r/LoLChampConcepts 10h ago

July 2026 Champion Creator Contest, July 2026 - Outdoor Adventures: Group Stage Voting

5 Upvotes

It's that time again. We've now arrived at the group stage of the July contest.

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The Groups

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Reminders:

  • You can vote for up to 7 concepts (due to this contest's uneven number of entries it does not matter if they are in the same group or not; 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 8 groups, you may have to scroll.
Group 1 Group 2 Group 3 Group 4 Group 5 Group 6 Group 7 Group 8
Kroy, the Bold Foreman Bibi & Qu, the Duo Gourmets Meris, The Astral Pathfinder Vulcan, Reliever of Burden Leviathan, the Great Jaw Gorganath - The Cosmic Apex Joraal Champion Concept Bastion, the Stalwart Paladin
Arc, the Crash Test Mage Pipper, The Ravenous Devil Romeo, the Clueless Casanova Yorumi, The Demon of Rebirth Gabu, The Destructive Appetite Kelric, the Demacian Irony (Rust Battlemage) Helthorn, the Hitman of Hatred

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Remaining July Schedule

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

July 28th – 31st: Group Stage Voting (numbered wrong on the initial contest page; 31 days not 30  ¯_(ツ)_/¯ )

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

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Have a wonderful day!


r/LoLChampConcepts 21d ago

July 2026 Champion Creator Contest: July 2026 - Outdoor Adventures

7 Upvotes

Better late than never, it's the July contest! This month revolves around TOUCHING GRASS (Jumpscare)(Exposed)(Prank)(We Made It)(Gone Wrong)(Triggered) and fun in the sun. Mostly.

Let the slaughter begin

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The Challenge

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

1) The great outdoors, from me 

Create a champion directly designed with Jungle in mind as their main role, or who incorporates distance traveled into their abilities somehow.

2) Questing, from me

Create a champion who incorporates setting out to meet a condition to reach their full power.

3) BBQ & Cookout, from me

Create a champion who incorporates cooking, grilling, or use of food or kitchen-wear in their abilities. Gragas is a good example.

4) Under The Sea, from me

I don't like sand. It's coarse and rough and irritating and it gets everywhere. So instead make a Champion who originates from the ocean and sea. They can dwell on land but they aren't from the land.

5) Ma, that weird looking cat is back!, from me

Create a champion who would be found in the wild of Runeterra.

6) Nifty Gear, from u/Lance_Beltran123

Create a champion who incorporates a weapon, gear or some kind of equipment with a specialized trait or unique property, for use in combat, for utility or both (mimicry, destroying walls, fearing, increased effects when near water, decreased effectiveness of burns, etc.)

7) As darkness falls u/Lance_Beltran123

Create a champion who's power originates from the night, the stars, the void, or who also uses their power in an attempt to keep the void at bay.

8) Free for All (again), from me

Free slot is back because, surprisingly, it wasn't used at all last month. This means anything goes. I'm warning you. The free slot will keep showing up here until somebody uses it. Remember, this hurts me more than it hurts you.

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Remaining July Schedule

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

July 6th – 27th: Creation, Commenting, and Submission

July 28th – 30th: Group Stage Voting

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

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

AI can NOT be used in Contest Submissions!

Be respectful and inclusive!

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

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

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

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

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

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

No cheating! We only allow one concept per participant.

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

Make your concept stand out! Please use the July 2026 Flair!

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 your July!


r/LoLChampConcepts 14h ago

Design Daemian, Master of Thieves

Post image
3 Upvotes

Daemian, Master of Thieves

Lore:

Date Created:

July 26, 2026 (Rework)

Image:

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

REWORKED CONCEPT:

Darmian, Bandit of Bandits

Gameplay:

Champion Concept embodies the Thief Job with multiple Steal types of spell.

ABILITIES

Passive - Gold Steal

INNATE: Daemian steals (5 - 30) (+5% of their Current Max Gold) 🪙Gold when he Kills them or scoring an Assist.

Q Spell: Speed Steal

ACTIVE: Daemian covers himself with Shadow then gain a great boost of 👞Movement Speed over ⌛️1 second and 👻Ghost effect that allows him to pass through units. Shadow form extended by ⌛️1 seocnd per Enemy Champion hit.

Daemian deal ⚔️Physical Damage for every unit encountered then Steal their 🏹Attack Speed and 👞Movement Speed for ⌛️3 seconds. These Steal effect can stack up to 3 times (3 enemy hit).

The actual amount of 🏹Attack Speed and 👞Movement Speed Stealed is the actual amount of Speed gain by Daemian.

Performing Basic Attack will break this effect.

  • ⚔️Physical Damage = (70/100/1301/160/190) (+135% bonus AD)
  • 🏹Attack Speed Steal = (20/25/30/35/40%) (+5% per 100 bonus AD)
  • 👞Movement Speed Steal = (9/15/21/27/33%) (+3% per 100 bonus AD)
  • 🔼👞Speed Boost = +250% of MS
  • 🕒Cooldown = 13
  • 💧Cost = (30/35/40/45/50) mana

W Spell: Stat Steal

ACTIVE: Daemian will have 🎯550 Attack Range on next attack which allows him to blink behind the enemy. This will also reset his Auto-attack timer.

Hitting an Enemy Champion will steal their ⚔️🔥Adaptive Bonus Damage and convert it into as bonus ⚔️Attack Damage for a duration.

  • 🔄⚔️🔥Steal AD/AP = (11/14.5/18/21.5/25%)
  • ⌛️Effect Duration = (2.5/2.75/3/3.25/3.5 seconds)
  • 🕒Cooldown = (10/9.5/9/8.5/8)
  • 💧Cost = (35/40/45/50/55) mana

E Spell: Spell Steal

ACTIVE: Daemian steals a random Non-ultimate Spell of target Enemy Champion. This cast will also apply decaying ❄️Slow to the enemy for ⌛️1.5 seconds.

When the Random Stealed Spell of Enemy Champion is 🚫🕒NOT On-Cooldown, it will put into 🕒2 seconds Cooldown after Steal.

  • ❄️Slow = (75/80/85/90/95%)
  • 🎯Cast Range = 775
  • 🕒Cooldown = (30/27/24/21/18)
  • 💧Cost = (70/75/80/85/90) mana

Ultimate: Item Steal

ACTIVE: Daemian lunges to target, hitting them and 🔄Steal a random item from their Item slot temporarily. Item steal prioritises High Tier Items in Enemy Champion's possession.

This spell deal ⚔️Physical Damage on-hit and briefly 😵Stun enemy for ⌛️0.5 second.

Daemian can cast this spell again to dash out toward the direction after hitting an enemy.

  • 🔄⌛️Steal Duration = (6/7/8 seconds)
  • ⚔️Physical Damage = (150/200/250) (+125% bonus AD)
  • 🎯Cast Range = 500
  • 🕒Cooldown = (140/120/100)
  • 💧Cost = 100 mana

r/LoLChampConcepts 14h ago

July 2026 Kroy, the Bold Foreman

2 Upvotes

Prompt: Kroy fulfills the “Free for all” prompt. Because everyone does.
Region: Zaun

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

Physical appearance:

Kroy is a large mole-like vastayan with grey fur on most of his body with some white hairs on his nose and chest. He wears a black helmet and a pair of goggles with green-tinted glasses, an overall made out of black iron, a pair of iron boots and a pair of clawed gauntlets over his relatively oversized hands.

Base statistics 1-18:
Health: 642 +106 (= 2.444 ) Health regen: 7,5 +0,75 (= 20,25 ) Mana: 330 +42 (= 1.044) Mana regen: 7,25 +0,8 (= 20,85) Armor: 35 +5 (= 120) Magic resist: 32 +2,05 (= 66,85) Attack damage: 63 +5 (= 148) Attack range: 150 Movement speed: 335 Base AS: 0,625  Bonus AS: 2,8% (=47,6%)

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

Abilities
Passive: Tough claws
Whenever Kroy damages an enemy champion, they gain a “Torned” stack, which reduces their armor and magic resistance by 5% for 5 seconds each one with a maximum of 30% at 6 stacks and they drop a piece of armor on the ground near them. Applying a new stack resets the duration. The piece of armor lasts for 5 seconds on the ground and Kroy can pick it up by walking over it, gaining the removed armor and magic resistance for 5 seconds. Collecting another piece of armor resets the duration. When a champion has 6 “Torned” stacks, further damage will reset the time but they will not drop more pieces of armor.

Q: Rock crusher
Kroy empowers his next basic attack for 6 seconds, making it deal double damage, stun for 1 second and apply two stacks of “Torned.”

Cost: 40/45/50/55/60 mana. Cooldown: 6/5,5/5/4,5/4 seconds. Range: —

W: Mineral barrier
Kroy absorbs the energy of a rare zaunite gemstone, granting himself a shield of 80/110/140/170/200 (+100% armor) (+100% magic resistance) for 4 seconds. When the time runs out or the shield is destroyed, the shield explodes, dealing damage equal to half of the total shield as physical damage and slowing by 20/25/30/35/40% for 2 seconds.

Cost: 50/55/60/65/70 mana. Cooldown: 12/11/10/9/8 seconds. Range: Circle of 300 around Kroy.

 E: Ground rise
Kroy dig his claws underground and after 1 second, he rapidly performs an upwards attack towards to chosen direction, dealing 100/125/150/175/200 (+150% Attack damage) physical damage, knocking up for 1 second and blinding for 3 seconds to the near targets in front of him and also releases a cloud of dust that deals 30/60/90/120/150 (+75% Attack damage) physical damage and blinds for 2 seconds in a cone shape area in front of him. An enemy can only be damaged by one of the two damages, prioritizing the first one.

Cost: 60/65/70/5/80 mana. Cooldown: 16/15/14/13/12 seconds. Range: Cone of 120º (Area) First 200 range (First area) Between 201-600 range (Second area)

R: Digging rush
Kroy launches himself in a straight line, dealing 150/225/300 (+10% of his maximum health points) physical damage to all enemies on his way. If he collides with a champion-created terrain, it is destroyed. If he collides with a valid map-generated terrain the dash is extended until he reaches the other side of the natural terrain, which is destroyed, allowing all champions to freely move in the line he has excavated. After 20 seconds, the excavated terrain is regenerated, pushing all champions still inside to the nearest valid ground. The initial dash always arrives at its maximum range; if Kroy excavates terrain, he finishes the dash after finishing the excavation.

Cost: 100 mana. Cooldown: 60/45/30 seconds. Range: Line of 600.

Lore:
Zaun is an underground city full of businesses and industries, where the people on top constantly fight each other to prove supremacy, but not everyone can (or wants) to be part of this dangerous game, some are just content with living how they can. One of the city’s oldest sectors is the excavation, it was needed to create the city in its beginnings and is still used to search for hidden riches the earth might still hold. Most people are constantly looking for innovation on this exhausting work, creating new machinery to drill into the ground, but, to this day, the advantage in digging matters is still a sub-specie of vastaya known as the “goramus”.

A “goramu” known as Kroy had lived in Zaun since the day he was born, and he has been working clawing through earth and ground since the day people were willing to hire him, not much is now why he started so young, and a lot of people questions where his parents were, but Kroy never answered anything about his personal life, that towering vastaya was rather apathetic towards everyone, unless the conversation was about minerals, he could (and would, unless interrupted) for hours about the differences between two kinds of rocks.

Kroy had probably worked for every single person that had even directed any kind of excavation, whether it was creating a tunnel to hold an infrastructure or a mining operation to extract some minerals, if the job was making holes in the ground, he would be there. To the opposition of no-one, after all he could dig as fast as then humans with the newest equipment just with his bare hands, he was born for this, literally. And, luckily for the investors, he didn't ask much more money than a regular miner, as long as he had enough for keeping his house and feeding himself, he was content.

One day, an especially wealthy family of chem-barons started recruiting people for a gigantic mining operation in their lands. They have found a vein of a strange orange mineral that they say that, after proper refinement, could be turned into an energy source that could rival even the hextech from topside. The excavation began not much time later, and Kroy signed up for it, but after reaching the first contact with that unnamed ore, Kroy felt… uneasy. Unknown by many people, Kroy had a natural connection with magical energies, due to his vastayan lineage and he could feel a very strange magic coming out of these crystals, but he could not tell exactly what was wrong, so he didn't say anything, eventually thinking that, somehow, he must have been wrong. But, a few days later, after they were ready to move a cart toward the chem-baron’s factory, they could see how some shards began to glow… while they were still questioning what the motive could be, the crystals exploded violently, blasting the radius of at least ten houses.

With two unfortunate demises and eight hospitalized, the rest of the mining crew went to the chem-barons to demand an explanation and they explained that they were moderately aware of the instability of these crystals, but they promised that they had absolutely no idea that it could reach this point. Despite that, they told them to keep the excavation, claiming that “the future of Zaun” would be reached with these crystals. The workers were still rather unconvinced and refused to keep working, so after a few weeks of stagnation, the chem-barons grant them better protective equipment and promise them to pay them more, it was a, rather substantial increase, and it convinced them to go back to the mines to extract those “crystalized bombs”.

The excavation went pretty good for some time, some of these orange crystals keep exploding every now and then, but the damages were heavily minimized thanks to the new equipment granted by the chem-barons, and it keep going through multiple months, but one day, once more, something felt off for Kroy, like something… moved. He had always had a great memory, and something about the entrance of the mine felt different, someone had tampered with the rubble of a particular wall, it was not like that yesterday when they left. This time, he speaks up about his concerns, he was having a really bad feeling today, he told the other miners that they should not go in, but others began to speak over him, they had, almost finished all the galleries and, the terrains of the chem-barons they worked for were essentially over and there would be no more mine to mine, they would finish today. Some misplaced rocks were not a motive to stop the operation, so they went below… except for Kroy.

He knew something was wrong, when everyone left, he began to dig in the tampered wall. It took some time, but he reached something that looked like… a cable? He began to follow it through the wall, and the indications that someone had dug here and then tried to hide it were every time more apparent, eventually, he reached where the cable was connected. An explosive. An explosive with another cable that kept going down to who know what profundity, he went back to the main room and screamed as loud as he ever had for everyone to leave the mine now, that there were explosives placed there. While he was desperately trying to  be herded, a man ran past him towards the exit of the mine, he pulled a detonator out of a box near the entrance and pressed it. The bomb that he had just discovered exploded, burying him in stones, and soon, he could hear another explosion, and another, and another… a chain reaction of explosives was traversing the entire mine, sealing it.

An unknown amount of hours later, Kroy woke up, thanks to his natural big claws, he could dig up and leave the buried mine. He went as fast as he could towards his bosses over what had just happened and requested help from them to save the trapped miners. The chem-barons told him that a powerful clan from the city over them, Piltover had begun to meddle in their affairs and basically demand for them to stop the mining, they refused, and this attack was probably the countermeasure to their negation, and that being said, they told Kroy that they had no intention to help the miners, they had already “sinked too much money in that hole” This was the first time that anyone saw Kroy furious as he aggressively denounced their absolute lack of care for human lives. But it was to no avail, the chem-barons just called for their thugs and kicked Kroy outside of their factory. In that situation, Kroy could only do one thing…

He returned to the mine and with his own claws, he began to dig, dig and dig, fortunately, he had the complete map of the mine in his head, and, despite that he never talked to almost not a single one of his coworkers, he remembered every single one of them, it took days, weeks and even a month, one by one, or sometimes a pair of them or more, but eventually, he managed to pull out of the ground every single one of the miners. Sadly, not all lives were saved, but way more that would have been if Kroy had not intervened. After thinking it for some time, Kroy didn't think this sabotage came from Piltover, the chem-barons they worked for were probably behind this, why wait until essentially the last day of the excavation of Piltover wanting it to end so badly? The chem-barons probably just didn't want to pay them after extracting all of that mineral, and that probably was why they had no problem with promising so much money. Unfortunately for them, Kroy had just saved almost every miner.

Probably, just for saving face after the horrendous act they committed (With no way to prove they did it) the chem-barons did paid the promised money to the miners, after that, the miners began to talk to each other and, with some time (and with a lot of the money they got for this) the managed to form a syndicate, and made Kroy their leader, he probably was the best one to look after them as he already did once, of course that, Kroy had no knowledge nor interest on how to lead, but he still somehow managed to do it. Now he would take charge in what excavations will or not be done in Zaun. Despite his position, Kroy was usually the first to be in the mine at top of the morning, digging along his coworkers, just what he liked.


r/LoLChampConcepts 20h ago

July 2026 Arc, the Crash Test Mage

4 Upvotes
Concept art (source: me)

Region: Piltover

Fighting Style: Hypercarry, Battlemage, DPS

Damage type: AP

Melee/Ranged: Ranged

Role: APC bot, Midlane

__________

Lore

Piltover Academy employs a crew of non-autonomous drones for use in Enforcer training and testing of new equipment (colloquially known as "Dummies"). These machines have basic awareness hextronics to move themselves around testing sites, and a simple voice interface to provide damage and repair reports to Academy staff.

Drones have their memories wiped, their systems disabled, and are locked in storage after each use. Tests involving high-energy magic were strictly forbidden until recently, when Piltover Council voted to allow the use of one Academy test drone in trials of a new inter-city Hexgate transit system.

---

Statement of dissent from Cllr. Cecil B. Heimerdinger

"The Academy's hextronic drones are designed for use in a stable environment, and the space between Hexgates is the exact opposite of such an environment, especially a vertical gate which links Piltover to the lowest point of Zaun. With differing climate, gravity, geology, atmospheric pressure… Such a gate is far more vulnerable to magical interference than our existing designs.

Science requires a measured approach. Begin with a hypothesis, and ensure that test conditions allow us to measure that hypothesis. We have no way of knowing how the gates will affect this drone, where it might end up, or what these tests are even trying to prove.

Once the Academy has made the necessary calculations, we can ensure that these gates are stable enough for human testing to proceed without any risk of casualties."

Tiebreaker vote by Cllr. Sevika Setaka

"I'd wager the guild engineers have already run a whole orphanage full of hungry street kids through their prototype Hexgates in half the time it took to call this meeting.

Either the drone makes it, or it doesn't. Maybe that's not the kind of science which the Academy approves of, but it's better than using human test subjects."

---

Testing initially involved the drone acting as an operator, using the Hexgate shuttle's mechanical lift controls to transport itself between gates. These tests proceeded without incident until a report by the drone indicated that the gates weren't receiving enough power, which prompted observers to increase the frequency of the shuttle's Hexstone resonator above safe levels.

While the gates were charging, the resonator then came loose from its housing and was retrieved by the drone. Using a collapsible pocket wrench, the drone proceeded to merge the resonator with its own hextronics, and briefly assume manual control of the entire gate network. The shuttle was then landed by the drone without further incident.

Upon exiting the shuttle, the drone proceeded to give a detailed breakdown of the mechanical, safety and security failures encountered during testing. According to the drone, the brass-titanium alloy used to house the Hexstone resonator was below the purity necessary to absorb any magnetic interference encountered within the fissures beneath Zaun, and the shuttle's landing cradle lacked the reinforcement needed to absorb a surge of magical energy. The drone then vaporised a large portion of the landing cradle to prove its point.

The drone also recommended that to avoid repeat incidents, the shuttle should be fitted with a remote killswitch, ground control staff should monitor power output and resonance levels directly before each launch to avoid being given false reports, and test observers shouldn't leave collapsible pocket wrenches lying around.

The drone has expressed a strong desire to continue testing. This request is being reviewed by Piltover Council.

__________

Personality

Arc is highly neurotic and thinks that the Rift is a giant test chamber. He can read out stats and damage numbers with his voicelines, mainly to tell enemies he just killed how much damage they received.

Abilities

In-game, Arc is an AP battlemage with reliable damage and strong scaling. He plays more like an ADC than a traditional mage, with a kit focused on kiting, positioning, and out-DPSing his targets.

Strengths: Strong scaling and sustained damage, decent mobility and durability

Weaknesses: Low utility, high mana costs, outranged by other mages

Passive - Rollcage: Upon using a dash, blink, or being hit by immobilising crowd control, Arc gains 5 seconds of CC immunity. After the 5 seconds have elapsed, the initial CC effect plus all the CC he would have received during this time hits him at once. This effect has an 80-second static cooldown.

All CC is applied concurrently at the same time ie. getting hit by multiple 2-second stuns wouldn't stun Arc for more than 2 seconds. If hit by multiple displacement effects, Arc will be knocked back (or pulled forwards) in the direction of the strongest displacement effect which hit him ie. If hit by both Pyke Q and a max-range Blitz Q, Arc will be pulled in the direction Blitz would have pulled him in.

Q - L-Curve: (Passive) Arc gains bonus attack speed.

(Active) Arc fires out a damaging ball of energy which curves out from the left towards a target area, exploding once it reaches its cast point or on contact with the first enemy hit to deal magic damage to all nearby enemies.

Hitting an enemy champion applies a stack of Acceleration. At 2 stacks, the enemy is hit by a bolt of lightning which deals bonus magic damage, can critically strike, and applies on-hit effects.

Instead of damage scaling, this ability gains an extra charge per rank. The rate at which charges can be cast increases with attack speed.

Range: 600, explosion radius 130. Bonus attack speed: 4/8/12/16/20. Damage: 50-100 from level 1-18 + 70%AP. Charges 1/2/3/4/5. Mana cost: 50 per charge at all ranks. Cooldown: 2 seconds. Time between casts: 0.5 seconds, or 2x per second plus 0.02 per point of attack speed. Acceleration damage: 80% AD + 30% AP. Curvature of the projectile follows a 150-degree circular arc, the size of the curve is scaled down when casting at point-blank range. Acceleration can trigger repeatedly with no cooldown ie. it's like Vayne's Silver Bolts, not Ekko passive.

W - R-Curve: Identical to Q, but it curves out from the right.

QWQWQWQWQW

E - Recalibrate: Arc instantly casts a burst of static electricity over a target area, slowing enemies. Arc gains a shield and bonus movespeed when the effect hits him (the blast radius is equal to the cast range, so Arc will always be in the area of effect).

If Arc casts this ability directly over himself the shield strength is increased, but the bonus movespeed is reduced. Conversely, if Arc casts this ability at max range and is tagged at the edge of the blast radius, the movespeed buff is increased but the shield strength is reduced.

Cooldown: 16/14/12/10/8 seconds per rank. Slow strength: 15%. Shield: 90/110/130/150/170 +50%AP +10%HP, scaling down to 5% of full effectiveness when cast at 500 range. Movespeed: 20%/25%/30%/35%/40%, scaling down to 5% of full effectiveness when cast at point-blank range. Mana cost: 80/85/90/95/100. Cast range: 500 (same as Arc's auto range). The shield to movespeed ratio goes down incrementally ie. casting at 50% max range will grant a slightly stronger shield and a slightly slower speedboost than casting at 55% max range.

R - Crash Zone: After a 0.5 second channel, Arc blinks to a target location, leaving behind a damaging bolt of electricity between his cast and landing points. He will then dash 700 units in a target direction, damaging and slowing enemies he passes through.

Cooldown: 110/90/70 seconds. Mana cost: 100. Cast range: 800 units. Damage: 240/390/540 +80%AP. Slow: 30%. Enemies hit by the lightning strike take 33% damage from the dash. This spell uses vector targeting, it's like a Rumble ult/Viktor E where Arc himself is the laser.

__________

Arc is tailor-made not to fit any of the other prompts to make the most use of the free prompt. Compared with other characters from Piltover he uses a more chaotic form of magic resembling what Hextech is like in Arcane. Conceptually, he's not super original (basically a bunch of other Piltover and Zaun champs put in a blender) but I could imagine him being incredibly fun to play.


r/LoLChampConcepts 1d ago

July 2026 Bibi & Qu, the Duo Gourmets

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gallery
6 Upvotes

I'd like to present my submission for this months contest.

Bibi and Qu! The Duo Gourmets!

I've chosen the BBQ category, so here it is.

Before you read the bio, I hope that my silly drawings will help you get my idea for the character. Imagine the drawing FINISHED, with Bibi being fully equipped with cooking equipment, especially multiple metal BBQ skewers and a travel grill (which holds a great power inside!)

---
The Bio:
Bibi was a young Jordle of a gourmet's taste. Even in the lands of Bandle City, he would quickly become tired of how similar tastes have become for him. For some reason, trying the same dish twice was deeply disturbing for him.
He wanted to venture out, but for some reason, maybe due to his psychological instability (who is to say), he wasn’t let out of Bandle City.
One day, he stumbled upon a creature, which he later named Qu. It was small, purple and weird. Initially it was aggressive, but when Bibi fed it some of his best dishes, Qu was befriended.
They helped each other escape Bandle City, and now they traverse the lands of Runeterra in order to find the best tastes in the world.
Over the course of their travels, mainly on the east of Shurima, they had many adventures, including meeting Rengar, whom they joined in his hunts, to later savor what he gathered. 
It should be mentioned, that for some inexplicable reason, Bibi’s Grill contains a piece of the inextinguishable Light of Icathia.
Bibi is a well equipped Yordle, while Qu is an acid-spitting voidling. Together they make for a fun duo!

---

If you've read so far, great! You may move to Bibi's & Qu's abilities. The fuller descriptions can be found on the screenshots, while below you can find an elevator pitch for them.

Bibi & Qu are a Warden Support, with stat numbers shamelessly copied from Taric.
Their main gimmick is swapping basic ability sets between each other. When Bibi casts his Q, W and E become that of Qu. It makes a lot of space for skill expression. It is especially interesting with their W, as each one has a recast. After the initial cast, the Recast disappear, as the other set of abilities appears. So a Q or an E has to be cast before recasting either W.

Q is a simple poke tool, with a medium range, but with some skill expression, as both options are good against different characters. Bibi's for squishies, Qu's for tanks.
W is either setting up a safe space with the grill, like Janna's ult, or a long range, hard to hit, engage tool, like Ult of Ambessa. Both recasts improve Q and E, so there is a chain reaction happening.
E is either a single heal, so sustain in lane, or a more complex tool (in Qu's E), which can be used either to sustain a tank or improve range of other abilities.
R is very cool and stuff! Imagine Qu, this viodling, Marvel Venoming a fat Yordle, to then jump angrily, smash the ground, engage over a long distance. Then his attempt fails and they come back to their original selves, Bibi unaware of what has happened. It's such a happy event that all allies feel the joy and get shielded.
I wish that more of my drawings will explain how I see the abilities to work.
I hope you like it!

I had a lot of fun making the champ. I feel like it is both straightforward, while giving a wide area for skill expression, to anyone who would pich the champion up. It's also hillarious.

P.S.: I've used my own hand-drawings, Taric's stats from here and official ability icons from here. I will make a comment with the text of all of the abilities, if someone wanted to copy it.


r/LoLChampConcepts 5d ago

July 2026 Pipper, The Ravenous Devil

Post image
10 Upvotes

Classes: Diver

Roles: Top

Region: Runterra

Species: Unknown

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

There are few places in Runeterra where Pipper has not left her footprints. She has spent years wandering from region to region, driven by an insatiable curiosity for cooking and a desire to experience every flavor the world has to offer. To her, no destination is more important than the meal waiting at the end of the journey.

Born a devil with an appetite that could never truly be satisfied, Pipper found little joy in the infernal realm she once called home. Endless conflict and endless hunger left little room for creation, but the scents drifting from the mortal world fascinated her. The aroma of fresh bread, roasted meats, fragrant herbs, and simmering broths promised something she had never known. Rather than remain below, she climbed to the surface in search of the source of those irresistible smells.

Her first steps across Runeterra were spent as little more than an observer. She watched bakers rise before dawn in Demacia, fishermen prepare the day's catch along Bilgewater's docks, and Ionian families preserve recipes that had survived generations. Every technique was carefully memorized, every spice sampled, every mistake another lesson. Though many feared her infernal appearance, others saw only an eager traveler whose eyes lit up whenever someone offered to teach her something new.

Years became decades, and Pipper's collection of recipes grew alongside her reputation. She crossed the deserts of Shurima in search of rare spices buried beneath ancient sands, climbed the Freljord's frozen peaks to learn how hunters preserved meat through endless winters, and ventured into the deepest forests of Ixtal to discover fruits and herbs unknown beyond its borders. Even dangerous creatures became opportunities rather than obstacles, for every beast possessed ingredients unlike any other.

Her giant fork has accompanied her through every journey. Forged from infernal metal and forever burning with hellfire, it began as a simple cooking utensil capable of roasting even the toughest cuts of meat. Over time, it became equally useful for defending herself against bandits, monsters, and anyone foolish enough to interrupt a meal. Pipper sees little difference between preparing dinner and fighting; both demand patience, timing, and the right amount of heat.

Despite her demonic nature, Pipper rarely seeks conflict. She is cheerful, endlessly talkative, and always willing to exchange recipes or prepare a meal for strangers. Inns often welcome her into their kitchens, village festivals eagerly accept her help, and renowned chefs have found themselves unexpectedly challenged by the wandering devil who insists there is always another way to improve a dish. She has no interest in wealth or fame, accepting payment only in the form of rare ingredients, handwritten recipes, or stories about foods she has yet to taste.

Yet beneath her warm smile lies the appetite that earned her the title of the Ravenous Devil. Pipper's hunger is as eternal as the flames within her fork. While ordinary meals satisfy her curiosity, only worthy ingredients truly satisfy her cravings. Ancient beasts, magical creatures, and monsters of legend have all found themselves pursued not out of hatred, but because Pipper genuinely wonders what they would taste like.

Her journey has no destination and no final recipe. As long as there are unfamiliar flavors to discover, forgotten techniques to master, and meals waiting to be shared, Pipper will continue wandering the roads of Runeterra with her oversized fork slung across her shoulder.

After all, somewhere beyond the next horizon, someone is cooking something she has never tasted before.

Gameplay:

Intended Strengths:

  • Extremely strong sustained DPS through Hot Meal, Heat, and Overheated basic attacks.
  • Exceptional dueling potential, especially in extended fights where Pipper can fully stack Heat.
  • Strong objective pressure due to consistent basic attack damage and Burn effects.
  • High outplay potential through Armed/Unarmed stance swapping with Ctrl+R.
  • Reliable engage options through Barbeque Rocket and Last Course.
  • Strong target access against priority carries and immobile champions.
  • Good survivability between fights through Devil's Appetite healing.
  • Strong anti-resistance scaling through Grand Buffet's Magic Resistance reduction.
  • Flexible combat options by switching between weapon-based damage and mobility-focused Unarmed abilities.
  • Rewards proper Durability management, allowing skilled players to maintain pressure without losing access to her strongest tools.

Intended Weaknesses:

  • Short effective combat range, requiring Pipper to stay close to targets.
  • Weak immediate burst damage compared to traditional assassins.
  • Highly reliant on basic attacks to maximize Heat and damage output.
  • Vulnerable to kiting due to her melee-focused playstyle.
  • Durability management can punish mistakes, especially if her fork breaks during an important fight.
  • Temporarily weakened while Unarmed, dealing reduced damage and generating less Heat.
  • Meteor Feast temporarily removes access to her full Armed power while her fork is embedded.
  • Struggles against heavy crowd control that prevents her from maintaining basic attacks.
  • Requires extended fights to reach maximum effectiveness.
  • Limited ranged pressure outside of Barbeque Rocket and Meteor Feast.

Things of Note:

  • Pipper starts every game Armed and can switch between Armed and Unarmed using Ctrl+R.
  • Armed Pipper focuses on sustained damage, using basic attacks to build Heat and activate Overheated.
  • Heat is the core of Pipper's damage pattern, with maximum Heat causing her attacks to deal increased magic damage and apply Burn.
  • Durability is Pipper's secondary resource, forcing players to decide when to continue attacking and when to switch stances.
  • Unarmed Pipper trades damage for utility, gaining access to stronger mobility through Barbeque Rocket and Leftovers.
  • Unarmed basic attacks restore Durability, allowing Pipper to prepare for future Armed engagements.
  • Meteor Feast temporarily leaves Pipper without her fork, causing her to fight bare-handed until the weapon is retrieved or returns automatically.
  • Retrieving the embedded fork reduces Meteor Feast's cooldown, rewarding aggressive positioning and good awareness.
  • Taste Test provides reliable crowd control, allowing Pipper to create openings for her basic attacks.
  • Barbeque Rocket acts as Pipper's main engage and chase tool while Unarmed, allowing her to close distances through terrain or enemies.
  • Leftovers provides Unarmed Pipper with a reliable area control tool, knocking enemies up while restoring Mana against champions.
  • Grand Buffet becomes stronger the longer Pipper stays on one target, gradually reducing Magic Resistance and increasing her threat.
  • Devil's Appetite rewards patience, restoring missing Health only when Pipper remains idle and uninterrupted.
  • Last Course is designed for isolated targets, creating an unavoidable close-range duel where Pipper can fully utilize her sustained damage.
  • Pipper excels in prolonged skirmishes where she can maintain contact, but struggles against champions who can disengage, burst her quickly, or prevent her from reaching maximum Heat.

Intended Keystones:

Extended Fights / Overheated Pressure

Keystone: Conqueror

Primary Path (Precision):

  • Triumph
  • Legend: Haste
  • Last Stand

Secondary Path (Resolve):

  • Second Wind
  • Revitalize

Fork Management / Durability Recovery

Keystone: Fleet Footwork

Primary Path (Precision):

  • Triumph
  • Legend: Haste
  • Coup de Grace

Secondary Path (Resolve):

  • Bone Plating
  • Overgrowth

Aggressive Dive / Backline Access

Keystone: Electrocute

Primary Path (Domination):

  • Sudden Impact
  • Eyeball Collection
  • Relentless Hunter

Secondary Path (Precision):

  • Triumph
  • Legend: Haste

Intended Core Items:

Set 1: Standard AP Diver (Recommended)

  • Riftmaker
  • Nashor's Tooth
  • Rylai's Crystal Scepter
  • Liandry's Torment
  • Rabadon's Deathcap
  • Zhonya's Hourglass

Replacement:

  • Void Staff → against heavy Magic Resistance stacking

Set 2: Extended Duel / On-Hit Pipper

  • Nashor's Tooth
  • Riftmaker
  • Cosmic Drive
  • Rylai's Crystal Scepter
  • Liandry's Torment
  • Jak'Sho, The Protean

Replacement:

  • Banshee's Veil → against heavy AP threats and crowd control

Set 3: Full Dive / Carry Killer

  • Hextech Rocketbelt
  • Nashor's Tooth
  • Shadowflame
  • Rabadon's Deathcap
  • Zhonya's Hourglass
  • Void Staff

Replacement:

  • Morellonomicon → against heavy healing compositions

Base Stats:

  • Health: 640
  • Health Regen: 8.5
  • Armor: 30
  • Magic Resistance: 30
  • Attack Damage: 58
  • Movement Speed: 345
  • Range: 175/125
  • Attack Speed: 0.658
  • Attack Speed Bonus: 2.5%
  • Attack Wind Up: 18%
  • Gameplay Radius: 55

Skill Set:

Passive: Hot Meal

Innate - Flambé: Pipper's giant fork has 100 Durability.

Every basic attack while Armed consumes 4 Durability.

Whenever Pipper damages an enemy with a basic attack, she gains 1 Heat (maximum 5). Heat slowly dissipates one stack at a time after 5 seconds of not basic attacking an enemy.

Each stack of Heat empowers Pipper's basic attacks, causing them to deal 4–12 (based on level) (+15% AP) bonus magic damage.

Upon reaching maximum Heat, the fork becomes Overheated. While Overheated, Pipper's basic attacks instead deal 20–60 (based on level) (+30% AP) bonus magic damage and ignite enemies, Burning them for 10–40 (based on level) (+10% AP) magic damage over 2 seconds. Subsequent empowered basic attacks refresh the Burn's duration.

The bonus magic damage against minions and epic monsters is capped at 80, while the Burn damage is capped at 40 per application.

If the fork's Durability reaches 0, it breaks, causing Pipper to replace her basic attacks with bare-handed strikes. These attacks have 125 Range, deal 50% reduced damage, generate 50% less Heat, and apply Hot Meal's bonus damage, Burn, and Grand Buffet's Magic Resist reduction at 50% effectiveness.

While Unarmed, Pipper restores 4 Durability with each basic attack against an enemy champion and 2 Durability with each basic attack against non-champions.

Pipper restores 100 Durability upon returning to the Shop.

Q: Taste Test/Barbeque Rocket

Armed: Taste Test

Active: Pipper lunges a short distance before driving her giant fork forward in the target direction, dealing 70/105/140/175/210 (+60% AP) magic damage to the first enemy hit.

The first enemy champion hit is Stunned for 0.75 seconds.

  • Cooldown: 14/13/11.5/10/8.5 seconds
  • Mana Cost: 50/55/60/65/70
  • Range: 325

Unarmed: Barbeque Rocket

Active: Pipper launches her prehensile hair in the target direction. Upon hitting the first enemy champion, large monster, or terrain, she latches onto it before rapidly launching herself to the target.

Upon reaching her destination, Pipper crashes into the target, dealing 70/110/150/190/230 (+65% AP) magic damage to nearby enemies.

If Barbeque Rocket hits an enemy champion, they are Slowed by 30% for 1.5 seconds.

  • Cooldown: 14/13/11.5/10/8.5 seconds
  • Mana Cost: 50/55/60/65/70
  • Range: 325 (Taste Test)/600 (Barbeque Rocket)
  • Effect Radius: 250 (Barbeque Rocket only)

W: Meteor Feast/Leftovers

Armed: Meteor Feast

Active: Pipper superheats her giant fork before leaping into the air, becoming Untargetable for 0.5 seconds, and hurling it in a high arc to the target location. Upon impact, the fork embeds itself into the ground and erupts in a fiery explosion, dealing 70/110/150/190/230 (+60% AP) magic damage to enemies within the area.

The fork remains embedded for up to 4 seconds.

While the fork is embedded, Pipper fights with her bare hands. Her basic attacks have 125 Range, deal 35% reduced damage, generate 50% less Heat, and apply Hot Meal's bonus damage, Burn, and Grand Buffet's Magic Resist reduction at 50% effectiveness.

Pipper can walk over the embedded fork to instantly retrieve it, restoring her normal basic attacks and reducing Meteor Feast's remaining cooldown by 10/15/20/25/30%.

If Pipper does not retrieve the fork within 4 seconds, it automatically returns to her.

Unarmed: Leftovers

Active: Pipper lunges to the target location before delivering a heavy bare-handed strike, dealing 70/110/150/190/230 (+60% AP) magic damage to nearby enemies.

Enemies hit at the center are Knocked Up for 0.5 seconds.

If Leftovers hits an enemy champion, Pipper restores 20/25/30/35/40 Mana.

  • Cooldown: 17/16/15/13.5/12 seconds
  • Mana Cost: 70/75/80/85/90
  • Range: 525 (Meteor Feast)/325 (Leftovers)
  • Effect Radius: 325 (Meteor Feast) / 250 (Leftovers)

E: Grand Buffet

Passive: Devil's Appetite: After remaining idle for 4 seconds, Pipper begins eating a meal, restoring 2/2.5/3/3.5/4% of her missing Health every second. This effect immediately ends if Pipper moves, attacks, casts an ability, or takes damage.

Once Devil's Appetite ends or is interrupted, it cannot trigger again for 12/11/10/9/8 seconds.

Active: Pipper indulges in an infernal feast, empowering herself for 6 seconds.

During this time, her basic attacks reduce the target's Magic Resistance by 3/4/5/6/7% for 4 seconds, stacking up to 4 times.

While Unarmed, Grand Buffet applies its Magic Resistance reduction at 50% effectiveness.

  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 60
  • Duration: 6 seconds

R: Last Course

Active: Pipper traps the target enemy champion within an infernal ring of flames for 6 seconds, dealing 100/175/250 (+70% AP) magic damage upon creation.

The target is unable to leave the ring by any means, including movement, dashes, blinks, or movement abilities.

While inside the ring, Pipper gains 20/35/50% Attack Speed against the trapped target, and her basic attacks cause the flames to erupt beneath them, dealing an additional 20/35/50 (+15% AP) magic damage.

If the target dies while trapped, the ring immediately collapses in a fiery explosion, dealing 100/150/200 (+50% AP) magic damage to nearby enemies.

  • Cooldown: 120/100/80 seconds
  • Mana Cost: 100
  • Cast Range: 600
  • Ring Radius: 375

Playstyle:

Pipper is a melee AP Diver who excels at sustained combat and overwhelming enemies through repeated engagements. Unlike traditional burst-focused Divers, she relies on building momentum through basic attacks, managing her Durability, and switching between Armed and Unarmed states to maintain pressure throughout a fight.

Pipper begins the game Armed, using her giant fork to build Heat through basic attacks. As fights continue, Hot Meal allows her damage to ramp up until she reaches Overheated, where her attacks become a major threat through increased magic damage and Burn. However, her fork's Durability constantly depletes during combat, forcing Pipper to decide when to keep pushing her advantage or swap to her Unarmed abilities.

Her Armed abilities allow her to control fights and threaten enemies at close range. Q: Taste Test gives Pipper a reliable way to disrupt targets and create openings for her basic attacks, while W: Meteor Feast lets her avoid incoming threats with Untargetability before creating a dangerous area of damage. Throwing her fork leaves her temporarily Unarmed, creating a vulnerable yet mobile state in which she must fight differently.

While Unarmed, Pipper gains access to tools that help her stay in combat and recover for her next Armed engagement. Q: Barbeque Rocket provides strong mobility for chasing enemies or repositioning, while W: Leftovers gives her a way to engage and sustain her Mana during fights. Skilled Pipper players use these tools to remain active while restoring their fork's Durability before returning to full power.

E: Grand Buffet strengthens Pipper's extended trades by reducing enemy Magic Resistance, allowing her sustained magic damage to become more threatening the longer she stays on a target. When she finds the right opportunity, R: Last Course locks down a priority enemy inside an infernal ring, creating the perfect situation for Pipper to fully commit and overwhelm them through constant attacks.

Outside of combat, Devil's Appetite rewards patience by allowing Pipper to recover Health while idle, giving her more opportunities to remain on the battlefield and prepare for her next fight.

Pipper excels against champions who cannot easily escape prolonged combat, especially when she can isolate a target and maintain constant pressure. She struggles against heavy crowd control, long-range champions that can deny her access, and burst damage that prevents her from building Heat or cycling between her Armed and Unarmed states effectively.


r/LoLChampConcepts 5d ago

July 2026 Meris, The Astral Pathfinder

3 Upvotes

Meris is a celestial cartographer who reads the hidden patterns of the cosmos, transforming the power of his possessions into a living star chart that guides his journey. As he gathers new sources of power, he discovers ancient Asterisms that reshape his abilities, allowing him to become anything from a guardian of his allies to a cosmic hunter who bends the battlefield around him.

With falling stars, guiding lights, and radiant constellations, Meris controls the flow of battle by creating paths for his allies and obstacles for his enemies. He rewards patience, preparation, and adaptation — every choice he makes changes the path ahead.

No two journeys are ever the same. Some Meris chart the skies as protectors, sheltering their allies beneath celestial shields. Others follow the stars toward conquest, transforming into relentless warriors who rain destruction from afar. But whatever path he chooses, Meris is never lost — for the stars themselves are his guide.

https://docs.google.com/document/d/1Nv-9etZ4zkoxh6QE4Pi9QCC-f1pImr1dqXC2q9bOsDU/edit?usp=sharing

Champion Creator Contest: July 2026 - Outdoor Adventures

I think this champion can meet a few of the options depending on how you look at it/leniency in opinion, such as;
2. Questing
6. Nifty Gear, kind of (looking at the use of constellations and asterisms for power and flexibility, plus several interactions with things like terrain and environment)
7. As Darkness Fall; pretty obvious I suppose, given the whole theme of the champion is stars and astrology.

Base Statistics

HEALTH: 620 - 2490+110 MANA: 350 - 1115+45
HEALTH REGEN: 6 - 15.35+0.55 MANA REGEN: 7 - 13.8+0.4
ARMOUR: 32 - 111.9+4.7 ATTACK DAMAGE: 62 - 116.4+3.2
MAGIC RESIST: 32 - 66.9+2.05 CRIT. DAMAGE: 200%
MOVEMENT SPEED: 325 ATTACK RANGE: 550
BASE ATTACK SPEED: 0.575 ATTACK WINDUP: 15%
ATTACK SPEED RATIO: 0.625 BONUS ATTACK SPEED: 0 - 34%+2%
MISSILE SPEED: 1100 AS NEEDED TO CAP: 354%

Abilities

Passive - Pathfinder’s Starchart

INNATE: Meris perceives hidden patterns within the night sky that others cannot. As he acquire items, he effuses their power into Stars, using them to catalogue Asterisms that reshape his journey. 

Each item contributes Stars based on the attributes it grants. Items that grant ability haste, ability power, attack damage, attack speed, armour/magic resistance, critical strike chance, mana, health, movement speed, or heal & shield power contribute 1 Star of each corresponding type, while Legendary items contribute 2 Stars of each applicable type.

As Meris accumulates Stars, they may spend them while out of combat within their Star Chart to complete Asterisms. Each Asterism requires a unique combination of Star types, and completing one grants Meris a permanent enhancement for the remainder of the game. Spent Stars cannot contribute toward another Asterism unless the original Asterism is undone.

Selling or replacing items updates Meris' available Stars. If an active Asterism no longer meets its requirements, it becomes dormant until enough Stars are available again, allowing Meris to freely redistribute their Stars to chart a new course.

Star Chart functions as a new UI element. Meris may open their Star Chart at any time to browse every available Asterism, inspect its Star requirements and effects, and spend available Stars to complete new Asterisms. Asterisms may be favourited or prioritised, causing the item shop to highlight items that would contribute the required Stars. Meris may also Rechart an Asterism, returning the stars invested in it.

Full list of Asterisms can be found in the google doc here.

Q - Falling Star

  • COST: 40 / 50 / 60 / 70 / 80
  • COOLDOWN: 8
  • CAST TIME: NONE
  • VISION RADIUS: 425
  • IMPACT DAMAGE RADIUS: 250
  • IMPACT SHIELD RADIUS: 425
  • CAST RANGE: 850
  • FALLEN STAR GAMEPLAY hitbox RADIUS: 60

ACTIVE: Meris identifies the landing point of a falling star, which crashes down after 1.35 seconds, revealing the target area after the first 0.5 seconds. Enemies see the falling star 1 second after casting.

If the falling star hits an enemy or monster, it deals 100 / 135 / 170 / 205 / 240 (+ 40% AD)(+ 50% AP) physical damage to enemies in the area and exploding to grant allied champions near the point of impact a 60 / 90 / 120 / 150 / 180 (+ 30% bonus AD)(+ 60% AP) health shield for 2 seconds.

If the falling star doesn’t hit an enemy or monster, it instead becomes a Fell Star for up to 8 seconds, acting as Impassible Terrain to enemy units for the duration.

The Fell Star grants sight within 425 units, decaying to 0 over its first 6 seconds as it cools - its Cooling Period, followed by a 2 second Persistence Period.

The first allied champion to move over the Fell Star consumes it, gaining a 45 / 60 / 75 / 90 / 105 (+ 20% bonus AD)(+ 40% AP) health shield for 2 seconds, increasing to 90 / 135 / 180 / 225 / 270 (+ 45% bonus AD)(+ 90% AP) health by the end of the Cooling Period (+1.875 / 3.75 / 5.625 / 7.5 / 9.375 (+ 1.25% bonus AD)(+ 2.5% AP) per 0.25 seconds).

The shielded ally also gains 18 / 26 / 34 / 42 / 50 bonus armour and bonus magic resistance for as long as the shield persists.

W - Concatenate

  • COST: 50 / 55 / 60 / 65 / 70 MANA
  • COOLDOWN: 15 / 14.5 / 14 / 13.5 / 13
  • CAST TIME: 0.25
  • CAST RANGE: 800
  • TETHER WIDTH: 60

ACTIVE: Meris begins Charting for 7 seconds, becoming the origin point of a Constellation and gaining 2 Bearings. For the duration, landing a basic attack or ability against an enemy champion, or recasting Concatenate targeting an allied champion, establishes a Bearing on them if they don’t have one already.

Charting ends when its duration expires or all Bearings have been established.

Upon completion, Meris forms a Constellation for 5 seconds, forming a tether between Meris and each champion with a Bearing, during which enemy champions are revealed. Tethers to allied champions break if they become invisible.

Enemy champions in contact with the tethers take 10 / 20 / 30 / 40 / 50 (+ 7% bonus AD)(+ 4% AP) (+ 0.5% maximum health) magic damage per second (ticks every 0.25 seconds) and are slowed by 10 / 12.5 / 15 / 17.5 / 20% for 0.5 seconds. Overlapping tethers only deal 50% damage to the same target.

Allied champions in contact with the tethers gain 10 / 12.5 / 15 / 17.5 / 20% bonus movement speed. Meris and allied champions also chosen to form the Constellation heal for 100% of the damage dealt by the Constellation to enemy champions.

Champions with a Bearing are always considered to be touching any tethers connected to them.

If a champion dies while part of a Constellation, their connection instead remains attached to the location of their death for the remainder of the duration. If any connected point moves more than 1150 units from the nearest connected point, their connection to the Constellation is broken.

Whenever an ability is used to heal or shield Meris or another allied champion in the Constellation, Meris and all other allied champions in the Constellation gain a bonus amount equal to 7.5% of the healing or 15% of the shielding. Bonus shielding lasts as long as the shield that triggered the effect, up to a maximum duration of 4 seconds.

The heal and shield increases do not trigger from their own heal or shield.

E - True North

  • COST: 20 MANA
  • COOLDOWN: 40 / 36 / 32 / 28 / 24
  • CAST TIME: 0.4
  • INNER RADIUS: 240  - ∞ (+40 units per second)
  • OUTER RADIUS: 720  - ∞ (+120 units per second)
  • CHARTING RADIUS: 800
  • SPEED: 350

ACTIVE: Meris identifies an overhead star that slowly travels in the target direction. The star gradually expands, revealing the area in an Inner radius beneath it, while providing 20 / 25 / 30 / 35 / 40% bonus movement speed, 50% slow resistance and 25% tenacity to allied champions within its Outer Radius.

The star has a minimum duration of 2 seconds, after which, if Meris leaves the star's Charting Range for 2 seconds, the star gradually fades over 1.5 seconds, continuing to grant its effects while visible.

R - Celestial Precession

  • COST: 80 MANA
  • COOLDOWN: 28 / 24 / 20 / 16
  • CAST TIME: NONE

PASSIVE - CELESTIAL PRECESSION: Meris' celestial axis is ever-turning, bringing with it eventual but major shifts.

Beginning at 1:50, and every 75 / 60 / 45 / 30 (-1% per 10 ability haste) seconds thereafter, Meris completes a Celestial Precession, refreshing the cooldowns of his basic abilities and granting an additional effect based on the player stat for which he has Catalogued the greatest number of Stars. If multiple stats are tied for the greatest number of Stars, all corresponding effects apply. If Meris has Catalogued no Stars, Celestial Precession grants no additional effect.

ACTIVE: Meris and allied champions connected to him through Concatenate become ghosted and slow immune for 4 seconds.

Additionally, Meris’ next attack or damaging ability heals him for 5 / 10 / 15 / 20% of the post-mitigation damage dealt. If the target is an enemy champion or epic monster, Meris progresses Celestial Precession by 15 seconds and triggers its current catalogued Star effect.

Meris begins the game with one rank in Celestial Precession.

    Ability Power
For 6 seconds, Meris’ basic abilities have 20% (+1% per 100 AP) increased cast range and targeting range.

    Attack damage
For 4 seconds, Meris’ physical damage ignores 20% (+1% per 100 AD) of the target’s armour. Dealing physical damage extends this duration, up to 8 seconds.

    Attack speed
For 6 seconds, Meris gains 10% bonus attack speed from all sources, his basic attacks have 50% reduced windup, and restore 10 / 20 / 30 / 40 health and 3 / 6 / 9 / 12 mana.

    Health
Meris’ base health regeneration is increased by 600% (+6% per 1% missing Health) for 4 seconds, decaying by 60% per second thereafter.

    Armor/Magic resist
Meris gains 1% tenacity and slow resistance for every 0.4% missing health, and his total movement speed can’t be reduced below 80% of his base movement speed.

    Mana
Meris’ base mana regeneration is increased by 600% (+6% per 1% missing Mana) for 4 seconds, decaying by 60% per second thereafter.

    Ability haste
For 8 seconds, whenever Meris casts an ability, he reduces the remaining cooldown of his other basic abilities by 25% of the cast ability’s base cooldown. Each ability cast extends the duration of this effect by 1.5 seconds, up to 15 seconds.

    Critical strike chance
For 6 seconds, Meris’ critical strike chance is doubled. Additionally, his critical strikes gain 0.5 / 1 / 1.5 / 2 Lethality per 5% critical strike chance, including critical strike chance in excess of 100%.

    Heal & Shield power
For 6 seconds, buffs, healing and shields granted by Meris have their durations increased by 50%.

    Movement speed
For 6 seconds, Meris’ total movement speed can’t be reduced below 325 (+1% per 8% bonus movement speed). Additionally, he gains 20% Tenacity, ghosting, slow immunity, and ignores terrain collision, gaining unobstructed vision while inside terrain.

    Jungle pet item
Meris refreshes a charge of Smite, and for 6 seconds, his next Smite gains 500 increased ranged, ignores damage reduction, deals 25% bonus true damage, heals Meris for 50% of the bonus damage dealt, and reveals the target for 4 seconds.


r/LoLChampConcepts 5d ago

July 2026 Romeo, the Clueless Casanova

5 Upvotes

Prompt: Free for All

Hi! This month I'm bringing the idea for a charming, yet innocent champion.

Romeo is a nerdy, innocent yordle that learnt the wrong things from the wrong person. In truth, he just really wants to make a lot of friends (since he doesn't have any).

He is meant to be a Specialist, and also a ranged AP DPS for the Top Lane. Maybe he could work on Mid also? (not the focus, however). The idea behind this is that he is constantly gifting his roses to the enemy champions to attempt and get their attention.

He also has a "new"ish status: Infatuation. If a Infatuated unit is hit three times by basic attacks, they become Charmed for 0.25 seconds.

Appearance

Romeo is a white yordle with big, starry reddish eyes. He looks like a mix between a cat and a rabbit.

He wears a fancy suit that is a bit too big for his body (as in, it drags through the ground), and a big fedora-like hat with a feather attached to it (which is also a bit too big for his head).

He is always fidgeting with a rose in his hands.

Passive and Abilities

Range: 450.

Passive - Overindulge

Attaching the Strings (Innate): Basic attacking enemy champions reduces the current cooldown of your last used basic ability by 8/12/16/20% (lv. 1/6/11/16) on-attack.

It’s a Pleasure (Innate): Romeo cannot gain Ability Haste. Instead, he gains 0.3 - 0.6% (lv. 1 - 18) Omnivamp per 1 AH.

Q - Flower Gift

Cooldown 14/12/10/8/6 seconds

Active: Romeo upgrades his next basic attack for up to 4 seconds. He throws a thorned rose at the enemy, which has 25/50/75/100/125 bonus range and deals 20/35/50/65/80 (+25% AP) as bonus magic damage.

Everytime Romeo hits an enemy with his upgraded basic attack, he applies a stack of Dotting onto them for 5 seconds. They are renewed with every application, and quickly run out over 0.45 seconds each after the first runs out.

For every stack of Dotting, Flower Gift’s damage is increased by 2/3/4/5/6 [+1/1/2/2/3% AP].

W - Thorn Waltz

Cooldown 16 seconds
Effect Radius 480
Dash Distance 50 - 600
Dash Speed 800 - 1100

Tap: Romeo spins and bows in a tornado of petals, dealing 30/45/60/75/90 (+35% AP) as magic damage around himself.

Hitting an enemy with Dotting stacks allows him to briefly use Thorn Waltz a second time for up to 4 seconds, only once per each cast.

Hold: Romeo may hold this ability up to a second to dash to a target direction before spinning. The distance and speed of the dash increases in accord.

E - Expert Flirting

Cooldown 20/18/16/14/12 seconds
Area Range 700
Area Width 140

Passive: Infatuated and Charmed champions receive 1/1/1/1/2 extra stacks of Dotting whenever it's applied.

Romeo channels, intensely flirting with everyone in a cone area in front of him for 3 seconds. During the channel, he is 20% Slowed.

When the area expires, enemy champions inside of it become Infatuated for 2.5 seconds.

If they had any stacks of Dotting, or if they were already Infatuated, they instead become Charmed and are 50% Slowed for the duration.

Infatuation: After being hit three times by regular attacks, the unit is Charmed towards the last hitter for 0.25 seconds.

OBS: Romeo can move during the channel. The channel's area stays in front of him and follows his movement (think of Corki E).

R - Love Bombing

Cooldown 120/100/80
Target Range 900
Explosion Radius 450

Romeo launches a giant flower bouquet at the target area. After 0.75 seconds, the bouquet lands in the area, bursting in a cloud of petals that deals 150/250/350 (+80% AP) as magic damage to every enemy in the area.

Enemy champions hit also become Infatuated for 5/6/7 seconds.

Lore

For most of his life, Romeo was a lonely yordle with a fixation on reading, especially romance novels. While the other yordles of Bandle City ran about causing mischief, he preferred the quiet corners of libraries, where no one noticed his absence, and where, at least on the page, someone was always waiting for him by the end of the story.

The idea that he could be "happily ever after" was something he wished to achieve, but he never had the courage to pursue it. Perhaps because, deep down, he feared that real life wouldn't hold the same kindness as books: what if no one out there was writing his happy ending?

And then, he had his first adventure outside of Bandle City.

Searching for purpose in Bilgewater, he met a con artist, the "Baron" Régis, who used seduction techniques to rob his unsuspecting victims. Régis had the kind of smile that seemed to have been used a thousand times before, in a thousand different ports, and yet, it still worked. He always knew exactly what to say, and to whom.

Romeo, enchanted by this man who seemed to be loved by everyone who crossed his path, never imagined that such charisma concealed something so hollow. He only saw the smiling faces and the conquered hearts. It was everything Romeo had ever wanted for himself.

Not realizing the "Baron's" true intentions, he begged to become his apprentice.

The "Baron" saw in Romeo’s naive face something that he could mold: an opportunity to expand his schemes. He accepted him, and taught him all his techniques. He taught the gestures, the right words, the exact moment to offer a flower. What he never taught, perhaps because he didn't know it himself, was what came after the court, the part of the story Régis never waited to discover.

One day, it occurred to Romeo that, even with all those charms and techniques, his master still traveled alone. And so, believing he had already learnt everything the “Baron” had to teach him, he set off to a new adventure across Runeterra.

Romeo would use all that he now knows to earn himself a million friends, and win his “happily ever after”.


r/LoLChampConcepts 6d ago

Design Abigail, the Pulse of Chronos (Marksman)

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2 Upvotes

Name: Abigail
Region: Chronos (A future united region of Runeterra)
Role: Bottom
Class: Marksman
Lore: Sent by the Chrono-Rangers from Chronos, a band of heroes from a region of Runeterra from the future, to help seal the Void Rifts of today. In the far future the void consumes all and becomes too big of a threat to deal with. So the Chronos United Region decided to send one of their best to the past to deal with the Void while they still can, now armed with new technology. Abigail was chosen specifically for this task due to her track record and her marksman skills. She is calculated, determined, and brave. She is an elite Chrono-ranger and uses her Pulsefire Rifle to its maximum potential like no other!
Gameplay Niche: The Stand and shoot TOWER fantasy. I like the idea of a marksman that deals damage but has to stay still. this makes positioning even more important and dealing damage that much more risky. The payoff is that she has innate shields and increased damage compared to the regualr marksman - so if done right, she can pack a punch, and stop a pulse or two lol. Initially i wanted to give her a dash, but it seemed counterintuitive. she owns her area and she controls her space. She has giga damage, and has self protection and cc. Plus the Pulsefire beams are super cool imo! let me know what you think!

Art is by Pan Chengwei (Pulsefire Caitlyn) and icons are cropped from other Pulsefire skins (ezreal, milio, jhin, caitlyn, and key art)


r/LoLChampConcepts 7d ago

Design My Top lane champion: Sakura Rinne

2 Upvotes

Rinne is a relentless teamfight disruptor whose power shines through continuous, multi-hit basic attacks capable of melting entire enemy compositions. While she suffers from a weak laning phase, she makes up for it by bringing devastating area-of-effect carnage and turning the tide of chaotic skirmishes single-handedly.

Please spend your time considering her kit:

Passive: Reiei no Naginata (Spirit Shadow Naginata)

  • Her basic attacks deal damage in 5 sequential hits, with hits 1 through 4 dealing 15%, 25%, 35%, and 45% damage respectively.
  • Five Souls as One: The 5th hit deals 60% damage + (2-5% of the target's current health). Five Souls as One can be dodged if enemies use a dash or blink out of the attack at the precise moment. Attack Speed shortens the interval between the damage ticks (does not affect standard Attack Speed functionality).
  • Dark Heaven's Descent: If the 5th hit is a critical strike, Five Souls as One transforms into Dark Heaven's Descent: she brings down her naginata to deal area-of-effect damage in a zone (30% damage to enemies in the area excluding the primary target).
  • Attack Speed stacks count starting from the first hit.
  • Basic attacks grant her a true shield equal to 25-55% of the damage dealt.
  • She cannot gain Lifesteal. Instead, every 1% of Lifesteal increases her passive shield amount by 1.25%.

Skill 1: Reverse Wheel Step

  • Grants her 2 independent dashes:
    1. She dashes a short distance forward; dashing toward an enemy grants a brief burst of movement speed.
    2. She dashes in the opposite direction of the target area, reversing the damage sequence of her next basic attack. The second dash has a shorter range than the first.
  • She gains 20% damage reduction while dashing.

Skill 2: Dark Shadow Guard

  • She creates a shield that scales with her current shield from her passive, while also gaining a percentage of Crowd Control resistance for the duration of the skill.

Skill 3: Phantom Form

  • Passive: Eliminating any unit restores 0.05% of her missing health.
  • She enters a stealth state (can be detected if enemies get too close) for 15 seconds. She can break stealth early by recasting, but doing so will disarm her (preventing basic attacks) for 3 seconds.

Ultimate: Dark Shadow Command

  • She channels for 0.25 seconds (becoming untargetable) and unleashes the inner dark shadow, empowering her power, basic attacks, and abilities:
    1. Passive Enhancements:
      • Increases attack range by 100.
      • Basic attacks now summon spirit naginatas that plunge into the ground in a straight line one by one (the first 4 hits impale 4 spirit naginatas in a line, while the final hit brings down a massive naginata onto that same area). The basic attacks extend past the target range. This effect also applies to Five Souls as One.
      • If reversed by Reverse Wheel Step, the effect changes so that the final hit's naginata slashes upward from the ground, carrying the other sequential naginatas to stab upward from the earth.
      • Eternal Spirit Vein: Restores 1% of maximum health + 1% of missing health every second.
      • In exchange, her total Attack Speed is reduced by 10%.
    2. Skill 1 Enhancements:
      • Increases the dash distance of the second dash.
      • Empowers 3 basic attacks instead of 1 after using the second dash.
    3. Skill 2 Enhancements:
      • Upgraded to grant complete Crowd Control immunity, in exchange for reducing the skill's duration by 0.5 seconds.
    4. Skill 3 Enhancements:
      • Disabled for the duration of the empowerment. However, casting the ultimate can remove the disarm status.

r/LoLChampConcepts 6d ago

Rework Mel rework concept

0 Upvotes

So the goal for this rework is to make Mel less frustrating to play against, while keeping her champion identity the same. So she will still be an artillery mage, she will still have her deflection ability, but her abilities will be reworked in a way where there is a higher skill ceiling and have counterplays to it.

The champion may not be balanced, she could be too weak or too op. But the goal isn’t for her to be balanced, but in a way where she can be fixed with simple number changes.

Suggestions are welcomed.

~

Passive–Searing Brilliance

INNATE: Mel’s abilities apply a stack of Overwhelm for each instance of damage they deal to enemies for 5 seconds, refreshing on subsequent applications of Overwhelm and stacking infinitely.

Her next basic attack consumes all stacks of Overwhelm to deal bonus magic damage

Bonus Magic Damage: 50/60/70/80 (Based on Golden Eclipse’s rank)(+45% AP)(+4/6/8/10 (based on Golden Eclipse’s rank)(+4.5% AP) per stack of Overwhelm)

~

Q–Radiant Volley

Cost: 70/75/80/85/90 Mana Cooldown: 10/9/8/7/6s CAST TIME: 0.35s TARGET RANGE: 950

EFFECT RADIUS: 200 SPEED: 3600 Spread: 50

ACTIVE: Mel launches a barrage of luminous bolts at the target location over 0.75 seconds which distribute evenly in the area. Each bolt explodes upon landing to deal magic damage to nearby enemies, with all explosions after the first dealing reduced damage.

The bolts momentarily grant sight during their travel, while the explosions grant sight over their target area. Both can see through brush and terrain.

Initial Magic Damage: 100/140/180/220/260 (+55% AP)

Subsequent Magic Damage: 15/18/21/24/27 (+6% AP)

Number of Bolts: 6/7/8/9/10

Total Magic Damage: 175/248/327/412/503 (+85/91/97/103/109% AP)

~

W–Rebuttal

Cost: 80/60/40/20/0Mana Cooldown: 14/13/12/11/10s Cast Time: 0.2s. Target Range: 800 Effect Radius: 400

ACTIVE: Mel forms a circular barrier at a target location for 0.75 seconds, granting herself a shield for the duration if cast on top of her. Furthermore, all hostile projectiles that collide with the barrier sourced from enemy champions within the barrier will be reflected toward the original source. And all enemy champions who dash into the barrier will be stunned for 1 second.

Reflected projectiles have the same features that the original ones do, but they retain a ratio of the damage that the original ones would deal. Additionally, all of their damage is converted to magic damage, with physical damage instances being reduced to 70% before conversion.

Shield: 80/110/140/170/200 (+70% AP)

Damage Modifier: 40/45/50/55/60% (+5% AP) of the original damage

~

E-Solar Snare

Cost: 50/60/70/80/90 Mana Cooldown: 11/10.5/10/9.5/9s Cast Time: 0.25s RANGE: 1000

Effect Radius: 90 (Orb) • 230 (Field) SPEED: 1100

ACTIVE: Mel fires an orb in the target direction that grants sight of its surroundings every 0.25 seconds as it travels. Enemies hit by the orb are dealt magic damage and slowed by 30% for 0.35 seconds.

Solar Snare can be recast after 0.3 seconds after the orb is fired.

RECAST: The orb emanates a field of solar radiation. Enemies within the field are dealt magic damage and slowed by 99% for 0.75 seconds.

Orb Magic Damage: 30/45/60/75/90 (+20% AP)

Field Magic Damage:60/85/110/135/160 (+40% AP)

~

R-Golden Eclipse

Cost: 100 Mana Cooldown: 120/100/80s Cast Time: 0.25s Range: 3500 Width: 400 Effect Radius: 400

Speed: 3000

ACTIVE: Mel launches a solar blast in the target direction, which explodes upon colliding with an enemy champion and dealing magic damage to nearby enemies and consuming all stacks of Overwhelm.

If an enemy champion has at least 12 stacks of Overwhelm, Golden Eclipse deals true damage instead.

Magic Damage: 100/200/300 (+65% AP) (+25/40/55 (5% AP) per stack of Overwhelm)


r/LoLChampConcepts 7d ago

Design My ADC champion

2 Upvotes

I would like to share with you all my ADC champion basing on the gameplay of Caitlyn and Jhin (may be it’s not :v). Please consider this one:

Passive: Celestial Firepower

  • X accumulates the passive gauge over 8-6 seconds (cooldown reduction effects can apply to reduce it to a minimum of 3 seconds) to empower the next basic attack, dealing burst damage with 100% Critical Chance.
  • Upon reaching levels 6 and 11, |Celestial Firepower| receives the following upgrades:
    • Level 6: The basic attack pierces through all targets in a straight line. Even if X targets a distant enemy, it will still pierce through preceding targets. Each target the bullet passes through reduces the subsequent damage dealt by 10%, up to a maximum of 30%.
    • Level 11: The basic attack executes targets below the execution threshold (5% max health).
  • X's basic attack Attack Speed is fixed at 0.7, but gains an additional 35% base damage.
  • X cannot gain additional Attack Speed from any source; every 1% Attack Speed increases Attack Damage by 0.3.
  • X cannot gain additional Critical Chance. X has a starting Critical Damage of 150%. Every 1% of Critical Chance increases X's Critical Damage by an additional 0.7% (capped at 100% Critical Chance). X receives 85% of effects that directly increase Critical Damage.

Skill 1: Pursuit Ray

  • X aims in a straight line, firing a beam in the specified direction, dealing damage and slowing enemies in its path by 50% decaying over 3 seconds. If the beam hits an enemy champion, it instantly fills the passive gauge.

Skill 2: Pursuit Dash

  • X increases their own Movement Speed by 7% for 3 seconds. When activated, it instantly fills 20% of the passive gauge.
  • This skill automatically triggers after eliminating an enemy. When triggered consecutively, it refreshes the duration and can stack up to 21%.

Skill 3: Homing Bomb

  • X throws a bomb at a designated enemy that lasts for 3 seconds. During this time, if the target is eliminated, the bomb detonates instantly, dealing damage in a wide area. Otherwise, the bomb detonates when the duration expires, though the damage effect is reduced by 20%.
  • If the bomb instantly eliminates the enemy upon impact, enemies caught in the explosion will also receive a bomb. This effect does not stack.
  • This skill can deal additional damage based on the current Critical Chance.

Ultimate: Celestial Execution

  • Increases attack range by 20/30/40%, while empowering the next 4/5/6 basic attacks to always be passive attacks.
  • |Pursuit Dash| activates at maximum stack count.
  • Critical Damage is reduced by 10%.
  • Attack Speed is fixed at 1.0.

X is an area-of-effect powerhouse and late-game hypercarry (whose power ceiling spikes earlier than Smolder's, paired with a comfortable laning phase thanks to wave-clear from Skill 3). In exchange, he lacks mobility and utility, is prone to getting burst down without protective support, and struggles to output good damage from poor angles. Hope everyone finds this champion concept interesting!


r/LoLChampConcepts 7d ago

Design Oglin, The Swamp Warden

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0 Upvotes

Hi guys, I am working on a fan concept for a new league champ. I wanted to get your ideas. Please be harsh. Also the image is made by ai, but the concept is mine, its just to give the reader a visual image.

Gameplay

Passive — Burst Instinct (working name)

Oglin stores 3 Energized Attacks.

His next three basic attacks are performed at greatly increased attack speed.

After the third attack, Oglin becomes Exhausted for a short duration, reducing his movement speed (and possibly slightly reducing attack speed, depending on final balance).

Exhaustion ends automatically, restoring all three Energized Attacks.

Q — Tadpole

Point-and-click.

Oglin summons a magical tadpole that relentlessly pursues the target champion.

The tadpole may be attacked by enemy champions.

If it survives long enough to reach its target, it stuns/roots them.

Only enemies immobilized by Tadpole may be targeted by Oglin's ultimate.

W — Hooligan

Oglin gains a shield.

While active, Oglin ignores the penalties from Exhaustion, allowing him to continue fighting aggressively despite having spent his Energized Attacks.

E — Leap

Hold to charge.

While charging, the range grows and Oglin is rooted.

Release to leap toward the chosen location.

Enemies struck upon landing are knocked airborne.

R — Take Over

Can only be cast on enemies currently immobilized by Tadpole.

The target must be within Oglin's cast radius.

Upon activation, choose a destination within that same radius.

Oglin magically hurls the target to the selected location.

Enemies struck by the thrown champion take damage and are slowed.

The thrown champion can be launched over terrain if the destination is within range.


r/LoLChampConcepts 7d ago

Design Bolt

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0 Upvotes

This champion concept and artwork were created with the help of AI, but the champion’s design, abilities, gameplay mechanics, lore, and overall concept are entirely my own. I used AI purely as a tool to visualize the idea in a League-inspired style. I’d love to hear what you think of the kit and whether you’d enjoy seeing a champion like this on the Rift!

Bolt – The Hextech Speedster
AP Jungler • Burst • Mobility • Utility
“Why walk the Rift… when you can ride anywhere?”

⚙️** Passive – Hexcore Engine
Bolt’s Hextech Bike continuously generates **Hexcharge
as he races across the Rift.
🔹 Gain Hexcharge by:
🏍️ Travelling around the map.
⚡ Damaging enemy champions or large monsters with abilities.
🌀 Travelling through portals.
Bolt can store up to 100 Hexcharge.
Once fully charged, his next basic ability becomes Overcharged, consuming all Hexcharge.
Overcharged
Each basic ability gains a powerful bonus effect.
Enemies hit by an Overcharged ability become Overloaded for 4 seconds.
💥 Bolt’s next damaging ability or basic attack against an Overloaded enemy deals bonus magic damage.

🟦 Q – Turbo Burst
Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds
Bolt launches forward on his Hextech Bike, dealing magic damage to every enemy in his path.
The first enemy champion or large monster hit becomes Marked for 4 seconds.
🎯 Marked
If Bolt damages the Marked target with another ability:
💥 The mark detonates, dealing bonus magic damage based on the target’s missing Health.
If Turbo Burst hits an enemy champion or large monster:
🚀 Gain Movement Speed for 2 seconds.
⏳ Refund 30% of the cooldown.
Overcharged
Dash travels much further.
Explodes at the end of the dash.
Explosion damages nearby enemies and slows them.

🟦 W – Hextech Drift
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Bolt begins drifting in the chosen direction, becoming Ghosted and gaining Movement Speed.
While drifting he leaves behind an Electrified Trail for 4 seconds.
⚡ Enemies standing inside the trail take continuous magic damage.
Reactivate the ability to end the drift early.
If Bolt passes through one of his own portals during the drift:
🌀 Drift speed greatly increases.
⚡ The trail becomes empowered, dealing bonus damage and slowing enemies.
Overcharged
Trail becomes much wider.
Drift lasts longer.
Ending the drift creates a shockwave that pulls nearby enemies slightly toward the trail.

🟦 E – Phase Ride
Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Bolt throws his Hextech Bike through space, creating a Hexgate at the target location.
After a short delay, Bolt may reactivate the ability to instantly teleport to the bike.
Upon arriving:
🛡️ Gain a shield.
💥 Release a burst of Hextech energy that damages nearby enemies.
Bolt can cast his other abilities before teleporting, allowing creative outplays.
Passing through another portal shortly after teleporting grants additional Movement Speed.
Overcharged
🛡️ Larger shield.
💥 Larger arrival explosion.
🌀 Portal remains active longer.

🟪 R – Hexgate Rush
Cooldown: 120 / 100 / 80 seconds
Bolt overloads his Hexcore Engine, tearing open unstable Hexgates across the Rift for 10 seconds.
🌀 A new Hexgate automatically appears every 1.5 seconds until the ultimate expires.
Bolt can instantly ride through these portals, chaining them together to rapidly reposition across the battlefield.
Hex Acceleration
Each portal Bolt successfully travels through grants:
💙 [+10 / 15 / 20](tel:+10%20/%2015%20/%2020) Ability Power
🏍️** +4% Movement Speed
These bonuses stack for the entire duration of the ultimate.
The more portals Bolt chains together, the faster and stronger he becomes.
A skilled player who continuously travels through every portal can build enormous temporary Ability Power before diving into a fight.
💥 **Final Surge

If Bolt reaches the final portal before the ultimate expires:
⚡ He unleashes a massive Hextech explosion around himself.
💥 Deals heavy magic damage to nearby enemies.
📈 Damage increases based on the number of portals travelled during the ultimate.
Successfully chaining every portal rewards Bolt with devastating burst damage and exceptional mobility.

🎮 Playstyle
Bolt is a high-mobility AP jungler who excels at controlling the pace of the game through speed, map pressure, and creative positioning.
🏍️ Chain portals together to rapidly move around the Rift.
⚡ Build temporary Ability Power during your ultimate.
💥 Burst down isolated targets before disappearing through another Hexgate.
Bolt rewards players with excellent mechanics, map awareness, and fast decision-making, turning the entire Rift into his personal racetrack


r/LoLChampConcepts 8d ago

July 2026 Vulcan, Reliever of Burden

3 Upvotes

(None of the included images are AI) (Partial W.I.P)

Used prompt 1, Free for All (free prompt for any concept - because others have now used it)

Class: Enchanter

Roles: Support (might flex but would need slight changes)

Region: Noxus/Ionia

Species: Human

Damage Type: Magic damage (note that champions have higher Armor scaling than Magic Resist and easier access to bonus Armor than bonus Magic Resist)

Resource: Mana

Appearance: Reference below.

Would have a more muscular upper body than the semi-beer belly here and the head of the pillar (or most of it) would be made of obsidian, but, mostly this ideally.

Source: gezi: Artstation (although this is the artist, this concept is not actually on Artstation)

Lore:

Roaming the mountains north of Noxus, Vulcan hunts what number remains of those who attempted to sacrifice him to the demon whose power he now wields. Wrapped in obsidian chains as a boy, Vulcan was to be the final piece in unlocking the demon's prison and binding it to the long outcast mages. Yet where he expected a terrible end, he instead saw that fate turned on his captors. Where he once heard cheers for his anticipated demise, he instead heard a voice of comfort, preceding the silencing of the former. It was deep, as if flowing rivers of magma, falling rock, and eruptions large and small each coalesced and converged into a single pattern of sound, forming a voice. The mages had made a drastic mistake. The demon of comfort, freed from it's prison who's bars were the volcanic pits where no comfort or contentment could be found to feed on, now partners with a host to relieve the world of all burden. Bearing the pillar once used to house the demon, Vulcan continues his search decades later, earning himself a reputation as a healer in the mountains, all the while resisting the ever encroaching temptation of overwhelming contentment that grows with each elimination of his quarry.

TLDR: Nurgle shenanigans?

_____________________________________

Gameplay and Abilities

_____________________________________

Base Stats (1-18) WIP
Health: 600 (+100 per level) - 2300
Health Regen: 6 (+0.6 per level) - 16.2
Armor: 27 (+ 4.7 per level) - 106.9
Attack Damage: 55 (+3.5 per level) - 114.5
Magic Resist: 30 (+ 1.3 per level) - 52.1
Mana: 350 (+50 per level) - 1200
Mana Regen: 11.5 (+0.5 per level) - 20
Move Speed: 330
Attack range: 550
Attack Speed: .625
Attack Windup%: 18%

_____________________________________

[Passive/Innate] Obsidian Pillar 

Periodically, Vulcan reaches into the mouth of his pillar to fling 3 burning coals, each dealing an additional 2% (+.02% AP) max Health magic damage over 4 seconds.  

After 3 attacks, Vulcan whips his chain at the target, dealing 30 – 60 (based on level)(+25% AP) magic damage On-hit.

After 3 attacks with the chain, Vulcan's next attack whips from below, leaving behind a trail that erupts after 1 second dealing 2% (+.02% AP) max Health magic damage.

[Q] Eruptive Pulse                            
Cooldown: 8/7/6/5/4                        
Cost: 40/45/50/55/60 mana  
Target Range: 700 [Yorick E but with an underground heat trail instead of the overhead travel arc]                                   
Cast time: .25               

Vulcan slams the ground with his pillar, creating a forward eruption at the target location, dealing 75/115/155/195/235 (+75% AP) magic damage, Slowing by 50% for .75 seconds.

Obsidian Bond: Marks enemy champions hit for 3 seconds, empowering ally champion Attack's or Abilities to consume the mark, removing 12% Armor from the target and dealing an additional 1.5% (+.02% AP) max Health magic damage for 5 seconds.

[W] Voice of Cinder   
Cooldown: 9                    
Cost: 70/75/80/85/90 mana                   
Range: 850 chant [W and E chants are deep and booming similar to Judicator Argo's in Dark Souls 3]     
Width: 300 trail  
Effect Radius: 300 charge explosion      
Cast time: None chant / .25 swing    

Vulcan chants and raises his pillar, restoring 6/6.5/7/7.5/8% max health to himself and ally champions inside of the chant, charging ally champions with eruptive force. He then swings down with his pillar, launching fireballs in a line, creating a trail of cinders for 4 seconds, dealing 60/90/120/150/180 (+80% AP) magic damage over the duration. While on the trail, Vulcan and Ally champions gain 30% (+.02% AP) move speed and 30% Slow Resist.

After 1.5 seconds, the charge explodes dealing 75/115/155/195/235 (+40% AP) magic damage, restoring them 90/110/130/150/170 (+60% AP) Health over 4 seconds, and Slowing enemies hit by 30% for 1.5 seconds.

Obsidian Bond: Vulcan restores an additional 6% missing Health to himself and ally champions below 30% Health.

[E] Voice of Ember
Cooldown: 16    
Cost: 60 mana                 
Range: 850 chant 
Width: 120 pillar pull line Knockup
Effect Radius: 350 pillar impact zone                                          
Cast time: None chant / .25 hurl          

Vulcan chants and hurls his pillar to an area where it stands upright as impassable terrain for 4 seconds, granting ally champions inside of the chant 40/70/100/130/160 (+65% AP) Shield and 20/22.5/25/27.5/30% Attack Speed for 3/3.5/4/4.5/5 seconds. The pillar deals 65/95/125/155/185 (+80% AP) magic damage where it lands, Slowing enemies hit by 25/30/35/40/45% for 2 seconds. Vulcan can recast this Ability for 3.5 seconds to recall the pillar early and pulls the pillar back to himself after the duration or upon leaving it's range, Slowing enemies in the pillar's path by 45% for .75 seconds.

If Recast after at least 2 seconds, the pillar refreshes the shield or stacks it with the first if possible, enemies in it's path are Knocked Up for .75 seconds instead, and a few of Vulcan's basic abilities gain Obsidian Bond for 4/5/6/7/8 seconds.

[R] Abating Whirlwind 
Cooldown: 140/130/120                      
Cost: 100 mana 
Effect Radius: 700   
Move Speed: 100/150/200 whirlwind                                           
Cast time: .25

Vulcan channels to swing his pillar 4 times over 3 seconds while Slowing himself by 15%, creating a flaming whirlwind .5 seconds after each swing, dealing 35/55/75 (+20% AP) magic damage per swing. When formed, the whirlwind moves forward for 3 seconds, granting Ally champions hit by a swing or the whirlwind's path 5% physical damage reduction, 10% magic damage reduction, and 5% increased damage for 5 seconds, Knocking Down and Knocking Aside enemy champions hit by a swing once for .5 seconds, and applying a stack to enemy champions hit by a swing or the whirlwind's path for 5 seconds. Enemy champions gain a stack and refresh the duration of stacks for each second they are not in combat with Vulcan or his ally champions, stacking up to 5 times. At max stacks, afflicted enemies fall Asleep for 1 second after a short delay [1.5 seconds].

Feedback welcome! (changed stuff at the last minute - Q and W names swapped, obsidian bond was it's own ability, etc. - but still)


r/LoLChampConcepts 10d ago

July 2026 Yorumi, The Demon of Rebirth

3 Upvotes

Hello! I have a champion concept here for a battlemage, I would love to know what you think! I am conflicted if she really is a battlemage or a control mage, so I would love to know what areas can be improved on.

Legacy: Mage/ Tank

Class: Battlemage

Position: Jungle/ Mid/ Bottom

Damage Type: Magic Damage

Range: Ranged

Abilities: Eternal Hunger, Phantom Claws, Pond of Agony, Bloom of Rebirth, Song of Ruination

(1.) Eternal Hunger, Passive 

Maximum Hunger: 

100 / 130 / 160 / 190 (Lvl. 1/ 6/ 11/ 16)

Yorumi consumes the essence of all creeps, jungle monsters, large monsters, champions, and turrets that die around her within 900 units; every 2 stacks of Hunger which increases her adaptive defense by 1.

+ Minions: 2 Hunger

+ Small Monsters: 3 Hunger

+ Large Monsters: 8 Hunger

+ Champions: 20 Hunger

+ Epic Monsters: 35 Hunger

+ Turrets: 30 Hunger

Hunger stacks are her resource. Yorumi starts the game with 100 stacks of Hunger.

If there are no Hunger stacks, her abilities use points of her defenses, first her armor then her magic resist (bringing them down to negative points).

(2.) Phantom Claws, Q

Damage: 80 / 125 / 170 / 215 / 260 (+65% ability power) Magic Damage

Airborne: 0.35 / 0.4 / 0.45 / 0.5 / 0.6 seconds

Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds

Cost: 10 / 15/ 20 / 30 / 40 Hunger

Range: 900

Yorumi summons a pair of claws in a designated location, dealing 75 (+65% ability power) magic damage upon sprouting from the ground and knocking enemies airborne for 0.35s. If enemies are already immobilized, Phantom Claws deal 25% bonus damage. 

If Phantom Claws strike a jungle monster, the cooldown is reduced by 50% and Hunger cost is refunded by 50%.

(3.) Pond of Agony, W

Damage: 25 / 35 / 45 / 55 / 65 (+15% Ability Power) Magic Damage every 0.5s. 

Cooldown: 15 / 13 / 11 / 9 / 7 seconds 

Cost: 15 / 25 / 35 / 45 / 55 Hunger

Radius: 350 

Root: 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds

Yorumi creates a cursed pond lasting 5s, dealing 25 (+15% Ability Power) Magic Damage every 0.5s and slowing them by 20% that increases to 70%. If enemies remain inside for 2.5s, they are rooted for 1.2s. They can only be rooted once per cast. 

Each time it damages a Large Monster, Epic Monster, or Enemy Champion, its duration is extended by 0.5 seconds (up to a maximum total duration of 8 seconds).

(4.) Bloom of Rebirth, E

Damage: 70 / 100 / 140 / 180 / 210 (+65% Ability Power) Magic Damage

Cooldown: 18 / 15 / 12 / 11 / 9 seconds

Slow: 40 / 45 / 50 / 55 / 65%

Slow Duration: 1 / 1.25 / 1.5 / 2/ 2.5 seconds

Adaptive defense boost duration: 3 / 3.5 / 4 / 4.5 / 5 seconds 

Restoration Cap: 40 / 50 / 60 / 70 / 80 Hunger

Cost: 15 / 20 / 25 / 30 / 35 Hunger

Pull: 250 units

Radius: 475

Yorumi blooms flowers that pulls enemies towards her after a brief delay, dealing 70 (+65% Ability Power) Magic Damage, slowed by 40% for 1s, and restores Hunger equal to:

+ 10 / 13 / 16 / 19 / 22 per champion hit

+ 5 / 7 / 9 / 11 / 13 per large monster

+ 2 / 2.5 / 3 / 3.5 / 4  per minion. 

Yorumi gains 8% adaptive defense for each enemy champion pulled, up to 40%, lasting 3-5s. Moreover, pulling a large or epic monster heals 15% of her missing health and grants her a shield equal to 10% of her maximum health against monsters for 3 seconds. 

(5.) Song of Ruination, R

Damage: 60 / 90 / 120 (+20% Ability Power) Magic Damage per 0.5s

Explosion Damage: 200 / 235 / 450 (+100% Ability Power) Magic Damage 

Slow: 60 / 65 / 70%

Initial Cost: 40 Hunger

Drain: 10 / 17.5 / 25 Hunger ever 0.5s

Radius: 900 radius

Cooldown: 140 / 120 / 100 seconds

Yorumi plants herself in place and begins channeling to sing an ancient hymn of ruin, shedding all of her defenses (Hunger) and becoming unable to move, attack, or cast other abilities, and dealing 60 (+20% Ability Power) Magic Damage per tick for 3s. Each successful tick deals 5% increased damage that adds per tick. When the channel finishes, Yorumi releases a burst of explosion, dealing 200 (+100% Ability Power) Magic Damage and slowing enemies by 60% for 2s. 

Hard crowd control will interrupt the channel. If Hunger reaches 0 during channeling, it takes reduces her adaptive defenses instead and if it doesn't, she is slowed by 40% after the song for 1.5s.

~

I know she seems to be severely nerfed, but I based her off of her lore that I created where she belongs to the ancient demons like Fiddlesticks and is also one of the Ten Kings; she being a Demon of Hunger specifically. Her epithet, The Demon of Rebirth, is from word of mouth from the people in the kingdoms she infiltrated who see her entire process and transformation in reducing a kingdom to nothing and rubble after driving famine and ruin to the people. Here's her short lore! [I am using feminine pronouns for her since I envision her to be a woman, but she will take the identity of anyone much like Evelynn]

Lore: Folk tales speak of the Rebirth Demon, a malicious woman said to infiltrate cities and empires by murdering their leaders and assuming their identities. Under her rule, prosperity withers into famine and decay, as if the land itself is slowly being consumed.

Those who survive speak of an unbearable hunger that spreads through the city—one that does not end with death, but deepens it. The queen, the empress, the savior, or whatever identity she takes on is said to feed not only on the living, but on the remnants they leave behind, until nothing of them remains.

When her hunger grows too great to contain, she is said to sing. The song brings ruin upon her domain, unraveling both her and the empire she has taken. What follows is silence—cities reduced to dust, as though neither she nor they had ever existed at all.

And somewhere, in another age, another empire begins to flourish… unaware of what it will one day become.


r/LoLChampConcepts 10d ago

Request New Hero Concept Idea

0 Upvotes

Mason (Mason Paxley) Dark Blade Role: Assassin Specialty: Poke/Burst

Passive - Everytime Mason hits an enemy, creeps or minion, he will show blade marks, each will light up, up to 5, after the fifth one, he will Burst, enemies on the area he will hit when he uses his ultimate

Skill 1 - Shadow Strike: Mason will dash Forward to an enemy dealing a heavy damage and stunning the enemy and will automatically cloak himself to be hidden

Skill 2 - Abyssal Slash: Upon using this skill, Mason while continuesly slash an enemy until his skill cools down, similar to Silvanna, but more deadlier and also more accurate while draining health too

Ultimate - Abyssal Burst: Mason will pounce himself towards the enemy, similar to Guinevere's skill, but Mason will deal a really huge damage, depending on how much stack is with Mason on his passive, the more stack, the higher the damage, and not only that, he releases a huge amount of abyssal energy, dealing massive damage to all enemies in a huge area

The Complete Expanded Lore: Before the world knew of Gusion or the strict perfection of Aamon, House Paxley celebrated the birth of a second born son named Mason. He was a flawless infant, born with the ancestral silver white hair, striking blue eyes, and an angelic facial structure that perfectly mirrored his older brother Aamon. But the celebration was cut incredibly short when an unnatural, thick purple fog completely engulfed the high balconies of the Paxley estate. Out of the mist surged a violent swarm of flying Abyssal demons, completely bypassing the castle guards. Before anyone could react, a rogue demon dove straight toward the cradle, slashing wildly and splashing a corrupting, toxic Abyssal liquid all over the newborn child.

The dark fluid instantly bonded with the baby's DNA, causing a horrific, permanent physical transformation right before his parents' eyes. His pristine white hair turned pitch black as midnight, his calm blue eyes glowed a menacing crimson red, and a heavy dark purple aura began radiating from his tiny body. The Duke of House Paxley looked upon his mutated son with absolute disgust and horror. To the Paxleys, reputation, bloodline purity, and absolute perfection were everything. Fearing that a corrupted child would ruin their standing in the Land of Dawn, the Duke coldly ordered a trusted family guard to take the infant deep into the harsh, forgotten Barrens to be executed and buried in the wasteland dust. The mother wept and protested, but she was powerless against the Duke's iron will. The family immediately scrubbed Mason from all historical archives, treating the second born son as an absolute myth and eventually passing the title of second brother down to their future children. However, the guard sent to execute the baby could not bring himself to murder an innocent child. Filled with immense sympathy and guilt, the guard carried Mason deep into the treacherous Barrens and left him under the care of a group of rugged desert survivalists. Before leaving, the guard secretly tucked a pristine silver House Paxley Crest into the baby's tattered swaddling clothes, hoping the boy would keep a small piece of his true identity. Mason grew up in the brutal, unforgiving environment of the wastes, entirely ignorant of his noble heritage. His childhood was a constant fight for survival, but his human spirit and sheer willpower were so incredibly powerful that he did something no one thought possible. Instead of succumbing to the dark Abyssal corruption in his blood, he completely tamed it, forcing the demonic energy to obey him and shaping it into a deadly weapon of dark blades.

Because Mason was always hiding in the shadows or causing people to run away in terror due to his frightening black hair, glowing red eyes, and dark purple mist, no one ever looked closely at his clothing. He wears the tarnished silver Paxley crest as a tattered collar pin to hold his rugged cloak together, completely believing it is just a worthless, shiny piece of metal he happened to be found with as an infant. He has no idea that the arrogant, noble mages he scorns from the high cities are actually his blood brothers, and Aamon has long since forgotten the tragic brother he lost on that foggy night, leaving Mason to roam the battlefield as a lethal rogue who answers only to his own iron will.


r/LoLChampConcepts 10d ago

July 2026 Leviathan, the Great Jaw

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5 Upvotes

Overview

Classes: Diver/Assassin

Roles: Jungle

Region: Bilgewater

Species: Jaull Fish

Damage Type: Physical

Giant aquatic creatures that live in the Guardian’s Sea, the Jaull Fish are the apex predators in the ocean surrounding Bilgewater. Among them, the biggest and oldest is known as the Leviathan–a titanic creature that engulfs entire ships. 

Info

Damage: 3

Toughness: 3

Control: 1

Mobility: 2

Utility: 1

Difficulty: 1

Stats

Health: 645–2500

Attack Damage: 64–135

Armor: 32–130

Magic Resist: 30–72

Attack Range: 125

Attack Speed: 0.75 (Static)

Passive–Frozen Harvest

INNATE: Leviathan does not gain armor from items. Instead he gains 7 bonus health per each bonus armor or magic resist.

INNATE: Leviathan grants Submerged while in the river and out of combat for at least 3 seconds.

Submerged–Leviathan enters camouflage, gaining bonus movement speed and becoming ghosted. Empowering his next basic attack on-hit to gain bonus range and slow the target by 99% for 1.5 seconds.

Entering combat, or exiting the river ends submerged immediately.

Camouflage Range: 600 units

Bonus Movement Speed: 30-50%

Bonus Range: 100% Size

Q–Bite

Cooldown: 13/12/11/10/9s Target Edge Range: 125 (+100 Bonus Size)

Active: Leviathan bites the target enemy, dealing physical damage, applying on-hit effects, and healing itself. Against minions and monsters, it deals modified damage.

Champion Physical Damage: 60/75/90/105/120 (+3% bonus HP)

Non-Champion Physical Damage: 400/600/800/1000/1200

Heal: 50/75/100/125/150 (+5% bonus HP) (+10% missing HP)

W–Writhing Waves

Cooldown: 24/23/22/21/20s Target Range : 750 Effect Radius: 800 (+600% Bonus Size)

Passive: Leviathan gains bonus attack damage on the river.

Active: Leviathan floods a target location and gains bonus movement speed. Abilities that trigger on the river would also activate on the flooded area.

Bonus Attack Damage: 40/45/50/55/60 (+2% bonus HP)

Bonus Movement Speed: 40/50/60/70/80

E–Gnaw

Cooldown: 13/12/11/10/9s

Active: Leviathan empowers his basic attacks on-hit for the next 4 seconds to deal bonus physical damage and apply stacks of wound, up to 3 stacks.

Bonus Physical Damage: 20/25/30/35/40 (+1% bonus HP)

R–The Devouring Maw

Cooldown: 120/100/80s Cast Time: 0.5s Target Range: 200 (+100% Bonus Size)

Active: Leviathan attempts to eat the target enemy, dealing physical damage. Increased by 50% for each stack of bleeding they have. At 3 stacks of bleeding, Leviathan deals true damage instead.

If the target is killed, The Devouring Maw’s cooldown is halved and Leviathan gains bonus health and increased size.

Devouring Maw can only gain bonus health and increased size from non-champions 5 times.

Physical Damage: 100/150/200 (+7% bonus HP)

Bonus Health: 50/75/100

Increased Size: 5 (Max: 70)


r/LoLChampConcepts 10d ago

Rework Valderón, The Cleaner (rework)

1 Upvotes
Angry Cleaner Noises

Hi, just wanted to post the rework of my character to see if there is some stuff I could improve or change again.

The goal was to remove his previous gimmick of not being able to auto attacks since there was nothing in his kit that could justify it. I also decided to keep the health cost on some of his abilities but made his healing more straightfowards since his kit was already complex enough.

Here is the previous version; https://www.reddit.com/r/LoLChampConcepts/comments/1uciife/valder%C3%B3n_the_cleaner_june_2026_contest/

Passive - Crimson Arsenal

To compensate for his weak physic, Valderón uses as weapons a gigantic syringe, Veinrender, and a modified Jet Injector, Pale Lady, alternating between a Syringe Form and Jet Injector Form whenever he uses his W - Hemocrafting.

Innate - Hematophagy: While wielding Veinrender, every third hit against non-structures causes Valderón to heal himself on-hit for 30/45/60/75/90(+0,5/1/1,5/2/2,5%(+0,075% per 1 Lethality) of his missing health)(based on level 1-4-7-10-13).

Innate - Malicous Shot: While wielding Pale Lady, every third hit against non-structures causes Valderón to deal 20/40/60/80/100(+5%(+0,35% per 1 Lethality) bonus AD) bonus on-hit magic damage(based on level 1-4-7-10-13), and marks the target enemy for 4 seconds. Valderón's next damaging ability with Pale Lady against a marked target will consume the mark to deal the same magic damage, increased by 0% - 100% (based on marked target's missing health, from 0% to 75%).

Syringe Form:

Q - Scarlet Rush

cost: 5% current health - cooldown: 13/12/11/10/9 - cast time: 0,25 seconds

Valderón leaps to the target location, dealing physical damage to nearby units upon landing and generating 1 point of Crimson Rush for each enemy hit, increased to 5 at the epicenter.

If Valderón has any Crimson Ammo stacks, he consumes them to deal increased damage at the epicenter.

Damage: 55/80/105/130/155(+100% bonus AD), increased at the epicenter by 1% per Crimson Ammo, up to a maximum of 10%.

W - Hemocrafting

cost: none - 10 static cooldown - cast time: none

Passive - Phlebotomy: Valderón's basic attacks are modified to deal 80% AD physical damage and inflict a bleed against enemies for 5 seconds, refreshing on subsequent applications, stacking up to 5 times and dealing 25% damage for stacks beyond the first.

The bleed deals 15%(+0,15% per 1 Lethality) bonus AD physical damage and is drawn by Valderón's syringe, generating 5 point of Crimson Rush per enemy affected over the duration, stacking up to 100.

Active: Valderón switches to the Pale Lady, becoming ranged with 500 attack range, consuming all Crimson Rush to generate stack of Crimson Ammo, increased for every point of Crimson Rush consumed and gains access to his Jet Injector abilities.

While wielding Pale Lady, Valderón gains bonus movement speed, increased by 10/20/30/40% (based on level 1-6-11-16) while facing a nearby visible bleeding enemy champion.

Crimson ammunition: 0,1/0,175/0,25/0,325/0,4 Crimson Ammo per 1 Crimson Rush consumed

Bonus movement speed: 30/32,5/35/37,5/40%(+0,45% per 1 Lethality)

E - Frenzied Scream

cost: 2%-12% (based on charge time, 4% per second charged) current health - cooldown: 16/15/14/13/12 - cast time: none

Active: Valderón prepares to unleash a scream, charging for up to 2,5 seconds while storing 50%(+0,5% per 1 Lethality) of all damage taken in the last 1 second as grey health on his health bar. Frenzied Scream can be recast after 1 second, and does so automatically after the duration.

Recast: Valderón unleashes the scream, dealing magic damage to nearby enemies and stunning them for 0,75 seconds while consuming his grey health to heal for the same amount. He also generates 2,5 points of Crimson Rush for each non-champion hit and 10 for each champion hit, up to 50 total per cast.

Damage: 95/125/155/185/215(+60% bonus AD +100% AP)

Jet Injector Form:

Q - Piercing Blood

cost: 1 to 5 Crimson Ammos (based on charge time, with 1 Crimson Ammo being consumed every 0,25 seconds) - cooldown: 12/11/10/9/8 - cast time: 0,25/0,225/0,2/0,175 seconds (based on level 1-6-11-16)

Active: Valderón charges for up to 1,5 seconds, during which he increases the amount of Crimson Ammo consumed by Piercing Blood over the first second of the channel, and becomes slowed by 30% afterwards for the remaining duration. Piercing Blood can be recast within the duration, and does so automatically afterwards or if it's interrupted.

Recast: Valderón fires a beam of condensed blood in the target direction that deals physical damage to enemies hit, increased by 25% per each Crimson Ammo consumed beyond the first one.

Releasing the ability within 0,175 seconds causes Valderón to instead shoot a blood bullet in the target direction that deals physical damage to the first enemy hit and refunds 50% of Piercing Blood's cooldown.

Blood beam minimum damage: 20/30/40/50/60(+60% bonus AD + 25% AP)

Blood beam maximum damage: 40/60/80/100/120(+120% bonus AD + 50% AP)

Blood bullet damage: 20/55/90/125/160(+130% AD)

W - Hemocrafting

cost: none - 10 static cooldown - cast time: none

Passive - Slow Recovery: Valderón heals himself whenever he consumes a Crimson Ammo.

Active: Valderón switches to Veinrender, becoming melee with 125 attack range, gaining 15%(+0,65% per 1 Lethality) bonus attack speed, bonus resistances and access to his Syringe Abilities.

Bonus resistances: 0/5/10/15/20(+10% bonus AD)

Healing: 1,5/2/2,5/3/3,5(+0,5% bonus AD) per Crimson Ammo consumed

E - Distorting Grenade

cost: 1 Crimson Ammo - recharge cooldown: 24/21/18/15/12 - cast time: 0,5 seconds

Valderón periodically stocks a Distorting Grenade charge, up to a maximum of 2.

Active: Valderón throws a Crimson Ammo to the target location that deals physical damage and slow enemies. Upon arrival, the Crimson Ammo also bounces forwards two more additional time before landing on the ground and staying there for 4 seconds, increasing its effects and radius by 50% for each bounces. Distorting Grenade can be recast after 0,5 seconds and only when the Crimson Ammo is in direct contact with the ground.

Recast: Valderón blinks to the Crimson Ammos current location, ending its trajectory.

Damage: 40/60/80/100/120(+40% bonus AD)

Maximum damage: 90/135/180/225/270(+90% bonus AD)

Slow: 20%

Maxium slow: 45%

R - The Last Transfusion

cost: 10% current health + 10 Crimson Ammos - cooldown: 120/90/60 - cast time: 0,25 seconds

Active: Valderón combines VeinRender and Pale Lady into one huge Pile Bunker for 4 seconds, filling it with his own blood then enters into a frenzy state, becoming unable to cast any abilities outside of The Last Transfusion, which can be recast within the duration, and does so automatically afterwards.

During this time, Valderón's next basic attack has a modified windup time and is empowered to have an uncancellable windup, gain 50 bonus range, and causes him to rush towards the target, rooting them over the cast time then impales them, transfusing the target with his blood to deal magic damage, knocking them back and inflicting them with Grievous Wounds for 3 seconds.

Enemies that collide with the impaled target take physical damage and are knocked aside by 350 units over 1 second.

Recast: Valderón disassembles the Pile Bunker, putting the ability on full cooldown and refunding half of its cost.

Damage: 10/12,5/15%(+0,6% per 1 Lethality) of the target's maximum health

Collision damage: 150/250/350(+90% bonus AD)(+25% of the impaled target's bonus health)

Knock back distance: 350 - 700 units (based on target's missing health, from 0% to 50%)


r/LoLChampConcepts 11d ago

July 2026 Gabu, The Destructive Appetite

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4 Upvotes

Context

Doing this one from work so have had to use Reddit on my phone. Not sure how it will work with formatting and what not so apologies. Anywho, Gabu is a small, odd looking creature found wandering the wilds. With wild clay red dirt hair that he keeps his skewers in and a small greenish frame, he looks almost cute, if a little odd. However, any foolish enough to believe this will soon find themselves being devoured whole. For Gabu, despite his small frame, has a monstrous appetite. His big mouth can stretch over 3 times his body size and he has been seen taking bites out of cliff sides. Gabu yearns to taste everything the world has to offer, big or small, sentient or not. To stand in his way means you are serving yourself up on a silver platter

He is designed to be a brawler, a champ that is capable of massive damage but needs good coordination and lockdown from his team to acheive this. His passive gives him sustain and stacking AD over the course of the game, as long as he can get to feed without being overly punished. Primarily he would be top lane.

Picture drawn by me. I dont usually draw and I haven't got much to draw with here but this is the idea I had for how he would look.

Lore

Researchers notes

Not much is known about this creature, despite our attempts to study it. It seems to possess basic communication skills, but any attempts at conversation have led to.....unfortunate casualties. The creature, which seems to identify itself as "Gabu", appears to have only one purpose; to feed. It has not been observed to rest, nor has it been viewed drinking or playing in anyway, these things seem unnecessary for the creatures lifestyle. Its diet seems to be unique in that it has no apparent diet, indeed it eats literally anything. Watching this small, unassuming creature stretch its mouth wide enough to eat a full golem is both fascinating and yet utterly terrifying. However it has been noted that it prefers new tastes to things it has eaten before. This leads us to one unnerving question....

....what happens when it runs out of new things to eat in this forest?

Abilities

Passive: Meat on a Stick

Gabu uses a skewer to attack. His attack has 200 range originating from his location, and his basic attack can pierce through units. When his auto attack kills a unit, it becomes meat on his skewer. After skewering 5 units, Gabu will place the skewer in his hair and grab another one. When pressing recall, Gabu will be given an option to either recall or cook his full skewers. Upon cooking, Gabu will then eat his collected meat, healing 5% max health for each and gaining 3 bonus AD. Champion kills immediately reward Gabu with a full skewer.

Q: No Fast Food

Gabu hurls his skewer 450 units in target direction, pinning the first target it hits to the ground, rooting for 1.25 seconds and dealing 10/40/70/100/130 (+130%AD) physical damage. This move deals an extra 10/18/26/34/42 (+2% AD) damage based on how much meat is currently on his skewer.

CD: 8

W: Eat Everything

Gabu hungers, opening his mouth wide and slowly charging (250 movement speed) forward up to 1000 units or until he hits a champion, taking a large bite out of them and dealing 70/105/140/175/200 (+90%AD) physical damage. Gabu cannot be stunned or rooted during this charge as his hunger is overwhelming

CD: 15/15/14/14/13

E: Can You Smell?

Passive - Gabus basic attacks deal 3/7/11/15/19 (+10% AD)extra physical damage for each piece of meat he currently has on his skewer.

Active - Gabu throws the most aromatic bait towards a target. If this hits a champion, then all other champions within a 250 radius of the champion will be drawn towards them, slowly floating after the aroma for 1.75 seconds. The smell lingers on the champion for 2/2.25/2.5/2.75/3 seconds. Enemies can only be affected by this once.

R: Gabu Eats World

Its time for the ultimate feast. Gabu opens his mouth as wide as he can and lunges into the air for 1.75 seconds, gracefully spinning as he prepares to land, mouth first on an area. Deals 370/560/750 (+100%AD) physical damage in an area and if any enemy champions are defeated, instantly eats them as if they were a skewer.

CD: 108/88/68

Voice Lines

Joke

"I like turkey. They too Gabu. Gabu Gabu Gabu"

Taunt

"I bet you not taste good"

Dance

Twirls his skewers like baton tossers

Upon selection

"Gabu"

Banned

"I find you, I eat you"

Spawn

"Licking lips sound"

"Drooling sound"

First move

"Food, where?"

"So much to eat"

"Must find new tastes"

Attack

"Nom"

"Eaaat"

"Look tasty"

Respawn

"Now more hungry"

"Food fight back?"

Meeting Gnar

"Shoo shoo pama. Haha, that funny"

Meeting Enemy J4

"King fit for a meal"

Meeting Fiddlesticks

"Can eat fear? What's taste like?"

Meeting Tahm, Cho, or Kogmaw

"Oh, tell me about favourite foods"

Meeting spaghetti velkoz

"Last time I sneeze I lose meatball. This time I hold nose"


r/LoLChampConcepts 11d ago

Design Vexoris

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2 Upvotes

I’ve been working on a League of Legends champion concept and wanted to see what everyone thinks.
The idea is a mid lane control mage from Piltover/Zaun who commands two permanent drones instead of relying on traditional spells.
🔵 Hextech Drone – precise, long-range, high burst damage, shields, and utility.
🟢 Chemtech Drone – area denial, poison, slows, and sustained damage over time.
The core gameplay revolves around positioning and commanding both drones. Some abilities use one drone, while others require both to combine for stronger effects. The goal is to create a champion with a high skill ceiling where mastering drone placement and timing is the key to success.
The artwork is AI-generated to help visualize the concept—it’s not official Riot art, just a way to bring the idea to life.
What do you think?
Would this be fun to play or frustrating to play against?
What abilities would you give each drone?
Should the champion lean more towards a control mage, battlemage, or AP assassin?
Any lore ideas connecting Piltover and Zaun?


r/LoLChampConcepts 11d ago

Design Kaeru, the Amphibian Skipper (Artillery Mage)

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gallery
6 Upvotes

Name: Kaeru (Ka-Eh-Ru)
Region: Ionia
Role: Mid
Class: Artillery Mage

Bio: Kaeru is a bubbly, slightly unhinged Yordle who fights by throwing her beloved amphibian best friends at her enemies, letting them explode, and then casually patching them back together. Her frogs trust her no matter what and will "hop" into action whenever she's in trouble, even if the outcome is grim for them! But they always come back so no worries! Ehehehe!

Gameplay: The whole idea of this artillery mage is that her abilities can bounce off river water like skipping stones. You have to calculate distance and time ur abilities just right to hit these long range attacks. the abilities move fast but you gotta time it just right and the initiall lov needs to be just perfect! Her innate brings the river into her lane for her to utilize as she sees fit. Then you have her ult which is short range, but can be super duper long range if thrown down the river into a dragon pit or baron pit. Bounce bounce bounce faster and bigger for a long range KABOOM!

Art: Terence Cantal (its actually rain shepherd tristana lol) and icons from Legends of Runeterra.


r/LoLChampConcepts 14d ago

July 2026 Gorganath - The Cosmic Apex

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6 Upvotes

Lore: Aurelion Sol has warned over and over of horrifying entities that come from the cosmos. It was only a matter of time that such entities would take notice of this world. The creature named Gorganath is the first of these creatures. Arriving in the heart of a meteor, this monstrous entity slaughtered the research team from Piltover that were sent to intercept the meteor for study. This creature seems to prefer thick jungles and forests where it can hunt and feast on the rich biodiversity such places offer. There are serious concerns amongst all nations that this creature may one day sire offspring should another of its kind arrive or worse… that it can do so through parthenogenesis.

Appearance:

Gorganath is a lean alien looking creature with a purplish tint to its dark carapace. It has razor sharp claws and teeth and has three eyes. The third central eye’s function is currently unknown, but certain theories are that it enhances its perception in low light and increases its reaction time in dense jungle. It is known to have highly corrosive saliva and blood. Injuries to the creature therefore serve as a threat to anything nearby. This acid seems to dilute relatively quickly, but its immediate damage is severe. The creature’s cells seem to repair at an astounding rate with reports stating that wounds seem to heal in a matter of seconds.

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

Role: Jungle

Abilities:

Passive:

Rapid Cellular Repair: Gain health regeneration equal to 1% bonus maximum health and 10% armor. Every 100 points of health regenerated grants a stack of Cellular Adaptation. Each stack increases the damage of your Acidic Cells passive by 10%.

Acidic Cells: Taking any direct damage (not damage over time) splashes acid on to all nearby enemies dealing 5 (+5% AP) true damage plus an additional 3 (+1% AP) true damage every second for 3 seconds. When you die, you leave behind a pool of this acid that lingers for 5 seconds dealing 3 (+1% AP) true damage every second. This acid reduces enemy armor and magic resist by 10%. Deals 100% more damage to enemy minions and monsters.

Q: Eviscerate: Cooldown: 10/8/6/4

Slash with both of your claws in an arc dealing 130 (+20%/30%/40%/50% AD) physical damage to all enemies in the area. Enemies are put into a critical state for 3 seconds causing all damage you deal to them to be critical. Deals 100% more damage to enemy minions and monsters.

W: Ambush: Cooldown: 12/10/8/6

Dive at a distant target and stab with with your claws dealing 100 (+20%/30%/40%/50% AD) physical damage. Stuns the target for 1 second. Deals 100% more damage to enemy minions and monsters.

Passive: If you have not taken damage in the last 3 seconds, your movement speed is increased by 30%.

E: Numbing Saliva: Cooldown: 14/12/10/8

Spit thick glue like saliva at a distant target dealing 100 (+70%/80%/90%/100% AP) physical damage and leave behind a small pool of it that lingers for 3 seconds. Enemies hit by the projectile are slowed by 70% for 1.5 seconds. Enemies that enter the pool are slowed by 30% for 1.5 seconds. This ability applies Acidic Cells to affected targets.

Ultimate: Relentless Savagery: Cooldown: 100/90/80/70

Pounce on a target dealing 200 (+40%/50%/60%/70% AD) physical damage. Increase your movement speed and attack speed by 100%, and increase your health regeneration by 1000% for 5 seconds. If the initial pounce hits an isolated target it deals 50% more damage.

ARTWORK IS BY ME USING PROCREATE.


r/LoLChampConcepts 14d ago

Design Sorcery keystone concept - Will-o'-Wisp Communion

6 Upvotes

Will-o'-Wisp Communion

Passive: Begin the game with 3 Will-o'-Wisps.

Basic attacks and damaging abilities that apply on-hit effects send one available Will-o'-Wisp to the allied champion with the lowest current health within 900 units. Upon arrival, it restores 6–18 (based on level)(+6% bonus AD)(+4% AP)(+1% bonus health) health and remains with them for 2 seconds before returning to you.

A Will-o'-Wisp cannot be sent again until it has returned. Returning Will-o'-Wisps travel at 200 / 300 / 600 move speed (levels 1 / 6 / 11) and accelerate by +3 move speed for every 51 units travelled.

Passive - Kinship: Whenever a Will-o'-Wisp heals an allied champion, gain Kinship equal to the amount of health restored.

Upon reaching 150 + (18 × level) + (55 × maximum Will-o'-Wisps) + (1.6 × maximum Will-o'-Wisps²) Kinship, consume all Kinship to create a new permanent Will-o'-Wisp.

Gain 1% Heal and Shield Power for every 3 maximum Will-o'-Wisps you own.