Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.
Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.
I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):
* Masamune Date (names are merely for inspiration and representation)
* **Skirmisher core traits:** high in-combat scaling damage, kills all, poor target selection, reliable survivability
**Passive:** Masamune's basic attacks** slow** and reduce the **Armor** of their target for **3** seconds. Cannot happen again against the same enemy within **10** seconds.
The **Armor** reduction serves only Masamune.
**-Slow: 20/25/30% at levels 1/7/13
-Armor reduction: 20/30/40% at levels 1/7/13**
**1st Skill:** Masamune shoots with one of his pistols. The bullet moves through a short line and stops at the first enemy it hits, dealing damage. Within **3** seconds, Masamune can reactivate the ability to do this a second time with his other pistol.
Enemies hit by both shots have Masamune's **Passive** applied. If it has already been applied and it is within the **10**-second downtime, they are **stunned** for **1.5** seconds but lose its effects.
**-Damage per bullet: 45/60/75/90/105 (+ 60/65/70/75/80% Bonus AD) as Physical Damage
-CD: 7/6/5/4/3 seconds (begins after 3 seconds or after the second use)**
**2nd Skill:** Masamune shouts at himself, receiving a shield based on all the damage received in the last **3** seconds that lasts for up to **3** seconds. While the shield holds, Masamune receives additional **Attack Speed**. Can be cast at any moment.
If the shield is broken, the** Attack Speed** bonus is tripled for **3** seconds and Masamune's next **3** basic attacks are empowered for the same duration. Each one sends a small green dragon towards its target, dealing additional **Magic Damage** after a brief delay and healing Masamune.
Has no cast time.
**-Shield health: 20/25/30/35/40 (+ 40% Bonus AD)% of all damage taken in the last 3 seconds
-Additional Attack Speed: 15/20/25/30/35%
-Additional damage (per dragon): 2/2.5/3/3.5/4 (+ 1% Bonus AD)% of enemies Maximum Health as Magic Damage
-Healing (per dragon): 16/27/38/49/60 (+ 25% Bonus AD)
-CD: 16/15/14/13/12 seconds (begins after 3 seconds or when the shield breaks)**
**3rd Skill:** Masamune moves forward in a line, sword ahead, dealing damage to enemies he passes through. If he hit at least one enemy champion of large monster, Masamune may quickly recast the ability to jump towards the targeted direction. While jumping, Masamune spins in the air while shooting to all sides, dealing damage to nearby enemies.
If a same enemy is hit by both damages, the **10**-second downtime of Masamune's **Passive** is removed (if it has already been applied).
**-Damage (advance): 40/60/80/100/120 (+ 40% Bonus AD) as Physical Damage
-Damage (jump): 80/120/160/200/240 (+ 80% Bonus AD) as Physical Damage
-CD: 16/14/12/10/8 seconds**
**Ultimate:** While channeling for up to **3** seconds, Masamune opens and closes his arms while he shoots countless times within a **180°** angle in front o him. Enemies within the semicircle take damage and are **slowed** every **0.5** second.
The **slow** increases based on the enemies' proximity to Masamune, the closer the stronger. Masamune can slowly change the angle's direction while shooting.
**-Damage (every 0.5 second): 30/40/50 (+ 120% Bonus AD) as Physical Damage
-Maximum damage: 180/240/300 (+ 720% Bonus AD) as Physical Damage
-Slow: 20-50% for 1 second
-CD: 100/90/80 seconds**
Melee, uses **Mana**