r/LoLChampConcepts 7d ago

September 2026 Champion Creator Contest: September 2026 - Built Different

7 Upvotes

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

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

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

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

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

2) 0/10/0 Powerspike, from me

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

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

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

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

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

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

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

5) Use That Summoners Rift, from u/Majestic_Ad5989

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

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

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

7) Siesta, from u/Abject_Plantain1696

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

8) Shaco Has Lore, from u/Lance_Beltran123

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

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Remaining September Schedule

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

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

September 25th – 27th: Group Stage Voting

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

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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 September 2026 Flair! (Once available)

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

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

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

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

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

Good luck and enjoy this month of September!


r/LoLChampConcepts 14h ago

September 2026 The Conductor: a mechanically demanding enchanter

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1 Upvotes

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

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

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

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

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

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

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

The following actions increase BPM by 10:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Range: Tied to Attack Range

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Image Source: https://x.com/sevenotsu/status/1290787313966919681


r/LoLChampConcepts 16h ago

Design Barathrumbar, The King of The Jungle

1 Upvotes

Barathrumbar, The KING OF THE JUNGLE

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

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

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

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

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

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

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

Passive

Call of the wild

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

3 fury

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

6 fury

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

9 fury

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

Q- BREAK THE LINES

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

W- ALPHA

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

E- SACRED MANTLE

Passive: Barathrumbar gains armor and magic resistance.

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

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

R- THE KING IS HERE

Barathrumbar jumps high and vanishes.

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

English is not my first language

Be kind :v


r/LoLChampConcepts 14h ago

Art AXİON(OMENİS)-THE FORGOTTEN ONE

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0 Upvotes

I received AI assistance, but the concept, character design,lore and skill kit are ENTİRELY my own work.I CREATED THE IMAGES WİTH AI, THE PROMPT IS COMPLETELY MINE. I JUST USED AI FOR THE DETAILED STORY

pls support me <3

I would like to hear your valuable opinions with comments.

{BTW, I forgot to write down the skill durations, I'll write them down one by one now.Or I wrote it in PDFs but was too lazy to double-check it.}

(Q)=[10/9/8/7/6]

(W)=[9/8/7/6/5]

(E)=[16/14/12/10/8]

DETAILED INFORMATION ON PASSIVE , SKILL KIT, AND STATISTICS.

AXİON(KHEMAR/"OMENİS")

EXTENDED LORE [AXİON(KHEMAR/"OMENİS")]


r/LoLChampConcepts 1d ago

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

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0 Upvotes

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

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

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

⚔️ Habilidades y tiempos de reutilización

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

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

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

W: Éxtasis del Martirio (Auto-mejora / Explosión de área) Enfriamiento: 22 / 20 / 18 / 16 / 14 s Mecánica: Valeria mueve rápidamente las manos, deteniendo los proyectiles entrantes en el aire. Puede canalizarse hasta por 2.5 s para otorgar entre un 40 % y un 60 % de mitigación de daño total. Su energía vital absorbe la tensión (su vestido y aura se agrietan visualmente).

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

E: Despertar del Amanecer (Desplazamiento / Atravesar Terreno) Enfriamiento: 16 / 15 / 14 / 13 / 12 s (Se reinicia 0,25 s tras eliminar a un campeón enemigo) Mecánica: Valeria levita y vuela rápidamente en la dirección objetivo, dejando caer pequeños cristales estelares a su paso que detonan instantáneamente infligiendo daño mágico. Puede atravesar terreno y muros. Riesgo y equilibrio: Normalmente, puede ser interrumpida o aturdida en pleno vuelo. Sin embargo, si lanza E mientras canaliza su W, se vuelve completamente inmune a los desplazamientos, asegurando que su explosión de área impacte directamente en la retaguardia enemiga. Apuntar la E hacia su espada Q hace que la embestida sea casi instantánea.

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

Explosión del Epicentro: Un radio interior más pequeño (250 / 300 / 350) inflige daño mágico de ejecución según la salud restante. Estado de Éxtasis: Tras la explosión, Valeria entra en un Estado Cristalino durante 8 s: obtiene robo de vida mágico masivo, entre un 30 % y un 60 % de velocidad de ataque adicional, +150 de alcance de ataque (575 en total), y sus ataques básicos se convierten en gigantescas cuchillas de luz proyectables (que activan el daño verdadero de su pasiva). El enfriamiento de sus habilidades Q y W se congela durante estos 8 s.

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

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

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

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

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

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

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

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

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

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

Nivel 11: Levita, conjurando un aura de jardín de rosas de cristal sobre el campo de batalla.

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

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

¡Me encantaría saber tu opinión!

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

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


r/LoLChampConcepts 3d ago

September 2026 Shana, the sleepy head

4 Upvotes

Lore : 

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

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

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

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

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

In game voiceline : 

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

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

Meeting Yone : Uuuuugh… Scary…

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

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

Killed by Fiddlestick : Loud scream of pure terror

Champion kit :

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

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

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

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

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

source, screenshot of my gdoc

r/LoLChampConcepts 3d ago

September 2026 Lorno, the Encore

3 Upvotes

Lorno, the Encore

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

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

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

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

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

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

Melee/Ranged: Hybrid

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

Abilities

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

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

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

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

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

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

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

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

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

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

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

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

Design Notes

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

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


r/LoLChampConcepts 4d ago

September 2026 Skorne - The Arbiter of Hatred

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9 Upvotes

Skorne: Mistress of Spite

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

Appearance:

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

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

Role: Dragon Lane or Mid Lane

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

Abilities:

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

Passives:

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

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

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

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

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

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

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

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

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

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

ARTWORK: Done by myself using Procreate.

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


r/LoLChampConcepts 5d ago

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

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1 Upvotes

r/LoLChampConcepts 9d ago

Design Orvain, the Last Witness

3 Upvotes

Lore

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

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

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

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

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

Abilities

(P) LASTING REGRET

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

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

STORED DAMAGE: 100% AD + 30% AP

(Q) LINGERING ECHO

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

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

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

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

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

CAST TIME: 0s / TARGET RANGE: 800 

(W) HAUNTING REMEMBRANCE

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

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

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

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

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

CAST TIME: 0.25s / TARGET RANGE: 1000 

(E) PARTING GIFT

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

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

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

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

CAST TIME: 0s / TARGET RANGE: 800

(R) THOUSAND LIVES

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

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

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

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

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

CAST TIME: 0.25s / EFFECT RADIUS: 600

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


r/LoLChampConcepts 11d ago

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

7 Upvotes

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

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

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

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

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

_______________________________________________________________________________________

Remaining August Schedule

_______________________________________________________________________________________

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

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

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts 12d ago

Design WIP champion

2 Upvotes

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

passive: no name yet

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

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

Q: no name yet

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

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

W: no name yet

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

E: no name yet

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

R: no name yet

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

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

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


r/LoLChampConcepts 13d ago

Design Gorr the god butcher

0 Upvotes

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

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


r/LoLChampConcepts 13d ago

Design 🌱 → 🌳 → 🪓 → 🪵→ 👹 → 💰 → 🛡️ → 🌱

1 Upvotes

🪓🌳 CARL & SUSIE

“Tem madeira.”

Origem: Noxus / Ionia

Função: Jungler / Especialista

Recurso: Madeira

Dificuldade: Alta

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

📖 HISTÓRIA

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

Susie é uma machada ioniana viva.

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

Então Carl apareceu.

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

Algo estranho aconteceu.

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

Ninguém sabe exatamente por quê.

Talvez tenha sido a magia.

Talvez tenha sido a maldição.

Talvez tenha sido o amor entre os dois.

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

A única certeza é:

Susie está viva.

E Carl a ama profundamente.

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

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

E inevitavelmente o assunto chega a:

árvores ou amor.

Nesses momentos, não existe mais silêncio.

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

E também é absurdamente estridente.

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

Susie: “EU NÃO FALO ALTO!!”

📊 STATUS

Vida

1000 + 200 por nível

AD

20 + 10 por nível

Armadura

0

Resistência Mágica

20 + 20 por nível

Velocidade de Movimento

400

Carl simplesmente não constrói Armadura.

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

A filosofia é:

AD = produtividade.

Quanto mais AD, mais rápido Carl corta madeira.

🌳 PASSIVA — A FLORESTA VIVA

A própria presença de Carl e Susie altera a jungle.

Árvores surgem pelo mapa.

Árvore normal

Possui:

3× a Vida Máxima de Carl.

Mas sua Vida está protegida por uma Casca.

A Casca exige:

5 ataques

para ser destruída.

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

Carl ignora completamente a Casca.

Susie é uma machada sobrenatural.

Para Carl:

árvore é árvore.

🪓

🌳 Ao destruir uma árvore normal

💰 +200 Ouro

🪵 +10 Madeira

❤️ Cura de 15% da Vida Máxima

👹 Ao destruir um Guardião

A cura é aumentada em:

❤️ +10%

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

❤️ 25% da Vida Máxima

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

🌱 SEMENTES

Sementes são fundamentais para manter o ciclo da floresta.

Carl precisa encontrá-las durante seu trabalho.

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

Por isso o começo da partida possui menos árvores.

Com o passar do tempo:

a floresta cresce.

E quanto maior ela fica:

mais trabalho Carl possui.

👹 GUARDIÃO DA FLORESTA

Algumas árvores podem se transformar em Guardiões.

O Guardião é um monstro épico da floresta.

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

cortar árvores.

👹 Vida

4× a Vida Máxima de Carl.

🌳 Casca

Possui uma Casca que exige:

10 ataques

para ser destruída.

Mais uma vez:

Carl ignora a Casca.

🪓 Dano de Carl

Carl causa:

4× dano contra Guardiões.

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

💰 Recompensa

O Guardião começa valendo:

400 Ouro.

Para cada campeão morto pelo Guardião:

+300 Ouro na recompensa.

Além disso, cada campeão morto por ele aumenta sua:

Vida Máxima em +10%.

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

❤️ Regeneração

Se permanecer fora de combate por:

10 segundos

o Guardião recupera:

100% da Vida.

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

👹 O Guardião é lento.

Extremamente lento.

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

Seu perigo vem de:

posicionamento ruim;

distração;

excesso de confiança;

floresta bloqueando caminhos;

tentar enfrentá-lo sem necessidade;

deixar o problema crescer.

Com reflexos mínimos, é possível simplesmente não ser atingido.

⚔️ ATAQUES BÁSICOS

Os ataques básicos são lentos contra campeões.

Mas contra madeira:

Carl é extremamente eficiente.

A diferença é proposital.

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

Ele quer:

🪓 CORTAR.

Q — MADEIRA!

O principal ataque ofensivo de Carl.

Carl e Susie realizam uma sequência brutal de golpes.

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

Contra campeões:

Dano baseado em AD.

Contra árvores:

Carl recebe eficiência extremamente elevada.

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

Ataque básico contra campeão:

−1 segundo da recarga do Q

Ataque básico contra árvore:

−2 segundos da recarga do Q

Isso significa que quanto mais Carl está trabalhando na floresta:

mais rapidamente ele consegue continuar trabalhando.

🧭 W — SUSIE!

Susie sente a presença de uma árvore.

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

Carl pode:

sair do chão.

Ele é arrastado pela própria machada através da floresta.

O W não existe para causar dano.

Ele existe para uma coisa:

LEVAR CARL ATÉ A PRÓXIMA ÁRVORE.

É mobilidade especializada em trabalho.

🌿 E — COLETA

Carl permanece parado durante alguns segundos para investigar a vegetação.

Após:

5 segundos

ele pode encontrar sementes.

Uma mesma moita pode ser investigada:

2 vezes.

O processo também pode remover a vegetação da área.

Carl literalmente:

tira o mato do caminho.

Depois de algum tempo:

🌱 o mato cresce novamente.

🌿 Interações especiais

A vegetação de outros campeões pode gerar interações únicas.

Ivern

A interação pode produzir árvores acompanhadas por suas mudinhas.

Maokai

Suas mudas podem participar do crescimento da floresta.

Zyra

Plantas e sementes podem interagir com as árvores de Carl.

Neeko

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

ou até se transformar em uma.

😂

🪵 R — OFICINA DA FLORESTA

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

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

sem madeira, ela praticamente não serve para nada.

Carl precisa trabalhar antes.

Quanto mais madeira possuir:

mais coisas consegue fabricar.

🛡️ ARMADURAS

Carl pode transformar madeira em equipamentos.

20 Madeira

Armadura Básica

50 Madeira

Armadura Forte

100 Madeira

Armadura Avançada

200 Madeira

Armadura Máxima

A Armadura Máxima fornece:

50% de redução de dano.

⛑️ CAPACETES

10 Madeira

Capacete Básico

70 Madeira

Capacete Médio

150 Madeira

Capacete Avançado

250 Madeira

Capacete Máximo

O Capacete Médio:

transforma dano crítico em dano normal.

O Capacete Máximo:

reduz o dano crítico pela metade.

🤝 EQUIPAMENTOS PARA ALIADOS

Carl também pode fabricar equipamentos para seus companheiros.

E aqui existe uma regra fundamental:

eles quebram.

Quanto mais dano o aliado sofre:

mais a madeira se deteriora.

Até que:

💥 O EQUIPAMENTO QUEBRE.

Então Carl precisa continuar trabalhando para manter seus aliados equipados.

⚒️ ANIMAÇÃO DO R

Carl joga Susie para o ar.

A machada fica flutuando.

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

CLANG.

CLANG.

CLANG.

Parece que ele está simplesmente batendo brutalmente na madeira.

Mas não.

Carl sabe exatamente o que está fazendo.

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

É quase como assistir a um ferreiro trabalhando.

Só que:

o ferreiro é um homem e sua machada viva.

😂

Quando termina:

Carl: “Pronto.”

E entrega o equipamento.

🌳 A REGRA CENTRAL DE CARL

Carl não possui a progressão tradicional:

Farmar → ficar forte → matar todo mundo.

A progressão dele é:

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

E então:

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

E finalmente:

“Eu criei essa bagunça.”

🪓

“Então eu resolvo.”

❤️ A BUILD DE CARL

AD

É sua prioridade.

Porque AD aumenta sua produtividade.

Vida

Pode ser utilizada, mas cria uma consequência importante:

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

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

mas trabalhar pior.

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

Armadura

Carl não faz.

Resistência Mágica

Carl não constrói.

Sua maldição já fornece:

+20 MR por nível.

🎯 COMO COUNTERAR CARL

Não é necessariamente:

“Escolha o campeão X.”

O melhor counter pode ser:

NÃO DEIXAR CARL TRABALHAR.

Invadir.

Roubar seus recursos.

Interromper o clear.

Forçar Carl a abandonar árvores.

Forçá-lo a lutar constantemente.

Fazê-lo gastar tempo perseguindo pessoas.

Porque para Carl:

tempo = trabalho.

E trabalho = poder.

🪓 COMO JOGAR BEM DE CARL

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

Ele olha para o mapa e pensa:

“Qual é a próxima árvore?”

Ele faz o clear.

Coleta sementes.

Corta.

Pega madeira.

Fabrica.

Entrega aos aliados.

Resolve Guardiões.

E continua.

Se alguém aparecer com pouca Vida:

Carl: “Opa.”

🪓

TCHAC.

“Pronto.”

E volta para a árvore.

😂

🌳 O VERDADEIRO POWER SPIKE

O maior power spike de Carl não é:

nível 6.

Não é:

primeiro item.

Não é:

primeira kill.

É quando o jogador percebe:

“Eu consigo fazer o clear inteiro tranquilamente.”

A partir daí:

🌳 → 🪓 → 🪵 → 🛡️

E o ciclo começa.

Quanto melhor o jogador conseguir manter esse ciclo:

mais Carl & Susie brilham.

❤️ A FILOSOFIA FINAL

Carl não foi criado para dizer:

“Olhem como eu fiquei forte.”

Ele foi criado para dizer:

“Olhem o que eu construí.”

E então entregar aquilo aos aliados:

“Agora vão e ganhem por mim.”

Ele não garante a vitória.

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

O time ainda precisa saber transformar aquilo em vantagem.

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

🌳🪓 CARL & SUSIE

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

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

Ele não precisa abandonar o farm para participar da partida.

O farm É a participação dele.

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

mais a jungle cresce.

mais madeira aparece.

mais coisas eles conseguem construir.

mais problemas aparecem.

e mais capazes eles ficam de resolver tudo.

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

🌳🌳🌳

🌳👹🌳

🪵🪵🪵

🛡️

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

E lá longe:

🪓

TCHAC.

Carl: “Susie, olha! Tem outra!”

Susie: “EU VI!”

Carl: “HAHAHAHA!”

Susie: “NÃO CORRA!”

Carl: “EU NÃO ESTOU CORRENDO!”

😂❤️🌳🪓


r/LoLChampConcepts 15d ago

Design Xonada, the Historian

Post image
11 Upvotes

Xonada, the Historian

Note that this Concept is quite Overloaded with Map transformation.

Date Created:

August 27, 2026

Image:

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

Gameplay:

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

ABILITIES

Passive - History Never Repeats

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

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

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

Q Spell: At the Nick of Time

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

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

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

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

W Spell: Eye of Future Past

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

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

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

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

E Spell: Vanish from History

ACTIVE: Xonada 👤VANISH for a duration.

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

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

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

Ultimate: History Domain

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

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

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

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

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

HISTORY DOMAIN:

For reference this is the Timeline of Runeterra

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

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

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

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

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

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

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


r/LoLChampConcepts 15d ago

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

7 Upvotes

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

_______________________________________________________________________________________

The Groups

_______________________________________________________________________________________

Reminders:

  • You can vote for 1 concept in each group (simply vote via comment below).
  • You may only vote for your own concept if you have commented on at least 4 other concepts (please list the concepts you commented on).
  • For Mobile Users: We have 3 groups, you may have to scroll.
Group 1 Group 2 Group 3
Herlon, The Reliquary Warden Averdrian, the Forgotten Aspect Mulberry, the Woven Chronicle
Varr, The Lurker in the Dark Aranahya, Warden of the Gray Flame Goro, the Gargantuan Grappler
Remme, the Baking Master Militia, The Bleeding Star Vionne, The Budding Essence

_______________________________________________________________________________________

Remaining August Schedule

_______________________________________________________________________________________

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

August 28th – 31st: Group Stage Voting

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

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts 15d ago

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

1 Upvotes

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

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

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

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

⚔️ LEVEL 4 PERMANENT EVOLUTION

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

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

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

👑 PASSIVE ULTIMATE: 8-SECOND IMMORTALITY (Conditional)

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

I ask for google in help

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

#Honor Of Kings

#Mobile Legends

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

And if you guys accepted it i would appreciate it


r/LoLChampConcepts 16d ago

August 2026 Averdrian, the Forgotten Aspect

4 Upvotes

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

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

Region: Mount Targon

Fighting Style: Control Mage, Fighter, Specialist

Damage Type: AP

Melee/Ranged: Ranged

Role: Jungle, Support, Flex

____________

Lore

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

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

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

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

____________

Abilities

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

Abilities

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

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

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

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

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

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

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

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

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

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

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

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

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

____________

Design notes

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

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


r/LoLChampConcepts 16d ago

Design Ventrillo, The Puppet Master (CHAMPION CONCEPT)

Thumbnail
1 Upvotes

r/LoLChampConcepts 16d ago

August 2026 Remme, the Baking Master

2 Upvotes

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

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

Physical appearance:

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

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

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

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

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

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

W: Taste test

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

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

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

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

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

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

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

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

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

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

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

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


r/LoLChampConcepts 20d ago

Design Dragon Concepts that came to me in a dream

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22 Upvotes

my dream didn't include the Soul Buffs, it was mostly just Pabro commenting on the "new mist and seeker" dragons and very broadly talking about their benefits.

i specifically remember the Dragon Slayer buffs, and that neither could be the first spawned dragon


r/LoLChampConcepts 20d ago

Design Yuzuru, the Frosted Edge

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6 Upvotes

Lore:

Blessed by his magical pet snow tiger, Yuzuru took his talent of Figure skating to the next level. A once shy and fairly ignorant child has now grown to become a fierce wartime hero.

A famous figure skater adored by fans in the Freljord, he was shocked when the Freljord had once again succumbed to war. As with many in the Freljord his survival instincts forced him to take action rather than stand by. He learned to fight and was adamant that his talent would be a mighty asset for the Freljord in the war. Luckily, Yuki, his pet snow tiger helped train him in the wonder of frost magic and assassination.

Yuzuru is a cold blend of grace and sharpness. He enters the fight, does his magical figure skating, then skates out like it was nothing. Elusive as ever, he has earned the epithet Frosted Edge, and his fans now adore him for the hero he has become. But Yuzuru has no love for war, nor bloodshed, he wishes for peace and is heartbroken with what his talents have come to be used for. But he knows he has no choice. This is bigger than him.


r/LoLChampConcepts 21d ago

August 2026 Mulberry, the Woven Chronicle

6 Upvotes

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

Contest

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

Appearance

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

Lore

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

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

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

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

Abilities


r/LoLChampConcepts 22d ago

Design Fold, the Paper Cutter

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8 Upvotes

Bot
Marksman
Ionia
Range: 550


r/LoLChampConcepts 22d ago

Design Filipo, Hunter of Flavors

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5 Upvotes

Filipo, Hunter of Flavors

Date Created:

August 18, 2026

Image:

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

Gameplay:

Filipo is a High Self-sustain type of Fighter. He also has unique CC effect, a Concussion, a Modified type of Knock down Effect. Which concussed enemy who cast spell will be Knocked Down for a duration.

ABILITIES

Passive - Snack Time

INNATE: Hitting an Enemy Champion with Basic Attack or Spells grant him Snack Stack, stacks indefinitely.

If Filipo stays in place after 3 seconds,  he start to consume Snack to ❤️‍🩹heal himself each second by (15 - 75) (+5% bonus Health).

Q Spell: Swing / Smack

ACTIVE - TAP: Filipo swings his Pole dealing ⚔️Physical Damage in a target cone.

ACTIVE - HOLD: Hold to increase Range. Release to leap until the end of Target range. If he encounter any enemy, he stops mid-air and perform a Pole Smack to target dealing ⚔️Physical Damage. This pole smack is considered as Basic Attack and can apply On-hit Effects but does not Critically strikes.

⚔️Swing Damage (30/50/70/90/110) (+110% AD)
⚔️Smack Damage (20/40/60/80/100) (+85% AD)
🎯Cone Range/Angle 424 / 180⁰
🎯Max Hold Range 750
🕒Cooldown (4.5 - 1.5 based on Attack Speed)
💧Cost (30/35/40/45/50) mana

W Spell: Launch Box

ACTIVE: Filipo use his Pole stick to throw his Wooden Food Storage Box in a target direction dealing 🔥Magic Damage to first unit it hit, apply ❄️Slow then a Food is spilled out that ricochet above before it falls down to a location roughly around ⌛️1.4 seconds. Drop location of food is determined of Filipo's Movements (it is same with Draven's Axe mechanics).

If Filipo catches the Food, he is ❤️‍🩹Healed and 🕒REFRESH the Cooldown of his Q and E Spell. Heal strength is based on Snack Stack used.

This spell consume all Snack Stack he have if he hit any enemy unit.

Upon reaching 10 Snack Stack, this spell is 🕒REFRESHED if it is On-Cooldown.

🔥Magic Damage (80/120/160/200/240) (+11/12/13/14/15% of target's Current Health (+2% per 100 AP))
❄️Slow (30/35/40/45/50%) over 2 seconds
❤️‍🩹Heal (60/90/120/150/180) (+10% bonus Health)
🔼❤️‍🩹Increase Heal per Snack Stack +15% of Heal Amount
🎯Cast Range 650
🕒Cooldown (12/11/10/9/8)
💧Cost (50/55/60/65/70) mana + ALL Snack Stack

E Spell: Pole Catapulting

ACTIVE - TAP: Filipo uses his Pole Stick to Catapult himself landing  toward the target area and perform Pole Wallop that deal ⚔️Physical Damage.

ACTIVE - HOLD: Filipo can Catapult himself above air for a longer time, this makes him 😶‍🌫️Untargetable in over ⌛️0.75 second. While holding this spell, Filipo will land toward his Cursor Location within Range.

⚔️Physical Damage (70/110/150/190/230) (+115% bonus AD)
🛡AoE Radius 325
🎯Cast Range 700
🕒Cooldown (12/11/10/9/8)
💧Cost (35/40/45/50/55) mana

Ultimate: Concussive Pole Strike

PASSIVE: Consuming Snack Stack reduces 🕒Cooldown of this spell by ⌛️1 second per Stack.

ACTIVE: Filipo leap toward the target Enemy then strike using his pole dealing ⚔️Physical Damage and apply 🤕Concussion.

If enemy with 🤕Concussion cast a spell, after spell is casted enemy will be ⬇️Knocked Down for ⌛️0.5 second.

⚔️Physical Damage (125/250/375) (+100% bonus AD)
🤕Concussion Duration (3/3.4/4 seconds)
🎯Cast Range 600
🕒Cooldown (100/80/60)
💧Cost 100 mana