Toggle.
While you move, Dreamscape collects the essence of the area around you. (Areas marked in the river give you blue essences, areas marked in the forests give you green essences, and areas marked as lanes give you red essence.) Each essence multiplies by .002 per second within that area. Each essence created by this effect multiplies by .0019, per second within that area. Each essence created by this effect multiplies by .0018, and so on. Now, for each Primary Essence, you gain .02 damage for Dreamscape's unleash. For each secondary, you gain .019 damage for Dreamscape's unleash, and so on. Now, the different colors work in different ways. Green Essences duplicate 100% faster if you have more blues them then, but if you have less blues then them, Green Essences duplicated 50% slower. Red Essences duplicate 50% faster the if you have more of other colors, however this effect tripples every 10 seconds. If you have more Red Essences then both over types of essence, they begin to spontanuasoly combust, dealing a small ammount of damage every 1.5 seconds. Blue Essences gain quicker the more health you have, and get slower the more mana you have. After turning off the toggle, (automaticaly ends if you die), you unleash a torrent of energy. Each blue essence conducts the area, giving it 5 units per blue essence. Each green essence increases the durration of the effect. Each red essence gives +.005 to the damage. Now, you may be wondering "WTF IS THE EFFECT". Well, I'm getting to that. Enemies within the field, to a maximum of the amount from red divded by green, turned into a fraction of ten and then changed to that number of ten, are effected by it. They are blasted backwords to the edges of the area, taking a medium amounr of damage and stunning if they hit a wall. For each second of the durration, Dreamscape takes a Nightmare counter. For each nightmare counter, a 20 damage Shade spawns and attacks at a speed of two attacks per second. When there are more nightmare counters then time, Dreamscape turns into a rift, pulling units inside to the center. For each shade in the center, Dreamscape deals more damage when it explodes. At the end of the duration, Dreamscape explodes, realsing the energies of the land into the air, sapping units within Dreamscape of a medium amount of mana and dealing a medium amount of damage. For each essence of red inside the maximum damage, Dreamscape Shades deal .005 more damage.
Cooldown: 300 seconds, 5 minutes.
Mana Cost : Idaknow.
Classification : Ultimate. DUH.
That's an ultimate I had once though about for League of Legends aswell.
...Might as well throw down some of my others as well.
----------- TIKI, THE GOBLIN SHAMAN -----------
Orange skin, black, unforgiving eyes, ragged clothes made of yordle fur strapped together by the hand bones of humans, holding a crooked semetar, stood the Goblin before the Announcer. He growled in a low language, his eyes bulging. The guards stood asaide, and the Goblin walked through the door and let out a bellowing scream. (description of a goblin tribesmen^)
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Innate - Goblin Tactics
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Passive Effect;
Tiki puts his all into his first attack in combat, dealing 200% AD as physical damage. His attacks slowly drain by 25% until his attacks deal 50% of normal damage. This effect resets on its own after 8 seconds without being attacked or attacking or if Tiki kills something.
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Q - Garglamesh
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Cost; 20/25/30/35/40 mana per attack.
Cooldown; 1.35 seconds.
Toggle Effect;
Tiki enters a shamanistic rage, dealing 50% more damage on autoattacks. He gains 3/5/7/9/11 AD for killing a champion while Garglamesh is active, and .3/.5/.7/.9/1.1 for pernemeantly killing minions. Upon death, Tiki loses 80% of his AD bonuses from Garglamesh, not counting Minion Kills.
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W - Invoke
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Cost; 20/25/30/35/40 mana.
Cooldown; 8.22 seconds.
Effect;
Tiki channels for 1.5 seconds, smashing down his totem knocking back enemies 300 units and dealing 90/100/110/120/130 (+.35 AD) before summoning the spirit of a dead warrior from his tribe. The spirit lasts 2.5/3/3.5/4/4.5 seconds and has 70% of Tiki's AD as HP, Armor, and AD. Invoked Spirits have 300 mana and will cast Garglamesh and Shamanic Fury (randomly) in combat. They have a mana regen of 6.3 per second, and on-hit-effects may be applied by them.
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E - Shamanic Fury
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Cost; 60/65/70/75/80 mana.
Cooldown; 8.5 seconds.
Passive Effect;
Tiki's attacks grant him a stack of Shamistic Fury. Shamanistic Fury stacks last 4 seconds and grant him 2.4/2.8/3.2/3.6/4.00 Ad and AS. Max 8 stacks.
Active Effet;
Tiki slams down his totem, draining all stacks of Shamanistic Fury and giving nearbye allies all his stacks.
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R - Little People, Big Friends
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Cost; 100/135/160 health per 5 seconds.
Toggle Effect;
Tiki gains 10/15/20% AS and 15/20/25% AD of units within a 600 unit radius. Additonally, this effect causes Tiki's Invoked Tribesmen to also gain this passive. This effect drains by 3%/5%/7% per second.
Hope you liked Tiki, the Goblin Shaman! I'll put quotes and stuff if people like this.
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- Apperence -
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Looks; Riv'eren looks like a young, yordle samaruai with a gigantic blade. He wears full plate armor, and has some leather straps are hanging down from the shoulders. Beside him is Al'tranto, a gigantic male with leather armor and a dagger stands next to him.
Animations [Riv'eren]; Riv'eren's attacks are mainly quick strokes, however for his 'Saumrai Tsunami Strike', he jumps into the air and spins his blade around quickly, conjuring a tornado of quick moving wind around him. For 'Eye of the Blade', he places the blade where you'd put your finger as you sulute, and his eyes flash.
Animations [Al'trano]; Al'trano's attacks are focusing on crushing the opponent with his massive weight and strength, usually smashing down upon the target. For 'Giant's Throw', Al'trano lifts up the opponent and hurls them infront of him. For 'Hawk's Eye View', Al'trano looks down at the area infront of him and focuses on the targets within it.
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Innate - Duel Assult -
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Tab Controled Effect.
By pressing [Tab], Riv'eren and Al'trano switch control - causing you to gain control of the other. If Riv'eren dies, he will respawn after his timer at the location of Al'trano. If Al'trano dies, he will respawn after his timer at Riv'eren's location. If Revive is used, they instantly respawn at there counterparts location. If one of Rin'eren's spells go on cooldown, it's counterpart oges on cooldown for 50% normal time.
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Q - Samurai Tsunami Strike - Giant's Throw
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Mana Cost; 55/60/65/70/75 mana.
Form Dependancys; If Riv'eren uses it, it will trigger Samurai Tsunami Strike - and vice versa.
Effect [Riv'eren];
Riv'eren jumps up and propells himself up by swinging his blade fast enough, conjuring a small tornado around him, pulling enemies that walk into it to be pulled up into the air [knocked up] while Riv'eren is using Samurai Tsunami Strike. However, while this is being used, Riv'eren cannot move. Deals 55/65/75/85/95 damage.
Effect [Al'trano];
Al'tano picks the target up, shaking him around for .5 seconds before hurling them forward, dealing 50/70/90/110/130 damage and 50% damage done extra if they hit a wall. If they hit a wall, they get the 'Shaken Up' effect, moving 20% slower, attacking 10% slower, and causing them to deal 2% more damage. 'Shaken Up' lasts 2.5/3/3.5/4/4.5 seconds.
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W - Eye of the Blade - Hawk's Eye View
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Mana Cost; 80/85/90/95/100 mana.
Form Dependancys; Same as Q's.
Effect [Riv'eren];
Riv'eren looks forward in a straight line, focusing on those units. He deals 10%/15%/20%/25%/30% more damage from auto attacks to units within his line, but he deals 30%/25%/20%/15%/10% less damage to units not focused on. Units within the line when cast get a "focused" counter. If a unit is focused by two effects, they are stunned for 2.5 seconds. Focused lasts 3.5 seconds.
Effect [Al'torno];
Al'torno looks down at a circular area, focusing upon units within the circle. He deals the same effects as Eye of the Blade, and gains the same debuff.
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E - Titan's Dive Finale
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Mana Cost; 0 mana.
Form Dependancys; None. However, Riv'eren and Al'torno must be within a 500 unit range of eachother.
Effect [Riv'eren/Al'torno];
Al'torno hurls Riv'eren forward, flying in a straight line forward, peircing the first unit and goes through, dealing 50/75/100/125/150 damage and inflicting Grevious Wound. He sticks to the second target hit, dealing 25/37.5/50/62.5/75 damage.
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R - Dimension Slash
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Mana Cost; 100/150/200.
Forum Dependancys; None.
Effect;
Riv'eren and Al'torno switch places, each dealing a different effect. Riv'eren activates the current level of his Samuari Tsunami Strike, dealing 50/100/150 bonus damage. Al'tono slams upon the ground, sending out an earthquake around him in a 600 unit radius, knocking units up and back and dealing 100/150/200 damage.
Hope you liked Riv'eren, the Twin Blades! I may be small, but my might is kazillon times that of yours!
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Apppearence -
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Looks: Picture a floating corpse, it's back bent backwords and a bloody red glow in it's eyes. Put dark angel wings on it, and tilt it over so it's floating just off the ground, it's arms broken off and replaced with avian beaks. While moving, it's head flops back and forth, and while at less then 50% health, an occasinal "cr-aacck!" sound can be heard.
Size; Kayle's if put in the position I prosented in looks.
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Innate - Dead Man Walking
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Passive Effect.
Parel inspires an aura of fear around him (450 unit range), slowing units around him by 12% and dealing 5/10/15/20/25/30/35/40/45/50/55/60/65/70/75/80/85/90 damage per second, but draining 2% of his Mana per second they are in it's range.
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Q - Fallen Corpse Bombardment
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Mana Cost; 60/65/70/75/80 mana.
Unique Effect; Ranged AoE nuke, slowing enemies caught in the range as well as dealing a small amount of damage per second. However, if an ally enters it's radius, Fallen Corpse Bombardment will not effect a small area around that target.
Effect;
Parel snaps his head around a few times, mutters a few - grunt like words, before calling down a wave of corpses, falling at the target area and dealing 5/15/25/35/45 damage per second to units caught within it. The radius is about the size of Gangplank's ult. Enemies walking on it are slowed by .5%/1%/1.5%/2%/2.5%. A 450 unit radius appears around allies - free of the effects of Fallen Corpse Bombardment. Fallen Corpse Bombardment lats 4.5 seconds.
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W - Necrotic Posioning
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Mana Cost; 65/70/75/80/85 mana.
Unique Effect; A DoT effect dealing a decent amount of damage, coming from Parel's next attack. However, if Parel uses his Q with - all of the corpses are imbued with the Necrotic Poison, causing enemies effected by Fallen Corpse Bombardment to be inflicted by the effect of Necrotic Poisoning instead.
Effect;
Parel spits out a small amount of ooze, coating his blade with the slime. His next auto-attack leaves a dot, dealing 75/100/125/150/175 damage over 4.5 seconds. However, if Fallen Corpse Bombardment is used before Auto-Attacking, it leaves the DoT effect from Necrotic poison instead of it's normal DoT effect.
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E - Wind of Decay
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Mana Cost; 35/40/45/50/55 mana.
Unique Effect; A low damage, spamable AoE nuke. It's a semi-weak abbility by itself, but coupled with Enemies crowding from Fallen Corpse Bombardment and Necrotic Poison can give her a good amount of DPS output.
Effect;
Parel causes a small tornado to appear at the target location, spinning quickly and dealing 25/35/45/55/65 damage to units caught within the 450 unit radius. If enemies are affected with Necrotic Poison, this abbiltiy refreshes the duration of Necrotic Poison. This effect can not happen within 4.6 seconds from the last effect.
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R - Wings of Life, do not forget...
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Mana Cost; 80/75/70% current mana.
Unique Effect; A god-mode style abbility, like Rangorak, Highlander, Undying Rage, and many others. This causes Parel to actually regenerate some sense of life, making him stronger and more capable of dealing damage. While in this form, all of his spells have a 50% chance to be Critical Spells, dealing 150% damage, lasting 150% as long, and causing Parel to gain a different model look.
Wings of Life Apperance; A flying, spirit emminating white light. It has long, angelic wings and a halo above it's head. It has two blades flaring red in its hands. As it deals more and more damage, Parel turns to a white to a crimsonish-color to a black-devily appearence.
Effect;
Parel reacts oddly to the command given, shaking around and letting out a yelling noise before changing appearence and gaining a ranged attack. Parel moves 10% faster, and gains a 50% chance to do Critical Spells, dealing 150% damage, and lasting 150% as long if there dots. While in this form, Parel's innate passive gains 50 range, deals 50% normal effect, and drains 1% mana per second they are in range.
There ya' are. Hope you like Parel, Servant of the Skies! You may run, but then will it be fun..?
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[ Passive - Countium of Thought ]
KX is made up of what is around him. Basicaly, he is a anti-generator, sapping what is around him for resources. The more units within the radius of him, the more Whole he becomes. When he becomes completely Whole, he unleashes an aura of destruction around him, burning the resources off quickly and dealing damage to those around him. 300 essences of all types, or 1000 of one type makes him full.
[ Q - Edge of the Real ]
Passive: Attacls gennerate Red Essences. Red Essence gives him a slight bonus to damage, reconjuring a weaker essence for every attack.
Active : He unleashes a torrent of the Nether cointium, pushing units in a cone to away and dealing damage. For each Red Essence, this burns a small mark into the target.
Active : If he activates this and would hit a target with 3 or more marks, he unleashes a nuke on all targets that would have been hit, burning them for a medium amount of damage.
Active : If he would be reduced under half health while having 50 or more Red Essences, the essences combust, knocking enemies away, but sapping him off all Red Essences.
[ W - Storm of the Planar ]
Passive : Active effects gennerate Blue Essesnces. Blue Essences give him a slight bonus to attack speed, reconjuring a weaker essence for every attack.
Active : He unleashes a storm of the Planar coininum, frying the units within it with magic. Units gain increased speed while in it, but are slowed for 200% while leaving if the effect is still up.
[ E - Ether Rehabilitation ]
Passive : Taking damage generates Green Essences. Green Essences give him a slight bonus to movement speed, reconjruing a weaker essence for every attack.
Active : He breaks a bond on a target, dealing a small amount of damage, and removing any CC spells he placed in the last .5 seconds.
[ R - Dreamssscapeee!!! ]
While you move, Dreamscape collects the essence of the area around you. (Areas marked in the river give you blue essences, areas marked in the forests give you green essences, and areas marked as lanes give you red essence.) Each essence multiplies by .002 per second within that area. Each essence created by this effect multiplies by .0019, per second within that area. Each essence created by this effect multiplies by .0018, and so on. Now, for each Primary Essence, you gain .02 damage for Dreamscape's unleash. For each secondary, you gain .019 damage for Dreamscape's unleash, and so on. Now, the different colors work in different ways. Green Essences duplicate 100% faster if you have more blues them then, but if you have less blues then them, Green Essences duplicated 50% slower. Red Essences duplicate 50% faster the if you have more of other colors, however this effect tripples every 10 seconds. If you have more Red Essences then both over types of essence, they begin to spontanuasoly combust, dealing a small ammount of damage every 1.5 seconds. Blue Essences gain quicker the more health you have, and get slower the more mana you have. After turning off the toggle, (automaticaly ends if you die), you unleash a torrent of energy. Each blue essence conducts the area, giving it 5 units per blue essence. Each green essence increases the durration of the effect. Each red essence gives +.005 to the damage. Now, you may be wondering "WTF IS THE EFFECT". Well, I'm getting to that. Enemies within the field, to a maximum of the amount from red divded by green, turned into a fraction of ten and then changed to that number of ten, are effected by it. They are blasted backwords to the edges of the area, taking a medium amounr of damage and stunning if they hit a wall. For each second of the durration, Dreamscape takes a Nightmare counter. For each nightmare counter, a 20 damage Shade spawns and attacks at a speed of two attacks per second. When there are more nightmare counters then time, Dreamscape turns into a rift, pulling units inside to the center. For each shade in the center, Dreamscape deals more damage when it explodes. At the end of the duration, Dreamscape explodes, realsing the energies of the land into the air, sapping units within Dreamscape of a medium amount of mana and dealing a medium amount of damage. For each essence of red inside the maximum damage, Dreamscape Shades deal .005 more damage.
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All the ones I could rembember![/Tab]