How exactly Chimera came to be is something of a mystery, all that is known is the beast emerged from the mansion of a renowned Zaunian scientist, who specializing in DNA testing, with the bloodied man between its massive jaws. When confronted, it seemed that Chimera was mad with rage, but in reality he was just confused, all three of his personalities in fact. The authorities, afraid of the beast, dropped it on the League’s doorstep, literally (though it was caged). Realizing the beast was sentient, the League allowed it to joined the ranks of its champions.
“I didn’t have a hand in Chimera’s making, but I’d give a hand to have him as my guard-dog… hahaha!” – Singed
Standard chimera appearance, torso of lion (with the exception of goat horns), hindquarters of a goat (hoofed lower feet), and tail that is a serpent. Walks around on two legs except in ultimate form.
Difficulty: Medium (maybe Low-Medium)
Health: 400 (+100 / per level)
Mana: 0 (+0 / per level)
Move Speed: 320
Armor: 11.5 (+4.5 / per level)
Magic Resist: 10 (+0 / per level)
Attack Power: 42 (+7 per level)
Attack Speed: .555 (+.035 per level)
Critical Strike: 2 (+0.5 / per level)
Health Regen: 2.1 (+0.1 / per level)
Mana Regen: 0 (+0 / per level)
He purposely begins weak, being vulnerable early, however his stat boosts per level begin to rival the best of any champion by lvl 15+.
For the Pride! (Lion’s voice)
Must not keep them waiting… (Serpent)
Fear my roar! (Lion)
Fear my horns! (Goat)
Fear my fangs! (Serpent)
It’s time to meet your maker!
Whose your daddy? (lion’s voice) I killed mine (serpent)
Gimme your team, I love trash (Goat)
Normal attacks would consist of swipes from his lion paws, on criticals he bites his target.
Because of Chimera’s strange beginnings, he is resilient to magic and status abnormalities. Due to this ignorance, he is partially immune to all negative status conditions while in humanoid form, increasing his Tenacity by 5/10/15. This effect is canceled in Beast form, instead Chimera’s cooldowns are reduced by 1 sec per 140/170/200 physical dmg dealt or received.
The Beast Form Passive scales up do to the fact characters get stronger.
Q- Lion’s Roar:
Chimera unleashes a great roar that causes enemies within 250/275/300/325/350 yards to be feared and slowed by 10/12.5/15/17.5/20% for .5/.75/1/1.25/1.5 seconds. cooldown- 23s
The main purpose of this skill is for team fights, causing the opponents to flee in terror allowing a counter-attack or a quick retreat. It can also serve as a counter to dps characters that slow.
Chimera unleashes a terrifyingly inspiring roar boosting ally movement speed and attack speed by 5/10/15/20/25% and reducing enemy damage by 10/20/30/40/50 for 5 secs. range- 450, cooldown- 23s
W- Goat’s Charge:
Chimera charges toward a target within 350/400/450/500/550 yards and deals 80/110/140/170/200 dmg (+.5 per Ability Power) and knocks the target into the air, stunning them for .2/.4/.6/.8/1 seconds. Any enemy caught in the path of this charge receive 50% of the final dmg. This skill cannot target friendly units and cannot to pass through barriers such as trees. cooldown- 14s
Chimera recklessly charges at full speed towards a target dealing 100/125/150/175/200 damage (+.5 per AP) and pushes them back 300 yards. If they collide with terrain, the target’s armor is reduced by 10/20/30/40/50 and Chimera gains 5/10/15/20/25% attack speed for 5 seconds. If they collide with another enemy unit(s), all enemies take an additional 50% damage and are slowed by 10/20/30/40/50% for 5 seconds. range- 450, cooldown- 14s
E- Serpent’s Strike:
Chimera uses his serpent tail to poison one target within 300/325/350/375/400 yards for 50/75/100/125/150 initial dmg and 10/15/20/25/30 magic dmg per second as well as reducing healing and regen for the duration of 5 seconds. cooldown- 14s.
Chimera uses his serpent tail to latch unto one target dealing 20/40/60/80/100 initial damage (+.5 per AP) and draining 20/40/60/80/100 health (+.25 per AP) per second for 5 seconds. During this time, Chimera and his target move 10% slower. range- 300, cooldown- 14s
R- Strength of the Beast:
Chimera transforms into his beast form, moving around on all fours, and gains 500/700/900 health, 25/50/75 attack damage, 25/50/75 physical defense, 20/30/40% attack speed, 10/15/20% movement speed, and 25/50/75 magic resistance for 6/7/8 seconds. While within the duration of Strength of the Beast, Chimera is effected by status afflictions (CC) fully for the regular amount of time and his passive is changed. cooldown- 95s
With the change in passive Chimera has the advantage of throwing himself into a fight and spamming his skills as he takes damage and dishes it out. For this reason, HP builds are more practical than a DPS for mere survivability.
Much shorter tail and horns would be necessary, as well as hoofed hind feet. Imagine such a creature walking around on two legs.
Chimera, though squishy at early levels, serves best as a tank by end-game. By stacking him with HP and def boosts, and the occasional lifesteal item, he can absorb great amounts of damage, especially in his ultimate form. However if a player stacks movement speed Chimera could perform as a chaser, especially in his ultimate form. Although I had not envisioned this hero as a dps champion, he would perform as such, perhaps similar to Poppy.
Chimera’s alternate skillset make him a more support oriented hero, with a AoE boost and a couple of disable/slow damage skills. Although AP builds are not recommended, a hybrid AP/AS could be useful for a support role.
Playing As: Chimera begins weak, unlike most tanks, and should play defensive until lvl 4+. In Beast Form, spam skills as much as possible due to it’s short duration. Use Lion’s Roar both defensively and offensive, it’ll change fights drastically.
Playing Against: Harass early, don’t let Chimera get First Blood by any means. His stats make up for his initiation weakness, so beware ganks once he reaches lvl 6.
-does not require mana
-partially reduced crowd control effects
-ultimate greatly increases effectiveness
-Alternate skills add a support function
-weak at the beginning
-attack skill cannot pass through barriers
-AP builds impractical due to no need for mana
Lucius, the Blade Scholar
Lucius begins with 100 Finesse and loses 20 Finesse every time he uses a skill. If Lucius does not use a skill for 3 seconds, his Finesse recharges at 5 per 1 second. Champion kills or assists restore 25 Finesse.
Innate Passive- The Skillful Blade:
Lucius gains a small boost in stats depending on the weapon he is currently using. This boost lasts for a short time after a weapon is swapped.
Spellblade- Increases bonus AD and AP by a %.
Rapier- Increases bonus ASP and MS by a %.
Claymore- Increases bonus Armor and MR by a %.
Vorpal Blade- Grants Lucius the bonuses of the other three weapons and creates an aura granting nearby allies half of his bonus.
I envision the % boost to begin at 5% from lvls 1-7, increase to 7.5% at lvls 8-13, and finally increase to 10% at lvls 14-18. As mentioned, a boost is not lost immediately upon swapping but remains for 3-5 seconds, depending on Lucius’ level.
Q- Spellblade (offensive type weapon)
W- Rapier (mobility type weapon)
E- Claymore (defensive type weapon)
R- Vorpal Blade (Aura type weapon)
R- Swap/Vorpal Blade:
Choose a weapon to select by initiating Swap and then press the corresponding hotkey for the desired weapon. Swapping weapons reduces all skill cooldowns by .5/.75/1s. Cooldown- 6/5/4s (cannot be reduced by CDR)
After lvl 6, Vorpal Blade can be activated by pressing R twice. For 6/7/8 seconds, Lucius gains all the bonuses of his three weapons (Spellblade, Rapier, Claymore) and grants half this bonus to nearby allies. During Vorpal Blade’s activation, Lucius can use Swap without cooldown and gains an additional 5 Finesse per 1 second. Cooldown- 75s.
Q Skills share a cooldown of 8 seconds, W Skills share a cooldown of 15 seconds, and E Skills share a cooldown of 22 seconds.
Q- Arcane Blast: Lucius fires a mass of arcane energy in a line dealing magic damage to enemies in its path. Deals 50% dmg to minions.
W- Blade of Brilliance: Passive- Nearby minions have a % chance to miss when attacking Lucius. Active- Lucius causes a brilliant light to blind and silence a champion for a short time.
E- Reflect: Passive- Reduce magic damage taken by a %. Active- Create a spellshield for a short time to block an enemy spell. If successful, return a % of the spell’s damage to the caster as true damage.
Q- Lunge: Lucius dashes to a target, dealing damage and lowering the armor of enemies in his path for a short time.
W- Pin: Lucius deals magic damage and snares a target champion for a short time.
E- Parry: Passive- Lucius increases his MS by a % of his ASP. Active- Return a % of all physical damage taken for a short time.
Q- Hack: Lucius slashes an enemy champion, dealing true damage equal to their AD (or % of their AP) and lowering their ASP and MS by a %.
W- Ground Quake: Lucius smashes his blade to the ground slowing enemies in the area and dealing damage over time.
E- Stand Firm: Lucius braces himself for a short time, becoming immune to slows, knock-ups, and knock-backs, as well as gaining 10 Tenacity.
*Note* Skills with a passive only activate the passive when their respective weapon is active.
Swapping is the key to success in most cases. Although Swapping does consume 20 Finesse, it does lower all other skill cooldowns by a small amount. This might allow for quicker skill use if performed correctly. All skills corresponding to a hotkey (Q, W, or E) share a cooldown so you need to consider what skills you want to use before initiating. For example, if performing a gank you would have Rapier selected to begin, use Lunge to initiate, then Pin to snare, Swap to Claymore and use Ground Quake to slow their escape. Or if while laning or jungling, Swap to Spellsword to use Reflect and Blade of Brilliance to stop the initiator, then Swap to Rapier and Lunge away. His multiple skillsets can allow for different playstyles, whether it be tank/initiator, tanky dps, dps assassin, or support/dps.