: Correction on Senna's role: She is designed as a high-utility ADC. Ashe is a champion we have right now filling that role. She seems to be designed to be able to play as a support and lane with Lucian, but to be a primary marksman with unconventional methods for approaching a fight. From today's Road Map: "As many of you recently saw, the next new champion will be Senna, a very non-traditional marksman coming to League soon. When we were creating Senna, we knew she should be a marksman, but we also thought she should be able to lane with Lucian. We felt there was a great opportunity for them to work together, with Lucian up close and personal and Senna backing him from a distance with a massive Relic Cannon. With this in mind, we went about building a supportive marksman with a blend of damage and utility." https://nexus.leagueoflegends.com/en-us/2019/10/champion-roadmap-october-2019/ She is a marksman designed to duo lane with Lucian as his equal or to be the primary ADC for the team. Either way, she will likely have some amount of CC and/or vision control, similarly to Ashe.
> [{quoted}](name=Brutalitops01,realm=NA,application-id=yrc23zHg,discussion-id=L2y6Y1qu,comment-id=0000,timestamp=2019-10-16T21:12:17.003+0000) > > Correction on Senna's role: She is designed as a high-utility ADC. Ashe is a champion we have right now filling that role. She seems to be designed to be able to play as a support and lane with Lucian, but to be a primary marksman with unconventional methods for approaching a fight. From today's Road Map: "As many of you recently saw, the next new champion will be Senna, a very non-traditional marksman coming to League soon. When we were creating Senna, we knew she should be a marksman, but we also thought she should be able to lane with Lucian. We felt there was a great opportunity for them to work together, with Lucian up close and personal and Senna backing him from a distance with a massive Relic Cannon. With this in mind, we went about building a supportive marksman with a blend of damage and utility." https://nexus.leagueoflegends.com/en-us/2019/10/champion-roadmap-october-2019/ > > She is a marksman designed to duo lane with Lucian as his equal or to be the primary ADC for the team. Either way, she will likely have some amount of CC and/or vision control, similarly to Ashe. Yeap I just edited it now, In terms of a gameplay, I am assuming she is like Miss fortune as well in terms of playing as ADC/Supp but more of an active support pick than Miss fortune for sure. I do like the design of extra roles for characters, but I am mainly interested in how they will end up communicating in game, if like Rakan and Xayah, that would be interesting.
Rioter Comments
Rioter Comments
Juice (EUNE)
: Please nerf Spear of Shojin or remove it from the game
Well, It's not really that broken in terms of power. What is really strong about it is that you can have a bonus attack speed after you use your ultimate. Which means, if your ultimate is on cooldown, then it's only a flat of health and attack damage. I wouldn't say removing it is a good idea, I am a tank main and I don't even build it, but I never had a trouble playing against champions with Spear of Shojin. In fact, I have troubles against the adc items when the marksmen can have highest movement speed and auto you to death in no time. **NOTE**: My only suggestion for Riot is reducing the cooldown from 20% to 10%. Other than that, we have no point in arguing against this item at all.
Rioter Comments
: Even though the idea is great, there was 2 items that have the same passive effect. Wardens mail and Randuins omen and that made these items too good so they removed that specific passive. Ofcoure that was a long time ago but it is not often Rito reverts stuff like that
I can think of another passive, but we need something to help escaping the marksmen, just like how the marksmen can easily run away from the tanks. The movement speed marksmen have can easily be on top, especially with their supports buffing them and the itemization. This item should be only fair. Reducing the enemies' movement speed is not that bad. It's only a 15%
Jesi Oni (EUNE)
: I like it but not gonna happen. That would be doom of any ADC trying to kill you 🤣
Thanks, It is meant to help escaping while roaming. Adcs have a lot of movement speed coming from the keystone, itemizations and most supports.
Rioter Comments
Rioter Comments
: clearly you are bias and the stats for win rate , and pick rate and ban rates would say that darius is the stronger of the two.
Alright, we'll see when the rework is coming next patch
: that has nothing to do with this. you are trying to say cuz X champ does this then Y champ needs to do it two. no they dont. if that is the case then we need to give garen darius passive and reset on ult. do you want that? why have two champs that do the same things? scales the same way? its just fukin stupid
Garen has a better passive, better ultimate, better Spin, better W, better Q Garen's Q can silence the champion for long duration, while Darius needs to perfect time his Heal to make it worthy Garen's W can give him a shield to block incoming damage and can scale with killing minions. Also, a tenacity for the duration, while Darius can only slow and deal bonus damage in melee against 1 champion. Garen's E Spin shreds the armor, can critically strike, scales with attack speed and levels and can kill everything around him in so many spins, while Darius can just pull and penetrate armor physically Garen's ultimate completely shuts down the target, deals % true damage + flat true damage without stacks required, while darius needs to apply 5 stacks to deal a flat of true damage only. Garen overall has everything better than Darius, I think Darius needs buffs
: It's really not. Be glad you didn't get to experience the annoyance to lane against him back then.
I never had troubles with the old Darius though, fighting him in 1 v 1 was harder, but in teamfight, he was much easier to counter.
: ok say this with me.... TWO DIFFERENT FUKIN CHAMPS incase you missed it... TWO DIFFERENT FUKIN CHAMPS
You probably lost so many times against Darius. No wonder why you hate him so much. You need to stop yelling and raging, It's just a fourm about a champion. Why the hate?
: he is doing a big massive swing with a big massive ax , it dont make sense for it to be fast
It does no damage when you stand near him, though. While Garen can do 9x his damage to all 5 whether if they are close or not
: > Having attack speed items on darius helps his W land faster https://i.kym-cdn.com/photos/images/newsfeed/001/473/823/9f2.png Wut..? Ever heard of AA-resets...? And unlike Garen, Darius is Trinity-viable.
Garen with the new rework will rush Trinity force, it'll empower his Q heavily, and scale his Spin.
: Apparently you never played prework Darius where his Q was instant-cast. It was the most toxic crap to fight against back then.
Prework Darius was a better champion though
GreenKnight (EUNE)
: > [{quoted}](name=I say Facts,realm=NA,application-id=3ErqAdtq,discussion-id=27J5qA6a,comment-id=00010000,timestamp=2019-10-06T16:28:06.164+0000) > > It's not weakness if he builds attack speed. He'll die so fast and so easily. Think of Garen, why not say the same thing about him? he can build attack speed now to scale his spin, and tank to remain a juggernaunt. Suuure. He will heal with his Q, slow you down with W, apply passive and then execute. At least Garen needs to spend some time actually attacking you to get something from his damage.
But healing requires perfect timing, and with w and 3 autos before execute, that's not a death sentence, you will have to keep fighting a lot more to kill, especially if the target is beefier. And taking that amount of time will easily put you to die.
: dont need it. darius dont spin in Q multiple of times. he swings the ax one time . so attack speed wouldnt make sense. now where attack speed helps darius is in the auto reset on W and stacking passive with autos. but none of his abilities need to scale with AS just cuz its on PBE dont mean it will make it live
An attack speed on charging the swing would make sense, though. Taking forever before spinning is weird, especially if you build attack speed on him.
: just cuz one champ has something dont mean the other is suppose to. and the garen rework hasnt even came out. and his spin dont currently scale with attack speed. the amount of spins it does is based on level of the skill
I am playing him everyday on PBE, It's going to come to the live server. However, It does matter when him and Darius were close to eachother's level, but now Darius is uncompared with Garen. Garen is stronger than him in everything. Which is why I assumed a speed scaling on Darius' Q will give him some different gameplay as well.
: yea he dont need other scalings. he isnt meant to be attack speed based. and he dont build tank, he builds juggernaut a mix of damage items with some defensive items to make him durable he is meant to be kited to death that is his weakness
Why not say the same thing about garen? They are both juggernaunts, and Garen was never meant for attack speed, but they made him scale his Spin with attack speed. I am thinking they should do the same thing to Darius because its unfair that these 2 are too far to compare now
GreenKnight (EUNE)
: > Isn't it fair? That'll open more playstyle options for Darius. Tank build is boring really. It'll make him get kited to death. What, you mean you want one of his only weaknesses removed? Jesus dude.
It's always weakness if he builds attack speed. He'll die so fast and so easily. Think of Garen, why not say the same thing about him? he can build attack speed now to scale his spin, and tank to remain a juggernaunt.
Rioter Comments
: I mean maybe it would, but that item is ridiculously broken.
I am thinking of maybe an AD version of boots will be a better idea than penetration. Perhaps a boots that gives 20 adaptive force would be a healthier idea. Or even 15?
: Yeah AD assassins *Really* don't need a buff in any way.
I am not an assassin main, but the idea just came on the way. In other words, It's interesting to have more boots.
Rioter Comments
: We need an expensive, slot efficient item for lategame tank fantasy, but I don't think this particular item is the right answer... I think we should have an item line that forks into two paths, one for lategame armor scaling and the other for lategame magic resistance scaling. A user would only be able to buy one of these items, like {{item:3003}} {{item:3004}} are mutually exclusive. That way, tanks must choose a vulnerabilty, either vs the enemy adc or apc, and therefore will remain manageable against well rounded team compositions. Also the items should be armor/mr multipliers or synergistic items that they require a full tank build in order to provide reasonable value, and so that the user can't build full armor + the lategame mr item to cover up their damage type vulnerability. This would help separate bruiser and tank itemization a little bit better. I was thinking the mr item could create a lightning rod aura that redirects aoe magic damage onto the tank to protect allies. The armor version could offer some sort of ramping up physical defense or some kind of irreducible physical resistance (a physical-only shield that stores incoming damage like gray health? a deflection effect? combine with self slow for tradeoff?) to reduce ad dps. I think that the lategame tank item(s) need some vulnerability or tradeoffs so that they can be justifiably really strong in their niche case. Like against a full ad team, the armor item should be super strong, and armor pen shouldn't make up for being full ad in lategame.
Thanks for the feedback, in terms of making 2 types of defensive, I actually made an item for magic resist couple weeks ago, you can feel free to check it in the link below: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/YgiIJzIM-new-item-concept-emerald-gauntlet Adding another resistance over the 4k Hp may sound nice, and I don't mind it if it requires for example 200 armor additionally. That way the tank Hp stackers won't abuse it, and the armor stackers won't abuse it as well. I am looking forward for more ideas for both types of defensive, but the only reason I try to not make the exact same item in the 2nd defensive version because It would be rather more interesting to have unique items that stand their own defensive type. As for Thornmail, I am thinking of making an MR version of thornmail which reduces the healing from abilities.
Vlada Cut (EUNE)
: Holy shit I like tue item's concept, butnthe healing is too much. It's either heal for auto attack damage pre-mitigation or to block on hit damage. 1st one would make it exactly the opposite of {{item:3075}} and that's good, the second one would make it exploitable with {{item:3047}}, if it had Colssteel passive too then it's be an on-hit version of {{item:3143}} woth {{item:3083}} max HP ability unlock restriction. Now we need an MR tank version of {{item:3075}} so tanks can deal with AP Bruisers such as{{champion:82}} and {{champion:517}} or magic shredders such as {{champion:145}} and {{champion:10}}.
Thanks for the reply, I was thinking of adding a 2nd version of Thornmail, which could be a counter for abilities' healing instead of auto attacks. As for this item, I kept it more than just a block or a healing because we needed a legendary item to keep the tank users stand their land in late game instead of being bullied out to death.
Phridolin (EUW)
: Amazing idea!!! +1 for reworking bruiser/tank items
Thanks for the reply, I am glad you like it!
: you missed kindred. she's apparently from the freljord.
> [{quoted}](name=BLACK REALM GOD,realm=NA,application-id=yrc23zHg,discussion-id=mHrJ59Gv,comment-id=0000,timestamp=2019-10-03T04:31:31.078+0000) > > you missed kindred. she's apparently from the freljord. Edited. Thanks for reminding me.
Rioter Comments
: Umm... 15% blocked + same amount(15%) healed... That's a 30% reduction on AA's, increased to 34.5% with {{item:3065}} (runes can increase it by 0.75-1.5%). {{item:3047}} Increases this to 42-46.5%. {{item:3143}} blocks 20% of crit damage, which means all 4 items would give you like 62-66.5% reduction on ADC AA's for 10,600g, regardless of your **Armor**. To be fair {{summoner:14}} DOES lower the healing part, but it is still way strong. Honestly I'd prefer something more akin to a stacking {{item:3194}} effect. Like "every subsequent AA deals 5% less damage for 5 seconds, stacking up to 25%". Requiring a little more initial tankiness to reach the full effect.(late game 5 AA's is huge damage unless you've built tank, and early game it is too expensive to really be worth going without a completed item for so long)
Thanks for the feedback. I'll have to point out that the unique passives from the 2 items do not match with eachothers. The damage blocked from Ninja tabi would not be counted to the block from your Imperial Mail. The block from Imperial mail will be a different type of block, which may give an animation in game to make it more unique and stands its own passive. Additionally, I put the healing in there because there is so much % damage in game and tank melting abilities/autos in general. This item will only be active on the tanks because it requires 4k HP at least to activate this passive. Therefore, by requiring that amount, you are most likely a tank user, which means they should not target you in the first place. And if they do, then they will have to deal with "having a hard time taking you down first". As for now, tanks are not a threat to the whole game because everyone almost can melt them down overtime in group fights and some of them are even afraid to initiate because of all the true damage + % Hp and the auto attacks in general. Nonetheless, you have a good point, but my item is not made for early game regardless of how the situation is. It will always require 4k Hp minimum to activate its passives. Therefore, I believe we need such an item to give Tank users more freedom to do their actions in teamfights late game. Whether through intimidating the enemy team by being so bulky, or through initiating in combat first without much fear because of the added sustain with this item and the block bonus, this item will eventually be the late game counter item against the Marksmen.
Stun Gun (NA)
: It's a cool idea, but healing for the damage blocked would be very over tuned because of how fast an adc can attack, maybe heals for half? This item is also quite similar to thornmail.
Thanks for the feedback. Well the reason why I added this type of passive is to avoid the idea of "let's target the tank first!" it most likely allows the ADC users to avoid hitting the tanks in first place. This item will give the tanks the badass face then they are invading the enemy ADC with the bonus movement speed and the passive. Instead of laughing at the tanks while sustaining from them and autoing them to death. This item requires 4000 Hp, so It'll be mostly for the actual tank users. or Juggernaunts possibly. The game so far has extreme amount of true damage + auto attacks + penetrations and % health damage. So this item will never be op, when we mentioned how much trouble tanks have to deal with in every game. But it will gladly empower the tanks in late game to stand their land and initiate without fear, while doing their amount of damage in duel against the Ad carries.
: > [{quoted}](name=ImTheJuggernauty,realm=NA,application-id=A8FQeEA8,discussion-id=KZTYUiAv,comment-id=0000,timestamp=2019-10-02T15:33:48.772+0000) > > Hmm, I don't agree with the healing aspect, though I am all for an expensive, strong scaling tank items that non-ranged AND non-hyperscaling melees could use. For instance, would you really want a tryn, yas, fizz, or jax abusing this item. You gotta be more careful with these ideas dude. > > No, if you want a solid scaling high priced tank item for beefy bois like tanks and juggernauts, it needs to have scaling added in there, and not just insane flat bonuses. > > How about something like this +200 HP (+.15 base hp +.25 bonus hp)? A rather normal HP build for tanks and juggers with some hp runes would yield about 2295 (i did some simple calculations) Bonus and about assuming about 2250 base HP would yield about 911.25 bonus HP late game. If you're cho with 10 stacks, you'd have about 7,706.25 late game. This of course, only makes the item good after about 3-4 items. As for resists, I'd lower the armor and give it some MR as well (after all, why wouldn't the Emperor's armor be enchanted, as your passives already suggest. > > So let's say, 40 armor and 20 magic resist. > > Now, you're passive healing is, to put it bluntly, broken. While tanks should have some scaling options, that would nearly make them invincible against all AA or AA-hybrid champs and would be utterly ridiculous if paired with thornmail (even if some counter-synergies exist) and with certain other healing items and certain champ kits. > > How about we keep the the AA damage reduction but lower it to 8% (stacking additively with ninja tabi), as that would still be better than the crit reduction from randuins since it applies to the base damage as well, and to all AA's, not just crits. Since this is an item reserved only for brave warriors, how about some form of team fight utility based on boosting morale through exemplary leadership and courage in battle: > > Brave Heart: After either 5 seconds in batter or taking 35% of max hp damage in 3 seconds or less or killing an enemy champ, item can be activated to give champion and allies in a 750 unit radius gain: 20 armor and magic resist, 15% tenacity, and 10% spell vamp for the next 5 seconds. Cannot be activated without teammates around, can be activated even while stunned or knocked up. Ally champions with less than 25% hp or mana are healed/restored 5% max hp and mana. > > Unique passive: 7% movement speed (this is definitely a good one I think) > > This way, you'd have a SCALING lategame tank item, that wouldn't allow the likes of tanksuo or tank fizz or tank ekko to suddenly re-emerge. Imagine even just fiora or jax taking this item. Champs like yas have low base hp, so he wouldn't scale amazingly with that aspect, he also build very little hp if any, so if he wanted to get good scaling from an item like this, he'd need to sacrifice a lot of damage to do so. But tanks and juggernauts would actually be able to build an item like this for some late game scaling and do decently with it. Some champs like sion or cho would likely synergize way too well, but number could be fudged around enough to make an item like this balanceable I believe. > > This would give tanks a lot more durability like you want, without making them literally almost unkillable like your healing passive would essentially do. > > I mean, imagine a tank with your version, plus titanic hydra, plus steraks/ROA, ninja/merc, randuins/thorn, and some other item for defense or damage? They would literally become nigh unkillable, and do insane damage as tanks, which is exactly the problem we need to avoid. Perhaps even my version is too strong and could be toned down tbh. Wouldn't adding something like {{item:3083}} restriction help a bit? Like the passive only activates if you have x amount of Armour or hp respectively
Oh you replied about that idea, I didn't notice. I actually just replied as well in terms of adding a restriction. Thanks for the reply!
: Hmm, I don't agree with the healing aspect, though I am all for an expensive, strong scaling tank items that non-ranged AND non-hyperscaling melees could use. For instance, would you really want a tryn, yas, fizz, or jax abusing this item. You gotta be more careful with these ideas dude. No, if you want a solid scaling high priced tank item for beefy bois like tanks and juggernauts, it needs to have scaling added in there, and not just insane flat bonuses. How about something like this +200 HP (+.15 base hp +.25 bonus hp)? A rather normal HP build for tanks and juggers with some hp runes would yield about 2295 (i did some simple calculations) Bonus and about assuming about 2250 base HP would yield about 911.25 bonus HP late game. If you're cho with 10 stacks, you'd have about 7,706.25 late game. This of course, only makes the item good after about 3-4 items. As for resists, I'd lower the armor and give it some MR as well (after all, why wouldn't the Emperor's armor be enchanted, as your passives already suggest. So let's say, 40 armor and 20 magic resist. Now, you're passive healing is, to put it bluntly, broken. While tanks should have some scaling options, that would nearly make them invincible against all AA or AA-hybrid champs and would be utterly ridiculous if paired with thornmail (even if some counter-synergies exist) and with certain other healing items and certain champ kits. How about we keep the the AA damage reduction but lower it to 8% (stacking additively with ninja tabi), as that would still be better than the crit reduction from randuins since it applies to the base damage as well, and to all AA's, not just crits. Since this is an item reserved only for brave warriors, how about some form of team fight utility based on boosting morale through exemplary leadership and courage in battle: Brave Heart: After either 5 seconds in batter or taking 35% of max hp damage in 3 seconds or less or killing an enemy champ, item can be activated to give champion and allies in a 750 unit radius gain: 20 armor and magic resist, 15% tenacity, and 10% spell vamp for the next 5 seconds. Cannot be activated without teammates around, can be activated even while stunned or knocked up. Ally champions with less than 25% hp or mana are healed/restored 5% max hp and mana. Unique passive: 7% movement speed (this is definitely a good one I think) This way, you'd have a SCALING lategame tank item, that wouldn't allow the likes of tanksuo or tank fizz or tank ekko to suddenly re-emerge. Imagine even just fiora or jax taking this item. Champs like yas have low base hp, so he wouldn't scale amazingly with that aspect, he also build very little hp if any, so if he wanted to get good scaling from an item like this, he'd need to sacrifice a lot of damage to do so. But tanks and juggernauts would actually be able to build an item like this for some late game scaling and do decently with it. Some champs like sion or cho would likely synergize way too well, but number could be fudged around enough to make an item like this balanceable I believe. This would give tanks a lot more durability like you want, without making them literally almost unkillable like your healing passive would essentially do. I mean, imagine a tank with your version, plus titanic hydra, plus steraks/ROA, ninja/merc, randuins/thorn, and some other item for defense or damage? They would literally become nigh unkillable, and do insane damage as tanks, which is exactly the problem we need to avoid. Perhaps even my version is too strong and could be toned down tbh.
Thanks for the feedback, I have edited the requirement of this item now. It's no longer for all melees, but those melees who have at least 4000 HP will unlock the unique passives of this item. Which will force people to build at least 3 tank items in order to take this item next. Nonetheless, this change will force it to be a tank only item. Unless the assassins build tanky items instead of damage, then It'll work on them as well. But is it worth for them to do that? I highly doubt it. It's more of heavy defensive over offensive. It'll be a great item for Vanguards in general. Juggernaunts could use it in late game if they want to, but they will have to sacrifice one of their main items for it. As for the defensive type, I chose Armor over magic resist because I already made an item for Magic resist back then, and I was looking to create a concept for an armor type defensive item, especially because all the adcs are abusing the tanks in the game now. Whether through sustain, extreme AA, or just heavy penetration in general and so much true damage + % damage. I needed to create legendary armored tank item for the tank users.
Goate (NA)
: I love this item concept, but I think Assassins might abuse it, could you edit something to make it more viable on tanks only? That's my only argument about it, other than that. It's 10/10 great item.
Thanks for the feedback, I am going to edit it nad make it only for Tanks. Edited: Added a new requirement for the passive if this item.
Rioter Comments
: If there was a vs match between fiora and jax, I would suggest a different theme. First, dawnbringer plus sandbringer (and yes I know you pointed out your reason for the odd choice of sandbringer) don't even match with each other thematically. Second, it's virtually a copy/paste of the original vs event with dawnbringer riven, and that's not a great thing two do. Third, it doesn't match either of the characters thematically in any way. Fourth, and finally, it just doesn't sound cool at all and doesn't have a ring to it. What I'd suggest is something more along the lines of two grand duelists or gladiators duking it out in the arena (sort of like an animation made a while back) but with more flair and detail than normal. Perhaps the stakes are normal like actual gladiators, in that whoever wins is freed, and the loser dies. Perhaps you add a new twist, I don't know. It could also be a master/apprentice show down (jax the master, and fiora the pupil since she's much younger). The point is these would be more original (not copying the riven theme) and more thematically inclined. Perhaps it could be like Kung-Foo Panda and the fight between Po and Tai-Lung where fiora is the disgruntled apprentice out for vengeance for not being the chosen one.
> [{quoted}](name=ImTheJuggernauty,realm=NA,application-id=yrc23zHg,discussion-id=voZgFw0q,comment-id=0000,timestamp=2019-10-01T14:33:18.839+0000) > > If there was a vs match between fiora and jax, I would suggest a different theme. First, dawnbringer plus sandbringer (and yes I know you pointed out your reason for the odd choice of sandbringer) don't even match with each other thematically. Second, it's virtually a copy/paste of the original vs event with dawnbringer riven, and that's not a great thing two do. Third, it doesn't match either of the characters thematically in any way. Fourth, and finally, it just doesn't sound cool at all and doesn't have a ring to it. > > What I'd suggest is something more along the lines of two grand duelists or gladiators duking it out in the arena (sort of like an animation made a while back) but with more flair and detail than normal. Perhaps the stakes are normal like actual gladiators, in that whoever wins is freed, and the loser dies. > > Perhaps you add a new twist, I don't know. > > It could also be a master/apprentice show down (jax the master, and fiora the pupil since she's much younger). The point is these would be more original (not copying the riven theme) and more thematically inclined. Perhaps it could be like Kung-Foo Panda and the fight between Po and Tai-Lung where fiora is the disgruntled apprentice out for vengeance for not being the chosen one. Thanks for your idea, I definitely wasn't too serious when I mentioned Sandbringer Jax because it does sound strange, but definitely something else for Fiora and Jax would be a better idea, especially that they need to be as unique as the other champions I mentioned. I am thinking of another name
: Actually, I know these ideas have almost nothing to do with Darius, and everything to do with rhyming but...I want to see Drunkmaster and Funkmaster Darius skins fo sho. Maybe even a like Junkmaster and Trunk(big booty)master Darius eventually. And if they do give him something along the line of Heartseeker, it should instead be HUNKmaster Darius. Oh yeahhhhh
Haha, I'd love that. Nothing wrong with funny skins sometimes. It'll only bring more relieving!
Rioter Comments
Rioter Comments
Rioter Comments
: All my concept skins
These skins look awesome, I am surprised we have someone who is very professional with skin concepts. However, I would ask if you are able to make a legendary skins for these following champions: {{champion:72}}: Infernal Skarner (Legendary Shuriman Skin like Nasus) {{champion:120}}: Blood lord Hecarim: (Legendary like Vladimir)
Jack0Alpha (EUNE)
: > [{quoted}](name=Jack0Alpha,realm=EUNE,application-id=yrc23zHg,discussion-id=AUANMhmJ,comment-id=00000000,timestamp=2019-09-30T03:41:41.321+0000) > > It has to be the Tusklord, since it was confirmed its not the Seal Sister,also google "Ilharg" Also yeah it can't just be a Viking or something like that, it has to be something like a God,Demigod or in Tusklord case a spirit-deity
> [{quoted}](name=Jack0Alpha,realm=EUNE,application-id=yrc23zHg,discussion-id=AUANMhmJ,comment-id=000000000000,timestamp=2019-09-30T03:47:05.735+0000) > > Also yeah it can't just be a Viking or something like that, it has to be something like a God,Demigod or in Tusklord case a spirit-deity I am fine with him being any creature honestly, I adore Freljord in general. Especially if the champion is berserker or shaman.
Rioter Comments
: I like the design both abilities and visuals,good work! Can't wait to see your champion who will be the zodiac "Cancer"! Because i have that zodiac{{sticker:sg-jinx}}
Hey! I am the one who made Crab champion concept in past, I got no likes for it sadly.. But I was hoping it gets to our server one day, I don't mind more playable non humans at all.
: Iris, The Alleviating Archer (Champion Concept)
Is she Olgierd's sister? if so then a good concept. I may as well make Olgierd champion concept
: I would love such a game mode and being able to fight for Zaun and Piltover.
I would fall in love with it as well. However, I'll most likely defend Freljord!
Manxxom (NA)
: > [{quoted}](name=I say Facts,realm=NA,application-id=A8FQeEA8,discussion-id=0xtnRmNX,comment-id=0000,timestamp=2019-09-29T02:49:06.234+0000) > > Well let's have a look at the Zodiac champions... > Sagittarius = {{champion:120}} > Scorpio = {{champion:72}} > Capricorn = {{champion:516}} > Taurus = {{champion:12}} > I don't think Libra champion will be the first champion of the Zodiacs, but good concept! I meant the first of the zodiac champion concepts I am making, not already champions that have some relation to it.
Ah I gotcha, well that's interesting. I been always thinking of making a lion champion concept long time ago, which would refer to the Leo Zodiac as well, I'll keep that in my mind, but I'll give you an upvote though.
Manxxom (NA)
: Dimerus - Eternal Equilibrium (Libra champion concept - Support)
Well let's have a look at the Zodiac champions... Sagittarius = {{champion:120}} Scorpio = {{champion:72}} Capricorn = {{champion:516}} Taurus = {{champion:12}} I don't think Libra champion will be the first champion of the Zodiacs, but good concept!
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I say Facts

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