Sunday, May 15, 2011

Anastas of the White Panther


Passive(Lost Love): Anastas wont let anything stop her from escaping the League and finding her husband. 20% chance to negate a Stun, Slow, Silence, or Root. Cannot trigger more then once every 30 seconds. Increases by 10% at levels 6 and 11.

Q(Blade Rush): Anastas rushes to target location and slashes with her sword. Deals 100/115/130/145/160% Attack Damage. 8 Second Cooldown.

W(Wind Cutter): A swing of her sword sends a magical copy of the sword in a line. Deals 60% Attack Damage + 50% Ability Power in Magic Damage. 7 Second Cooldown

E(Alpha Huntress): Passive: After 5 Seconds in Grass, Anastas stealth's permanetly. Stealth will linger for 2 Seconds after leaving grass. Damage taken extends the Passive time by .3 Seconds.
Active: Anastas will strike a target dealing 125% Attack Damage and Slowing by 25% for 2 seconds. Only usable when stealthed and breaks stealth.

R(Multi-slash): Anastas rushes around the battlefield slashing at enemies in her path. Ana runs in 3/4/5 lines at 3 times her movement speed dealing 50% attack damage to enemies she encounters. Ignores unit collision and walls. Enemies that are hit more then twice are slowed by 25% for 2 seconds.

Tuesday, May 10, 2011

Zalizane, The Blind Hunter



Passive(Sightless): Being blind, Zalizane's other senses are increased. When out of combat for 5 seconds, Zalizane's movement speed increases by 1% every 3 seconds. Max increase at 10%. When in combat the buff will linger for 2 seconds. After 3 attacks Zal begins to increase his attack speed by 3% every attack. Max stack at 15%. Buff lingers for 2 seconds out of combat.

Q(Sun Glare): Zalizane produces a light from his blade as if the sun was glaring down. Deals 25/45/65/85/105+1AP and Blinds for 2 seconds. 9 second cooldown

W(Sand Slash): Using his blade, Zalizane slashes at an enemy and causes sand to erupt. Deals 110/120/130/140/150% Attack Damage in a cone. 10 second cooldown

E(Quicksand): Causes an area around Zalizane to become quicksand which slows and drags enemies down. Slows by 30% for 2/2.5/3/3.5/4 seconds. 7 second cooldown.

R(Desert Night): Praying to his diety, Zalizane is able to shroud the map in a darkness much like that found in the desert at night.  During the night Zalizane's passive is doubled and he gains an additional 20/40/60 attack power and 15/30/45 ability power. Lasts for 10/12.5/15 seconds. 120/100/80 second cooldown.

Friday, May 6, 2011

Rozo, 10 Sword-Style Master

Passive(Sword Master): For each of Rozo's abilities that are on cooldown his Attack Speed is increased by 10% and Move speed by 5%.

Q(Sword-chucks): Using two swords chained together, Rozo is able to pin targets to the ground. Throws to target location stunning the first enemy it hits. Deals 40/45/50/55/60% Attack Damage and roots for .5/1/1.5/2/2.5 seconds. 9 second Cooldown

W(Throwing Swords): Quickly throws two of his smaller swords to the two nearest targets. Deals either 120% Attack Damage to a single target or 60% Attack Damage to two. This applies on hit effects. 6 second cooldown.

E(Spinning Slash): Sheathes his Attacking Swords and takes out his two long swords and spins 2/3/4/5/6 times while moving every 1.5 seconds. Each spin deals 50/55/65/70/75% Attack Damage to an area around Rozo. 12/12/10/10/8 second cooldown.

R(Lion and Dragon): Rozo throws 8 of his swords in a circle at target area an unleashes his most powerful swords: The Tiger and The Dragon. So long as Rozo is within the circle each of his attacks deal an additional 30% Attack Damage. Circle lasts for 7/9/11 seconds. Abilities used while in the Circle will also deal 10% Attack Damage in a line from where they are in the Circle to the target. 100/80/60 second cooldown.

Monday, May 2, 2011

Lucien, The Demon Warrior

Rage of the Red Hare(Innate): Lucian gains 5 Fury per attack. Having 50 or more Fury empowers his abilities with bonus effects but drains 50 Fury when they are used. Out of combat, he loses 5 Fury every 2 seconds.

When Lucian is below 50% Health, Fury gains are increased by 50%.

Demon Bane(Q): Lucien swigs his halberd in front of him dealing 75/110/145/180/215+.7AD.
12 second cooldown.

Fury: Lucien will preform an additional 360 swing dealing an additional 75% Attack Damage and Slowing those hit by 25% for 2 seconds.

Sky Scorcher(E): Lucien hefts his weapon at the end and thrusts it toward an enemy champion. Deals 150% attack power to target and apply on-hit effects. Slows target by 20% for 2 seconds. 15 second cooldown.

Fury: Lucian will strike the same target up to 3 times for 45% Attack Damage each.
Additionally, each time this ability strikes it counts as an attack.

Mightiest Man Alive(E): Believing himself to be the Mightiest Man Alive, Lucien spouts an insult at his enemies. Taunts a ring around Lucien with a minimum range of 350 and a max of 700. Lasts for 1/1.5/2/2.5/3 seconds. 15 second cooldown. Additionally, for every Champion taunted, Lucian gains 10 Armor and 8 Magic Resist.

Fury: Lucien's taunt also frightens nearby allies into fighting harder as to not incur his wrath. Allies gain 25 Attack Damage, 10% Move speed and 15% Attack Speed for 3 seconds.

Maelstrom(R): Lucian releases his inner-most rage to empower him. Increases Attack Speed by 25%, Move speed by 20% and causes every other attack to deal additional Physical Damage to enemies near Lucien for 15% of Lucian's current health. Also gains 5 Fury every second. Lasts 9 seconds. 130 second Cooldown

Quote: "The only man I have met that would pose a challenge to me was in a mirror."
Inspirational Music: http://www.youtube.com/watch?v=KuGjh6tamE8&feature=related

Monday, April 18, 2011

Whiplash, Dark Knight of Zaun

Tags: Pusher, Ranged, Assassin

Cloning(Innate): Attacks and Abilities have a chance to create a Clone of Whiplash at the target which attacks that target for 5 seconds. Attacks and Abilities have a base 5% chance. Normal Attack's Clone chance increases to 15% at Level 6 and to 25% at Level 11. Clones have 60% of Whiplash's stats and cannot be created from attacking towers. Enemies cannot be affected by Cloning more then once every 6 seconds.

Rush/Slide Kick(Q): Passively increases Movement Speed by 6/9/12/15/18%. Activate once to double the passive for 3 seconds. A second activate will cause Whiplash to slide in the direction he is facing. If Whiplash collides with an enemy it will slow all enemies nearby for 20%. Passive is disabled until the ability is refreshed. Clone chance increases by 5% per rank. Costs 70/100/130/150/170 Mana. Slide Kick distance is 600. 7 Second Cooldown

Electrify(W): Charges Whiplash's whip with electricity causing his next attack to deal 60/85/110/135/160+.7AP Damage to his target and up to two additional targets. Deals 30% less damage to the second target and 40% less to the third. Clone Chance increases by 3% for each rank. This may be cast again for 40 mana per cast increasing the number of additional units hit to a max of 5. Costs 90/104/128/142/156 Mana.
9 Second Cooldown.

Thumper(E): Charges the whip with energy and snaps it at target area. Deals 60/85/110/135/160+.7AP Magic Damage and leaves the area covered with energy for 3 seconds. After .5 seconds it can be cast again and will cause any enemy still in the area to be knocked into the air and slowed by 20% for 2 seconds. Cast Range 600. Spell Range 300. 9 Second cooldown.

Get Over Here!(R): Leashes onto target Champion for 1.5 seconds. If the Champion is an enemy, Whiplash will pull himself to the target. If it is an ally, Whiplash will pull the target to him. Can be avoided by moving out of range. Does not create a Clone. Costs 155/175/200 Mana. Range 450. Cast Range 400.

=Stats=
-Health 475(+75/Level)
-Mana 333(+66/level)
-Health Regeneration 6.3(+.3/Level)
-Mana Regeneration 2(+.4/Level)
-Attack Damage 55(+4/Level)
-Range 375
-Movement Speed 310
-Armor 15(+2/Level)
-Magic Resist 7(+2/Level)

Yog, The Ancient Golem.

Tags: Mage, Ranged

Control Wand(Innate): Having no attack of his own, Yog must rely on his three trusty mini-golems. Each Mini-Golem is made out of a different material; One of Wood, one of Iron and one of Gold. When Yog is within range of a target he swings his Control Rod causing all three Mini-Golems to attack that target. Each time a spell is cast the corresponding Golem can no loner attack.
-Wood Golem deals damage equal to 20% of Yog's Ability Power and 20% of his Attack Damage.
-Iron Golem deals damage equal to 25% of Yog's Ability Power and 25% of his Attack Damage.
-Gold Golem deals damage equal to 30% of Yog's Ability Power and 30% of his Attack Damage.

Power of Wood(Q): Passive: Increases nearby allies health regeneration by 1/2/3/4/5.
Active: Tosses the Wood Golem to target location and grows a tall tree. After a 1 Second delay Enemies at the center are dealt 75/105/140/180/225+.8AP Magic Damage and are knocked into the air for .5 seconds. Enemies away from the center are dealt half damage and knocked back 300 Units. Cost 70/90/110/130/150 Mana. 10 second cooldown. Trees last 5 seconds and do nothing but look pretty. Passive disabled till spell is refreshed.

Iron Excess/Iron Deficiency(W): Passive: Increases nearby Allied units Armor by 11/12/13/14/15 and Magic Resist by 6/7/8/9/10.
Active: Yog can use his Iron Golem to increase or decrease a targets Iron. When cast on an Allied Champion, Iron Excess increases Armor by 15/20/25/30/35 and Magic Resist by 10/15/20/25/30 for 5 seconds. When cast on an Enemy Champion, Iron Deficiency reduces Armor 15/20/25/30/35 by and Magic Resist by 10/15/20/25/30. 8 Second Cooldown. Passive disabled till spell is refreshed.

Golden Shower(E): Passive: Increases Allied Units attack speed by 5/8/12/15/18%.
Active: Yog throws the Gold Golem into the air creating a golden rain-cloud which then rain gold onto an area. Deals 15/20/25/30/35+.6AP Magic Damage a second. Units standing inside the rain have their Attack Speed increased(Allies) or decreased(Enemies) by double the passive. 9 Second Cooldown.

With Your Powers Combined(R): Yog absorbs his Mini-Golems into himself and transforms into a large Diamond Golem. Increases Health by 150/250/350, Attack Damage by 30/50/70, Ability Power by 30/45/60, and Movement/Attack Speed by 15%. In addition, spells deal the same damage but effects are changed.
-Power of Wood: Drops a tree from the sky onto target location stunning those in the center for 1/1.5/2 seconds.
-Iron Deficiency: Increases all Damage done to target by 10/15/20%.
-Golden Shower: Units affected leave a trail of gold behind them for 2 seconds. Has the same Slow Effect but with Movement Speed instead of Attack.
Costs 150/200/275 Mana. Lasts 10 seconds. 150 Second Cooldown.

-Stats-
Health: 470
Mana: 310
Range: 470
Movement Speed: 285

Friday, April 8, 2011

Lady Sperax'eh, Ambassador of the Spi-taurs.



Tags: Assassin, Caster, Stealth, Melee.

-Stats-
Health: 490(+78/Level)
Mana: 220(+45/Level)
Attack Damage: 52(+3/Level)
Attack Range: 130
Movement Speed 320

Shade Stalker(Innate): After 9 Seconds out of combat, Lady S goes into stealth. First Attack or Ability Cast breaks stealth.

Agonize(Q): The Lady strikes out at a foe with acidic magic that melts armor and flesh. Deals 60/85/110/135/160. For every 1 Armor her target Damage is increased by 1/1.5/2/2.5/3%. 9 Second Cooldown. Cost 75/90/110/135/165 Mana. 300 Range.


Envenomed Blades(W): Passively gives Lady S's Attacks a poison that deals 6/8/10/12/15 Physical Damage a second for 5 seconds. Damage/Second stacks up to 3 times. Additionally, she can cast this on an Allied Champion granting them the poison attacks for 5 seconds. Passive is disabled until the ability is refreshed. Costs 65 Mana. 15 second cooldown. 300 Range.

Djin Blade/Spirit Siphon(E): Lady S's attacks deal 40% damage to an additional 2 nearby enemies. Each additional enemy hit counts as half an attack. Every 6 attacks Lady S. will be able to cast Soul Siphon. Soul Siphon deals her 75% of her Attack Damage to a cone area and Lady S regains 30% of the damage dealt as Health. Does not apply on-hit effects to the additional targets. Additional targets must be withing 200 Range.

Kiss of the Spider(R): Lady Sperax'eh bites a target and injects her acidic poison directly into the organs. Deals 150/200/250 Physical Damage and Slows by 50% for 2 seconds. After 1.5 Seconds the target begins feeling the pain of having its organs turned into a gory soup. Deals an additional 120/160/200 Physical Damage over the next 5 seconds. 130 Mana. 90 Second Cooldown. 250 Range. This ability can be cast again for 2 seconds after the Poison Damage wears off that causes the target to vomit its insides and deals an additional 100/150/200 damage and increases Physical Damage to the target by 20% for 3 seconds.

Inspiration for this came from the Dark Eldar of Warhammer 40000 and Rikimaru from DoTA. I also did not want to take what I thought was an easy path by having a spider use webs. Plus it makes the lore a little more interesting. I set out attempting to make a stealth melee caster similar to Eve but with its own style.

Lore: Deep beneth the earth lies an ancient city; long forgotten by the surface. Although once inhabited by humans, it is now occupied by a race of spider people. The body of a spider and the upper torse of a human; this race has lived in this ancient city for hundreds of years. That is until a mining company, seeking its fortunes undergroud, burst throught the vaulted ceiling of the city and right into the Queen's bedchamber. The Queen, not one to look a gift hors...errr spider in the mouth, saw this as an oppertunity to connect with the surface world for she had grown tired of her own kind and longed to find certain "pleasures" somewhere else.

In comes Sperax'eh, though a simple handmaiden to the queen, she was still trained as a warrior in order to protect her Queen. Sent to the surface as an Ambassador, and to broker  and alligence with the surface, Sperax'eh emerged into a world rife with despair. The miners as it turns out were from Noxus, and had begun their excavation in an abandoned dungeon under the city. At first she was met with many perils as the citizens were very much xenophobic to her race, not to mention the arachnaphobia. However, when news reached the Noxian High Command that there was a new race of creatures with remarkable combat prowass, they set plans in motion to take advantage of these naive things. Within a few days of emergence the Spi-taurs had an alliance with Noxus and, to show their appreciation, Sperax'eh agreed to fight for Noxus in what they called "The League."

Quote: "Though our Queen is cautious of these new allie's intentions, she is nonetheless elated at having new..."company." -Lady Sperax'eh

Thursday, March 24, 2011

Goffda, The Great Painter

Passive(Ink Puddles): Every attack places 2/3/4 Ink Puddles around the target. Abilities can only

be used near Ink Puddles. Ink Puddles are consumed when it's used for an ability, lasts for 10 seconds otherwise. Puddles that stack onto each other make the area they cover larger.

Q(Ink Splash): Causes up to 2/3/5/8/12 puddles in target area to burst up into the air. Enemies standing on or very near the puddles are dealt 54/67/80/93/106+.8AP Damage.

W(Living Ink): Causes Ink Puddle's to attach to enemies that are standing very near to them and deal damage over time. Deals 12/21/30/39/48+.7AP Damage a second for 4 seconds. Only one Ink Puddle may be attached to any one enemy.

E(Painters 's Touch): Increases Goffda's and allied Champion's health regeneration by 2/4/6/8/10 and mana regeneration by 2/3/4/5/6 while standing in an Ink Puddle. Goffda also gains 10% Attack Speed and 15% Move Speed while standing in Ink Puddles.

R(World is a Canvas): Goffda swings his paintbrush and places Ink upon all units in an area. Units affected leave a trail of Ink behind them for 4 seconds. Passive disabled for 8 seconds after use.

Monday, March 21, 2011

Froolig, The Yordle Barbarian.

Passive(I'M TOUGH): Froolig knows that just because others are bigger doesn't mean they are tougher then him. For every enemy Champion near Froolig, physical damage done to him is reduced by 4%.

Q(Chop Chop!): Froolig begins chopping at enemies as though they were trees. Chops for 3 seconds Dealing Physical Damage in front of him for 25%AD damage every .5 seconds.

W(Piercing Strike): Froolig targets an enemy champion and swings his axe dealing 125% Attack Damage and reducing armor by 10% for 3 seconds. Enemies that are around the target when he swings are dealt 40% of the damage done

E(Ancestor's Shield/Might): Passively increases armor by 10/13/19/28/40/54. Activate to reduce armor by the passive to gain double the amount in attack damage. Lasts for 5 seconds. Passive disabled during cooldown.

R(I'M BIGGER THEN YOU!): Froolig roars and seems to grow in size. Health increased by 30%. Health Regen increased by .4% health a second. Lasts 10 seconds and can be increased by 1 second for every  attack dealt to a maximum of 5 seconds.

Saturday, March 19, 2011

Shooky, DJ Yordle

Passive(Thumping Bass): Every 6th attack is an area of effect.

Q(Treble Trouble): Shooky sends a devastating blast of sound to target location dealing 95/120/145/170/195+.9AP and Silences for 2 seconds.

W(The Sound Barrier): Passively Increases Magic Resist by 5/9/13/17/21. Activate to create a shield of sound that absorbs damage equal to 15% of his max mana. Shield lasts for 3 seconds.

E(Sonic Booster): Passively increases the area of effect of Thumping Bass. Activate to double the passive and also push nearby enemies away from your target. During cooldown the passive is disabled

R(This goes to 11): Activation causes his attacks to be an area around him and places a stacking debuff on enemies hit that Silences the target at 6 stacks.. If Shooky attacks 11 times he gains an additional 15% Attack Speed and his attacks are split as 50% magic damage and 50% physical. Enemies cannot be affected by the Silence more then once every 3 seconds. Lasts 11 seconds.

Monday, March 14, 2011

Deau'mau, Spirit of Life

Passive(Children of the Forest): Every 5 abilities summons a Child of the Forest. If summoned on an ally the Child heals for 10/12/14/16 Health/second for 10/15/20/25 seconds. If summoned on an enemy, the Child will attack for 25/40/55/70 damage for 2/4/6 seconds.

Q(Thorn Vines): Lashes out at target area grabbing hold of the first unit it hits. Lasts 3 seconds or until target is out of range. Deals 25/36/47/58/69+.5AP damage every second.

W(Earthen Aura): Passively increases the armor and health of Children of the Forest. Activate to place aura upon an allied champion and increase armor by 10/20/30/40/50 and heal for 88/132/176/220/264(+.8) for a short time. Passive is disabled during duration and cooldown.

E(Thorn Bush): Summons a single Thorn Bush in target area. The Bush deals 10/11/12/13/14 damage/second to those standing around it. Should it attack 3 times, another Bush will spawn nearby with the same effect. Each bush lasts for 6 seconds and resets each time it spawns more Bushes.

R(Wrath of the Forest): Summons 5/10/15 stationary trees in an area around Deau'mau. 3/5ths of the trees heal a nearby allied unit and 2/5ths attack a nearby enemy. Should a champion be targeted 3 times by a tree it will summon a Child of the Forest onto them.

Thursday, March 10, 2011

Aquios, Champion of the Unyileding Seas

Current(Passive): After moving for a few seconds or after a short distance traveled, Aquios begins gaining Current in the form of a secondary energy bar. Additionally gains 30 move-speed at 25% Current and another 30 at 50%. At 75% he is able to travel threw units. Current is also increased by 5% of Magic Damage dealt to Aquios. Current begins to drain after 3 seconds of no movement. Auto-Attacks will also reduce Current but at 50% of the damage done and cannot happen again from the same target for 4 seconds. Also buffs spells when above a certain percentage.

Undertow(Q): Targets an enemy and deals 65/90/120/155/195+.7AP. Slows Movement Speed by 25% for 2 seconds. If above 50% Current changes the spell into Rip-Current. Rip-Current deals the same damage but also pulls the target closer to Aquios.

Pool of Purity(W): Disperses Aquios into a pool and renders him untargetable by Auto-Attacks and most spells. Lasts 1.5 seconds and cannot move. At 25% Current this ability will heal him if he successfully dodges and incoming spell for 30% of the damage. At 75% the duration is doubled and he also heals allied units standing on the pool for 10% of his current health.

Tidal Wave/Wall(E): Sends a Tidal Wave in a cone area dealing 50/75/105/140/175+.7AP. At 25% Current it leaves a Wall of water the the end slowing movement speed of enemies that move threw it by 40% for 1.5 seconds after moving out of the area. At 75% the Wall become Impassable but no longer slows.

Maelstrom(R): After a 2.5 second cast. Aquios swirls himself into a massive storm dealing 110/200/300+.4AP damage initially and another 150/200/250+.6AP when the Maelstrom is over. Lasts 2.5 seconds. Aquios's Movement Speed is reduced by 40%. At 50% Current the duration is increased by .5 seconds and Movement Speed is reduced by 30%. At 85%  current nearby enemies will be knocked up in the air for .5 seconds. Aquios can still be affected by stuns and silences during the ultimate but only Silence will stop the second part of the ultimate. Current is also set to 0.

Tuesday, March 8, 2011

Mayal, Golem Maker Extrodinare!

Passive(Magnify Power): Mayal's golem gains 50% of her stats on top of its' own.

Q(Combat Mode/Power Fist): Activate to gain melee attack but lose ranged attack. Activate again to deal small area damage on next attack. The effect is lost if Modes are changed.

W(Support Mode/Electric Shock): Activate to gain ranged attack but lose melee attack. Activate again to deal magic damage to a target and silence.

E(Defensive Mode/Absorption Shield): Activate to gain increase magic resist and armor. Shorter ranged attack then Support Mode but farther then Combat Mode. Activate again to place a bubble around Mayal and the golem. All damage taken by Mayal is absorbed by the golem's bubble for a few seconds or until the bubble collapses. The bubble is lost if Modes are changed during its duration.

R(Taking Direct Control/Reconstruct): Mayal jumps into her golem combining the stats of both and allowing the use of all secondary abilities. The golem's attack is which ever Mode it was in when activated. This ability becomes Reconstruct should the golem be destroyed. This allows Mayal to channel for a short time and make a new golem set in Combat Mode. Both are killed should the golems health reach zero during the ultimate. Lasts for 15 seconds.

The golem acts as a pet in most regards however it also acts as a tower. Should an allied champion be attacked near the golem it will pursue as if it were a tower. However if it chases its target outside Mayal's control it will return to Mayal. When Mayal is killed the golem persists and returns to the base to await its master. If the golem is destroyed and Mayal dies without creating a new one, she will re-spawn with one.

Razorfin, Terror of the Deep

Passive(Toothed Armor): Razorfin has covered himself in his own teeth. Increases armor by 5/10/15/20 and causes melee attacks to deal 4/6/8/10% damage to attacker.

Q(Hand Cannon): Having lost his arm, Razorfin attached a hand cannon where his stump was. After selecting a target, Razorfin will light the fuse. The fuse burns for 2 seconds and fires. Deals 50/70/90/110/130+.8 Damage to a small area.

W(Jet Surge): Summons a powerful wave of water that Razorfin uses to chase down prey. During travel the wave deals 50+.5AP magic damage to enemies it passes and knocks them to the side. After hitting the target, Razorfin knocks all other enemys away. Does Attack Damage to target.

E(Kraken Whip): Using a whip made from a tentacle of a Kraken, Razorfin is able to strike at enemies in a line. Deals 30/47/64/81/99+.7 damage.

R(Water World): Razorfin summons a large sphere of water to appear in an area. While inside the Water World Razorfin gains 20% move and 25% attack speed. Enemies are slowed by 10% movement and 25% attack speed. Lasts for 10 seconds. While inside, Hand Cannon is unusable.

Monday, March 7, 2011

Munubi, Lord of the Dead

Passive(From the Grave): Minions that die around Munubi have a 20% chance of becoming a zombie. Zombies follow Munubi around and act as Pets. Zombies last for 15 seconds. Zombies have 100/175/250/325 Unhealth. Towers will attempt to target Munubi should a Zombie attack an enemy Champion. Towers deal 3 times more damage to Zombies and Zombies deal 50% less damage to Towers.

Q(Fire Bomb): Munubi tosses a fire bomb to target location dealing 90/120/150/180/210+.8 damage to enemies in the area. If Zombies are in the area they catch on fire and cause 10 magic damage a second, for 5 seconds, to nearby enemies stacking up to 30 damage. Zombies are also affected by the damage.

W(Winds of Plague): Munubi takes a deep breath and blows concentrated death in a cone. Deals 25/35/45/55/65+.7AP damage to enemies. Zombies affected have their Unhealth increased by 100 and duration increased by 2 seconds.

E(Sacrifice): Kills target Zombie and restores 70/90/110/130/150+.8 health and 10/20/30/40/50+.5 mana to Munubi. Targeted Zombie also bursts leaving a cloud of plague that Unheals other Zombies for 10 Unhealth and increases their duration by 3 seconds. Cloud lasts 3 seconds.

R(Mass Rise): Begins emitting an aura of unlife around Munubi for 6/8/10 seconds. All minions that die around him become Zombies. Enemy Champions that die become 2 Zombies. Zombies that rise with the Mass Rise have their health increased by 50/100/150 and duration increased by 3/4/5 seconds.

Clockwork, The Steam-Powered Assassin

Passive(Overheat): Clockwork's steam engine has a tendency to overheat during excessive use. After 5 abilities or criticals, Clockwork gains the Red-Hot buff which causes an additional 10% magic damage when auto-attacking.

Q(Spring Step): Coils the springs built into Clockwork's legs allowing her to jump towards the target. Unless used near the target she will only jump a short distance. For each unit between her and the target she jumps off of them towards her target closing the distance. Works much like Yi's Alpha Strike. Upon reaching her target, Clockwork will deal 150% attack damage. If Clockwork is Red-Hot, each jump will leave a Burn debuff on enemies dealing 15/25/35/45/50 magic damage a second for 3 seconds, also consumes Red-Hot.

W(Heat Wave): Channels engine heat into an area around Clockwork dealing 60/90/120/150/180+.6AP. If Red-Hot, the area will be set aflame, dealing 10% of the damage dealt to enemies who stand in it every second for 3 seconds.Consumes Red-Hot.

E(Steam Cloud): Releases a large cloud of steam in an area around Clockwork. All enemies within the cloud have a 20% miss chance. Units outside the cloud have a 15% miss chance if targeting someone within the cloud. Clockwork cannot be targetted while inside the cloud. The cloud lasts 4 seconds. If Red-Hot, the cloud slows movement speed by 15%. Consumes Red-Hot.

R(Winding Up/Unleash): After a 2 second channel, Clockwork will charge to target location at three times her current movespeed. Enemies she passes are dealt 60% attack damage. If Red-Hot is active enemies hit will have a Burn debuff.

Grim, Agent of Death

Passive(Soul Feed): Minions that die near Grim place a stacking buff on him that increases attack damage by 3/4/5 and attack speed by 2%. Stacks drop off after 4 seconds or are consumed with every attack for 10% life steal. Max stack is 10.

Q(The Abyss): Causes an area to be bathed in the darkness. Deals 80/110/140/170/200(+.7) magic damage and blinds enemies inside for 3 seconds. Costs 85/95/110/130/155 mana.

W(Don't Fear The Reaper): Sends a burst of fear an area around Grim. Fears for .5/1/1.5/2/2.5 seconds. High number of targets lessens the effect. Fear is reduced by .2 seconds for each minion in area and by .5 seconds for each Champion. For the fear to be reduced however the targets must be near each other.

E(Shadow of Death): Fades Grim into the spirit realm, stealthing him. Fade time is 1.5 seconds, lasts for 10/15/20/25/30 seconds and costs 60 mana. Attacks and Abilities used in stealth will grant 15% damage and life steal/spell vamp respectivly.

R(The Reaping): Marks enemy champions in an area around Grim with a Reap debuff. Targets affected are dealt 10% of the damage Grim does for every other champion affected. Example, if 4 champions are affected each one takes 30% of the damage he deals. No bonus damage is taken by Grim's target if he attacks a champion with The Reaping debuff. If only one enemy is affected, damage is increased by 25%. Lasts for 10 seconds and cost 150/200/250 mana.Damage is not dealt if those affected stay apart from each other.

Friday, March 4, 2011

Zarkrum, The Essence of Night


Chaining Darkness(Passive): Enemies hit by spells are Chained together. Linked units cause 3% of the damage they deal while linked to all other units. The Chain can be broken by moving away. Champions can only be linked to 3 other units.

Shadow Wave(Q): Sends a wave of shadow to target location. As the Wave hits enemies, it disperses and causes the wave to spread into a cone area. Deals 60/100/150/210/280+.6AP Magic Damage

Shroud(W): Places a black cloud on target area. Deals 75/105/140/180/125+.7AP initially and 20% of the damage done over the next 5 seconds.

Ward of Darkness(E): Summons a small ward at target location. Enemies that are within range that cast a spell are dealt 10% of the damage they do to themselves.

Dark Side of the Moon(R): Empowers all of Zarkrum's abilities with dark power causing them to synergize with each other. Lasts 15 seconds.
-Shadow Waves that contact a Shroud will cause another Shadow Wave to cast from the oppisite side of the Shroud that deals 25% of the original Shadow Wave's damage.
-A Ward of Darkness that is placed inside Shrouds will cause the Shroud to increase in size and duration for every 3 spells that are cast.
-Shadow Waves that intersect a Ward of Darkness cause the Ward to detonate dealing damage to any enemy who was affected by the Ward equal to 8% of their max mana.

Tuesday, March 1, 2011

Himoyha, The White Death

Passive(Hidden From Sight): Himoyha's normal attacks deal an extra 10% damage when in grass.

Snapshot(Q): Quickly fires a shot and deals 66/97/128/159/190+50% Attack Damage to first enemy hit. 22/20/18/16/14 second cooldown.

Long Barrel(W): Increases Himoyha's attack range by 30/60/90/120/150. Additionally, damage dealt from 100-70% of her range is increased by 5%. Damage dealt below 60% however is decreased by 5%.

Steady Shot(E): Allows Himoyha to move and attack simultaneously. Reduces Move Speed by 10%. Drains mana with each shot.

Marked for Death(R): Himoyha marks a target champion with a  marker light. Deals no damage, but causes target to be revealed to allies regardless of stealth or range. Any damage Himoyha does to target is increased by 10% and is True Damage. Lasts 8 seconds. 200/170/140 second cooldown.

Monday, February 28, 2011

Hetha, The Earthen Elemental

Formation Shift(Passive): Switching Formations deals magic damage to nearby enemies. Additionally, when switching between forms, any stacks are carried over for 3 seconds.

Attack Formation(Q): Shifts into an Attack form. Increases attack speed and movement. Additional casts increase attack and movement speed by a flat amount that stacks to 3.

Defense Formation(W): Shifts into a form with a large shield and mace. Increases armor and health regeneration. Additional casts increase health regeneration by a flat amount stacking to 3.

Spell Formation(E): Shifts into a crystal formation increasing magic resist and ability power. Additionally can cast the ability to target enemy dealing magic damage.

Star-burst Formation(R): Shifts into a star, causing enemies that attack the Elemental to be dealt magic damage. Additional casts deals magic damage to 3 nearby enemies.

Tuesday, February 1, 2011

Bonne Anny, Self-Proclaimed Pirate Queen.

Bonne Anny, Self-Proclaimed Pirate Queen.

Queen's Wrath(Passive): The closer a target is the more damage attacks and abilities deal.

So Many Guns, So Little Time(Q): While active, Bonne deals 65% damage to two targets at once. Each shot costs 6/12/19/27/36 mana.

Fear/Courage of the Queen(E): Passively decreases enemies attack speed while near Boone. Activate to change the passive to increased allied attack speed. Upon activating nearby allies/enemies gain/lose damage. (If Fear is on, switching to Courage decreases enemies damage. Switching back gives allies damage.)

Hand Cannon(E): Fires off a small cannon ball to target area. Deals damage to targets in a line from point of impact.

Fire All Guns!(R): Rapidly fires in an area around Bonne dealing 30/60/90+60%AD for 4 seconds. Prioritizes Heroes over minions. Cannot hit the same target twice in a row.

Togaram, Lord of the Ice Bears. Updated!


Togaram, Lord of the Ice Bears.

Hardiness(Passive): Whenever an Ability is tagetted at Togaram he gains 3 Armor for Physical Damage and 2 Magic Resist for Magic Damage for 3 seconds. Stacks indefinatly until worn off.

Bear Hug(Q): Grabs a target with both arms and roots them both in place. 15% of Damage done to Togaram is shared with his Target. 10% of Damage done to Togaram's target is shared with himself.  Lasts for .8/1.1/1.5/2/2.6 seconds. 18 second cooldown.

Ice Shield(W): Summons a barrier of ice around a target increasing Magic Resist and causes attacks made against them to slow the attackers movement and attack speed by 10% for 1 Second stacking up to 3 times. Lasts 15 seconds. 25 second cooldown.

Hibernate(E): Passivley increases Armor by 3/5/8/12/17 and Magic Resist by 2/4/6/9/12. Activating this will cause Togaram to curl into a ball and begin to heal himself by .3% of misssing health every 1.5 Seconds and gain triple the passive. Costs 50 Mana initially increasing by 25 every 1.5 seconds. Additionally when Togaram deactivates this ability he gains Attack Damage equal to 25% of the Health healed for 5 seconds.


Hammer of the North(R): Summons a large Ice Hammer to Togaram, slowing all enemies within a 500 Radius by 50% for 2.5 Seconds and slows Attack Speed by 20% in a 700 Radius for the whole duration. Togaram will gain Increased Attack Range and all attacks will create an Ice Patch beneath his target that slows for 20% and lasts for 5 seconds.
Lasts 15 seconds.