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Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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Champions Thread




Approved Champions


Garen - Holy Soldier
Kindred - Stern Algorithm
Sion - LeeRoy
Katarina - BreakingMe
Jarvan IV - Holy Soldier
Kled - PatrickDrummer
Gnar - jasonwolf
Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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"The most effective way to kill an opponent is to slice through the man next to him."


Garen, The Might of Demacia




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0







Affiliation: Demacia

Role: Tank, Fighter

Attributes: Melee

Height: 6’3”

Weight: 225 lbs

Written Appearance: Garen is a young, handsome, and clean-shaven young man. He is your knight in shining armor, your Prince Charming, doning the silver and gold armor of Demacia with a trademark blue scarf that obscures his face below his eyes. His eyes are a crisp-blue and his hair a chocolate brown. Currently, he has it shaved on the sides in a military cut with his longer layers of hair feathered and slightly spiked upon his head. Beneath all that bulky armor is a hardened bulk that gives him the might to wield his colossal great sword. His lightly tanned skin bares the scars of multiple wars. His discipline and charisma radiate from his very stature, a suitable demeanor for the leader of the Dauntless Vanguard. When not in his armor, he will resort to common clothes: a white tunic with a V-collar that shows the tops of his pectorals and seems to lay like a thin cloth over a sculpture, the sculpture being his athletic contours and black trousers with moccasins.

Personality: Garen is a valiant man in battle. He charges in as though it was second nature, as though he had been born from the blood of his enemies. He is a fearless and formidable opponent, and when given enough time to feast upon the spoils of his fallen nemeses he can become a near unstoppable force. If one were to meet him outside the line of duty, they would see a man who is kind, chivalrous, and has a strong sense/craving for justice. His discipline follows him in and out of his uniform for his belief is that it is a way of life. He will never turn down a challenge to his might and he will always fight for what he believes in.

Friends:
• Jarvan IV
• Lux
• Xin Zhao

Rivals:
Darius
• Katarina
• Swain
• Urgot

Special Abilities

Passive: Perseverance - If Garen has not recently been struck by damage or enemy abilities, then his wounds will heal. The damage from minions does not stop his regeneration.

Active: Decisive Strike - Garen gains a burst of movement speed, breaking free of all slow affects. His next strike will hit a vital area on his foe, harming and silencing him/her for one turn. Cool Down: 1 turn

Active/Passive: Courage - Garen passively increases his armor and magic resistance by killing enemies. He may also activate this ability to grant himself a shield that reduces incoming damage by 50% for one turn. Cool Down: 1 turn

Active: Judgement - Garen's trademark "Spin-to-Win" move. He performs a dance of death with his sword, dealing damage to all enemies around him. Cool Down: 1 turn

Ultimate: Demacian Justice - This attack will deal true damage to a champion who has just recently killed any of his teammates if not himself. Garen calls upon the might of Demacia, a giant sword of light to descend upon his enemy in a finishing blow. Passively, the enemy champion with the most recent kill will suffer the most damage as true damage. Cool Down: 3 turns
Hidden 8 yrs ago Post by Stern Algorithm
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Stern Algorithm Loquacious Aggression

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Hidden 8 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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General Sion, The Undead Juggernaut




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Noxus!

Role: Tank/Fighter (Juggernaut)

Attributes: Melee/Pusher

Height: 10'6"

Weight: 915 lbs.
(With no official source for the current Sion's height and weight, I'm calculating it based on his art height and BMI.)

Written Appearance: A lumbering rotten hulk of muscle and hate and war, Sion cuts a gigantic figure on the field of battle. With wounds left untreated and fastened by iron and fire, armor fused to his flesh and a blade adorning him like a knight's plume. He is a nightmarish figure, his stomach and eyes alight with a wicked inferno. An axe as big as any man, spikes of metal on every piece of armor. A stump leg replaced with a slab of iron, the only clothes adorning him are a loincloth and pants. Most frightful of all is what was once the crown of Jarvan the First, cut and bent to fit his face it is fastened to his jaw. Great fangs of steel and tarnished gold.

Personality: Sion is only truly alive and conscious when he is spilling blood, his mind is fueled by the furnace of blood in his gut. Without bloodshed he cannot think straight, his mind is dull and bestial. He fears the loss of who he is and spills blood so he will never forget. He was a general, his finest moment was killing the king of his country's gravest enemies. Now a dog, a weapon, an engine of war. He needs to kill so he will never forget, and in the moment of battle he feels whole.

Friends:
• Swain

Rivals:
• Any Demacian, two in particular though.
• Jarvan IV
• Galio
• Swain

Special Abilities
Glory in Death:
Upon death, Sion reanimates with rapidly decaying health. His attack speed increases and he gains 100% lifesteal. All of his abilities are replaced with Death Surge which grants a burst of movement speed.

Duration: 1 turn.

Decimating Smash:
Sion charges a powerful swing that can either slow or knock up enemies. Quick activation slows, waiting until full charge stuns.

Duration of Slow and Stun: 1 turn

Cool Down: 1 turn

Soul Furnace:

  • Passive: Heals two injuries for every minion killed. Heals one major injury for every large monster killed. Restored to full health for every champion killed.
  • Active: Sion creates a shield of blood that soaks up damage. The amount of protection that the shield offers is directly proporitonal to his ability power and health.


Cool Down: 1 turn

Roar of the Slayer:
Sion fires a short range shockwave that slows, reduces the armor of the first enemy hit, and damages. If it hits a minion, the minion will be knocked back as a projectile. Traveling the full distance of the original projectile over again.

Slow Duration: 1 turn

Armor Reduction (basically Armor ignored for...) 1 turn

Thrown minion can potentially inflict a major wound to whomever it hits.

Cool Down: 1 turn

Unstoppable Onslaught:
Sion becomes his namesake, an unstoppable juggernaut that charges and incredible speed. Getting faster over time. Sion becomes immune to all crowd control during the duration of this spell. His charge knocks enemies up and stuns based on the distance he has charged. The damage it deals is proportional to his AD.

Duration: 1 turn

Instant minion death

Stun Duration: 1 turn

Cool Down: 3 turns
Hidden 8 yrs ago 8 yrs ago Post by BreakingMe
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BreakingMe My whole existence is flawed.

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"Never question my loyalty. You will never know what I endure for it."


Katarina

The Sinister Blade




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Noxus

Role: Assassin / Mage

Attributes: Melee

Height: 5' 5"

Weight: 110 lbs


Written Appearance:

Lean and fit, Katarina has a signature look in battle - leather hide crop top and pants with steel armored cuffs and knee covers. She also has two thigh holsters that carry her daggers. When she is dressed casually, she prefers simple but sensually appealing outfits - low cut shirts, bare midriffs and short shorts. After hearing a Demacian POW refer to her as an "angel of fire", Katarina committed to always wear her brilliant red hair down in battle, a flaming symbol of fury. She has tribal tattoos running the length of her midriff that Talon talked her into getting one night after too much to drink. She has a vertical scar over her left eye that she got while attempting to assassinate a Demacian general. She sees it as a reminder to never let her own passions get in the way of her responsibilities.



Personality:

Katarina is tenacious, stubborn, and reserved. Although she is fair and decisive, Kat can be incredibly demanding and merciless. As the heir to the legacy her father left, she knows of the fine line between life and death, a reminder she wears on her face. While she can relax and have a good time, she sees a true good time as annihilating her opponent. To her, men and friends are a means to an end and she believes them to generally be a waste of time - with one exception. Being raised alongside Talon gave her a lifelong friend whom she thoroughly confides in. She doesn’t believe she has ever met her match when it comes to combat and consistently looks forward to a challenge. While she may come off as unhappy, in reality, she is very content and loves her life (though only those close to her will ever share in this joy.)


Friends:
• Talon
• Cassiopiea
• Sion

Rivals:
• Garen
• Swain
• Jarvan IV


Special Abilities:


|Voracity| (Passive) - Katarina's spell cooldowns are reduced by 15 seconds whenever a champion that she has damaged in the last 3 seconds dies. Katarina's spell cooldowns are reduced by a 7 post waiting period for whenever an enemy champion damaged by her dies within the same turn enemy champion was afflicted.

|Bouncing Blades| (Active) - Katarina throws a dagger that bounces from enemy to enemy, dealing magic damage and marking them. Her next spell or basic attack against a marked target will consume the mark and deal additional magic damage. Katarina's dagger when thrown can bounce between 4 enemies within a 5 meter range. Enemies marked will have 1 physical defense armor damaged on the next successful strike.

Cool Down: 1 turn

|Sinister Steel| (Active) - Katarina whirls her daggers around her, dealing magic damage to all enemies in the area. If she hits an enemy Champion, Katarina gains a burst of speed for a short duration.

Katarina can hit all enemies within 3 meters of her.

Katarina's movement speed increased for 1 turn.

|Shunpo| (Active) - Katarina instantly teleports to her target's location and takes reduced damage from enemies for a few seconds. If the target is an enemy, she deals damage.

Damage Reduction Duration: 1 turn

Cool Down: 1 turn

|Death Lotus| (Active) - Katarina becomes a flurry of blades, throwing daggers with unrivaled speed at up to three nearby Champions. Daggers deal magic damage and reduce self healing on targets hit.

Enemy champions struck by Katarina's ult will be reduced to a near-death state unless proper gear dictates otherwise.

Enemy champion regeneration is void for a 1 turn duration.

Cool Down: 3 turns
Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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"There is only one truth, and you will find it at the point of my lance."


Jarvan IV, The Exemplar of Demacia




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Theme Song: Carolus Rex - Sabaton






Affiliation: Demacia

Role: Tank, Fighter

Attributes: Melee, Initiator, DPS

Height: 6'4"

Weight: 210 lbs

Written Appearance: Jarvan is a fierce and stern-looking man with long raven hair that extends down to his shoulders. He is most notably recognized when wearing his golden armor, donning the colors of the Lightshield Dynasty, and wielding his enormous lance. He is a tall warrior with blue eyes that burn like a blue flame with assertion and bravery. Those eyes have seen defeat. Those eyes have seen failure and death. Those eyes have become infused with wisdom.

Personality: Jarvan rules with an iron fist and isn’t a fan of change when it comes to Demacian and Noxian relations. There’s a grudge that has buried itself deep in his pride and spirit, spurring an eternal anger that has carried from one Lightshield ruler to the next. He will see Noxus burn before he ever sees Demacia surrender or allow Noxian guests into the kingdom. Unlike most emperors, Jarvan is always present on the battlefield, fighting alongside his men. There has never been a war where he sat back and watched. Jarvan has participated in all wars, and has learned from each one. Perhaps, secretly, he loves the death and destruction brought by it or perhaps he takes dark pleasure in crushing Noxians beneath his glorious feet? It is uncertain, but if you’re allied with Noxus, you can expect Jarvan to be your supreme enemy.

Jarvan will always exclaim how he doesn’t care about the will of the gods, but in the end, he obeys. When he is called to the Fields of Justice, he attends. Perhaps he is a god-fearing man after all.

Friends:
• Garen
• Shyvana
• Quinn
• Xin Zhao
• Lux

Rivals:
• Swain
• Urgot
• Sion
• Any Noxian

Special Abilities

Martial Cadence

Jarvan IV's initial basic attack on a target deals bonus physical damage (severe damage). This effect cannot occur again on the same target for 1 turn. However, Jarvan can change targets to deal the initial bonus damage against enemies he has yet to strike.

Dragon Strike

Jarvan extends his lance, dealing physical damage and lowering the enemy champion's physical defense for 1 turn duration. Jarvan's lance can strike up to four enemies in a straight line. Cool Down: 1 turn

Golden Aegis

Jarvan calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies for 1 turn duration. The shield grows stronger the more enemy champions are nearby. Cool Down: 1 turn

Demacian Standard

Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed for 1 turn. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact. The flag grants nearby allies bonus physical armor and attack speed.

When Jarvan uses Dragon Strike upon the banner of the Demacian Standard, he will be pulled to the flag, knocking up enemies in his path.

Jarvan can use Dragon Strike and Demacian Standard to escape the suppressing ultimates of certain champions if timed right. He can also use the combo to dodge/evade 1 ability of an enemy champion. Cool Down: 1 turn

Cataclysm

Jarvan heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies within 3 meters are physically damaged at the moment of impact. The upheaval creates an impassible ring that all champions regardless of enemy or ally cannot enter. If activated again, Jarvan can collapse the ring.

Allied champions with skills that allow them to pass through barriers such as blinking, pouncing, charging, etc. can use an ability to enter the ring to help Jarvan gank the enemy champion caught in his arena.

When combined with Dragon Strike and Demacian Standard, Jarvan can use Cataclysm to trap an enemy champion and pull himself out of the arena to safety. Cool Down: 3 turns
Hidden 8 yrs ago Post by PatrickDrummer
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PatrickDrummer The Legend

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"I find courage unpredictable, it's total insanity you can rely on!"


Kled, The Cantankerous Cavalier




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0







Affiliation: Noxious

Role: Fighter

Attributes: Melee

Height:

Weight:

Written Appearance:

Kled:
Kled himself has pointy ears covered in white fur like the rest of his body is. On his face it would appear as if he has a beard because of the fur's shape. He has a scar going down his right eye which is all white, but his other eye is orange with a black pupil. Kled likes to wear his trusty boots for when he has to walk, his probably bloodied pants, gloves, Noxious jacket, red sash tied around his waist, and finally his hat showing off his true rank as Forward Admiral Major Kled! He also carries his axe and pocket pistol.

Skaarl:
Skaarl is Kled's mount so she has a saddle on for when Kled gets to ride her around. She has pretty long droopy ears with some green outlining them. He entire body is basically orange scales except for some green around her eyes, at the end of her tale, her feet, and a streak going down the top of her head to the bottom of her neck. Also Skaarl has no arms. She also got green eyes with some yellow around the pupils which are black.

Personality:

Kled:
Kled is a very angry yordle with only two things in life he loves. Those being his lizard Skaarl and his land. He is defiantly one for fighting and will throw himself into battle rather than retreat. Sure he can tell a good war story here and there, and maybe he can make somewhat good company, but just remember if you step on his land you better be ready to either fight or run faster than his lizard.

Skaarl:
Skaarl unlike Kled is a pretty happy go lucky type lizard, but she is also a coward and will throw Kled off her and run when things don't look too good. But if she thinks things are better she'll come back out of loyalty to Kled. Not much else is known about Skaarl because well she is a lizard, and doesn't talk yet Kled talks to her and thinks she is talking back.

Friends:
• Skaarl

Rivals:
• Literally everyone is his Rival

Special Abilities

Skaarl the Cowardly Lizard:
Kled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts. In this case, Skaarl can be affected by champion abilities that normally would destroy 1 piece of physical armor.

While dismounted, Kled's abilities change and he deals less damage. Kled can restore Skaarl's courage by fighting enemies to include their turrets and last-hitting minions. At maximum courage, Kled remounts with a portion of Skaarl's health. Kled can remount Skaarl after: a) killing 3 minions total, b) killing or assisting in killing an enemy champion, c) taking down or assisting in taking down a turret, or d) recalling to the fountain.

Beartrap on a Rope/Pocket Pistol:
- Kled hurls a beartrap tied to a piece of rope forward in a line, dealing physical damage to all enemies it passes through and attaching itself to the first enemy champion or large monster hit. Enemies that Kled's bear trap passes through will suffer severe damage (not quite near-death). The enemy champion that the bear trap clamps will have 1 piece of their physical armor ripped off when Kled retracts his bear trap. If the enemy champion wasn't wearing the proper gear or any gear, then the bear trap being retracted will be the equivalent of Kled ripping out a chunk of flesh or organs. The ill-prepared enemy champion will be reduced to a near-death state. When Kled retracts his bear trap, a slow is applied to the enemy champion affected for 1 turn.

- When dismounted Kled instead of using his "Beartrap on a Rope" sprays a hail of five pellets in a cone, dealing physical damage to all enemies that intercept the pellets, and knocking himself back in the opposite direction. The kick of Kled's pocket pistol grants him one dodge/evasion, allowing him to dodge an enemy's ability if timed right.

Cool Down: 1 turn

Violent Tendencies:
Kled periodically enters a frenzy that grants him bonus attack speed on his next 4 attacks for 4 seconds, with the final attack dealing bonus physical damage. The fourth attack will destroy 1 piece of physical armor if Kled successfully deals the strike. An enemy champion not properly equipped with the right gear, or not equipped at all, can suffer severe damage from this attack. The short cool down for Violent Tendacies is after every 5th post made by any of the players' champions.

Jousting:
Kled and Skaarl dash a fixed distance in the target direction, dealing physical damage to all enemies in their path and gaining bonus movement speed. This cannot go through terrain. Jousting is only available while Kled is riding Skaarl. Jousting, when timed right, gives Kled the ability to dodge/evade 1 ability from an enemy champion. By dismounting Skaarl to jump to safety, he can evade danger, but at the risk of becoming vulnerable.

Kled and Skaarl mark the last enemy champion or large monster they hit, gaining the ability to reactivate Jousting to dash a fixed distance through the marked target, dealing physical damage to all enemies hit. If circumstances permit, this ability can go through terrain.

Cool Down: 1 turn

Chaaaaaaaarge!!!:
Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way. While charging, the duo gain bonus movement speed and a shield, both increasing over the duration. The shield lasts for 2 seconds upon finishing the charge. The duo trails a directional draft on their wake for 10 seconds that grants the same movement speed to all allied champions who follow their lead. Skaarl homes in on the first enemy champion encountered, Airborne icon knocking them back and dealing them physical damage based on the distance traveled. Movement speed for allies around Kled when he uses his ability is increased until Skaarl slams into an enemy. Kled's shield grants him and Skaarl invulnerability to Crowd Control abilities such as stuns, slows, knock ups, etc. while charging toward the enemy target.

Cool Down: 3 turns
Hidden 8 yrs ago Post by jasonwolf
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jasonwolf Hunter, Trainer, Ranger, Master

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Gnar, The Missing Link




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Bandle City, Freljord (ancient), Independant

Role: Fighter, Tank

Attributes: Gnar possesses two forms both with greatly different abilities. Gnar, mini Gnar, is fleet of foot and highly dexterous making him a great ranged poke champ who can harass and leave with little issue. Mega Gnar is much more of a tank who can engage hard and stay in the fight.

Height: Mini: 3 feet Mega: 12 ½ feet (on hind legs) 9 feet tall (all fours)

Weight: Mini: 98 lbs Mega: 640 lbs

Written Appearance: Gnar like modern yordles is a small fuzzy creature who more often than not will solicit a “D’awww” upon first sight. He has big round eyes, a button nose, and floppy ears all adding to his adorable facade. Unlike his modern kin Gnar dresses in animal skins and wears a small hat made of bones. His unkempt fur is mostly bright orange but blue at the tips of his ears and tail. He carries a small bone boomerang which he hold very dearly.

Mega Gnar throws all of that, and more, out the window. He becomes a giant outsizing most men. He gains massive tusks and razor sharp teeth. His fur turns a dark red, but retains the blue sections.

Personality: Gnar is clearly of limited intellect. There is debate if it is because he is a child or if it's because of his primordial nature. Despite that Gnar is a joyful small creature somewhat akin to a puppy. He adores playing and running, but he doesn’t seem to know his own strength. He often imitates those around him and treats life like a game. That is at least until you tick him off. Gnar’s rage gene turns the child into a monster. In this form he is far more beast than yordle. While sometimes he can still be calmed in this form more often than not the transformation sends him into a tantrum rampage.

Friends:
• Everyone who gives snacks.

Rivals:

•Everyone who does not share snacks.

Special Abilities

Rage Gene

While in combat Gnar generates Rage. At maximum Rage his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells.

Gnar will be capable of transforming into Mega Gnar every 3rd turn. On the third turn, Gnar will be able to retain his rage form for 1 turn.

Boomerang Throw/Boulder Toss

Gnar throws a boomerang that damages and slows enemies it hits before returning to him. The maximum range of the boomerang is 10 meters. If he catches the boomerang its cool down is reduced, allowing Gnar to cast Boomerang Throw every 5 posts as opposed to waiting 1 full turn.

Mini Gnar: Throws a boomerang that deals physical damage and slows enemies for 1 turn duration. The boomerang returns towards Gnar after successfully hitting an enemy.

Mega Gnar: Throws a boulder that stops when it hits an enemy, dealing physical damage and slowing enemies within 3 meters of the impact site for 1 turn. Picking up the boulder allows Mega Gnar to use the ability once more on the next turn without cool down penalty.

Cooldown: 1 turn

Hyper/Wallop

Gnar's attacks and spells hype him up, dealing bonus damage and granting him Movement Speed.

Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in front of him, stunning enemies in an area.

Mini Gnar - Passive: Every 3rd successful attack or spell on the same target will shatter 1 piece of enemy champion's magic resistance gear.

Mega Gnar - capable of stunning enemies 3 meters in front of him, stunning all those caught within wallop's path for 1 turn. Mega Gnar wallops so hard that he cannot be interrupted by stuns during his windup. Mini Gnar is capable of using wallop as a surprise transformation into Mega Gnar when all other abilities are in cool down.

Cooldown: 1 turn

Hop/Crunch

Gnar leaps to a location and bounces off the head of any unit helands on, traveling further.

Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area around him.

Mini Gnar - capable of dodging and evading an opponent, an opponent's attack, ability, or ultimate, depending on the nature of the ult. Gnar can only use this move once before facing cool down consequences. If Gnar lands on a minion, monster or enemy champion, then he will not only damage them, but bounce off and travel further.

Mega Gnar- jumps and crushes or "crunches" enemies caught within 3 meters of his impact site. Enemy champions caught directly beneath Mega Gnar during a crunch can die instantly if not wearing proper gear. Otherwise, 1 piece of physical armor is damaged if Mega Gnar successfully deals damage to enemy champions.

Cooldown: 1 turn

GNAR!

Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them for 1 turn duration. Any enemy that hits a wall is stunned for 1 turn duration, killed instantly if not wearing proper gear, or left in a near-death state.

cooldown 3 turns

Mini Gnar - Passive: Grants Boomerang Throw an even lower Cool Down, allowing Gnar to cast Boomerang Throw after every second post. Mini Gnar's movement speed is dramatically increased.
Hidden 8 yrs ago Post by Mirrodin
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Mirrodin

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"Have you anything to offer but weakness?!"


Talon, The Blade's Shadow




[.center]K (Kills)/D (Deaths)/A (Assists)[/center]
0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Noxus

Role: Assassin

Attributes: Stealth melee

Height: 5'8

Weight: 155lbs

Written Appearance: Talon has brown hair and brown hair with an average build. He often wears a dark outfit with a dark cape that he uses to blend in with the shadows while stalking his targets. In everyday life he often wears jeans and a t-shirt. His blades are always nearby regardless of what he is wearing just in case he needs them.

Personality: Talon is a loose cannon and will do anything he has to in order to make sure he finishes off his target. He is desperate to please his mentor, the man who saved him from living in the streets of noxus and trained him with his own daughters. After his mentor went missing on a mission he became obsessed with finding him as well as protecting his mentor’s daughters.

Friends:
• Katarina
• Cassiopia

Rivals:
• Quinn
• Garen
• Jarven IV

Special Abilities

Passive: Mercy- Talon deals extra to enemies who are stunned, slowed, immobilized, or suppressed. Status effect will be decided on a random dice roll, rolled by the player. The resulting effect will last 1 turn duration. Cool Down: 1 turn

Active: Noxian Diplomacy- Talon’s next attack does bonus damage and causes enemy champion to bleed for damage over time and sight of the enemy for the duration. Champions with bleed effect if allowed to bleed for 1 full turn without being healed or cured of status ailment, can be instantly killed on next turn, unless gear (Ex. Guardian Angel, Zhonya's Hourglass, etc.) or ally ability otherwise prevents it. Bleeding champion will be visible to all participants for 1 turn duration. Cool Down: 1 turn

Active: Rake- Talon sends out a volley of daggers that then returns back to him dealing damage and slowing enemies the blades pass through. Enemy champions affected by Rake will be slowed for 1 turn duration. Cool Down: 1 turn

Active: Cutthroat- Talon appears behind an enemy champion and slows them as well as placing a mark that amplifies damage he deals to that champion.Enemy champion wearing Talon's mark will die on the third successfully placed hit. Mark duration and slow 1 turn. Cool Down: 1 turn

Active: Shadow Assault- Talon releases a ring of blades and turns invisible gaining bonus movement speed while invisible. Talon reappears upon attacking or activating another move and the ring of blades converge on his location, dealing damage to all they pass through.Talon's movement speed is increased for as long as his blades remain out. Blades can only remain out for 1 turn without being retracted. Therefore, Talon can have increased movement speed for 1 turn unless he retracts his blades. Similarly, Talon can remain invisible to enemy champions for 1 turn unless Talon retracts his blades. Enemy champions who possess absolutely no physical defense gear within their inventory will be severely wounded and if not healed in time, will die on the next successful hit dealt. Cool Down: 3 turns
Hidden 8 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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Jax, The Grandmaster At Arms




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation:None, assumedly Ionia.

Role: Fighter/Assassin

Attributes: Duelist. Melee, Jungler

Height: 6'2"

Weight: 260 lbs

Written Appearance: Jax wears a strange combination of traditional temple garb, gladiatorial armor, and leather straps. All of which totally obscure his visage, save for his large purple three digit hands. He hides his face, muffles his voice, and carries himself strangely. With broad shoulders and very large build in general it is unknown what race Jax could be.

Personality: The face that Jax shows to everyone is that of complete arrogance and confidence. Unmatched skill and ability backs up this arrogant personality. But this is a facade, it hides his true personality. That lies as a mystery to all who meet him. Those who meet Jax are often left with two lines of thought. "What an asshole!" and "What's he hiding?"

Friends:
• Gragas

Rivals:
• Fiora

Special Abilities

Relentless Assault: (Passive)
Jax's consecutive basic attacks continuously increase his attack speed for 1 turn.

Leap Strike: (Active)
Jax leaps toward a unit. If they are an enemy, he strikes them with his weapon. If Jax successfully lands on an enemy champion, then the physical damage (attack damage) and magic damage (ability power) granted by the successful strike will shatter an 1 physical gear (armor) and 1 magic gear (mag res) on the enemy champion. If an enemy champion is lacking armor, then the AP from Jax's attack will severely injure that enemy champion. This is the same situation if the enemy champion was to lack magic resistance.

Leap Strike allows Jax to dodge/evade 1 ability of an enemy champion and to cross over barriers and obstacles.

Cool Down: 1 turn

Empower: (Active)
Jax empowers his next attack, dealing bonus damage based on AD and AP. Stacks with Leap Strike. When Jax uses Empower in combination with Leap Strike, Empower will empower the Leap Strike, and if Jax is successful with his attack, then 1 armor and 1 magic resistance gear will be damaged on an enemy champion, and the enemy champion will be left in a near-death state.

Cool Down: 1 turn

Counter Strike: (Active)
For a period of time, Jax becomes impervious to auto-attack based damage. Jax deals the damage he would have taken in this period of time as physical damage, scaling on his AD. Enemies struck by the return blow's area of effect are stunned.

Invulnerability Duration: 1 turn or until Jax counters with his stun.

Stun Duration: 1 turn

The range of Jax's stun can affect all enemies within 3 meters of him.

Cool Down: 1 turn

Grandmaster's Might:
(Passive)
Every third consecutive strike Jax deals additional Magic Damage, making every third successful strike Jax lays on an enemy to be capable of shattering the enemy's Magic Resistance. If an enemy champion is lacking Magic Resist gear, then the enemy champion will face crippling and be left in a near-death state.

(Active)
Every third consecutive attack deals additional magic damage. Additionally, Jax can activate this ability to strengthen his resolve, increasing his Armor and Magic Resist for 1 turn duration. While Grandmaster's Might is activated, Jax can ignore the armor/magic resist-shattering abilities of other champions.

Cool Down: 3 turns
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