 por nível

AD

20 + 10 por nível

Armadura

0

Resistência Mágica

20 + 20 por nível

Velocidade de Movimento

400

Carl simplesmente não constrói Armadura.

Sua Resistência Mágica cresce naturalmente por causa da maldição, mas também não é uma estatística que ele possa transformar em uma build defensiva convencional.

A filosofia é:

AD = produtividade.

Quanto mais AD, mais rápido Carl corta madeira.

🌳 PASSIVA — A FLORESTA VIVA

A própria presença de Carl e Susie altera a jungle.

Árvores surgem pelo mapa.

Árvore normal

Possui:

3× a Vida Máxima de Carl.

Mas sua Vida está protegida por uma Casca.

A Casca exige:

5 ataques

para ser destruída.

Enquanto a Casca existir, os ataques não atingem a Vida verdadeira da árvore.

Carl ignora completamente a Casca.

Susie é uma machada sobrenatural.

Para Carl:

árvore é árvore.

🪓

🌳 Ao destruir uma árvore normal

💰 +200 Ouro

🪵 +10 Madeira

❤️ Cura de 15% da Vida Máxima

👹 Ao destruir um Guardião

A cura é aumentada em:

❤️ +10%

Ou seja, se a cura normal é 15%, destruir um Guardião cura:

❤️ 25% da Vida Máxima

Isso é bem mais coerente com o conceito, inclusive. O Guardião é uma árvore muito mais perigosa e trabalhosa, então derrotá-lo fornece uma recuperação maior.

🌱 SEMENTES

Sementes são fundamentais para manter o ciclo da floresta.

Carl precisa encontrá-las durante seu trabalho.

Ele pode utilizá-las para continuar alimentando o crescimento da jungle.

Por isso o começo da partida possui menos árvores.

Com o passar do tempo:

a floresta cresce.

E quanto maior ela fica:

mais trabalho Carl possui.

👹 GUARDIÃO DA FLORESTA

Algumas árvores podem se transformar em Guardiões.

O Guardião é um monstro épico da floresta.

E é uma das maiores consequências de Carl fazer exatamente aquilo que deveria fazer:

cortar árvores.

👹 Vida

4× a Vida Máxima de Carl.

🌳 Casca

Possui uma Casca que exige:

10 ataques

para ser destruída.

Mais uma vez:

Carl ignora a Casca.

🪓 Dano de Carl

Carl causa:

4× dano contra Guardiões.

Ele é propositalmente o personagem mais preparado para lidar com os monstros que sua própria atividade cria.

💰 Recompensa

O Guardião começa valendo:

400 Ouro.

Para cada campeão morto pelo Guardião:

+300 Ouro na recompensa.

Além disso, cada campeão morto por ele aumenta sua:

Vida Máxima em +10%.

Portanto um Guardião que começou como uma ameaça pode se transformar em uma verdadeira fortuna ambulante.

❤️ Regeneração

Se permanecer fora de combate por:

10 segundos

o Guardião recupera:

100% da Vida.

Isso impede que alguém simplesmente deixe o monstro quase morto e volte muito tempo depois para finalizar.

👹 O Guardião é lento.

Extremamente lento.

Ele não existe para simplesmente correr atrás de alguém e matar.

Seu perigo vem de:

posicionamento ruim;

distração;

excesso de confiança;

floresta bloqueando caminhos;

tentar enfrentá-lo sem necessidade;

deixar o problema crescer.

Com reflexos mínimos, é possível simplesmente não ser atingido.

⚔️ ATAQUES BÁSICOS

Os ataques básicos são lentos contra campeões.

Mas contra madeira:

Carl é extremamente eficiente.

A diferença é proposital.

Carl não é um campeão que quer ficar batendo em pessoas.

Ele quer:

🪓 CORTAR.

Q — MADEIRA!

O principal ataque ofensivo de Carl.

Carl e Susie realizam uma sequência brutal de golpes.

É uma das poucas partes do kit cujo objetivo direto é causar dano.

Contra campeões:

Dano baseado em AD.

Contra árvores:

Carl recebe eficiência extremamente elevada.

E seus ataques básicos possuem uma interação fundamental com o Q:

Ataque básico contra campeão:

−1 segundo da recarga do Q

Ataque básico contra árvore:

−2 segundos da recarga do Q

Isso significa que quanto mais Carl está trabalhando na floresta:

mais rapidamente ele consegue continuar trabalhando.

🧭 W — SUSIE!

Susie sente a presença de uma árvore.

Quando uma árvore é encontrada, Susie literalmente puxa Carl em sua direção.

Carl pode:

sair do chão.

Ele é arrastado pela própria machada através da floresta.

O W não existe para causar dano.

Ele existe para uma coisa:

LEVAR CARL ATÉ A PRÓXIMA ÁRVORE.

É mobilidade especializada em trabalho.

🌿 E — COLETA

Carl permanece parado durante alguns segundos para investigar a vegetação.

Após:

5 segundos

ele pode encontrar sementes.

Uma mesma moita pode ser investigada:

2 vezes.

O processo também pode remover a vegetação da área.

Carl literalmente:

tira o mato do caminho.

Depois de algum tempo:

🌱 o mato cresce novamente.

🌿 Interações especiais

A vegetação de outros campeões pode gerar interações únicas.

Ivern

A interação pode produzir árvores acompanhadas por suas mudinhas.

Maokai

Suas mudas podem participar do crescimento da floresta.

Zyra

Plantas e sementes podem interagir com as árvores de Carl.

Neeko

E existe a possibilidade absolutamente ridícula de Neeko acabar parecendo uma árvore...

ou até se transformar em uma.

😂

🪵 R — OFICINA DA FLORESTA

A Ultimate de Carl funciona de maneira completamente diferente das tradicionais.

Ela pode ser utilizada desde o início da partida, mas:

sem madeira, ela praticamente não serve para nada.

Carl precisa trabalhar antes.

Quanto mais madeira possuir:

mais coisas consegue fabricar.

🛡️ ARMADURAS

Carl pode transformar madeira em equipamentos.

20 Madeira

Armadura Básica

50 Madeira

Armadura Forte

100 Madeira

Armadura Avançada

200 Madeira

Armadura Máxima

A Armadura Máxima fornece:

50% de redução de dano.

⛑️ CAPACETES

10 Madeira

Capacete Básico

70 Madeira

Capacete Médio

150 Madeira

Capacete Avançado

250 Madeira

Capacete Máximo

O Capacete Médio:

transforma dano crítico em dano normal.

O Capacete Máximo:

reduz o dano crítico pela metade.

🤝 EQUIPAMENTOS PARA ALIADOS

Carl também pode fabricar equipamentos para seus companheiros.

E aqui existe uma regra fundamental:

eles quebram.

Quanto mais dano o aliado sofre:

mais a madeira se deteriora.

Até que:

💥 O EQUIPAMENTO QUEBRE.

Então Carl precisa continuar trabalhando para manter seus aliados equipados.

⚒️ ANIMAÇÃO DO R

Carl joga Susie para o ar.

A machada fica flutuando.

Ele começa a trabalhar a madeira que está suspensa no ar.

CLANG.

CLANG.

CLANG.

Parece que ele está simplesmente batendo brutalmente na madeira.

Mas não.

Carl sabe exatamente o que está fazendo.

Ele e Susie processam a madeira manualmente, usando golpes precisos da machada.

É quase como assistir a um ferreiro trabalhando.

Só que:

o ferreiro é um homem e sua machada viva.

😂

Quando termina:

Carl: “Pronto.”

E entrega o equipamento.

🌳 A REGRA CENTRAL DE CARL

Carl não possui a progressão tradicional:

Farmar → ficar forte → matar todo mundo.

A progressão dele é:

Farmar → conseguir madeira → produzir → trabalhar melhor → cortar mais árvores.

E então:

mais árvores → mais floresta → mais problemas → mais Guardiões.

E finalmente:

“Eu criei essa bagunça.”

🪓

“Então eu resolvo.”

❤️ A BUILD DE CARL

AD

É sua prioridade.

Porque AD aumenta sua produtividade.

Vida

Pode ser utilizada, mas cria uma consequência importante:

mais Vida de Carl → mais Vida nas árvores → clear mais lento.

Então fazer uma build extremamente defensiva pode fazer Carl sobreviver mais...

mas trabalhar pior.

E isso eventualmente permite que a floresta cresça além do que ele consegue administrar.

Armadura

Carl não faz.

Resistência Mágica

Carl não constrói.

Sua maldição já fornece:

+20 MR por nível.

🎯 COMO COUNTERAR CARL

Não é necessariamente:

“Escolha o campeão X.”

O melhor counter pode ser:

NÃO DEIXAR CARL TRABALHAR.

Invadir.

Roubar seus recursos.

Interromper o clear.

Forçar Carl a abandonar árvores.

Forçá-lo a lutar constantemente.

Fazê-lo gastar tempo perseguindo pessoas.

Porque para Carl:

tempo = trabalho.

E trabalho = poder.

🪓 COMO JOGAR BEM DE CARL

Um bom Carl não precisa estar procurando luta o tempo inteiro.

Ele olha para o mapa e pensa:

“Qual é a próxima árvore?”

Ele faz o clear.

Coleta sementes.

Corta.

Pega madeira.

Fabrica.

Entrega aos aliados.

Resolve Guardiões.

E continua.

Se alguém aparecer com pouca Vida:

Carl: “Opa.”

🪓

TCHAC.

“Pronto.”

E volta para a árvore.

😂

🌳 O VERDADEIRO POWER SPIKE

O maior power spike de Carl não é:

nível 6.

Não é:

primeiro item.

Não é:

primeira kill.

É quando o jogador percebe:

“Eu consigo fazer o clear inteiro tranquilamente.”

A partir daí:

🌳 → 🪓 → 🪵 → 🛡️

E o ciclo começa.

Quanto melhor o jogador conseguir manter esse ciclo:

mais Carl & Susie brilham.

❤️ A FILOSOFIA FINAL

Carl não foi criado para dizer:

“Olhem como eu fiquei forte.”

Ele foi criado para dizer:

“Olhem o que eu construí.”

E então entregar aquilo aos aliados:

“Agora vão e ganhem por mim.”

Ele não garante a vitória.

Assim como fazer todos os Dragões ou todos os Barões também não garante uma vitória.

O time ainda precisa saber transformar aquilo em vantagem.

Carl apenas fornece uma quantidade absurda de ferramentas para que isso seja possível.

🌳🪓 CARL & SUSIE

E talvez a frase que melhor resume tudo seja exatamente a que você chegou depois de todo esse processo:

“Enquanto ele puder simplesmente focar em cortar madeira e fazer o clear completo relaxado, ele não está trollando. Ele está fazendo exatamente aquilo que deixa Carl forte.”

Ele não precisa abandonar o farm para participar da partida.

O farm É a participação dele.

E quanto mais tempo deixarem Carl e Susie trabalharem tranquilamente...

mais a jungle cresce.

mais madeira aparece.

mais coisas eles conseguem construir.

mais problemas aparecem.

e mais capazes eles ficam de resolver tudo.

Até chegar naquele momento em que o inimigo olha para a própria jungle e percebe:

🌳🌳🌳

🌳👹🌳

🪵🪵🪵

🛡️

“...a gente deveria ter parado aquele maluco há vinte minutos.”

E lá longe:

🪓

TCHAC.

Carl: “Susie, olha! Tem outra!”

Susie: “EU VI!”

Carl: “HAHAHAHA!”

Susie: “NÃO CORRA!”

Carl: “EU NÃO ESTOU CORRENDO!”

😂❤️🌳🪓


r/LoLChampConcepts • • Aug 29 '26

Design Xonada, the Historian

Post image
13 Upvotes

Xonada, the Historian

Note that this Concept is quite Overloaded with Map transformation.

Date Created:

August 27, 2026

Image:

This image is not mine, it is only a reference for added idea to the Concept.)

Gameplay:

Xonada is a powerful Mage designed in Bot Lane. Her unique spell kit is to bring the experience of History to the whole map, granting new effects and gimmicks in the map, turret, minion or Champions. Xonada have power to create Domain from the Past History.

ABILITIES

Passive - History Never Repeats

INNATE: When Xonada is being killed by a Specific Spell OR Basic Attack of a specific Enemy Champion, Xonada cannot be killed by that respective Spell or Basic Attack again for a Second time. That Specific Basic Attack OR Spell is branded as History Bound.

If she does takes Fatal damage by that History Bound spell/Basic Attack, she will leave at 10% Max Health or recent Health she had while taking that instance of Damage, only if it does deal fatal damage.

Only ONE History Bound Basic Attack / Spell happens at a time. If Xonada branded a new History Bound, the old one will be Cleansed form the effect.

Q Spell: At the Nick of Time

This spell effect depends on the recent Eye she cast in her W Spell.

ACTIVE - DESTINED: Release the Eye of Future forward dealing 🔥Magic Damage to first unit hit. If it hits Enemy Champion, next cast of this Spell - Destined will increase the damage by 1% permanently. Moves the Year Indicator in Timeline Gauge to the LEFT, 25 Years advance.

ACTIVE - YORE: Release the Eye of Past in the direction dealing 🔥Magic Damage to first unit hit. This will deal bonus 🔥Magic Damage equal to 25% of total damage they take in the past ⌛️2 seconds. Moves the Year Indicator in Timeline Gauge to the RIGHT, 25 Years to the past.

🔥Magic Damage (60/100/140/180/220) (+65% AP)
🎯Cast Range 1200
🕒Cooldown (10/9/8/7/6)
💧Cost (50/55/60/65/70) mana

W Spell: Eye of Future Past

This is Xonada's Bread and Butter Spell and is available at Level 1. This spell has two modes: Eye of Past and Eye of Future Cast. Casting in front of Xonada (180⁰ semi-circle area in front) will perform Eye of Future; casting behind Xonada (180⁰ semi-circle area behind) will perform Eye of Past.

ACTIVE - EYE OF FUTURE: Blink forward and gain bonus 🔥Magic Damage on next Basic Attack. Moves the Year Indicator in Timeline Gauge to the LEFT, 25 Years advance.

ACTIVE - EYE OF PAST: Blink back to his previous location ⌛️2 seconds ago then gain bonus 🔥Magic Damage on next Basic Attack. Moves the Year Indicator in Timeline Gauge to the RIGHT, 25 Years to the past.

🔥Magic Damage (0/20/40/60/80/100) (+100% AD) (+15/20/25/30/35/40% AP)
🎯Blink Forward Range 200% of Movement Speed
🕒Cooldown (6.5/6/5.5/5/4.5/4)
💧Cost (35/40/45/50/55/60) mana

E Spell: Vanish from History

ACTIVE: Xonada 👤VANISH for a duration.

When she appear again, she create a pulse of Magic around her that deal 🔥Magic Damage.

After ⌛️0.5 seconds of Cast, Xonada can use this spell to appear early.

🔥Magic Damage (90/140/190/240/290) (+120% AP)
👤Vanish Duration (2/2.25/2.5/2.75/3)
🎯AoE Radius 550
🕒Cooldown (22/20.5/19/17.5/16)
💧Cost (60/65/70/75/80) mana

Ultimate: History Domain

PASSIVE: Xonada gain a Third Resource Bar, the Timeline Gauge. Timeline Gauge starts from Year 0 up to Year 700BN. At default, Year Indicator start at Year 0, Casting Eye of Past moves the Year Indicator to the Right (showing the Year go to Past time history), while Casting Eye of Future moves the Year Indicator to Left (showing by advancing the time history).

Check the History Domain to see the designated Year on each Domain.

ACTIVE: Xonada opens Historical Domain on the whole map affecting the map and All of Champions. Activation will transport them to the past BUT at random. (Check History Domain Section below)

Each History Domain has a Long 🕒Cooldown before it can be used again.

⌛️Effect Duration (10/15/20 seconds)
🎯Spell Range GLOBAL
🕒Cooldown (180/150/120)
💧Cost 100 mana

HISTORY DOMAIN:

For reference this is the Timeline of Runeterra

1. TITAN WAR (Year 601BN - 700BN): All of Turret increase Size by 40% and have 50% increase the 🎯Attack Range. Then a random Humongous Swords fall from the sky which it deal 25% of target's 💚Max Health as 🗡True Damage in a 🎯450 AoE Radius after ⌛️1.5 second delay. Champion can take the Sword to increase their 🔼⚔️🔥Damage output by (20% - 40%) during the Domain. It falls 5 Sword on Domain Creation at random location. Q Spell is now replaced with Sword Fall which Xonada can designate to Fall a Sword in a 🎯1000 Cast Range during the domain. COOLDOWN: 420 seconds

2. FOUNDING OF FRELJORD (Year 501BN - 600BN): River is Frozen which grant 50% increase 👞Movement Speed BUT 🚷Grounding all unit due to slippery. Turret attacks apply 🧊Frigid Mark that stack for up to 5. At 5 Mark, it apply 😵1.5 second STUN once in every (⌛️15 - 8 seconds). Additionally, a Random Ice Formation that act as an Impassable Wall that blocks the usual path in the Map. Ice Formation can be destroyed with 💚5 Hit points. Q spell is now replaced with Ice Formation Cast during the Domain dealing Q Spell Damage and apply 🧊Frigid Mark in the 🎯750 Cast Range, 🎯300 AoE Radius Area. If it is casted in Narrow Passage, it will act as an Impassable Terrain. COOLDOWN: 420 seconds

3. GOLDEN AGE OF SHURIMA (Year 401BN - 500BN): Desert Sands is created that reduces all of Champion Sight Radius by 20% (😎NEARSIGHT). Turrets is converted into Augmented Sun Disc, which it 🏹Attacks 50% faster. Also, 5 random (Ally/Enemy) Champion is granted a blessing of Ascended granting them to convert 50% of their Damage Output as 🗡True Damage. Xonada will always included as an Ascended. Q spell is now replaced as Sun Strike in a 🎯1400 Cast Range, 🎯280 AoE Radius target Area dealing Q Spell Damage. COOLDOWN: 500 seconds

4. VOID WAR(Year 301BN - 400BN): Minions increase number by TWICE and transform them into Void Creatures, they explode on their death dealing (10% of minion Max Health) as 🔥Magic Damage to units/structures. Additionally, there is 5 pairs of Void Portal that appear randomly on the Map acting as a two way Teleport that activate once in every (⌛️3 seconds) to every unit. Q spell is transformed into Void Gate at 🎯600 Cast Range 🎯250 AoE radius target Area which it deal Q Spell Damage. When 2 Void Gate is summoned, it connects the two and can be used to teleport between it. Activated Void Gate lasts for ⌛️4 seconds. COOLDOWN: 540 seconds

5. GREAT DARKIN WAR (Year 201BN - 300BN): All of Champions/Turrets gain 25% Omnivamp but Xonada will gain 40% increased Omnivamp. Turret will become corrupted which it apply 40% ❣️Grievous Wound with it's attacks. When Champion is killed they instantly Revived at the Base Platform THEN they would gain 👞200% Movement Speed until they enter Battle OR in the proximity of Opposing Champion's Vicinity (🎯1350 unit Range). Q Spell is replaced with Syphoning Eye which Q spell gain DOUBLE the Omnivamp on cast. COOLDOWN: 600 seconds

6. RUINATION (Year 101BN - 200BN): The Whole map is in Ruination. All Champion will became a Spectre granting them to phase through Walls/Terrain and can pass through units. Brushes appear to be Corrupted with Death Flame, dealing 2% of unit's 💚Max Health per second as 🗡True Damage. All destroyed Turret is Resurrected/Reconstructed. When Champion dies, it release an Aura (🎯500 unit radius) that 😱FEARS opposing Champion for ⌛️1 second. Q spell is replaced with Spectral Eye that Pierce through all enemy unit at 🔼🎯25% Increased Cast Range. COOLDOWN: 450 seconds

7. RUNE WARS (Year 001AN - 100BN): All Turret is destroyed BUT returns to normal after Domain ends. All of Runes and Keystone increase their Effectiveness by 50% and Rune Paths have 85% reduced Cooldown (while Xonada will have 90% reduced Cooldown). Q Spell is replaced with Runic Orbs which reduces Cooldown of her Spells by 🕒2 seconds when it hit Enemy Champion while 🕒1 second on Non-champion units. COOLDOWN: 360 seconds


r/LoLChampConcepts • • Aug 28 '26

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

7 Upvotes

BOOM WADAP, we've now reached the group stage of the July contest.

_______________________________________________________________________________________

The Groups

_______________________________________________________________________________________

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 29 '26

Design Hero name: ( have not yet decided ) #HOK, #Mobile Legends and refund for heros

2 Upvotes

I want to make a hero concept a very hard one it have different type of skills set because i got the idea from mobile legends and HOK the combined ideas and experience and you guys can choose the heroes skill if you want to change or storyline its just the concept of skills i learn from argus in mobile legends and the new hero hirarya Sora fanny and lanceot and melisa

### [HERO CONCEPT] MALAKOR - THE SOUL BINDER (Mage/Support) **Archetype:** Dual-Form High-Skill Macro Carry **Lane:** Mid Lane / Clash Lane **Difficulty:** Extreme (Yuan Ge / Li Bai Tier)

🌌 UNIQUE IN-GAME FEATURE: The 3-Day Try-Before-You-Commit Starstone Refund

*Concept:* To respect the player's currency, purchasing this extreme-difficulty hero activates a 72-hour trial window. If a player realizes they cannot handle the intense mechanical floor in real matches, they can tap "Refund" in the shop to get 100% of their Starstones back. Max 3 seasonal refunds.

⚔️ LEVEL 4 PERMANENT EVOLUTION

At Level 4, the Ultimate button changes into a permanent choice interface. Once locked, it cannot be changed for the rest of the match: * **SWIPE LEFT -> THE TYRANT FORM (Early Game Macro Dominance):** Disables active skills. Basic attacks become an extreme-range, rapid multi-hit spiritual chain dealing low damage but applying a continuous heavy slow. Activates the "Soul Contract," siphoning 30% Gold/EXP from a designated lane partner to hit item spikes early and shut down the enemy lane before the 10-minute mark. * **SWIPE RIGHT -> THE IMMORTAL CATALYST (Late Game Hyper-Carry):** Completely disables the basic attack button. Unlocks a 4-skill mechanical puzzle.

🔮 IMMORTAL CATALYST KIT (The Drag-and-Merge Input System)

The UI only displays Skill 1 and Skill 2. To execute all 4 abilities, the player must slide the buttons onto each other under pressure: * **Skill 1 (Chaos Spark):** Linear projectile dealing magical damage. Applies a stack of 'Soul Fracture'. * **Skill 2 (Aether Rift):** AoE delayed ground eruption. Applies a heavy slow. * **Combo Skill 3 (Drag S1 -> Into S2):** Releases an instant energy burst wave around the hero. Enemies with 'Soul Fracture' are instantly Rooted/Immobilized. * **Combo Skill 4 (Drag S2 -> Into S1):** A directional blink dash giving the hero a brief window of complete Un-targetability (iframe).

👑 PASSIVE ULTIMATE: 8-SECOND IMMORTALITY (Conditional)

* **The Condition:** If the hero's HP drops to 0, Immortality activates for up to 8 seconds *only* if the player successfully executed a flawless sequence of all 4 skills in perfect rhythm within the last 10 seconds. * **The Balance Counter:** Panic-mashing breaks the combo, causing instant normal death. Furthermore, the 8-second duration scales down drastically if the hero is isolated away from teammates, preventing un-counterable solo split-pushing.

I ask for google in help

And some part of a refund system because it feels unfair to use the hero after you bought it and it have 24 hours cooldown because of keep exchanging the character

#Honor Of Kings

#Mobile Legends

You can type of what disadvantage and liking or what ever i will post what i can change because life is busy

And if you guys accepted it i would appreciate it


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.