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Champion Suggestion Forum Guidelines

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tuaavode10

Junior Member

11-24-2013

I think riot should watch the champion suggestion more times there are some awesome suggestions


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Deamonstone

Recruiter

11-25-2013

But they don't....


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Ylles

Senior Member

11-25-2013

yeah they don't give a **** ^^ don't waste your time here


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ChiTenshi

Senior Member

11-25-2013

Quote:
Originally Posted by RiotAmes
Welcome to the Player Concepts forum! This forum is a creative outlet for the many talented summoners who wish to flex their skills and have other summoners provide feedback. The goal should not be to have Riot take your idea and put it into the game. The goal is to grow your own ability to design within the creative space that is the League of Legends.


Anyway, I think some skin ideas have been used from this forum and possibly move/spell ideas, but not full blown champions yet.


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Deamonstone

Recruiter

11-26-2013

While ChiTenshi may have a point, it's still concidered a waste to create something, which never amounts to anything other than the imagination...

Luckily, Riot doesn't have copyrights on our ideas, so if you feel that you are being ignored, feel free to try and implement the idea into some other game that appreciates you.

The rest of us here will do our best to give you accurate details on how a champ should play, in terms of scaling, originality, playabilitly and verbal accuracy.

Those who whish... feel free to express yourself however you wish (regarding non existant fan-based content)


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SubjectSeven

Senior Member

11-26-2013

Champion Suggestions is indeed just a creative outlet for people with too much time that like designing kits. You shouldn't be here just for Riot to take every idea into the game.


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Lord The Ripper

Junior Member

11-27-2013

Hi All!
I don't know where to post my suggestions/ideas so I do it here, don't blame me. So, I got a few ideas about new champions just for fun. The champions are related to well known people, but any coincidences with the reality is just an accident. Please enjoy my work. RIOT can use them as well, all their abilities, names, values, etc.

Here they are:

Hertz
The Ultimate Physicist

Health: 410 (+78/level)
Health Regen: 5,6 (+0,48/level)
Mana: 260 (+46/level)
Mana Regen: 8,24 (+0,82/level)
Attack Damage: 48 (+2,7/level)
Attack Speed: 0,625 (+1,58%/level)
Movement Speed: 340
Armor: 12 (+3,0/level)
Magic Resist: 30 (+0/level)
Range: 500

Abilities

Unknown Energy Source- Hertz gains +5 to maximum mana whenever he kills a unit. Upon killing a champion he receives +20 to maximum mana and regenerates 30% of the lost mana.
Resonance- Hertz releases a devastating sound wave around himself dealing magical damage to all enemies. Deals 40/70/100/130/160 (+30% AP) magic damage in 550 radius. Cost: 50/60/70/80/90 mana. Cooldown: 5/4,5/4/3,5/3 sec.
Kinetic Energy Recovery- Hertz regenerates his own mana. Hertz will regenerate 20/25/30/35/40% of the maximum mana. During the regeneration Hertz releases a Resonance wave for free. Cost: 50 mana. Cooldown: 52 sec.
Quantum Anomaly- Hertz can create an anomaly field that slows enemy units in 850 AOE. In the anomaly allied Champions receive +20/25/30/35/40 Armor and Magic Resistance. Any enemy steps in the anomaly receives -30/40/50/60/70% movement speed. The field lasts for 5/6/7/8/9 seconds. Cost: 60/65/70/75/80 mana. Range: 900. Cooldown: 22 sec.
Phonon-Ion Shield- Passively releases a huge resonance detonation wave if Hertz dies. Deals 300/500/700 (+100% AP) Magic damage in 1100 range around Hertz. Active: Hertz uses his own mana source to absorb damage. Hertz can absorb 1 point of damage for sacrificing 1 point of mana. If the damage exceeds Hertz's mana, the damage will normally lower Hertz's health. This shield lasts for 6/8/10 seconds. Range: self. Cost: no cost. Cooldown: 150/120/90 sec.

Dante
The Pyromancer

Health: 417 (+73/level)
Health Regen: 5,24 (+0,62/level)
Mana: 260 (+52/level)
Mana Regen: 7,5 (+0,75/level)
Attack Damage: 46 (+3,2/level)
Attack Speed: 0,625 (+1,76%/level)
Movement Speed: 340
Armor: 16 (+3,0/level)
Magic Resist: 30 (+0/level)
Range: 520

Abilities

Abyssal Channeling- Dante's spells are channeled trough the chaos, becoming unstable. There is 15% chance that a spell will be casted for free.
Inferno- Dante throws a fire bolt on the enemy unit dealing 120/140/160/180/200 (+40% AP) Magical damage over 4 seconds. After the damage is dealt, the target is slowed down by 50% for 2 seconds. Range: 650. Cost: 40/45/50/55/60 mana. Cooldown: 8 seconds.
Flame Ring- Dante sends out a wave of raging fire, dealing 140/180/220/260/300 (+60% AP) Magical damage to any enemy it engulfs. Range: 520. Cost: 70/80/90/100/110 mana. Cooldown: 25 seconds.
Master of Fire- Toggle: Dante's spells deals additional Magic damage and penetrates the Magical resistance of enemies, but the spells cost additional mana. Deals additional +(5% AP)% magic damage with a spell, and the spells penetrates the enemy's Magic Resistance by 5/10/15/20/25. Cost: 50 mana.
Armageddon- Dante sends the hell upon all enemy units in the targeted 700 AOE area. Dante deals 150/200/250 (+20% AP) True damage to all enemy units in the center 250 AOE area and deals additional 180/240/300 (+120% AP) Magical damage in the whole area. Be careful! It damages friendly units and champions as well. Range: 1140. Cost: 150 mana. Cooldown: 150/120/90 seconds.

Chuck
The Texas Ranger

Health: 450 (+90/level)
Health Regen: 8,0 (+0,85/level)
Attack Damage: 55 (+3,0/level)
Attack Speed: 0,625 (+2,5%/level)
Movement Speed: 350
Armor: 20 (+3,5/level)
Magic Resist: 30 (+1,5/level)
Range: melee

Abilities

Chuck Doesn't Like You- Chuck has an 550 AOE aura. If an enemy Champion gets inside the aura, it takes damage. This effect occurs whenever an enemy gets in the aura, not only once. Chuck collects Fury points, with each damage he suffered. Reaching 100 Fury points, the aura deals maximum damage (400 (+50% AD) magic damage). Fury points are lost upon death.
Chuck Let You Play- Chuck kicks your head off. Dashes to the target and damages and stuns the targeted enemy. Does 200/250/300/350/400 (+100% AD) physical damage and stuns for 1,0 seconds. Cost: no cost. Range: 300/340/380/420/460. Cooldown: 14 sec.
Chuck Is Faster- Nowhere to hide from Chuck. He is always faster than you. Teleports to the nearest enemy champion. If there is no enemy champion within the ability's range, Chuck teleports to the closest visible enemy champion. Cost: no cost. Range: 3000. Cooldown: 45/40/35/30/25 sec.
Chuck's Might- When Chuck punches you in the face, you're screwed. Go home and cry. Chuck releases an immense shock wave in one direction dealing 150/200/250/300/350 (+100% AD) magical damage and pushes back enemies. Cost: no cost. Range: 600. Cooldown: 9/8/7/6/5 sec.
The Roundhouse Kick- You don't want it. Run until it goes off! Chuck's next attack deals a percentage of his maximum health as true damage. Deals 20/25/30% (+(10% AD)%) health of Chuck as true damage. Cost: no cost. Range: self. Cooldown: 120/100/80 sec.

Jigsaw
The Puppet Master

Health: 385 (+75/level)
Health Regen: 5,0(+0,60/level)
Mana: 275 (+44/level)
Mana Regen: 6,9 (+0,72/level)
Attack Damage: 45 (+3,2/level)
Attack Speed: 0,620 (+1,88%/level)
Movement Speed: 345
Armor: 18 (+2,8/level)
Magic Resist: 30 (+0/level)
Range: 525

Abilities

Convince The Weak- increases all crowd control effects on all nearby enemies by +35%
Stay Quiet- Jigsaw silences all enemies around himself for 2/2,5/3/3,5/4 seconds. Reactivating this ability in 2 seconds removes the silence from debuffed enemies, but damages them for 80/100/120/140/160 (+125% AP) magical damage. Cost: 60 mana. Range: 650. Cooldown: 14/12/10/8/6 seconds.
Run Away!- terrorizes an enemy champion that runs away from Jigsaw for 1/1,5/2/2,5/3 seconds. The enemy champion loses 10% ability power and attack damage for 3 minutes. This effect can stack up to 3 times. Cost: 60/70/80/90/100 mana. Range: 650. Cooldown: 15 sec.
Frenzy- the targeted champion deals +100% physical damage for 3/4/5/6/7 seconds, but loses all it's Armor and Magic Resistance. If casted on an enemy, it will also affect with movement speed reduction. It's movement speed is reduced by 30% for the duration of the spell. Cost: 80 mana. Range: 650. Cooldown: 30 sec.
Ultimate Terror- Jigsaw stuns an enemy champion for 2/3/4 seconds. The stunned champion suffers from Ultimate Terror for the next 2/3/4 seconds, suffering 100/120/140 (+35% AP) magical damage each second. Cost: 150 mana. Range: 650. Cooldown: 120 sec.

Kane
The Brotherhood Leader

Health: 446 (+85/level)
Health Regen: 7,65(+0,72/level)
Mana: 220 (+42/level)
Mana Regen: 4,2 (+0,62/level)
Attack Damage: 49 (+2,8/level)
Attack Speed: 0,625 (+2,11%/level)
Movement Speed: 355
Armor: 18 +(2,5/level)
Magic Resist: 30 (+1,25/level)
Range: 560

Abilities

Kane Lives!- Whenever Kane dies, several Minions are spawned around Kane. (1/2/3/4/5/6 Minions at level 1/4/8/12/16/18)
Summon Brothers- Kane summons 2/3/4/5/6 Melee Minions to defend the realm. Minions are uncontrollable, and they have 400(+100% AP) Health, 20 Magic Resistance and 20 Armor, and they do 25(+25% AD) physical damage every 1,25 second. The Minions prioritize Kane's last target. The Minions follow Kane, but after 30 seconds, they'll leave Kane, and they go back to the nearest lane. Cost: 60/70/80/90/100 mana. Range: Self. Cooldown: 40 sec.
The Future Is Ours- The targeted ally will receive +20/25/30/35/40% Attack Speed, and +25% Movement Speed for 6 seconds. Cost: 50 mana. Range: 700. Cooldown: 16 sec.
Rise Up- Kane's aura adds allied forces passive +15% life steal and increased +6/8/10/12/14% attack speed. AOE of the aura is 600. If activated, Kane deals damage to an enemy champion based on how many units destroyed the champion. Deals 200/240/280/320/360 (+40% AP)(+minion kills)(+3*monster kills)(+20*champion kills). Cost: 75 mana. Range: 600. Cooldown: 25 sec.
Redemption- Kane resurrects any fallen ally around himself. After channeling for 2 seconds, Kane resurrects any fallen allied Champions in the last 7/14/21 seconds. The Champions are resurrected with full mana and health. Cost: 150/250/350 mana. Range: 700. Cooldown: 150/120/90 seconds.

Walter
The Villain Hero

Health: 388 (+82/level)
Health Regen: 5,13(+0,62/level)
Mana: 286 (+48/level)
Mana Regen: 7,4 (+0,64/level)
Attack Damage: 44 (+3,5/level)
Attack Speed: 0,645 (+1,76%/level)
Movement Speed: 335
Armor: 12 +(2,8/level)
Magic Resist: 30 (+0/level)
Range: 460

Abilities

All Hail The King- Walter receives +1 Gold every 5 seconds. On champion kill or assist Walter receives additional Gold depending on Walter's level (+5 Gold/level).
This Is Not Meth- Walter throws an explosive crystal to the targeted point dealing 100/135/170/205/240 (+40% AP) magical damage in 400 AOE. For each enemy killed by this ability, Walter receives additional +1/2/3/4/5 Gold. Cost: 80 mana. Range: 760. Cooldown: 12/11/10/9/8 seconds.
Hydro-Chloride Acid- Walter defiles the targeted area with a damaging acid for 5 seconds. Any enemy steps into it, receives 60/75/90/105/120 (+25% AP) magical damage each second, and reduces the enemy's movement speed by 40%. Cost: 75 mana. Range: 960. AOE: 500. Cooldown: 12 seconds.
Say My Name- Walter marks a single enemy champion for 5 seconds. If the enemy champion goes away from Walter more than 1200/1100/1000/900/800 distance, it will receive 160/190/220/250/280 (+50% AP) magical damage. If the enemy champion is killed with this ability, Walter receives +20% Gold. Cost: 80/90/100/110/120 mana. Range: 560. Cooldown: 25 seconds.
I Am The Danger- Walter deals back damage to any aggressor against him. Toogle: Any damage will be retaliated with 75/100/125 (+15% AP) magical damage, but it drains 100/80/60 mana, each time Walter is attacked. Range: Self.

Lucy
The Black Lotus

Health: 392 (+80/level)
Health Regen: 6,35(+0,65/level)
Mana: 224 (+40/level)
Mana Regen: 5,40 (+0,65/level)
Attack Damage: 47 (+4,2/level)
Attack Speed: 0,625 (+2,33%/level)
Movement Speed: 340
Armor: 17 +(3,6/level)
Magic Resist: 30 (+1,25/level)
Range: melee

Abilities

Resilience- Lucy has 15% chance to dodge any physical damage (except Turret damage)
Hanzo's Blade- Toggle: Lucy activates her magic blade to deal additional magic damage. While the Blade is active, it drains mana with each strike. Deals +20/30/40/50/60 (+10% AP) magical damage, and drains 12/18/24/30/36 mana with each strike. Range: Self.
Astral Lotus- Lucy generates 3 images of herself. The images are uncontrollable, and they deal 30/40/50/60/70 (+15% AP)(+85% AD) magical damage to an enemy champion with each hit. The images chases the enemy champion. The images have 15% of Lucy's health, and they vanish after 3/4/5/6/7 seconds. Cost: 75 mana. Range: 600. Cooldown: 40 sec.
Hiroshi Strike- Lucy's movement speed is increased by 20/30/40/50/60% and the first enemy champion hit by Lucy is slowed by 25%. Cost: 40/50/60/70/80 mana. Range: Self. Cooldown: 15 sec.
Supreme Lotus- Lucy increases her other abilities for 10/12/14 seconds. Range: Self. Cost: No cost. Cooldown: 60 sec.
Hanzo's Blade- Lucy deals splash damage with this spell. Lucy does additional (+1% AP)% true damage.
Astral Lotus- Enemy hit by the images is slowed down by 35%
Hiroshi Strike- The movement speed bonus is doubled. The first enemy champion hit stuns the champion for 1,5 second.

Victor
The Democratic Dictator

Health: 378 (+76/level)
Health Regen: 4,25(+0,78/level)
Attack Damage: 49 (+3,0/level)
Attack Speed: 0,655 (+1,85%/level)
Movement Speed: 335
Armor: 14 +(2,5/level)
Magic Resist: 30 (+0/level)
Range: 500

Abilites

Absolute Majority- Victor collects votes. 3 votes is acquired whenever he damages a unit. Vote limit is 1000. If Victor has more than 666 votes and dies, he's revived instantly at the Nexus. Third of the votes are lost upon death.
Tax Returns- Victor marks the target which will take 80/90/100/110/120 (+50% AP) magical damage after 2,5 seconds. If the victim dies under the effect, Victor gains additional +25 Gold. Range: 550. Cost: 6/7/8/9/10 votes. Cooldown: 12/11/10/9/8 seconds.
Campaign- Passive: every 4th strike of Victor deals additional magical damage depending on how many votes does he have. Victor does 15/20/25/30/35% of his votes as magical damage. Active: Victor increases the income for all allied Champions by 20% for 6/8/10/12/14 seconds. Cost: 6/8/10/12/14 votes. Cooldown: 40 seconds.
Minister's Speech- Victor starts a speech, which spreads over time. If Victor moves, the speech ends. Enemy caught by the wave of speech will take 150/200/250/300/350 (+80% AP) magical damage. Maximum range: 4000. Speech speed: 500. Cost: 20 votes. Cooldown: 20 seconds.
Elections- Victor steals 100/150/200 (+25% AP) Gold from all enemy Champions. If any Champion has less Gold, it suffers 500/800/1100 (+200% AP) magical damage. Range: Global. Cost: 100/200/300 votes. Cooldown: 210/180/150 seconds.

Steve
The Administrator

Health: 512 (+64/level)
Health Regen: 5,12(+0,64/level)
Attack Damage: 32 (+3,2/level)
Attack Speed: 0,645 (+2,56%/level)
Movement Speed: 320
Armor: 16 +(3,2/level)
Magic Resist: 32 (+0,64/level)
Range: 512

Abilities

Random Access Memory- Steve collects information in bytes. Each time he gains experience or a unit dies near Steve, he will get bytes. Steve can use bytes to empower his abilities. All abilities will have increased effect on the second cast, 3 seconds before going on cooldown. Steve may have up to 256 bytes. (Steve gains 4 Bytes for each death in 576 range, 32 Bytes for level ups)
Router Disabler- Steve silences the targeted enemy for 2/2,5/3/3,5/4 seconds. Second cast: for 8 bytes, Steve can disable the silenced enemy's chat for 20(+32% AP) seconds. It can't communicate with teammates, and doesn't see any warnings or notifications. Range: 576. Cooldown: 8 seconds.
Hyperlink- Steve can aid any teammate in a fight by giving it a shield of 200/250/300/350/400 (+100% AP) Health. Second cast: Steve teleports immediately to the shielded teammate, and Steve gets the same shield. Cost: 16 bytes. Range: 16000. Cooldown: 16 seconds.
Spyware- Steve damages the targeted enemy for 90/120/150/180/210 (+64% AP) magical damage, and gains truesight of the damaged enemy for 4 seconds. Second cast: for 16 bytes Steve marks the target, that becomes 20% more vulnerable to attacks for the next 4 seconds. Range: 576. Cooldown: 16 seconds.
System Failure- Steve slows down all enemies around him in 2048 range, by 50/75/99%. Any damage done by the enemy to allies is also reduced by 50/75/99% in this area for 4 seconds. Second cast: for 64/126/192 bytes, Steve can slow down all enemies, and reduce all damages (Global effect). Cooldown: 128 seconds.

Sigmund
The Psychologist

Health: 370 (+80/level)
Health Regen: 4,46(+0,74/level)
Mana: 306 (+47/level)
Mana Regen: 7,24 (+0,95/level)
Attack Damage: 46 (+4,0/level)
Attack Speed: 0,625 (+1,48%/level)
Movement Speed: 345
Armor: 14 +(2,4/level)
Magic Resist: 30 (+0/level)
Range: 460

Abilities

Psychoanalysis- Sigmund's attackers suffer -10% movement speed and attack speed for 2 seconds. It will refresh on each attack against Sigmund.
Id- Sigmund does 90/115/140/165/190 (+70% AP) magical damage to the targeted 250 AOE area. Champions hit by this spell can't regenerate their health for 2 seconds. Cost: 60 mana. Range: 850. Cooldown: 4 seconds.
Ego- Sigmund rapidly regenerates his own health. Sigmund gains +50/55/60/65/70 (+30% AP) Health regeneration per 5 seconds. The effect lasts for 15 seconds. Cost: 90 mana. Range: Self. Cooldown: 30 seconds.
Superego- Sigmund bonds himself to an ally. Any damage dealt to the ally, will damage Sigmund with 10/15/20/25/30% reduced effect. The bond lasts for 12 seconds, or until the target moves away. Cost: 100 mana. Range: 1000. Cooldown: 25 seconds.
Oedipus Complex- Sigmund's targeted enemy Champion will heal allies instead of hurting them with each normal attack, or damaging ability. This curse lasts for 4/5/6 seconds. The healing is the same value as the damaging. Cost: 100/200/300 mana. Range: 850. Cooldown: 120/110/100 seconds.

Gabriel
The Avenging Angel

Health: 445 (+90/level)
Health Regen: 6,20(+0,76/level)
Mana: 245 (+38/level)
Mana Regen: 6,20 (+0,76/level)
Attack Damage: 50 (+3,4/level)
Attack Speed: 0,645 (+2,88%/level)
Movement Speed: 340
Armor: 16 +(3,5/level)
Magic Resist: 30 (+0/level)
Range: melee

Abilities

Persecutor- Gabriel is empowered against champions, that has attacked himself or an ally in the last 5 seconds. Gabriel does +15% damage to these champions.
Purge- Gabriel does 45/80/105/150/185 (+60% AP) magical damage to the targeted enemy champion, and cleanses any temporary buff from it. If any buff is cleansed, the Purge will deal additional 50/75/90/105/120 (+40% AP) magical damage in 350 AOE. Cost: 50/60/70/80/90 mana. Range: 520. Cooldown: 15 seconds.
Blinding Light- Gabriel calls down a blazing light ray to the targeted 450 AOE area. It will damage all enemies for 80/120/160/200/240 (+75% AP) magical damage. Any enemy caught in the area area are blinded for 2,5 seconds. Cost: 60/70/80/90/100 mana. Range: 720. Cooldown: 18 seconds.
Sword of Judgment- Passive: Gabriel slows down enemies by 8/11/14/17/20% for 2,5 seconds with each successful hit. Active: Gabriel's sword is ablaze, and with each hit will release a wave of spreading fire ahead. The wave's range is 520, the wave's speed is 800, the wave has a maximum width of 450. The fire wave does 20/35/50/65/80 (+20% AP) magical damage for 8 seconds. Cost: 50 mana. Range: Self. Cooldown: 16 seconds.
Divine Judgment- Gabriel prays to God, to punish all foes in the targeted 500 AOE. After a brief delay, Gabriel deals true damage to all enemies in the area equivalent to the damage they dealt in the last 3/4/5 seconds. Cost: 100/150/200 mana. Range: 1000. Cooldown: 120/100/80 seconds.

Nikola
The Electrician

Health: 385 (+80/level)
Health Regen: 5,50(+0,70/level)
Mana: 265 (+41/level)
Mana Regen: 6,30 (+0,79/level)
Attack Damage: 52 (+3,0/level)
Attack Speed: 0,625 (+2,00%/level)
Movement Speed: 330
Armor: 13 +(2,7/level)
Magic Resist: 30 (+0/level)
Range: 570

Abilities

Three-phase- Whenever Nikola uses an ability he charges up himself. Reaching 3 charges, Nikola's next spell will be casted at no cost, and with increased effect.
High Voltage- Nikola damages an enemy with a lightning bolt, dealing massive 110/150/190/230/270 (+40% AP) magical damage. Three-phase: Nikola deals double damage with High Voltage, and the spell's range is increased by +250. Cost: 80/90/100/110/120 mana. Range: 550. Cooldown: 14/13/12/11/10 seconds.
Static Field- Nikola activates an aura around himself. The first 1/2/3/4/5 units encounters the aura is damaged for 60/80/100/120/140 (+25% AP) magical damage. The damaged units are slowed down by 20/30/40/50/60%. The aura is active for 10 seconds. Three-phase: any enemy standing in the aura will be continuously damaged every 2 seconds, until the aura is active. Cost: 50/70/90/110/130 mana. Cooldown: 20 seconds.
Electro-Magnetic Force- Nikola fires a mysterious force in one direction. If the force contacts with any champion, it pulls towards Nikola that champion. The champions are pulled 200 range from Nikola. Three-phase: the force will damage enemy champions, or heal allied ones for 110/145/180/215/250 (+50% AP) magical damage/heal. Cost: 90 mana. Range: 700/750/800/850/900. Cooldown: 25/23/21/19/17 seconds.
Tesla-Coil- Nikola creates a lightning-coil to the desired location. The coil will damage all enemies in its range with lightning bolts. It will fire lightning bolts to all enemies every 0,25 seconds. Each lightning will deal 50/75/100 (+25% AP) magical damage. The coil fires only one lightning at a time. The coil lasts for 5 seconds. Three-phase: the lightnings will stun the enemies for 0,5 seconds.
Cost: 100/150/200 mana. Range: 550. Cooldown: 90/80/70 seconds.

David
The Giant Slayer

Health: 355 (+75/level)
Health Regen: 5,85(+0,75/level)
Attack Damage: 47 (+3,7/level)
Attack Speed: 0,640 (+2,47%/level)
Movement Speed: 335
Armor: 16 +(2,6/level)
Magic Resist: 30 (+1,25/level)
Range: 500

Abilities

Bravery- David becomes immune to fears/silences/stuns/crowd control effects for 2,5 seconds, after he used an ability.
Pinpoint Strike- David after a long aiming, deals 90/130/170/210/250 (+100% AD) physical damage to the targeted enemy at long range. This ability applies all on-hit effects and can critically strike. David channels up to 1,5 seconds before the strike. Cost: no cost. Range: 1250. Cooldown: 15 seconds.
Agility- David is a small and swift opponent. Passive: David gains +4/6/8/10/12% movement speed. Active: enemy base attacks and abilities will miss against David for 1,5/2/2,5/3/3,5 seconds. Cost: no cost. Range: Self. Cooldown: 15 seconds.
Weak Points- David looks for weak points. David gains 6/10/14/18/22 (+10% AD) Armor penetration for 6 seconds. Cost: no cost. Range: Self. Cooldown: 20 seconds.
Defeating Goliath- David does the ultimate critical. David's next shot will deal +100%/200%/300% AD physical damage over the normal damage. All on-hit effects are also applied for this shot. Cost: no cost. Range: Self. Cooldown: 100/90/80 seconds. (This ability is also applied for Pinpoint Strike)

Rambo
The Veteran Soldier

Health: 465 (+84/level)
Health Regen: 6,55(+0,65/level)
Mana: 202 (+36/level)
Mana Regen: 5,10 (+0,65/level)
Attack Damage: 47 (+3,7/level)
Attack Speed: 0,640 (+3,06%/level)
Movement Speed: 335
Armor: 12 +(2,8/level)
Magic Resist: 30 (+0/level)
Range: 550

Abilities

Kill count- Rambo is the biggest action hero. The more kills he have, the more difficult to kill him. For each 10 slain minions-monsters/1 champion kill/assist he gains +1 Armor and Magical Resistance.
Silent Stalker- Rambo becomes invisible for 2/3/4/5/6 seconds. Using an ability breaks the stealth. While being stealth, Rambo deals +12/16/20/24/28 (+20% AP)(+50% AD) physical damage. Cost: 50 mana. Range: Self. Cooldown: 18 seconds.
Guerrilla Warfare- Passive: Rambo becomes more effective at close range. At 175 range, he uses his knife instead of the bow. Using the knife he deals +4/7/10/13/16% (+(50% AP)%) physical damage. Active: Rambo leaps to the targeted enemy champion dealing 80/125/170/215/260 (+50% AP)(+100% AD) physical damage and silences the enemy champion for 2,5 seconds. Cost: 60/65/70/75/80 mana. Range: 550. Cooldown: 16 seconds.
Tough As Stone- Rambo heals himself for 70/110/150/190/230 (+50% AP) health, and gains +12/16/20/24/28 (+20% AP)(+50% AD) physical damage for 6 seconds. Cost: 100 mana. Range: Self. Cooldown: 45 seconds.
Explosive Arrows- Rambo equips his arrows with explosive warheads. Toggle: Rambo deals with each shot additional +60/120/180 (+25% AP)(+25% AD) magical damage and deals 50% of this damage in 225 range radius of the impact. Each shot drains 60/75/90 mana.

Ned
The King of the North

Health: 431 (+91/level)
Health Regen: 6,50(+0,69/level)
Mana: 230 (+38/level)
Mana Regen: 5,56 (+0,56/level)
Attack Damage: 45 (+3,3/level)
Attack Speed: 0,620 (+2,15%/level)
Movement Speed: 330
Armor: 18 +(3,0/level)
Magic Resist: 30 (+1,25/level)
Range: melee

Abilities

Game of Thrones- Ned suffers 35% less damage if he damaged the aggressor in the last 3 seconds.
Execution- Ned does +80/100/120/140/160 (+150% AD) physical damage with his next normal attack. If the target dies, the cooldown refreshes. Cost: 45 mana. Range: Self. Cooldown: 8 seconds.
Hand of the King- Ned judges the targeted enemy, marking it for 2/2,5/3/3,5/4 seconds. The marked enemy's attack and movement speed is slowed down by 6/8/10/12/14%. If the marked enemy deals damage to Ned, it will be stunned for 2 seconds. Cost: 60 mana. Range: 750. Cooldown: 25 seconds.
Dire Wolves- Ned summons 2 Dire Wolves. Each wolf has 500/650/800/950/1100(+100% AP) health, 420 movement speed, 40 Armor and Magic Resistance, 1,20 attack speed, and they do 48/52/56/60/64 (+35% AD) physical damage. They have 15% critical chance, and their attacks do grievous wounds on enemy for 3 seconds. The wolves are uncontrollable, but will follow Ned and prioritize units who damaged Ned. The wolves can't go further than 900 range from Ned. If the Wolves are summoned, the old ones will vanish. Cost: 100 mana. Range: 900. Cooldown: 52 seconds.
Winter Is Coming- Ned enchants his weapon with chilling cold of the north. Ned does +9/12/15% +(20% AP)% magical damage with his normal attacks. Enemies hit by Ned are slowed down by 20% for 2 seconds. Other abilities are affected too: Execution has no mana cost; Hand of the King reduces the enemy's Armor by 10/15/20; Dire Wolves' damage is increased by 20/30/40%. This effect lasts for 10/15/20 seconds. Cost: 100 mana. Range: Self. Cooldown: 100 seconds.


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Lord The Ripper

Junior Member

11-27-2013

Part 2...

Tony
The Iron Man

Health: 472 (+83/level)
Health Regen: 5,15(+0,55/level)
Mana: 220 (+39/level)
Mana Regen: 5,55 (+0,55/level)
Attack Damage: 48 (+3,45/level)
Attack Speed: 0,625 (+2,21%/level)
Movement Speed: 340
Armor: 20 +(3,0/level)
Magic Resist: 30 (+1,5/level)
Range: 525

Abilities

ARC Reactor- Tony's suit is powered by an ARC Reactor. The reactor can be charged, whenever Tony suffers magical damage, or deals damage. The reactor can be charged maximum at 100%. If Tony has 50% or more charging, his armor is empowered. Tony gains +10% movement speed, +10% Armor and Magic Resistance and deals +10% damage with his abilities and normal attacks. The reactor loses energy with time, 1% per every second.
Homing Missile- Tony launches a missile at long range to deal 75/100/125/150/175 (+40% AP)(+100% AD) magical damage to an enemy. The missile will retarget to an another enemy if the original target dies. The missile will follow the target at 500 movement speed. Cost: 45/55/65/75/85 mana. Range: 1050. Cooldown: 5 seconds.
Hyper Accelerator- Passive: Tony gains +8/12/16/20/24% attack speed. Active: Tony dashes forward and deals 110/130/150/170/190 (+50% AP)(+120% AD) magical damage to all enemies and knocking them back. After for 5 seconds, Tony will hover over the ground, giving him bonus +20/30/40/50/60% movement speed. Cost: 70 mana. Range: 250. Cooldown: 15 seconds.
Laser Charges- Tony fires a beam, dealing 70/120/170/220/270 (+40% AP)(+100% AD) magical damage to the first unit that it hits. Tony warms up his laser for 0,625 seconds before firing. Tony may fire a second laser in 3 seconds before going on cooldown. The enemy hit by a laser is blinded for 2 seconds. Cost: 80 mana. Range: 650. Cooldown: 24 seconds.
Fly In The Battle- Tony takes a flight anywhere in the map. Tony travels with 2500 movement speed across the map. While he flies he is invulnerable and is not targetable. When Tony impacts to the targeted point, he will deal 100/200/300 (+50% AP) magical damage in 525 range area. All enemies are stunned for 1,25 seconds in the area. Cost: 100/150/200 mana. Range: 20000. Cooldown: 60/50/40 seconds.

Messi
The Football Star

Health: 358 (+74/level)
Health Regen: 6,10(+0,61/level)
Mana: 214 (+36/level)
Mana Regen: 6,00 (+0,58/level)
Attack Damage: 38 (+2,7/level)
Attack Speed: 0,620 (+2,25%/level)
Movement Speed: 350
Armor: 6 +(3,0/level)
Magic Resist: 30 (+1,25/level)
Range: 575

Abilities

Training League- Messi is a professional in any league, meaning that he begins with additional stats. Messi gains +15 movement speed, attack damage, armor and magic resistance until his death. These bonuses are refreshed, if he kills an enemy champion after his death.
Power-Kick- Messi kicks his ball toward the targeted enemy dealing 60/90/120/150/180 (+100% AD)(+40% AP) magical damage to the target. The target is stunned up to 1,75 seconds; the closer the target is, the more the stun. Cost: 60/70/80/90/100 mana. Range: 1250. Cooldown: 14 seconds.
Team Captain- Passive: Messi and all allied champions within 500 range gains +4/8/12/16/20 armor. Active: Messi dodges the next incoming 2 physical attacks within 3 seconds. Cost: 50 mana. Range: Self. Cooldown: 14 seconds.
Passing The Ball- Messi shots his ball to an allied champion, and gives it +20/30/40/50/60 movement speed for 2,5 seconds. After that, the ball is passed back to Messi, who will deal additional 40/60/80/100/120 (+25% AP) magical damage with his next shot. Cost: 50 mana. Range: 675. Cooldown: 14 seconds.
Penalty Shot- Messi becomes invulnerable and channels 1,5 seconds before he kicks the ball with immense power to the targeted enemy. The ball deals 175/250/325 (+80% AP) magical damage to the enemy upon landing. Cost: 100 mana. Range: 11000. Cooldown: 120/110/100 seconds.

Logan
The Wolverine

Health: 488 (+97/level)
Health Regen: 7,20(+0,80/level)
Attack Damage: 52 (+3,8/level)
Attack Speed: 0,625 (+2,30%/level)
Movement Speed: 350
Armor: 14 +(3,0/level)
Magic Resist: 30 (+1,25/level)
Range: melee

Abilities

Immortality- Logan regenerates his wounds extreme quickly. Logan regenerates additional 5% of his total health per 5 seconds if he is damaged. This effect lasts for 10 seconds.
Claw Strike- Logan leaps to the targeted enemy, and deals 2/4/6/8/10% (+(5% AD)%) of the enemy's total health as physical damage. The strike also applies Grievous Wounds on the target for 4 seconds. (Vs monsters is capped at 300 damage). Cost: no cost. Range: 375. Cooldown: 15 seconds.
Advanced Regeneration- Logan regenerates his health, and gains additional +8/12/16/20/24% movement speed for 2 seconds. Logan gains 80/110/140/170/200 (+100% AP) health. Cost: no cost. Range: Self. Cooldown: 24 seconds.
Adomantium Skeleton- Passive: Logan's bones is enchanted with a rare metal. This makes him more dangerous. He gains +5/10/15/20/25% attack damage, +12/18/24/30/36 (+25% AP) armor, and all abilities' cooldown is reduced by 2/3/4/5/6 seconds.
The Wolverine's Rage- Logan's endurance becomes legendary: he gains +20/40/60% bonus health regeneration, +20/30/40% attack speed, and all normal attack will penetrate 20/30/40% of the enemy's armor. This effect lasts for 16 seconds. Cost: no cost. Range: Self. Cooldown: 106/96/86 seconds.


Aang
The Avatar

Health: 386 (+84/level)
Health Regen: 6,25(+0,50/level)
Mana: 290 (+37/level)
Mana Regen: 6,67(+0,83/level)
Attack Damage: 50 (+2,7/level)
Attack Speed: 0,625 (+2,65%/level)
Movement Speed: 340
Armor: 9 +(3,5/level)
Magic Resist: 30 (+0/level)
Range: melee

Abilities

Elemental Balance- Aang after used the same ability for two times in a row, the third cast is empowered and the cooldown of the ability is refreshed.
Air- Passive: Aang's movement speed is increased by 3/5/7/9/11% for 6 seconds after Air is used. Active: Aang bends the air to damage, knock back and slow enemies for 25%. Aang does 40/50/60/70/80 (+20% AP) magical damage in a line. Elemental Balance: Aang's Air ability creates an air tunnel in the line (for 3 seconds), allowing him to move trough units without collision. While Aang is traveling on this path, all damages done to him is reduced by 50%. Cost: 70 mana. Range: 1200. Cooldown: 8 seconds.
Water- Passive: Aang gains +5/10/15/20/25% attack speed for 6 seconds after Water is used. Active: Aang throws a ball of water to the targeted enemy champion dealing 90/120/150/180/210 (+30% AP) magical damage to it, and reduces their magic resistance by 15% for 3 seconds. Elemental Balance: the ball binds enemy in place upon contact for 1,75 seconds. Cost: 80 mana. Range: 800. Cooldown: 9 seconds.
Earth- Passive: Aang gains +8/15/22/29/36 armor and magic resistance for 6 seconds after Earth is used. Active: Aang creates an impassable wall of rocks for 2,5 seconds in a line. Enemies near (225 range) the wall's creation will suffer 20/40/60/80/100 (+20% AP) magical damage. Elemental Balance: when the wall is created, a shockwave damages nearby enemies for additional 30/50/70/90/110 (+50% AP) magical damage. Cost: 90 mana. Range: 650. Cooldown: 10 seconds.
Fire- Passive: Aang gains +30/50/70 attack damage for 6 seconds after Fire is used. Active: Aang fires three bolts of fire to the targeted 250 radius area. Each bolt does 150/180/210 (+50% AP) magic damage. Elemental Balance: after firing the bolts Aang does (+100% AP) magic damage with each normal attack for 15 seconds. Cost: 100 mana. Range: 600. Cooldown: 30 seconds.

Darth Vader
The Sith Lord

Health: 456 (+88/level)
Health Regen: 5,75(+0,62/level)
Mana: 230 (+35/level)
Mana Regen: 6,80(+0,82/level)
Attack Damage: 47 (+3,5/level)
Attack Speed: 0,625 (+2,45%/level)
Movement Speed: 330
Armor: 13 +(3,0/level)
Magic Resist: 30 (+1,25/level)
Range: melee

Abilites

Imperial March- Darth Vader gains movement speed, based on how many teammates are around him. Teammates also gain a percentage of this movement speed. Darth Vader gains +5% movement speed for each ally. Allies gain 70% of the buff. Range: 750.
Lightsaber Swing- Darth Vader uses his weapon to critically damage an enemy in melee. Darth Vader does 90/125/160/195/230 (+100% AD) physical damage to an enemy. If Vader kills an enemy with this ability, the Lightsaber Swing's manacost and cooldown is reduced permanently by 1 mana, and 0,2 seconds (maximum 40 mana and 8 seconds reduction). This attack applies any on-hit-effects. Cost: 60 mana. Range: 225.
Cooldown: 15 seconds.
May The Force Be With You- Darth Vader uses the Force to lift up a champion in the air for 1,5 seconds. Darth Vader also deals 60/75/90/115/130 (+20% AD)(+30% AP) magical damage to the victim. Cost: 50 mana. Range: 600. Cooldown: 25 seconds.
Sith Lightning- Darth Vader damages an enemy with lightnings, applying Grievous Wounds for 5 seconds. Darth Vader does 60/100/140/180/220 (+80% AP) magical damage. Cost: 60/70/80/90/100 mana. Range: 650. Cooldown: 25 seconds.
The Dark Side- Darth Vader is the master of the Dark Side. He forces an enemy champion to fight by his side. The targeted enemy champion becomes uncontrollable for 2/3/4 seconds, and turns against his/her teammates, damaging them with normal attacks. The uncontrollable champion deals additional +25/50/75 (+20% AD)(+20% AP) physical damage with the normal attacks. Cost: 100/150/200 mana. Range: 600. Cooldown: 120/110/100 seconds.

Gandalf
The Grey

Health: 480 (+79/level)
Health Regen: 6,30(+0,65/level)
Mana: 260 (+42/level)
Mana Regen: 6,40(+0,70/level)
Attack Damage: 46 (+3,2/level)
Attack Speed: 0,625 (+1,67%/level)
Movement Speed: 330
Armor: 12 +(3,0/level)
Magic Resist: 30 (+0/level)
Range: melee

Abilities

Glamdring- Gandalf's magical sword can show enemies lurking nearby. If an enemy champion comes within 1800 range, Gandalf's sight range is increased by 25%. Gandalf also gains truesight in 800 range, if his health drops below 30%.
Wizard Blast- Gandalf does massive amount of damage to a single enemy champion. Gandalf deals 100/145/190/235/280 (+90% AP) magical damage to a single enemy. Cost: 50/70/90/110/130 mana. Range: 450. Cooldown: 14 seconds.
Istari Light- Gandalf fires a wide beam of pure light for a while, damaging all enemies standing in the ray each second. The ray does 20/40/60/80/100 (+20% AP) magical damage each second for 4 seconds. Any enemy stayed in the ray more than 1,75 seconds, it will be blinded for 3,5 seconds. Cost: 90 mana. Range: 1150 (400 width). Cooldown: 26 seconds.
Athelas- Gandalf heals an ally for 60/80/100/120/140 (+30% AP) health, and removes all debuffs from it. Gandalf can cast it on himself, even he's suppressed/stunned. Cost: 60/80/100/120/140 mana. Cooldown: 18 seconds.
Giant Eagle- Gandalf summons a Giant Eagle with 1400/2000/2600 health, 30/50/70 Armor and Magic resistance, 0,82 attack speed, 460 movement speed, and 90/120/150 (+25% AD)(+25% AP) physical damage. Gandalf can ride the eagle, can cast spells from its back, but if the eagle falls, Gandalf dies, too. The eagle lasts for 30 seconds. Cost: 100/125/150 mana. Range: 900. Cooldown: 120 seconds.


Káli
The Goddess of Death

Health: 510 (+86/level)
Health Regen: 5,00(+0,74/level)
Mana: 250 (+40/level)
Mana Regen: 5,20(+0,75/level)
Attack Damage: 48 (+3,3/level)
Attack Speed: 0,660 (+2,40%/level)
Movement Speed: 335
Armor: 7 +(3,0/level)
Magic Resist: 30 (+0/level)
Range: melee

Abilities

Four Arms- Káli can attack all adjacent enemies at once within 175 range. Káli gains +5% attack speed for each enemy champion within 650 range.
Intimidating Death- Káli deals 60/90/120/150/180 (+40% AP) magic damage around herself to all enemies. All enemies are feared for 0,75 seconds. Cost: 60/70/80/90/100 mana. Range: 450. Cooldown: 16 seconds.
Death Leap- Káli leaps to the targeted location dealing 80/120/160/200/240 (+50% AP) magical damage to all enemies in 250 range. Enemies hit by Death Leap are stunned for 0,75 seconds. Cost: 90 mana. Range: 750. Cooldown: 20 seconds
Death Blade- Passive: Káli's every 4th normal attack will deal additional physical damage, based on Káli's current health. Káli deals 5/7,5/10/12,5/15% of her current health as physical damage.
Active: Káli throws one of her swords to an enemy champion dealing 70/110/150/190/240 (+80% AD)(+20% AP) physical damage. Káli can cast the spell additional 3 times within 2 seconds before going on cooldown. Cost: 50/70/90/110/130 mana. Range: 750. Cooldown: 35 seconds.
Avatar of Death- Káli becomes the vengeful death itself. Káli gains +30/60/90% (+10% AP)% current health bonus, +10/20/30% attack damage and attack speed for 10 seconds. If Káli dies in this form, she will be revived with 100% health and mana after 3 seconds. Cost: 100/150/200 mana. Range: Self. Cooldown: 180/150/120 seconds.


Mephisto
The Devil's Aspect

Health: 600 (+66/level)
Health Regen: 6,66(+0,48/level)
Mana: 300 (+33/level)
Mana Regen: 6,66(+0,48/level)
Attack Damage: 63 (+3,0/level)
Attack Speed: 0,666 (+2,50%/level)
Movement Speed: 333
Armor: 6 +(3,3/level)
Magic Resist: 30 (+0/level)
Range: melee

Abilities

Gluttony- Mephisto feeds on the enemy's soul. Each time he kills an enemy he gains +1 attack damage (+3 for monsters and large minions, +6 for champions). Half of the collected stacks are lost upon death.
Envy- Mephisto steals a portion of the enemies health, healing himself. Mephisto steals 6/9/12/15/18% (+8% AP)% of the enemies current health, and heals himself for the same amount. Cost: 66 mana. Range: 666. Cooldown: 16 seconds.
Sloth- Mephisto damages and slows down an enemy champion for 90/100/110/120/130 (+66% AP) magical damage and 66% slow. Cost: 99 mana. Range: 666. Cooldown: 24 seconds.
Greed- Passive: Mephisto gains +1/2/3/4/5 Gold per 5 seconds. Active: Mephisto forces all nearby enemy champions to walk toward him for 2,5 seconds. Cost: 99 mana. Range: 666. Cooldown: 32 seconds.
Pride- Mephisto deals damage to an enemy hero based on how many Ability Power and Attack Damage has the enemy. Mephisto deals 100/150/200% of the enemy's AP and AD in true damage. Cost: 166 mana. Range: 666. Cooldown: 66 seconds.

Euler
The Mathematician

Health: 488 (+86/level)
Health Regen: 5,70(+0,61/level)
Mana: 260 (+45/level)
Mana Regen: 6,25(+0,71/level)
Attack Damage: 43 (+2,6/level)
Attack Speed: 0,625 (+1,70%/level)
Movement Speed: 330
Armor: 6 +(3,0/level)
Magic Resist: 30 (+0/level)
Range: 550
Abilities

Exponent- Anytime Euler uses an ability, nearby enemies suffer 50(+25% AP) magical damage within 650 range.
Sinus X- Euler damages an enemy champion with 75(+10/20/30/40/50% AP) magical damage. The damaged enemy is marked as the 'Variable' for 4 seconds. Cost: 75/90/105/120/135 mana. Range: 650. Cooldown: 10 seconds.
Logarithm- Euler charges himself up for his next basic attack deal additional damage. Euler charges himself up to 5 seconds, to deal maximum of 100/140/180/220/260 (+75% AP) bonus magical damage to an enemy. If he attacks before the maximum, he'll deal less bonus magical damage. Cost: 80 mana. Range: Self. Cooldown: 10 seconds.
Factorial- Euler sacrifices 20% movement speed, but gains +40/60/80/100/120 (+50% AP) temporary AP for the next ability in 5 seconds (excluded Factorial). Abilities used with Factorial will stun the enemy for 2 seconds. Cost: 120 mana. Range: Self. Cooldown: 25 seconds.
Inhomogeneous Quadratic Differential Equations- Euler uses his superb knowledge to cripple his enemy's mind. Passive: Euler reduces the surrounding enemy champions' attack damage by 30/50/70 in 650 radius. Active: Euler deals 150/225/300 (+100% AP) magical damage to the last attacked enemy champion, be anywhere at the moment of the cast. If the enemy is 'Variable', it will be teleported back to Euler. Cost: 200 mana. Range: Self. Cooldown: 100 seconds.

Some New Items

Reaper's Scythe (3800)- Vampiric Scepter+Vampiric Scepter+Nedlessly Large Rod
+25 Attack Damage, +25% Life Steal, +100 Ability Power, Unique Passive: any basic attack or damaging ability will kill Champions below 8% Health.
Annihilator (4200)- BF Sword+BF Sword
+120 Attack Damage, Unique Passive: the Champion's base attacks deal +25 true damage.
Ionian Desolator (4150)- BF Sword+Glacial Shroud+Recurve Bow+Kindlegem
+50 Attack Damage, +300 Mana, +300 Health, +50 Armor, +40% Attack Speed, +10% Cooldown Reduction, Unique Passive Desolate: each strike will lower the enemy unit's Armor by 4. Stacks up to 10 times. Armor reduction is temporary, lasts for 10 seconds.


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ShaolinWu

Junior Member

11-28-2013

Greetings Summoners!

I would have the idea that a Shaolin priest and a drunken master should be in the game! (not lee sin because he was told that there is nothing to do with him but Shaolin)

both old kung fu movies is one of a true Shaolin priest (snake, crane, tiger, praying mantis) style. this should be understood that such a snake and key q and w keys rather offensive to the crane control more than it used to go through the jax dodge was the key to this stunt such and the r key or the snake and crane shaolin mantis or more but the latter because of the offensive and defensive egyszerre like Jackie chan movie (She hao ba bu) is one of them.

the other is also a Jackie Chan movie is that is the drunken master! Dance like the udyr na would be the sheet movement. in the allocation and key upon you because I trust all engineering genius.

I would like to elaborate on their clothes but the real shaolin shaolin the typical thought of them dress in orange http://fc06.deviantart.net/fs9/i/2006/142/6/b/Shaolin_by_Ka_kui.jpg without something like this just sword. the drunken master suit is similar to those seen in the movie ously very old Chinese.

Reviews? Thank you in advance for your feedback!


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Lupusam

Senior Member

11-28-2013

... Well we seem to be gathering trolls. As to why Riot don't use champion ideas from this thread, there's actually a pile of legal issues with them appropriating fan content, as unless you specifically give Riot all rights to the content then them using it without paying you is illegal, and if a Riot Creator sees a write up on here and then creates anything that can be in any way considered similar that's enough for a lawsuit... basically, not touching the forums is the only way to avoid people trying to sue them for 'the money I deserve coz Riot used my genius idea of twin-gun-man'.