Djinn, the Elemental Shade
Djinn was designed around a single concept, all passive skills and zero cooldowns.
Assassin, Dps, Bruiser
Weapon- None (100 range)
Use of magic unchecked always has consequences, rampant use can birth the unimaginable. Djinn has no existence without magic, yet magic has no hold over him. A collective of elemental energies, he drifted around Runeterra as the shadow, observing and learning. Only the League found it necessary to act when Djinn appeared between opposing mercenary groups, causing great causalities and turning the surrounding countryside into a wasteland.
Passive- Shadow Charge:
Every 6th attack, Djinn ignores 50/65/80% of defensive stats and damage reduction and adds a Mark of the Shade to the enemy. Marks last until consumed or the target dies.
Q- Element of Wind:
Passive- Djinn maintains vision of any enemy with a Mark of the Shade within 1000/1500/2000/2500/3000 units. This includes stealthed enemies and enemies in brush.
W- Element of Earth:
Passive 1- Djinn gains increased .6/.7/.8/.9/1 per 5 second health regeneration for nearby ally champions.
Passive 2- After taking damage from an enemy skill, Djinn gains 10/15/20/25/30 Armor and Magic Resist for 7 seconds and his next attack will snare the enemy for .5/.75/1/1.25/1.5 seconds if they have a Mark of the Shade, consuming the Mark.
E- Element of Water:
Passive- Djinn gains 1/1.5/2/2.5/3% movement speed with each attack (stacking up to 10x) and reduces enemy movement speed by the same amount if they have a Mark of the Shade (this does not consume a Mark).
R- Element of Fire:
Passive 1- Each time Djinn kills an enemy, nearby enemies gain a Mark of the Shade.
Passive 2- After consuming a Mark of the Shade, Djinn’s next attack gains 60/70/80/90/100% lifesteal and spell vamp.
Djinn’s skills level like Udyr, so you will have either 3 skills at lvl 5 and 1 at lvl 3 or 2 skills at lvl 5 and 2 at lvl 4.
Elise, the Demoness of the Dance
I imagined Elise before Leona was created as a female tank, whose emphasis was on dodge and negating physical damage.
Tank, Support, Mage, Pet
Weapon- Dancing Ribbons (350 range)
Every so many generations, a dance prodigy is born. Elise was discovered at a young age when she was spotted dancing in the forest, mesmerizing the beasts around her. Her raw potential gained her access to every major dance venue in Runeterra. However happiness was not her’s to have, as her dance troop was slaughtered before she fully matured and she slipped into dementia. Within her demented state, she became increasingly violent and cunning. To protect the citizens of Runeterra, the League allows her to dance across their Fields of Justice.
Passive- Delicate and Dangerous:
Elise gains 3/5/7% physical damage reduction for each nearby enemy champion.
Q- Poisonous Delirium:
(Toggle) Elise empowers her auto-attacks to poison enemies, dealing 10/15/20/25/30 true damage and reducing their attack damage by 10/12.5/15/17.5/20% as well halving all health regen and healing received by 50% for 2 seconds.
Cost- 8/10/12/14/16 health per attack.
W- Charming Glance/Fatal Attraction:
Elise charms an enemy/neutral minion with her beauty and cunning. This minion gains 15/20/25/30/35% of Elise’s health and attack and acts as a pet until sacrificed or killed. If this skill is reactivated, the pet rushes to a target location and sacrifices itself, dealing magic damage to enemies in the area and slowing them by 15/20/25/30/35% for 3 seconds. Elise heals for 50% of the damage done by this explosion.
Cost- 50/55/60/65/70 health per activation.
E- Elegant Evasion:
Passive- Elise gains 5/10/15/20/25% bonus magic resist and 5/7.5/10/12.5/15% movement speed.
Active- Elise ignores unit collision for 7 seconds and will dodge auto-attacks for 1 (+.01 for every 1% of missing health) seconds.
Activation Cost- 90/100/110/120/130 health
R- Alluring Performance:
For 2 seconds, Elise remains stationary while dancing, gaining 30/40/50% damage reduction and silencing enemies within 1000/1250/1500 units. At the end of the duration, enemies within the radius lose 15/20/25% of their damage output.
Cost- 10/15/20% of current health.