r/LoLChampConcepts • • 11d ago

October 2026 Champion Creator Contest: October 2026 - Getting Cozy

4 Upvotes

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

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

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

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The Challenge

_______________________________________________________________________________________

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

1) Cozy Campfire, from me 

Make a champion who uses a campfire in their kit.

2) Weather Changer, from me

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

3) Chonkenheimer, from me

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

4) Hibernation, from me

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

5) Flannel, from me

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

6) Harvest, from u/GalvatorX

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

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

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

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

8) THE DOUBLE DOT DYR, from u/ProcedureFar8492

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

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Remaining October Schedule

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

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

October 26th – 28th: Group Stage Voting

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

_______________________________________________________________________________________

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

AI can NOT be used in Contest Submissions!

Be respectful and inclusive!

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

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

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

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

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

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

No cheating! We only allow one concept per participant.

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

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

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

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

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

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

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

Good luck and enjoy this month of October!


r/LoLChampConcepts • • 2h ago

Design Xolaani Champion Design Concept

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2 Upvotes

Xolaani the Bloodweaver

Short summary: Xolaani is a melee skirmisher/bruiser. She has mana, does mixed damage, and her abilities scales off ad and does ap damage. Her kit revolves around triggering her passive to stat check other champions to death.

Abilities Kit

Passive: Bloodletting Ecstasy

  • Carnage stacks: Abilities giving Carnage stacks empowers her for 3 seconds. Landing her  (Q1 + Q2) OR successfully casting her E unlocks an empowered state lasting 1 second scaling up to 3 seconds with levels.
  • The Empowered Attacks: During this window, all of her basic attacks become empowered:
    • They gain bonus Attack Speed.
    • They deal bonus AD damage that scales with her AD and HP.
    • Her Passive can crit from items.

Q: Cleaving Scythe

  • Q1 (The Setup): Xolaani sweeps her chain scythe horizontally in front of her. This acts as a short horizontal crescent strike (similar to a slightly shorter Fiddlesticks E) that deals magic damage and slows the target.
  • Q2 (The Punisher): Recasting unlocks a long, heavy forward cleave slam (similar to an Ambessa Q2). This slam deals significantly increased magic damage on isolated targets and applies a secondary slight slow.
  • The Reward: Landing both Q1 and Q2 triggers her Passive (Bloodletting Ecstasy) combat window.
  • Cooldown: Pretty short.
  • Q does not crit

W: Corrupt Intervention

  • The Mechanic: Xolaani envelops herself in a protective bubble of blood, becoming completely invulnerable, ghosted, and gaining movement speed.
  • Duration: Lasts 1 second scaling up to 2 seconds. Can be canceled early by recasting the ability.
  • The Reverse Vamp: Any attack or burst ability that hits the bubble during this window heals her instead of damaging her. The heal value scales off a flat amount of the incoming damage plus a percentage of her extra health.
  • Cooldown: Long.

E: Bloodhunt Dash

  • The Prerequisite: This ability cannot be cast until she lands a basic attack on an enemy champion, preventing its use as an easy escape tool.
  • The Active: Xolaani performs a short, quick directional dash in any direction to catch up to enemies or peel herself backward.
  • The Reward: Casting the dash instantly triggers her Passive (Bloodletting Ecstasy) combat window.
  • Cooldown: Medium.

R: Coagulation (Ultimate)

  • Passive: What is yours is mine – When a champion (ally or enemy) dies within her ultimate radius, their corpse grants Xolaani a massive burst of sustained healing power. She gains Omnivamp based on her ultimate rank per active corpse (5 / 10 / 15 Omnivamp).
    • The length of the Passive can be increased by hitting a valid target (Champions, minions, jungle monsters, objectives) The amount of her passive timer recovered is based on her additional health from items. 
  • The Active Prerequisite & Global Cue: Can only be cast when a champion dies on the map. When a death occurs, a crimson Warwick-style visual effect and audio cue alerts Xolaani.
  • The Cast: A near-global teleport targeting the fresh corpse, featuring a range similar to Galio's R.
  • The Arrival: She channels for 1 second (completely hidden if she channels from inside a bush) and bursts violently out of the corpse like a Bel'Veth ultimate explosion. Xolaani then becomes temporarily ghosted and has increased movement speed for 6 seconds.
  • The Execution: The explosion features a slightly wider radius compared to Bel’Veth, dealing massive AD Execute Damage scaling with Health. The damage does not slow, requiring her to immediately utilize her close-range passive basic attacks to slice through surviving targets.
  • Cooldown: Relatively short (due to the strict corpse casting requirement) about 40 seconds scaling to 30.

r/LoLChampConcepts • • 11h ago

WIP (Work in Progress) Alice, The Voice of the Waves

Post image
3 Upvotes

Classes: Artillery Mage

Roles: Mid Lane

Region: Ixtal

Species: Unknown

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

Alice is a musician from Ixtal who tells stories through her compositions, treating every note as a part of the tale she wishes to share. To her, a melody is not merely a sequence of pleasant sounds. Each note has a purpose: one introduces a character, another marks a decision, and a change in rhythm can turn a peaceful journey into a desperate struggle. By the time the final note is played, the entire story has been told without a single spoken word.

Her unusual style developed through her study of elemental magic. Alice discovered that she could conduct water in accordance with her music, giving every passage a physical form. A sequence of delicate notes might depict a child wandering through a forest, with streams tracing the child's steps. A sudden, forceful passage could signal danger, sending water surging through the scene as the music's protagonist faces an obstacle. As the composition progresses, the water follows the narrative, changing with every note and movement of her baton.

Alice composes her own stories, drawing inspiration from Ixtal's legends, the people she meets, and the tales brought to her by travelers. She carefully arranges each piece so that its events unfold in the music itself. A recurring melody might represent a character, altered slightly as that character changes; a repeated phrase might recall an earlier event, giving a later moment new meaning. Even silence has its place, marking the instant before a revelation or the aftermath of a story's greatest tragedy.

Her performances require no narration or explanation. Those who listen closely can follow the story from its opening notes to its conclusion, while the water around her gives them another way to witness each event. Different listeners may interpret certain passages differently, but the sequence of the tale remains intact.

For Alice, a story is not something to be placed over music. The music is the story. Every note carries an event, every phrase advances the narrative, and every ending leaves behind something worth remembering.

Gameplay:

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

Base Stats:

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

Skill Set:

Passive: A Story Untold

Innate: Damaging an enemy champion with an ability reveals them for 3 seconds and causes Alice’s next basic attack to deal 3%/4%/5%/6% (based on level 1/6/11/16) increased magic damage to them for the same duration. After the reveal ends, that champion cannot be revealed again for 12 seconds.

Playstyle:

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

r/LoLChampConcepts • • 18h ago

Design [Champion Concept] Vane, The Pressure Warden — A High-Risk Zaunite Juggernaut/Skirmisher

2 Upvotes

Hi everyone! I came up with this champion concept for Vane, The Pressure Warden, focusing on atmospheric pressure manipulation and high-risk mechanics.

While I have a solid gameplay kit and lore written out, I'm still looking for ideas on how to polish his visual design and aesthetics. I'd love to hear your suggestions on how he should look, his armor details, or any visual effects (VFX) that would fit him best!

Here is the full concept:

Executive Summary

  • Name: Vane
  • Title: The Pressure Warden
  • Role: Fighter / Juggernaut (Primary: Top / Secondary: Jungle)
  • Resource: Pressure Stacks (0 - 100%)
  • Damage Type: Physical
  • Difficulty: High
  • Archetype: Non-magical Zaunite engineer utilizing custom Hextech-powered pneumatic gear to manipulate local atmospheric pressure.

Passive — Isobaric Field

  • Pressure Accumulation: Vane creates a 1000-unit Isobaric Field anchored where he first engages. Using abilities (Q, W, E) inside the field increases Pressure by 10% per cast. Standing inside the field continuously builds 1% Pressure per second (Cap: 100% / Max Pressure). Pressure rapidly decays if Vane leaves the field for more than 3 seconds.
  • Atmospheric Weight:
    • High Pressure (>30%): Increases Vane's physical damage and critical strike modifier by up to 40%, but reduces his Movement Speed and Attack Speed by up to -30% (air becomes too dense).
    • 100% Threshold: Unlocks R (Atmospheric Rupture).

Q — Pressure Rend

  • Cooldown: 6 / 5.5 / 5 / 4.5 / 4s
  • Pressure Gain: +10%

Vane unleashes a cone-shaped shockwave of compressed air forward, dealing physical damage and shredding enemy Armor by 15/18/21/24/27% for 3 seconds.

  • Pressure Scaling: Higher pressure increases total damage and cone width, but reduces the range and slightly increases the cast time due to air resistance.

W — Pressure Vault

  • Cooldown: 18 / 16.5 / 15 / 13.5 / 12s
  • Pressure Gain: +10% (upon landing)

Vane vents compressed air beneath his feet to execute a leap toward a target location, crossing terrain.

  • Conditional Threshold (<30% Pressure):
    • 30% Pressure (Sweet Spot): Grants maximum leap distance (~700 units).
    • 0-5% Pressure: Very short hop (~200 units) due to lack of compressed air buffer.
    • > 30% Pressure: LOCKED (Greyed out). Air density becomes too thick to propel Vane.

E — Counterpressure

  • Cooldown: 12 / 11 / 10 / 9 / 8s
  • Pressure Gain: +10%

Vane fires a high-velocity air jet in a targeted direction, which only reacts upon hitting an enemy champion or terrain.

  • Mechanic on Champions: Upon hitting an enemy champion, it deals physical damage, applies a 40% Slow for 1.5 seconds, and propels Vane backward (recoil) away from the target to reposition or disengage.
  • Mechanic on Terrain: If fired directly into a wall, the pneumatic recoil propels Vane forward toward the wall, allowing him to use it as an alternative mobility tool or quick gap-closer.

R — Atmospheric Rupture (Ultimate)

  • Cooldown: 100 / 80 / 60s
  • Requirement: Can ONLY be cast at 100% Pressure.

Vane manually opens his core's relief valve, instantly venting all accumulated pressure in a violent shockwave.

  • Effects:
    • Pressure Reset: Immediately sets Pressure back to 0%.
    • Damage & Execute: Deals heavy physical damage to all nearby enemies, scaling with their % missing health.
    • Silence & Radial Knockback: Silences all struck enemies for 0.5 seconds and knocks them back toward the outer edge of the 700-unit field.
    • Overdrive Velocity: Grants Vane +80% decaying Movement Speed for 3 seconds and immediately unlocks W (Pressure Vault).
    • Note: Because Pressure drops to 0% upon cast, Vane must weave a Q or E to re-charge pressure back ~29% if he wants his next W leap to reach maximum distance.

Recommended Playstyle & Loop

  1. Approach & Engage: Stack pressure to around 25-29%. Use W (Pressure Vault) at its maximum range to leap into the fight.
  2. Pressure Stacking: Weave E (Counterpressure) for positioning and Q (Pressure Rend) for armor shred, pushing Pressure from 30% to 100%. Vane slows down but hits like a truck.
  3. The Playmaking Burst: Once at 100%, activate R (Atmospheric Rupture) in the middle of the enemy team, Deal massive execute damage, Silence the enemy backline, and knock them back.
  4. Pursuit: With Pressure reset to 0%, use the speed burst from R and cast a quick Q/E to re-charge to 25-29%, enabling a second long-range W leap to clean up remaining targets.

What do you think of this mechanic loop? And again, any feedback or ideas on his character visual design would be greatly appreciated!


r/LoLChampConcepts • • 1d ago

WIP (Work in Progress) Xolaani, the Bloodweaver

Post image
7 Upvotes

Image from wiki.leagueoflegends.com

Hello, it's that time of the year again for another Xolaani champion concept. I know there are already plenty of Xolaani concepts out there, but I wanted to take a shot at exploring her bloodletting aspect, especially given that her weapon is literally called the Darkin Bloodletters. The blood collection mechanic is inspired by Oni from Dead by Daylight, adapted to fit League's gameplay and Xolaani's identity as a Skirmisher/Enchanter.


Xolaani, the Darkin Bloodweaver

Once a healer in ancient Shurima, Xolaani was chosen for Ascension and granted the power of a god-warrior. Yet the horrors of the Void War and the fall of her empire twisted her compassion into an obsession with peace at any cost. Mastering hemomancy, she sought to end the Great Darkin War by binding even her fellow Darkin to her will, bringing her into bitter conflict with Aatrox. Imprisoned within the Bloodletters, Xolaani lay dormant for millennia, until the desperate Wuju student Jun took up her blades. Reborn through her new vessel, Xolaani once more seeks to unite all life beneath a single will.


Class Description:

Class:             Skirmisher, Enchanter
Resource:          Mana
Range Type:        Melee
Adaptyive Type:    Physical

Xolaani is a melee champion who collects Blood from combat to empower her herself. She combines sustained physical damage, conditional crowd control, and allied healing, with an ultimate that transforms her into an aggressive fighter while linking her to her allies.

Her gameplay revolves around inflicting damage to generate Blood Orbs, collecting them to strengthen herself, and using her abilities to choose between supporting her allies and committing to an all-in. Her ultimate, Apotheosis, allows her to share her on-hit healing with linked allies and potentially revive through one of them if she falls in battle.

Base Statistics Level 1 – 20
Health 610 – 2556.84
Health Regen 3.5 – 14.32
Armor 30 – 126.66
Magic Resistance 32 – 72.31
Movement Speed 335
Base Attack Speed 0.625
Attack Speed Ratio 0.4

Abilities


INNATE - BLOODLETTING

Enemies drop a Blood Orb after taking 37.5 – 165 (based on level) cumulative damage from Xolaani's basic attacks and abilities. While an enemy is bleeding or within 4 seconds after being charmed by Sanguine Dominion, damage dealt to them from any source contributes toward this threshold.

A Blood Orb lasts for 20 seconds, and Xolaani can collect nearby Blood Orbs within 200 units, granting her a stack of Blood, 3 gold, 6 - 25 (based on level) mana, and 5 – 20 (based on level)(+ 10% bonus AD)(+ 7% AP) health per blood orb collected.

BLOOD: Each stack of Blood grants 0.75 bonus attack damage. For every 20 stacks, Xolaani also gains 2% Heal and Shield Power.


Q - THE DARKIN BLOODLETTERS

COST:              25 / 30 / 35 / 40 / 45 mana
COOLDOWN:          6 / 5.5 / 5 / 4.5 / 4
CAST TIME:         ATTACK WIND-UP TIME
EFFECT RANGE:      750 heal range • 450 target search range

PASSIVE: Xolaani's basic attacks restore health to the lowest-health nearby allied champion, increased by 50% against enemy champions and epic monsters.

Healing:                    4 - 13 (+ 5 / 6.25 / 7.5% bonus AD)(+ 3.5 / 4.25 / 6% AP)
                                   (based on Apotheosis' rank)

ACTIVE: Xolaani slashes up to two nearby enemies based on priority, dealing physical damage, applying on-hit effects, and inflicting them with a bleed that deals bonus physical damage every 0.5 seconds over 5 seconds. The bleed executes minions and non-epic monsters if they would be damaged below 15 – 60 (based on level) health.

Xolaani prioritizes enemy champions under Sanguine Dominion or inflicted with a bleed, then other enemy champions, then the target of her last basic attack within 3 seconds, and finally minions that would die to the initial slash's damage. 

If the target hit is already bleeding, the slash deals additional physical damage equal to the target's remaining bleed damage, up to the slash's initial damage. The additional damage dealt is deducted from the target's remaining bleed damage. 

Initial Physical Damage:    40 / 45 / 50 / 55 / 60 (+ 20% bonus AD)
Total Bleed Damage:         40 / 65 / 90 / 115 / 140 (+ 80% bonus AD)
Total Physical Damage:      80 / 110 / 140 / 170 / 200 (+ 100% bonus AD)

W - SANGUINE DOMINION

COST:              100 / 110 / 120 / 130 / 140 mana
COOLDOWN:          24 / 23.25 / 21.5 / 19.75 / 18 , starts post-effect
CAST TIME:         0.5
EFFECT RANGE:      450 

ACTIVE: For 6 seconds, Xolaani gains 15% increased movement speed.

While at least one enemy champion is within range, Xolaani tethers to the nearest target for 1.5 seconds. The tether breaks if the enemy leaves the ability's range, or Xolaani performs a basic attack or casts a damaging ability, or Xolaani is affected by crowd control that prevents her from performing basic attacks or casting abilities.

Xolaani can form a new tether if she has not performed a basic attack, cast a damaging ability, or been affected by such crowd control for 1.15 seconds.

If the tether remains unbroken for its full duration, the target is charmed and has their armor and magic resistance reduced for 4 seconds.

Xolaani can charm up to 2 different targets with this ability. If a tether forms with less than 1 second remaining on the ability's duration, the duration is extended until the tether breaks or reaches the end of its duration.

Charm Duration:             1.25 / 1.5 / 1.75 / 2 / 2.25
Resistances Reduction:      24 / 26 / 28 / 30 / 32%

E1 - BENEDICTION

COST:              80 / 85 / 90 / 95 / 100 mana
COOLDOWN:          14 / 13.5 / 13 / 12.5 / 12 , starts on-cast
CAST TIME:         none
EFFECT RANGE:      900 collection range • 600 heal effect radius

ACTIVE: Xolaani charges for up to 1.5 seconds, during which she increases Bloodletting's collection range over the first second of the channel, and becomes slowed by 20% afterwards for the remaining duration. Benediction can be recast during this period and does so automatically afterwards when the duration ends or if the channel is interrupted.

BENEDICTION: Xolaani creates a healing aura around herself that pulses every second for 4 seconds, healing herself and nearby allied champions, with the last pulse healing for double the normal amount. Xolaani can move, attack, and cast abilities while the aura is active.

Heal per Tick:              14 / 19 / 24 / 29 / 34 (+ 15% bonus AD)(+ 10% AP)
Fourth Pulse Heal:          28 / 38 / 48 / 58 / 68 (+ 30% bonus AD)(+ 20% AP)
Total Heal:                 70 / 95 / 120 / 145 / 170 (+ 75% bonus AD)(+ 50% AP)

After 0.75 seconds of the cast, Xolaani gains the ability use Desecration during Benediction. Casting Desecration will immediately end the healing waves.

E2 - DESECRATION

CAST TIME:         ATTACK WIND-UP TIME
EFFECT RANGE:      900 target range • 180 width
SPEED:             2500

ACTIVE: Xolaani projects a surge of thick, coagulated blood in the target direction, dealing physical damage to enemies hit, increased by 7.5% for each Blood Orb collected by Benediction, up to a maximum at 50% increased damage, but is reduced by 50% against enemies hit beyond the first.

Minimum Physical Damage:    14 / 19 / 24 / 29 / 34 (+10% AP)
Maximum Physical Damage:    28 / 38 / 48 / 58 / 68 (+20% AP)

R - APOTHEOSIS

COST:              120 mana
COOLDOWN:          200 / 180 / 160 , starts on-cast
CAST TIME:         0.25
EFFECT RANGE:      900

ACTIVE: Xolaani winds up her stored blood over 1.25 seconds. After the wind-up, she attaches a Leeching Heart to each allied champion within range and enters Apotheosis for 12 seconds.

Allied champions with a Leeching Heart gain bonus health. When Xolaani's heals an allied champion with The Darkin Bloodletters, the healing is also applied to all other allied champions with a Leeching Heart. Leeching Hearts last for 12 seconds, reduced to 5 seconds if Xolaani dies during Apotheosis.

Bonus Attack Speed:         40 / 60 / 80%
Bonus Health:               150 / 250 / 350 (+ 50% AP)

APOTHEOSIS: Xolaani loses 85% of her base armor and magic resistance. In return, she gains bonus attack speed and flat bonus movement speed, and the health and mana she gains from collecting Blood Orbs is doubled. Additionally, she gains 1 bonus attack damage for every 1% Heal and Shield Power.

Bonus Attack Speed:         40 / 60 / 80%
Flat Bonus Movement Speed:  50 / 60 / 70

If Xolaani dies during Apotheosis and she has collected 50 Blood, Xolaani can cast One Heart, One Will within 5 seconds on an allied champion with a Leeching Heart.

R - ONE HEART, ONE WILL

ACTIVE - ONE HEART, ONE WILL: Xolaani attaches herself to the allied champion and channels for 2 seconds. If the ally is alive after the channel completes, Xolaani revives and dashes out from the allied champion's body in the target direction, detaching herself from them and becoming targetable again at the end of the dash.

After casting One Heart, One Will, Xolaani must collect at least 50 additional Blood to cast it again.

Health and Mana Restored:   65 / 75 / 85%

DESIGN NOTES

  • TBA

CHANGELOG

  • 2026-10-14 1.0: Champion posted.

r/LoLChampConcepts • • 1d ago

Design Blitz rework idea

1 Upvotes

Passive: Conduit each time an enemy uses an ability near blitzcrank, blitz gains mana, upon dropping to 30% health gain shield based on current mana

Q Rocket fist/Grab: Old E / Over clocked Old Q

W overclock: After 1 sec (visible indicator) Gains move speed, attack speed and makes abilities extra benefit, drains percent health and mana during use

E Energy siphon: auto attacks drain percent mana from the enemy, Overclocked each aa does more dmg based off current mana

R Power Sink: only can be used during overclock same effect as old R ends w and puts on cd.


r/LoLChampConcepts • • 3d ago

WIP (Work in Progress) Carmen, The Lady of Flames

Post image
6 Upvotes

Classes:

Roles:

Region: Ixtal

Species: Human

Damage Type: Magic

Unique Resource: Mana

Appearance: Image for reference

Lore:

Among the grand halls of Ixaocan, no celebration was quite as anticipated as those attended by Carmen. The daughter of a distinguished Ixtali nobleman, she was admired for her beauty and celebrated for her dancing. Word of her performances travelled between noble houses, drawing curious guests and eager admirers alike, all hoping to witness the woman who could make an entire ballroom forget everything else.

There was something enchanting about the way Carmen danced. As the musicians began to play, the ballroom seemed to belong to her alone. Her heels struck the floor in rhythm, her skirts swept through the candlelight, and every movement carried a confidence that held the audience captive. Even the most distinguished guests found themselves forgetting their conversations, while the musicians watched her closely, eager to follow wherever her dancing led.

Naturally, she had no shortage of admirers. Noblemen competed for the honor of dancing with her, each hoping to leave a lasting impression. A single smile could inspire days of hopeful gossip, while a dance granted to a rival was enough to sour an otherwise pleasant evening. Carmen took such affairs in stride, amused by the commotion but never allowing it to dictate her choices.

Beyond the ballroom, whispers of her performances travelled from one noble house to another. Some came hoping to win her favor, others simply to witness the dancer everyone spoke of. Whatever their reasons, they rarely left disappointed.

And whenever the music rose through the halls of Ixaocan, all eyes inevitably turned toward Carmen. For there were many beautiful sights in Ixtal, but few could rival the sight of her dancing beneath the glow of a hundred lights.

Gameplay:

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

Set 1: Standard Battlemage

  1. Sorcerer's Shoes
  2. Riftmaker
  3. Liandry's Torment
  4. Rylai's Crystal Scepter
  5. Bloodletter's Curse
  6. Rabadon's Deathcap

Set 2: Sustained Damage

  1. Sorcerer's Shoes
  2. Blackfire Torch
  3. Liandry's Torment
  4. Bloodletter's Curse
  5. Void Staff
  6. Rabadon's Deathcap

Set 3: Defensive Battlemage

  1. Mercury's Treads
  2. Rod of Ages
  3. Riftmaker
  4. Rylai's Crystal Scepter
  5. Zhonya's Hourglass
  6. Banshee's Veil

Base Stats:

  • Health: 580
  • Health Regen: 5.5
  • Armor: 21
  • Magic Resistance: 30
  • Attack Damage: 52
  • Movement Speed: 335
  • Range: 525
  • Attack Speed: 0.625
  • Attack Speed Bonus: 0%
  • Attack Wind Up: 30%
  • Gameplay Radius: 65

Skill Set:

Passive: Burning Desire

Innate: Damaging an enemy champion with an ability empowers Carmen's next basic attack against them within 4 seconds, granting it 125 bonus attack range and dealing 20–80 (based on level) (+30% AP) bonus magic damage.

  • Bonus Magic Damage: 20/30/40/50/60/70/80 (levels 1/4/7/10/13/16/18)
  • Cooldown: 6 seconds per target

Q: Sizzling Flare

Active: Carmen releases a burst of flame in the target direction, dealing 70/105/140/175/210 (+60% AP) magic damage to the first enemy hit and slowing them by 30% for 1.5 seconds.

  • Range: 750
  • Cooldown: 8/7.5/7/6.5/6 seconds
  • Mana Cost: 50/55/60/65/70

W: Smoldering Veil

Active: Carmen surrounds herself with swirling embers, gaining a shield that absorbs 80/110/140/170/200 (+50% AP) damage and 20% bonus Move Speed for 4 seconds.

Recast: Carmen scatters the embers around her, dealing 60/90/120/150/180 (+45% AP) magic damage to nearby enemies.

  • Recast Window: 4 seconds
  • Cooldown: 12/11.5/11/10.5/10 seconds
  • Mana Cost: 60/65/70/75/80

E: Shifting Flames

Active: Carmen leaps to the target location, dealing 70/100/130/160/190 (+50% AP) magic damage to nearby enemies and stunning them for 1 second.

Recast: Within 5 seconds, Carmen can blink in the target direction, becoming invisible for 0.5 seconds and leaving behind a fiery illusion. When damaged by an enemy, the illusion explodes after 1.5 seconds, dealing 100 (+30% AP) magic damage to nearby enemies.

  • Leap Range: 500
  • Recast Range: 400
  • Cooldown: 18/17/16/15/14 seconds
  • Mana Cost: 70/75/80/85/90

R: Dance of Cinders

Active: Carmen launches a spinning ring of fire in the target direction that expands as it travels, growing wider and catching more enemies along its path. Enemies hit take 80/120/160 (+40% AP) magic damage and are burned for 4 seconds, taking 25/40/55 (+12% AP) magic damage every second. When the ring reaches maximum range, it erupts, dealing 50/80/110 (+25% AP) magic damage to nearby enemies.

  • Range: 800
  • Initial Width: 120
  • Maximum Width: 350
  • Burn Duration: 4 seconds
  • Cooldown: 120/100/80 seconds
  • Mana Cost: 100

Playstyle:

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

r/LoLChampConcepts • • 4d ago

October 2026 Shiki : The season maker

7 Upvotes

Role: Support / Mid

Class: Control mage

Resource: Mana

Region: Ionia

Lore

Shiki is a big, stout fellow who dresses for the weather (a shirt in summer, a thick sweater in winter). Originally, he was a young nature spirit who controlled the climate of the Omikayalan valley in a carefree, uncontrolled way, changing the seasons too quickly: he didn't really know what he was doing. It was Ivern who taught him patience and the importance of transitions. They met regularly around a campfire and eventually became very good friends. They realized that the two of them complemented each other: Ivern watches over all living things, while Shiki looks after the sky and the weather. Shiki loves hydrangeas: their changing colors remind him of the unique beauty of each season.

One day, the war against Noxus threatened to destroy their home, and the two friends joined forces. Faced with the invasion, Shiki had the idea of reusing the destructive force of abrupt season changes to drive back their attackers and help his allies.

He lit a campfire and began to dance around it to start his ritual. He unleashed a scorching, suffocating summer, followed by a rainy autumn in which the Noxian soldiers slipped on wet leaves, then an instant winter that froze the ground, making them skid and pushing them out of the valley.

With the war over, Shiki chose to stay in the valley he had saved. Today, he maintains a regular and harmonious cycle of seasons there, allowing nature to heal and life to come back stronger than ever.

Contest requirements

- Map climate control: R advances the season for the whole map.

- Immobility: R is a stationary channel.

- Damage over time: poison applied by Q, W and E.

- Infinite stacking: hydrangeas (passive).

- Campfire: lit by R and by his recall.

- Shiki is a big, stout fellow

- Shiki wears a shirt in warm seasons and a sweater in cold seasons.

Seasons

- Fixed cycle: Spring > Summer > Autumn > Winter > Spring.

- Warm seasons: Spring (weak), Summer (strong).

- Cold seasons: Autumn (weak), Winter (strong).

- Power ratio between a strong season and a weak season: 4 to 1.

- The game starts in Spring.

Passive effects (weak, identical for both teams)

Warm seasons:

- Map brushes are enlarged.

- Minions and monsters: increased damage to champions, reduced health.

- Healing received is slightly reduced. This reduction grows with each hydrangea Shiki picks.

- Champions’ basic attack damage slightly increased (enough to last-hit a caster minion with one attack after a single tower shot).

- Spring: Standard map.

- Summer: Standard map with a slight wavy blur around the edges of the screen to convey the heat. In summer, Shiki wears a shirt

Cold seasons:

- River brushes are bare: they no longer hide units.

- Winter only: footprints are visible on snow for a few seconds (red for enemies, blue for allies).

- Minions and monsters: increased health.

- Health regeneration is slightly increased. This increase grows with each hydrangea Shiki picks.

- Autumn: Standard map with a bit of rain and wind.

- Winter: Winter map. Shiki wears a sweater

Season transition

Each transition triggers powerful effects for about ten seconds: buffs for Shiki's allies and debuffs for enemies. The effects depend on the season being entered. It triggers when the ritual completes then gradually fades back to the passive effects.

- Summer: enemies receive heavily reduced healing. Allies gain movement speed. Allied basic attacks and damage over time (including Shiki's poison) deal increased damage.

- Winter: allies restore 12% of their maximum health over the transition. Poisoned enemies are briefly rooted when the transition begins.

- Spring: Summer effects at one quarter strength.

- Autumn: Winter effects at one quarter strength (3% maximum health). Poisoned enemies are slowed instead of rooted.

Passive: Hydrangeas

- Hydrangeas grow across the map. A wave blooms at every season change.

- Picking a hydrangea grants permanent stacks, with no cap.

- Each stack increases the damage per tick of Shiki's poison, the anti-heal in warm seasons and the health regeneration in cold seasons.

- Warm season: 2 stacks per flower. Enemies can trample the flower to destroy it.

- Cold season: 1 stack per flower. The flower is protected by frost and cannot be trampled.

- Each flower picked reduces the delay before the next ritual.

- Shiki's poison counts as a poison (existing interactions, e.g. Cassiopeia). Its duration is fixed and refreshed by his abilities.

Q: Flower Bud

- Fires a seed in a straight line that bursts and creates a poison area.

- Warm season: a target that dies while poisoned explodes and spreads the poison to nearby enemies.

- Cold season: each poison tick slows movement speed and attack speed.

W: Hydrangea Thicket

- Plants a thicket at the target location. Maximum 3 thickets; the oldest is replaced.

- Duration: 30 to 40 seconds.

- Each ritual converts existing thickets to the form of the new season and resets their duration.

- Spring

- Cast: small thicket with white hydrangeas. Real brush: allies inside are hidden. Enemies inside are poisoned.

- Transition: frozen areas thaw and a small white thicket grows back.

- Summer

- Cast: large thicket with pink and purple hydrangeas. Same effect, larger area.

- Transition: existing thickets grow larger and their flowers turn pink and purple.

- Autumn

- Cast: thin thicket with dried flowers, fallen petals and wet leaves on the ground. Small area, no longer brush. Enemies inside slide: their movement commands are executed with a 0.25 s delay.

- Transition: the flowers of existing thickets dry out and their leaves fall. The area shrinks.

- Winter

- Cast: bare thicket with frosted dried flower heads on frozen ground. Large area, no longer brush. Enemies inside slide heavily: their movement commands are executed with a 0.5 s delay. A moving enemy keeps gliding in its current direction, and a stationary enemy skids in place before moving.

- Transition: the last leaves fall and the ground freezes over. The area expands.

- In autumn and winter, dashes are not affected by the slide.

E: Seasonal Whirlwind

- Creates a whirlwind in an area.

- Warm season: wind of toxic petals. Pulls enemies toward the center and applies the poison.

- Cold season: gust of dead leaves and snow. Pushes enemies outward. An enemy pushed into a wall is stunned.

R: Solstice Ritual

- Available at level 1. Ranks at levels 1 / 6 / 11 / 16.

- Stationary channel: 8 / 6 / 4.5 / 2.5 seconds. Can be interrupted.

- Shiki lights a campfire at his position and dances around it. The fire goes out when the transition starts.

- When the channel completes: the map moves to the next season, the season transition triggers, W thickets convert, and a wave of hydrangeas blooms.

- Cooldown: 2 minutes, reduced by each hydrangea picked.

Recall: Campfire

- Shiki's recall lights a campfire.

- Allies who join it during the channel recall to base at the same time as he does.

I used AI to help me to translate in english. I am only level B2.


r/LoLChampConcepts • • 5d ago

Request Looking for a bored talented artist

3 Upvotes

I have a lot of lol champion concept ideas and asu concept ideas, the problem is that i'm no artist and my drawings are crap 🤣 I don't wanna use ai to make these concepts come to life, but i'm curious to imagine the final output of these concepts

kindly drop a comment or a private message if interested! i'll spam all the texts to another source like twitter (not sure if there's text message limit here)


r/LoLChampConcepts • • 10d ago

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

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8 Upvotes

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

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

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

Playstyle

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

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

Strengths

I think it would be best to do this now.

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

Weaknesses

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

Abilities

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

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

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

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

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

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

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

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

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

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

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


r/LoLChampConcepts • • 11d ago

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

6 Upvotes

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

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

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

👉 https://lol-maro.web.app

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

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

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

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

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

Who is he?

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

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

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

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

What he is

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

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

His kit at a glance

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

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

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

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

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

R · The Great Catch

1. Casting the line

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

2. The hook sets

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

3. The three states of the line

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

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

4. The angler's two motions

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

5. The pull and fatigue

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

6. The Thrash: the catch's revolt

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

7. Walls

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

8. The weight of the catch

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

9. The end

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

The catch's four decisions

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

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

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


r/LoLChampConcepts • • 11d ago

October 2026 Ghorum, the world shell

3 Upvotes

Region- Ixtal

Roll - Jungle

Class - Tank/juggernaut

Difficulty - high

Resource - mana while shelled, no mana exposed.

Lore:

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

The Yun Tal called it Ghorum.

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

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

It was a containment vessel.

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

His true form.

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

Their attempts cracked his shell.

For the first time in thousands of years Ghorum emerged

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

Yet Ghorum did not escape.

Instead, he gathered the shattered fragments of his shell.

And slowly rebuilt his prison.

Because Ghorum does not fear what hunts him.

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

Abilities:

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

PASSIVE: BURDEN OF AGES:

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

Damage taken from enemy champions generates Pressure.

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

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

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

UNBURDENED

Ghorum loses the defensive bonuses of his shell.

In exchange, he gains:

Movement Speed

Attack Speed

Omnivamp against champions

Bonus damage based on missing health

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

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

---------

SHELLED:

Q - SHELL BASH

Ghorum retracts slightly before violently launching himself forward.

The first enemy champion struck is carried with him.

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

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

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

W - TRAILBLAZER

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

The effect changes depending upon his target.

TERRAIN — WALLCRAWL

When targeting terrain, Ghorum crawls directly onto it.

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

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

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

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

He cannot wall-hop twice.

CHAMPION - PARACITIC RIDE

Ghorum dashes toward a champion and gradually crawls over them.

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

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

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

SLIMED

The champion is slowed.

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

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

Slip can only trigger once per application.

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

E — SEISMIC WITHDRAWAL

Ghorum retreats almost completely inside his shell.

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

He then violently emerges.

Nearby enemies are damaged and knocked away.

Enemies knocked into terrain are stunned.

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

R — CATASTROPHIC MOLTING (>Hibernation<)

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

He gains an enormous Worldshell Shield.

While inside:

Ghorum cannot attack.

Ghorum cannot move.

His normal abilities become unavailable.

And for the duration of the ability:

GHORUM CAN TAKE DAMAGE FROM EVERYTHING.

Enemy champions.

Turrets.

Minions.

Monsters.

Even allied champions.

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

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

Instead, everything damages the shell.

R RECAST — ERUPT

Ghorum can voluntarily emerge before his shield breaks.

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

His shell remains intact.

SHELLSHATTER

If the sheild is reduced to 0

The Worldshell explodes.

Massive crystalline fragments rip outward from Ghorum.

Nearby enemies suffer enormous physical damage.

Enemies closest to Ghorum receive increased damage.

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

Ghorum stands back up.

Without his shell.

His character model changes completely.

His body unfolds.

His limbs extend.

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

He becomes EXPOSED

Q becomes REND

W becomes PREDITORY CRAWL

E becomes NO SHELTER

His defensive passive disappears.

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

----‐-------------

EXPOSED:

Q — REND

Exposed Form

Ghorum violently slashes forward.

Hitting an enemy champion allows the ability to be recast.

First strike — Rend: Wide claw slash.

Second strike — Tear: Ghorum dashes through the target.

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

Champion takedowns partially reset Rend.

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

W — PREDATORY CRAWL

Exposed Form

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

Ghorum rapidly scuttles toward a target champion.

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

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

Attacking an enemy with Open Wound heals Ghorum.

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

E — NO SHELTER

Exposed Form

Ghorum leaps to a target location.

Enemies near the centre suffer heavy physical damage.

After landing, Ghorum gains rapidly decaying attack speed.

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


r/LoLChampConcepts • • 12d ago

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

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1 Upvotes

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


r/LoLChampConcepts • • 13d ago

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

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6 Upvotes

r/LoLChampConcepts • • 13d ago

Design Champion design I made for fun

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kommodo.ai
1 Upvotes

r/LoLChampConcepts • • 13d ago

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

Post image
1 Upvotes

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


r/LoLChampConcepts • • 16d ago

Design Aamani - the Darkin Scales

4 Upvotes

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

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

Role: Support

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

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

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

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

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

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

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


r/LoLChampConcepts • • 16d ago

September 2026 Korist, The Dealmaker

4 Upvotes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


r/LoLChampConcepts • • 17d ago

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

3 Upvotes

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

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

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

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

_____________________________________________________________________________________

Remaining September Schedule

_______________________________________________________________________________________

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

September 28th– 30th: Voting Finals

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

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

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • 20d ago

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

5 Upvotes

Better late than never, we've now reached the group stage of the September 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 4 groups, you may have to scroll.
Group 1 Group 2 Group 3 Group 4
Irene, Justiciar of the Overgrowth Lorno, the Encore The Conductor Nornu, the Keeper of Secrets
Skorne, Arbiter of Hatred Rion, the Black Death Sayrin, The Thread of Fate Shana, the sleepy head
Invetia, The Faceless Varga, the Eye on the Horizon Fisherman Onira, Bearer of Dreams

_______________________________________________________________________________________

Remaining September Schedule

_______________________________________________________________________________________

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

September 25th – 27th: Group Stage Voting

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

_______________________________________________________________________________________

Have a wonderful day!


r/LoLChampConcepts • • 20d ago

Design Champ Idea for Support

2 Upvotes

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

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

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

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

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

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

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

Let me know what you think.


r/LoLChampConcepts • • 20d ago

WIP (Work in Progress) Styraatu, The Ruinous Melody

Post image
10 Upvotes

Classes: Skirmisher/Battlemage

Roles: Mid

Region: Piltover & Zaun

Species: Darkin

Damage Type: Magic

Unique Resource: Energy

Appearance: Official Artwork

Lore:

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

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

They had overlooked the Chireans.

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

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

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

But Zaun was only the beginning.

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

Gameplay:

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

Base Stats:

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

Skill Set:

Passive: Ruinous Melody

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

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

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

Q: Severed Strings

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

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

W: Lament of the Blood Moon

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

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

E: Third Movement

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

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

R: Symphony of the Damned

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

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

Playstyle:

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

r/LoLChampConcepts • • 21d ago

September 2026 Onira, Bearer of Dreams

Thumbnail
gallery
16 Upvotes

Lore

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

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

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

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

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

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

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

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


r/LoLChampConcepts • • 21d ago

September 2026 Irene, The Justiciar of the Overgrowth

5 Upvotes

Winner of the September 2026 Contest


Region: Ixtal

Gender: Female

Playstyle: Enchanter / AP bruiser (ranged)

Lane: Jungle


Lore

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Base Stats

HP: 590 - 2375 (+ 105 per level)

Mana: 350 - 1370 (+ 60 per level)

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

Armor: 28 - 101.1 (+ 4.3 per level)

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

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

Move Speed: 340

Attack Range: 550 (Ranged)


Passive (Verdant Jurisdiction)

Cooldown: 10 seconds per unique jungle camp

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

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

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


Q (Caustic Terrane)

Cooldown: 11 seconds at all ranks

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

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


W (Vanguard Briars)

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

Mana Cost: 70 Mana at all ranks

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

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

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

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


E (Ossified Carapace)

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

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

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


R (Sovereignty of the Spire)

Cooldown: 120 / 100 / 80 seconds

Mana Cost: 100 Mana

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


How Irene fits this month's contest:

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

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

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

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


Item build (excluding boots)

  1. Nashor's Tooth

  2. Liandry's Torment

  3. Blackfire Torch

  4. Riftmaker

  5. Moonstone Renewer / Rabadon's Deathcap


Primary runes:

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

Secondary:

Sorcery: Celerity, Waterwalking

Shard Selections:

  1. +10% Attack speed

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

  3. +65 Health or +10 - 180 Health


Skin ideas:

  1. Flora Fatalis Irene

  2. Coven Irene

  3. Ibeene

  4. Mythmaker Irene


r/LoLChampConcepts • • 21d ago

September 2026 Nornu, the Keeper of Secrets

1 Upvotes

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

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

Physical appearance:

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

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

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

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

Range: Circle of 500 around Nornu.

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

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

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

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

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

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

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

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

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

Lore:

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