r/LoLChampConcepts • • 18h ago

WIP (Work in Progress) Mabel, The Gallant Blade

Post image
8 Upvotes

Classes: Diver

Roles: Top Lane

Region: Demacia

Species: Yordle

Damage Type: Physical

Unique Resource: Energy

Appearance: Image for Reference

Lore:

The first time Mabel fought someone twice her size, she lost.

She was thrown into the dirt hard enough to lose her sword. Her opponent laughed, thinking the bout was finished.

Mabel picked up the sword and asked for another round.

She lost again.

The third time, she stopped trying to fight him the way he fought her.

She went for his legs.

After that, Mabel's fights changed.

She stopped caring about matching an opponent's strength. If someone was bigger, she made them turn. If they had longer reach, she stayed close enough that their weapon became awkward. If they wore heavy armor, she stopped wasting swings against the plates and started looking for the joints.

And when she found something that worked, she did not stop.

Mabel became particularly vicious once an opponent was wounded. She would hammer the same damaged arm until the fingers opened, strike the same knee until it buckled, or bury her greatsword into a shield and wrench it aside before coming back for the person behind it.

She did not fight cleanly.

She fought to win.

That first opponent was not the last. Mabel kept finding larger fighters and kept learning from them. A man with enough reach to keep her at sword's length. A knight whose armor turned aside everything but the hardest blows. A creature whose hide was too thick for her to cut through normally.

She learned each one.

Not by defeating them once and moving on, but by remembering what had nearly beaten her.

Soon, Mabel's choice of opponent became as recognizable as her weapon. She passed over the fighters she could handle and looked for the one who demanded more of her.

Then she would fight them.

Sometimes she came away bloodied. Sometimes she needed stitches. Sometimes she was carried back to camp with barely enough strength left to stand.

The next time that opponent appeared, she was better prepared.

Gameplay:

  • Intended Strengths:
  • Intended Weaknesses:
  • Things of Note:
  • Intended Keystones:
    • Primary
    • Secondary
  • Intended Core Items:

Base Stats:

  • Health: 650
  • Health Regen: 8.0
  • Armor: 35
  • Magic Resistance: 32
  • Attack Damage: 64
  • Movement Speed: 340
  • Range: 175
  • Attack Speed: 0.625
  • Attack Speed Bonus: 0%
  • Attack Wind Up: 22%
  • Gameplay Radius: 55

Skill Set:

Passive: Unfair Fight

Innate: Mabel's basic attacks against enemy champions deal bonus physical damage equal to 0% (+0.5% per 500 maximum health difference) of the target's maximum health, capped at 2.5%. This damage can trigger against each target once every 5 seconds.

Gash: Mabel's damaging abilities inflict Gash on enemy champions for 3 seconds, dealing physical damage over the duration equal to 0% (+0.5% per 500 maximum health difference) of the target's maximum health, capped at 2%. Reapplying Gash refreshes its duration but does not stack its damage.

Q: Deadlock

Active: Mabel raises her greatsword overhead before bringing it down in a crushing strike, dealing 50/80/95/110/125 (+80% bonus AD) physical damage to enemies hit and stunning them for 0.75 seconds. Enemy champions hit have their armor reduced by 10/12.5/15/17.5/20% for 4 seconds.

  • Cooldown: 10/9.5/9/8.5/8 seconds
  • Mana Cost: 50/55/60/65/70
  • Range: 300
  • Effect Radius: 200

W: Isolate

Active: Mabel braces behind her greatsword for up to 2.5 seconds, reducing incoming damage from the direction she faces by 30/35/40/45/50%. Damage prevented is stored and dealt to Mabel as true damage over 4 seconds after the stance ends, capped at 15% of her maximum health.

For every 3% of her maximum health in damage prevented, Mabel gains 4% movement speed for 2 seconds after the stance ends, up to 20%.

  • Cooldown: 20/19/18/17/16 seconds
  • Mana Cost: 60/65/70/75/80

E: Hamstring

Active: Mabel sweeps her greatsword low, cutting at enemies in a cone in front of her, dealing 40/60/80/100/120 (+60% bonus AD) physical damage and slowing them by 35% for 1 second.

  • Cooldown: 16/15/14/13/12 seconds
  • Mana Cost: 60/65/70/75/80
  • Range: 350

R: Unmatched

Active: Mabel charges forward, swinging her greatsword through the first enemy champion she reaches, dealing 200/300/400 (+100% bonus AD) physical damage.

  • Cooldown: 120/100/80 seconds
  • Mana Cost: 100
  • Range: 500

Playstyle:

Mabel is a melee AD Fighter who thrives against formidable opponents in extended close-range combat. She specializes in forcing confrontations with enemies who rely on their superior durability, using her greatsword to break through their defenses and punish them for standing their ground. Her strength comes from committing to difficult fights, but her lack of reliable ways to deal with distant targets makes reaching her opponent a crucial part of her gameplay.

Unfair Fight rewards Mabel for confronting champions with greater maximum health. Her damaging abilities apply Gash, dealing physical damage over time based on the difference in maximum health between her and her target. This makes durable frontline champions particularly appealing opponents, giving Mabel a way to wear them down beyond her immediate strikes. Against frailer enemies, however, she has less room to benefit from this mechanic and must rely more heavily on her direct damage.

Mabel's W: Isolate turns enemy aggression into a risky exchange. By bracing behind her greatsword, she reduces damage from the direction she faces, storing a portion of the damage prevented before taking some of it back as true damage over time. Blocking a powerful attack can grant her movement speed afterward, helping her continue the fight, but mistiming the stance or allowing enemies to attack from other directions can leave her taking damage without gaining much in return.

Against enemies who attempt to disengage, E: Hamstring slows those caught in its low sweep, making it harder for them to leave her melee range. Q: Deadlock provides a more punishing opening, stunning its target and reducing their armor so Mabel and her allies can capitalize on the brief opportunity. Both abilities reward precise timing, since wasting them can give mobile opponents the chance to escape before Mabel can follow through.

R: Relentless gives Mabel her most direct way to initiate combat, allowing her to charge forward and strike the first enemy champion she reaches. It is especially threatening when used to close the final distance to a priority target, but the charge commits her to a forward approach. An enemy who sidesteps it, blocks her path, or draws her into the middle of multiple opponents can turn that commitment against her.

Mabel performs best against durable melee champions who cannot easily disengage once she reaches them. She struggles against ranged harassment, displacement, and highly mobile opponents that can repeatedly deny her contact. While Isolate helps her withstand frontal pressure, it cannot protect her from every direction, making her positioning and choice of engagement essential to winning extended fights.


r/LoLChampConcepts • • 7h ago

Design Adrian, The Sentient Weapon

1 Upvotes

ADRIAN, THE SENTIENT WEAPON

LORE

During the invasion of the Void, many elementalist nages of Ixtal created Weapons to combat this alien threat.

One of those mages was Menos Akum.

He was a great axiomat of metal, and envisioned a formidable weapon that could change hus shape to adapt to any situation. He invented an alloy that could bear many diferent kinds of elemental energy. Working alongside many masters of diferent axions, Akum was finally able to create the ultimate elemental weapon: ADANTE.

During the final ofensive against Icathia, the Adante weapon; wielded by Menos; did massive damage to the voidborn hordes hordes. However, the weapon got destroyed, and Menos secerely wounded. Menos knew the war wasn't over yet, so, in his last final breath, Menis expended all his lifeforce to restore the weapon.

But the result of such effort could not be predicted by any sage.

In that helllish battlefield, the arcane energies if that weapon mixed with the benign lifeforce of Menos and tge caotic energies of void to create a new conscience.

The Adante weapon awaked very confused in the middle of a raging battlefield! Adante transformed in shild to protect itself, but the atacks were relentless, coming frim all sides, so he fought back.

Like a sword, he cut through flesh of men and monsters alike. Like a hammer, he smashed armor and walls of allies and enemies regardless.

Despite his fearsome power, Adante was just like a newborn baby. It was not just the outside world greeting him with violence and caos, his mind was a storm of memories and emotions from people and voidlings, a swirling cacophony of thoughs.

In panic, Adante fled. Still today, he wander through Runeterra, trying to figure out his purpose, searching for a meaning in life.

Adrian doens't want to fight or war anymore, he just travel like a pilgrim and try to make friends, in a very awkward way. He changed his name to Adrian. When someone asks why, he just say a little friend gave him this name.

Despite being a construct, Adrian wears a cloak, just for fashion.

ABILITES

Passive

ELEMENTAL WEAPON

Adrian can change betwen diferent Weapons forms and Elemental Attunements.

Sword Form: Adrian gains increased atack speed while in Sword Form.

Shield Form: Adrain take reduced damaged if atacked from the front.

Adrian turn rate is slower in this form.

Adrian is also larger in this Form, having a bigger hit box.

Hammer Form: Adrian basic atacks do extra physical damage while in Hammer Form.

Q- BLADEMORPH

Adrian arms and head became swords and Adrian changes to Sword Form as he spins and cuts in a half moon arc dealing physical damage to enemies in a semi circle in front/around him.

Fire attunement: Damaging enemies with Blademorph also apply damage over time and Grievous Wounds ( cuts healing in half for some time).

*Sword burn ablaze as visual efect

Animation has fire efect

Water Attunement: Blademorph will heal Allies hit by the half moon arc.

*Sword shines faintly why blue light

Animation has water efects

Air Attunement: Blademorph animation becomes faster and sends a ciclone foward, creating a field that slows enemies and speed up allies (old Galio E).

* Has gas and lightning efects

Earth Attunement: Slower animation, does more damage.

Enemies hit are knocked aside.

*No visual efects

W- SHIELDMORPH

When Adrian uses Shieldmorph, he changes into Shield Form. Adrian gains HP shield as his arms transform into shields, his head becomes round, and his body grows thick.

Fire Attunement: Adrian does damage ober time around himself.

Water Attunement: Adrian heals himself over time.

Earth Attunement: Adrian makes the earth tremble, slowing enemies around him.

Air Attunement: Adrian pushes enemies away on cast and every 5 seconds.

E- HAMMERMORPH

Adrian arms transform into huge warhammers as he smashes with imense impact.

Adrian changes into Hammer Form as he does damage and slow enemies hit in a circular area in front of him.

Fire Attunement: Leaves flames burning on the impact point. The flames do damage over time to enemies.

Earth Attunement: Leave rock debris in the area of impact. Enemies that step in the debris take minor damage and get slowed.

Water Attunement: Pushes enemies away from the center of impact.

(Will 'push" enemy closer to Adrian if he is betwen the center impact and Adrian).

R- ELEMENTAL REBIRTH

Adrian enters Ephemeral state and leaves a field of raw elemental magic on the ground. The field does damage over time.

While in Ephemeral state, Adrian is invisible and invulnerable, can't atack, can't move, and can't cast other skills. 4 Icons will appear for the Adrian player, representing 4 diferent Elemental Attunements. The field lasts 5 seconds, and during rhis time the player van choose an Elemental Attunement by clicking in the respective icon.

Once the player chooses, he can then click on a point inside the field. Adrian will instantly apear at that point, with his chosen Elemental Attunement, ending the field and Ephemeral state.

The 4 Elemental Attunement avaliable are:

Fire Attunement: Engulfs itself in flames, metallic armor shinning ablaze.

Earth Attunement: Becomes like a blend of rock and metal alloys, entangled with vines and leaves.

Water Attunement: Armor itself with shells, surrounded by vapors, bubbles and fishes.

Air Attunement: Surrounds itself woth winds. Lightning runs through his mettalic armor.

Each Attunement adds extra efects to Adrian skills, as described in those skills.

I don't think i was very effective at using official League of Legends presentation style, but i hope this is good enough.

I purposelly 'broke the mold" for clarity purposes.