Old thread is dead (and poorly formatted), this is the new official thread. -Edge
Ryu'jin, the Envoy of Harmony
Originally Posted by AbilitiesVersion I
Harmony (Passive)
While Ryu'jin has an equal amount of Yin Energy and Yang Energy his combat stats are increased by X% per 1 Energy point ( 1 Yin Energy and 1 Yang Energy count as 1 Energy point ).
Harmonic Strike [Q]
7 sec cooldown
Ryu'jin calmly strikes his target dealing moderate amount of physical damage ( scales with AD and AP ) causing him to gain 1 Yang Energy.
One Day of Peace [W]
16/15/14/13/12 sec cooldown
Ryu'jin forms a wind barrier around himself. The barrier will block the first damaging attack or ability, and if none occur it will expire after 1.5 seconds. If the barrier is broken ( consumed ) Ryu'jin gains 1 Yin Energy. If the barrier expires he gains 1 Yang Energy.
Eye for an Eye [E]
12/11/10/9/8 sec cooldown
Passive: When an allied champion or turret dies near Ryu'jin he gains 1 Yin Energy.
Active: Consumes 1 Yin Energy to send a wave of slashing winds in target direction, damaging all enemies it passes through and dealing strong magic damage ( scales with AD and AP, attack speed increases missile speed ).
Windwalker's Grace [R]
125/105/85 sec cooldown
On ally cast: Ryu'jin consumes 1 Yang Energy to shield ( shield amount scales with AD and AP ) an allied champion for 10 seconds. While the shield is active the target ally ignores unit collision, has increased combat stats ( including movement speed ).
On enemy cast: Ryu'jin consumes 1 Yin Energy to deal a high amount of physical damage (scales with AD and AP ) and appear in front of his target.
Version II
Harmony (Passive)
Ryu'jin gains 0.3% bonus combat stats x[50 - the difference between the amount of his Yin Energy and Yang Energy]. Ryu'jin can have a maximum of 50 Yin Energy and 50 Yang Energy.
Harmonic Strike [Q]
7 sec cooldown
Ryu'jin calmly strikes his target dealing moderate amount of physical damage ( scales with AD and AP ) causing him to gain 10 (scales with AD) Yang Energy.
One Day of Peace [W]
16/15/14/13/12 sec cooldown
Ryu'jin forms a wind barrier around himself. The barrier will block the first damaging attack or ability, and if none occur it will expire after 1.5 seconds. If the barrier is broken ( consumed ) Ryu'jin gains 10 (scales with AP) Yin Energy. If the barrier expires he gains 10 (scales with AD) Yang Energy.
Eye for an Eye [E]
12/11/10/9/8 sec cooldown
Passive: When an allied champion or turret dies near Ryu'jin he gains 10 (scales with AP) Yin Energy.
Active: Consumes 10 (scales with AP) Yin Energy to send a wave of slashing winds in target direction, damaging all enemies it passes through and dealing strong magic damage ( scales with AD and AP, attack speed increases missile speed ).
Windwalker's Grace [R]
125/105/85 sec cooldown
On ally cast: Ryu'jin consumes 10 (scales with AD) Yang Energy to shield ( shield amount scales with AD and AP ) an allied champion for 10 seconds. While the shield is active the target ally ignores unit collision, has increased combat stats ( including movement speed ).
On enemy cast: Ryu'jin consumes 10 (scales with AP) Yin Energy to deal a high amount of physical damage (scales with AD and AP ) and appear in front of his target.Agar, the Master of ShadowsOriginally Posted by DescriptionVersion I has a flat amount of energy generated from abilities and focuses on his special resource - Yin and Yang energies - alone. Version II focuses on balancing not only his special resource but also AD and AP. After all he is a hybrid. I like both versions so I just posted both. Note that Yang is the White energy and Yin is the Dark energy.
Originally Posted by AbilitiesShadow Arts (Passive)
Damaging an enemy ( including monsters ) which has no vision of you will place a Shadow Mark on them. Shadow Marks last 10 seconds.
Rupture [Q]
9/8/7/6/5 sec cooldown
Mangles the target dealing high physical damage (Auto-attack). Consumes 2 Shadow Marks on the target to stun it for 1 sec.
Envelopping Shadows [W]
19/17/15/13/11 sec cooldown
Curses the target, causing it to take a small amount of magic damage (scales with AP) every second for X seconds. Places a Shadow Mark on the target. Using this ability on an already marked enemy will consume 1 Shadow Mark and cause you to be healed for X% of the damage done by this ability.
Seething Hatred [E]
16/14/12/10/8 sec cooldown
Releases a blast of hatred dealing magic damage (scales with AD and AP) to enemies in front of you. Places a Shadow Mark on every enemy hit. Enemies that are already marked will take 10% additional damage from this ability per Shadow Mark on them.
Art of the Living Shadows [R]
100/75/50 sec cooldown
Passive: Agar gains X% movement speed for each active Shadow Mark on enemy champions. While a single enemy champion has 3+ Shadow Marks Agar also gains stealth.
Active: For the next X seconds, bonus effects that require Shadow Marks will have doubled damage/duration/effectiveness.Azorgus, the Righteous CrusaderOriginally Posted by Lore"Only one shadow ninja can defeat another shadow ninja!" - Agar
It was that night when everything changed. A student of his, who had always tried to defeat the Nagiri Temple's strongest ninja - Shen, had resorted to the forbidden shadow arts only familiar to Agar himself, until then. Agar, thinking he has taken the right decision, banished his studen Zed from the temple. After several years had passed Zed returned with an entire army, ready to take over the temple. Agar, full of regret, welcomed his precious student with open arms.
Once inside, Zed, seeking the box with the frobidden techniques, suddenly went out of control. Agar standing right in front of him, smiling, and the box - lying broken on the ground. Zed stretched his arm as if he wanted to touch the box. And then his anger errupted. One could feel Zed's fury - unstoppable, unending, relentless fire was burning in his very soul. Moments later, the furious ninja came out of the dark room and threw the severed head of Agar at Shen's feet. To date, everyone thinks Agar for dead. But what happened at the Temple was merely a setback.
It had all been planned very carefully by Agar. And it had all worked out. Starting from the little crack on the back of the box, leaking small amounts of mind-poisoning shadows, Zed's betrayal and ending with Agar's death. If it could be called an "end". Before Zed's arrival at the Nagiri Temple, Agar had prepared a secret shadow ritual, the ultimate forbidden technique. The shadow rebirth. It could only be performed by a shadow ninja who had mastered every single technique from the box. One of the conditions was to be killed. But not just killed. The reason had to be either vengeance or pure hatred. The stronger the hatred or desire for vengeance, the stronger the ritual's performer would come back as.
Till this very day, Agar is wandering the Fields of Justice, waiting for an appropriate moment to reveal the true potential of the Shadow Arts to Zed. But whether his naive student would agree or not, would decide Zed's fate.
As to Shen, he was just a tool. A tool well used for the sake of his father's great revival.
Ketaria, the Wild's TamerOriginally Posted by AbilitiesKnight's Title (Passive)
While out of combat Azorgus travels on the back of his armored steed, increasing his movement speed by 45.
Righteous Justice [Q]
60 Mana 5 sec cooldown
Your next basic attack deals bonus physical damage. Increases the target's damage taken from minions and turrets by 2% for 6 sec.
Stacks up to 5 times.
Diplomacy [W]
80 Mana 24 sec cooldown
Cast on enemy champion: Causes nearby allied minions, turrets and neutral monsters to
attack the target for 4 sec or until the target goes out of range.
Cast on enemy turret: The next attack this turret does will instead heal its target for
20%/40%/60%/80%/100% of the damage it would otherwise do (Armor applies.).
Cast on allied siege minion: Promotes the target increasing its current health and all combat
stats by 30%/60%/90%/120%/150%.
Noble Presence [E]
No Cost
You gain 1 charge for every minion or monster that dies near you. Max 100 charges.
Cast on enemy turret: Consumes 60 charges to summon a Super Minion at your Nexus
to attack the target turret. Unlimited range but can only be cast on attackable turrets.
Cast on enemy champion: Consumes up to 5 charges to slow the target's movement speed by
10% per charge consumed for 5 sec.
Divine Storm [R]
150 Mana 36 sec cooldown
Deals magical damage to nearby enemies over 1 sec. All nearby allied
champions except you are healed for 20% of total damage done when the storm ends.
Originally Posted by AbilitiesWild Instincts (Passive)
Upon entering a bush your abilities' cooldowns are reduced by 1 sec. Upon leaving a bush you gain stealth for 2 sec (Half the duration when out of combat). These effects have 3 sec cooldown.
Piercing Shot [Q]
50 Energy 15/13/11/9/7 sec cooldown
Fires an arrow at target direction knocking back a short distance the first enemy hit and dealing physical damage to all enemies in its path (deals less damage to subsequent targets). Champions hit by Piercing Shot have their movement speed reduced by 40% for 2 sec.
Signal Fire [W]
50 Energy 24/21/18/15/12 sec cooldown
Fires a burning arrow at the target area dealing magic damage and revealing enemies in that area. Allied champions moving towards the arrow gain 30%/35%/40%/45%/50% movement speed. The arrow lasts for 4 sec.
Calling the Wild [E]
50 Energy 19/18/16/15/13 sec cooldown
Summons a wild beast to attack the target enemy that lasts for 4/5/6/7/8 sec. The beast's first attack against the target taunts it for 1 sec.
Fiery Archery [R]
80 Energy 80/70/60 sec cooldown
Passive: Damaging an enemy unit with an ability causes your next basic attack against that target to deal 110%/120%/130%.
Active: Fires a blazing arrow in target direction, dealing a moderate amount of magic damage to the first enemy champion hit and 50% of that to nearby enemies. In addition increases damage taken by the initial target by 12%.Originally Posted by DescriptionThis champion is meant to be either AD Carry bot or jungler. Q is a kiting skillshot ability, a mixture of Caitlyn's Q and Vayne's E but without stun and with lower damage. E can be used as a starter in jungle. Her damage doesn't scale as good as other AD carries but she has decent ganks, survivability and mobility which allows her to kite enemy champions. She uses energy instead of mana to prevent spam of her abilities due to passive. Plus it provides some lane sustainability. It is a new generation of AD carry, no roflstorming people in teamfights when not focused. Instead of tons of damage you are given the ability to prevent being focused and to give your tank a signal to start a teamfight. Most AD carries and Assasins suck late game due to tanks not knowing how to initiate. Problem solved! Hope you like it this time, I didn't include any damage scaling to prevent negative comments about it. Thanks for reading!Shira, the Playful SorceressOriginally Posted by Lore"I have always been on my own, but I have never been alone." - Ketaria
When Ketaria was still a young girl, she lived in a small village in the Kumungu forest. She only had one friend at the time, but a worthy one. Her name was Shira. The young girls often used to wander in the forest seeking for new friends. Eventually they found out that the forest is full of life. Beasts, insects, birds. So many friends to make! There was however an accident. Once as they were playing hide and seek, they met an exhausted traveller. At first he seemed friendly, but once he had threatened the girls to give him all of their money, they began to panic. The man took Ketaria as a hostage and Shira was told to go back to her village and tell Ketaria's parents to give anything of big value they have. Ketaria was already skilled enough to shoot with any ranged weapon, the games in the forest had a secondary purpose besides having fun. Noticing the crossbow on the table opposite of the tree she was tied to gave her hope. She whistled, the traveller did not pay attention, but some small animals from the forest responded. They quietly untied her and she quickly got to the table. She took the crossbow and shot the man in the right hand, perharps with no intention to kill him. He started crying insults and threatened the girl to kill her. "Remember my name, Xefarius, I will find you and destroy you!" said the man, though in that moment he looked more like a demon rather than a human. Ketaria, ran as fast as she could, but did not forget to fake her footsteps. She came back home safe and told everyone about what had happened in the forest. However nobody had seen Shira. Therefore everyone suspected Ketaria or atleast blamed her for that. Ketaria decided to set on a journey around the world and make as many friends as possible. A week later Shira came back to her village. She didn't explain what took her so long to return but nobody asked for it, she was severely wounded and exhausted.
She as well decided to set on a journey, but with the main purpose of finding Ketaria.
Meanwhile Ketaria joined forces with a certain noble and charismatic man and soon after they married. Despite having different purposes, they are both a spectacular sight on the fields of justice.
Originally Posted by AbilitiesFlexible Magic (Passive)
When Shira gains bonus movement speed (either % or flat amount) her abilty power is increased by the same amount for half the duration. Does not increase from multiple bonus movement speed effects and always benefits from the biggest one.
Corner [Q]
80 Mana 9/8/7/6/5 sec cooldown
Summons 3 burning arrows in target area forming a triangle. The arrows will meet their tips after 0.5 sec. Each arrow deals a moderate amount of magic damage to enemies it passes through. Enemies hit by all 3 arrows are stunned for 1 sec.
Toy [W]
100 Mana 24/21/18/15/12 sec cooldown
Cast on enemy: Shira teleports behind the target dealing a small amount of magic damage.
Cast on ground: Shira flashes in target direction. Increased range when flashing through walls or cliffs.
Trick [E]
70 Mana 19/18/16/15/13 sec cooldown
First Cast: Summons a copy of Shira to run in target direction.
Second Cast: Transforms Shira into a minion for 5 sec. Activating this ability near a jungle camp will instead transform Shira into one of the monsters in it.
Playtime's Over [R]
100 Mana 86/72/58 sec cooldown
Sends a ball of raw wild magic in target direction dealing a moderate amount of magic damage and silencing the first enemy hit for 1 sec and slowing its movement speed by 40% for 3 sec.Originally Posted by DescriptionShira is a mage with huge potential. She has a flash, 2 decoy abilities and 2 CC abilities. Her Q is target AoE and R a skillshot compensating the CC added to the burst damage. Shira can work very well with a champion AD Carry Bot that has a movement speed boost such as Jayce or Ketaria. Shira's abilities have similiar AP scalings as Ahri so her passive is not much to be worried about. Her Q is supposed to do about 3/2 of Brand's W at the same level,rank and ability power when all 3 arrows hit. Please everyone read the lore (Ketaria's as well ), I garentee you will like it :PXefarius, the Demonic ExecutorOriginally Posted by Lore"You seek!" - Shira
When Shira was still a young girl, she lived in a small village in the Kumungu forest. Her best friend's name was Ketaria. The young girls often used to wander in the forest seeking for new friends or playing games. During their teenage years there was an incident that completely changed the girls' fate. As they were playing hide and seek, a hooded man, a traveller most probably, appeared in front of them. At first he seemed friendly, but that thought vanished when the man grabbed Ketaria's hand and tied her to a tree. Shira began to panic. The man took her best friend as a hostage and told to go back to her village and tell Ketaria's parents that he is willing to trade their child for something of big value. She was unsure at first, but the man's roar was enough to scare her away. When Shira got far enough she stopped and laid on the moss beneat her. She started crying for Ketaria. Shira knew that Ketaria had no parents and nobody in the village would believe her. She decided to seek out a powerful wizard who was said to live deep into the Kumungu Jungle. She found him easily but that's when the hard part began. The wizard offered her to open her eyes to wild magic but the kind of training it required would take years for someone distinct from the nature. The young girl however was, in fact, very close to nature. In a mere day, Shira had mastered the basics. After 4 days of constant training she felt ready to face the thief, holding Ketaria as a hostage. The wizard explained he is too old for affairs of this kind but wished her good luck and gave her a farewell gift - a lucky charm. Shira came back to the place where she was playing with Ketaria at the time the incident occured. At first she could not see the exact same spot, but the loud shouting helped her find it. The man, who looked more like a demon now that his hood was off and his ugly face could be seen, had gone berserk. He had a wound on his right arm which seemed to have been made by something sharp and very, very hot. The next thing Shira noticed deeply worried her - Ketaria was missing. All she felt now was seething anger, waiting to be unleashed. The possibility of Ketaria having escaped didn't even come to her mind. The young wizard summoned three burning arrows cornering the berserking man. Waving her hand briefly, she forced the arrows to pierce him from all sides. The man shouted, Shira could not believe how much she had damage him with a single strike. The man used that opportunity and charged towards her. He striked with his axe damaging the girl's chest. Shira felt on the ground, shocked. The man was preparing for one final blow. As the axe was quickly shortening the distance between its edge and Shira's tiny body, she dissapeared. The man turned around. A massive ball of raw wild magic struck him. The pain he felt was unbearable, he could not even shout. Shira summoned another set of burning arrows. In the blink of an eye they had already pierced the man setting him aflame. Shira kneeled on the ground, relieved that it was all over. Ketaria. She had to find her. The young wizard returned to the village. She was told everything that had happened to Ketaria in the last few days and after recovering from the deep wound in her chest, she decided to follow her best friend's example and set off on a journey but her main purpose was to find Ketaria. The first date of her journey Shira spent thinking over the past few days. The hide and seek games she often had with Ketaria had had a huge impact on the battle with the man. Without those skills she would've never made it so far.
Eventually Shira found Ketaria after two years of constant searching. She joined her and her husband in their war against what they considered evil. The fields of justice welcomed yet another hero and only time would tell what fate had the gods chosen for the now matured wizard.
Originally Posted by AbilitiesDeath's Charge (Passive)
Basic attacks mark the target for 6 sec. Basic attacks against non-marked enemies will always hit and deal 130% damage.
Devastating Slash [Q]
9/8/7/6/5 sec cooldown
Cleaves enemies in front of you, dealing physical damage. Hitting 3 or more enemies will halve this ability's cooldown and will cause you to ignore unit collision for 3 sec. Duration of the effect increased to 6 sec if it hits a marked target and you also gain 10% movement speed for the duration.
Spinecrusher [W]
19/16/13/10/7 sec cooldown
Xefarius throws his axe in target direction dealing physical damage to the first enemy hit. Enemy champions hit in the back are stunned for 1.5 sec. Stun duration increased to 2 seconds if it hits a marked target.
Surging Hell [E]
16/14/12/10/8 sec cooldown
Active: Your basic attacks slowly melt the target's armor. Each hit reduces the target's armor by 3% and its movement speed by 5% for 4 sec. Stacks up to 10 times.
Passive: Your damaging abilities consume up to 6 stacks to deal bonus magic damage.
Gift of the Devil [R]
110/100/90 sec cooldown
Gifts an allied champion, increasing his combat stats by 10%/20%/30% for 15 sec but causing them to lose 1% of their maximum health per second. If the target ally kills an enemy champion both you and the target are healed for 10% of your maximum health.