(A/N: this contains a character sheet including abilities, appearance, and relations. This also includes my reasoning for why the Main character would've chosen the them of powers that they did- any other details that are needed here will also be dropped here as well at random. You can skip this if you don't care.)
I'm doing this chapter like this because 1, it's much easier. 2, the being beside the mc- that's reincarnating the main character is by no means important after this event. 3, I have to detail the abilities/attributes and it's going to be a lot.
Starting with the main character's situation-
They're a reincarnator/transmigrator, the higher being they meet gives them 2 separate choices, one pertaining to what they want and the other pertaining to the world they'll be reincarnated into.
For getting what they want, they can have anything they wish for and however indepth they want it to be, HOWEVER, what they wish for must be inspired by something, a specific topic, realm, or place and cannot expand past that. So while they're not able to take anything from animes, games, novels, movies- they can take from a specific anime, game, novel or movie. Given their dilemma they choose to pursue things from league of legends as they please because they can take anything, or make anything for themselves as long as it's created or inspired from league of legends or Runterra, which ever you'd prefer to call it.
As for the world, based on how they're going to set things for themselves, they chose the anime RWBY, or Remnant to reincarnate into as it's a world they understand very well when comparing their understanding to other worlds and it's also somewhat comparably easy to establish a financial foothold with the inventions the main character could create- given that they will retain their knowledge of other fictions and there's no constrictions about what they can make or do once they're in the new world according to the higher being.
To begin their character creation- our main character first starts with their body which will be a futa version soulfighter evelynn (don't bash me- the skin's hot and most of riot's money comes from making pervert inspired skins for their characters) however she will also be able to shapeshift herself physically at her own leisure (like neeko) however if she uses magical abilities while doing so, she'll break the shapeshift and revert to her original form (does not include physically involved abilities.)
Following the decisions relating to her physical body, she choses to augment her mind next and obtain the experiences of specific character but it feels as if she were a bystander at the event so she can have her own opinions about it occuring. She also wishes the intellect of the same characters, them being Ornn, Heimerdinger, Jayce, Viktor and Singed. By extension she would obtain immense forging/craftmanship, scientifical, mechanical, and some alchemical/biology knowledge along with their general intelligence and adaptive minds.
Moving to the next topic she decides to keep the league of legends in game system but rework it heavily in her own favor. To start she removes the level 18 cap (Being no level cap afterwards) allowing her to infinitely grow her stats- including armor, magic resist, attack damage and augmenting it to include both ability power and movement speed. (+8 attack damage, +8 ability power, +5armor, +5 magic resist, +3 movement speed) Following her adjustments to the changes in the leveling part of the system already- she chose that her level would automatically increase once per year on her birthday.
Unlimited equippable items (league of legends limit's it at 6 and for anyone who doesn't play the game- they're comparable to artifacts with both passive and active abilities depending on the item- I'll give description for each item when i begin listing them) and there is no limit to the amount of mythic items she can have aswell.
Lower the ratio at which the xp requirement to level up increases with each level up. (From 100 xp increase requirement with each level- to 50 xp increase requirement. Not increasing xp gain- keeping it proportional to the strength of the being farmed with the exception of a minimum of 3 xp given per entity killed.)
Once a year she can declare a place to be her 'teams' fountain, it being the place where she or her 'team' respawns after a given amount of time- this wait time can max out at one day if factors such as her present level push it that far- can also only declare an area her team's fountain if there is no potential aggressive enemy being within a 5 mile radius (about 8.05 kilometers). The area of the fountain heals and restores her mana to the max it can be, doing the same with her 'teammates' aswell, it is also an area where she can buy and build her items from the league of legends shop.
Teammates and enemy designation, she controls that function but within a few confines of her own choices to make things a little more interesting. She can designate teammates but they have a somewhat positive feeling towards her, she cannot designate someone of neutral opinion or negative opinion as an ally. Allies cannot attack her she cannot ACCIDENTALLY harm her allies, if she enters a frenzied state or a state of mind where she could possibly harm her allies against her own will, her allies will not take any damage from her and will not feel danger. Allies designated are 50% more likely to oppose her enemies when by her side, those she designate as allies are 65% less likely to fight amongst each other in a way that may be harmful. As for designating enemies, it doesn't matter what their opinion of her would be, enemies are 50% more vulnerable to fear and intimidating actions.
As for augmenting the mini-map she decides to leave it mostly the way it was, with the exception that her teammates cannot access it by any means- but she can see where those she's designated her allies as are if she wishes including everything around them. As for areas she does not have vision on, due to lack of teammate vision and wards, she cannot see into due to fog of war (fog of war keeps you and your enemies from seeing into areas that they do not have vision on, allowing for the enemy which you cannot see play with the idea of stealth in mind as you can likewise if their vision on you is in the same circumstance.)
Deciding to mess with how the system would register the targets she encounters- she adjusts the parameters so that everything she encounters and enters combat with will be counted as a 'champion' so she can get the most value out of her effects, abilities and items (unless they're just a civilian).
The items She decides to take for now include the following, besides them she could always get other items she needs later along with adjusting the system so she can 'buy' other abilities, character affinities, and runes such as grasp of the undying, conquerer, lethal tempo, dark harvest, all when she gets enough money, she would even be able to stack and use all these runes at once despite many being part of different 'rune trees' breaking the technically to have as many perks as she wants eventually-
Heartsteel-UNIQUE – COLOSSAL CONSUMPTION: While within 700 units of an enemy champion, generate a stack on them each half-second, stacking up to 3 times. Your next basic attack against a target with 3 stacks is empowered to consume them all to deal 125 (+ 6% maximum health) bonus physical damage on-hit and grant you permanent bonus health equal to「 10% of that amount 」 (30 (per target) second cooldown). MYTHIC PASSIVE: Empowers each of your other Legendary items with 1% maximum health and 6% increased size. (+20 ability haste, +800 health, +200% regeneration)
Jak'Sho, The Protean-UNIQUE – VOIDBORN RESILIENCE: For each second in combat with champions, gain 2 bonus armor and bonus magic resistance for 6 seconds, stacking up to 8 times for a maximum of 16 bonus resistances. At maximum stacks, instantly deal 80 (+ 7% bonus health) magic damage to enemy champions within 700 units, heal for the same amount for each target damaged, and increase your bonus resistances by 20% until the end of combat. MYTHIC PASSIVE: Empowers each of your other Legendary items with 5 armor and 5 magic resistance. (+20 ability haste, +400 health, +30 armor, +30 magic resist)
Liandry's Anguish- UNIQUE – TORMENT: Dealing ability damage burns enemies, causing them to take「 50 (+ 6% AP) (+ 4% target's maximum health) total magic damage over 4 seconds, capped at 400 against monsters. 」
UNIQUE – AGONY: Deal 0% − 12% (based on target's bonus health) bonus magic damage against enemy champions. MYTHIC PASSIVE: Empowers each of your other Legendary items with 5 ability haste. (+80 ability power, +20 ability haste, +600 mana)
Divine Sunderer- UNIQUE – SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 160% base AD (+ ( 6%) of target's maximum health) as bonus physical damage on-hit, for a minimum of 150% base AD and a maximum of 250% base AD against monsters. If the target is a champion, heal for 88% base AD (+ ( 2.2%) of target's maximum health) (1.5 (begins after using the empowered attack) second cooldown).MYTHIC PASSIVE: Empowers each of your other Legendary items with 3% armor penetration and 3% magic penetration. (+40 attack damage, +20 ability haste, +300 health)
Rod of Ages-UNIQUE: This item gains 20 bonus health, 20 bonus mana, and 4 ability power every minute, up to 10 times, for a maximum of 200 bonus health, 200 bonus mana, and 40 ability power. Upon reaching maximum stacks, gain a level that preserves your current experience and increase all effects of Eternity by 50%.
UNIQUE – ETERNITY: Restore mana equal to 7% of pre-mitigation damage taken from champions, and heal for an amount equal to 25% of mana spent, up to 20 per cast. Toggled abilities can only heal for up to 20 per second. For every 200 healing or mana restored this way, gain 35% bonus movement speed that decays over 3 seconds.MYTHIC PASSIVE: Empowers each of your other Legendary items with 5 ability haste. (+60 ability haste, +400 health, +400 mana.)
Following are legendaries exclusively (both mythics and legendaries proc mythic passive however legendaries don't have that extra passive)
Abyssal Mask- UNIQUE – UNMAKE: Enemy champions within 550 units of you become cursed, reducing their magic resistance by 5 (+ 1.2% bonus health), capped at a reduction of 40. Gain 9 bonus magic resistance per cursed enemy (+10 ability haste, +300 health, +60 magic resistance)
Black Cleaver- Unique- UNIQUE – CARVE: Dealing physical damage to an enemy champion applies a stack of Carve for 6 seconds, stacking up to 6 times. Each stack inflicts 5% armor reduction, up to 30% at 6 stacks.
UNIQUE – RAGE: Dealing physical damage to an enemy champion grants 3 bonus movement speed per stack of Carve on them for 2 seconds, up to 18. (+50 attack damage, +30 ability haste, +400 health)
Death's Dance- UNIQUE – IGNORE PAIN: Stores (30%)of all post-mitigation physical and magic damage received, including on shields, which is successively taken as true damage over 3 seconds instead, dealing a third of the stored damage each second.
UNIQUE – DEFY: If an enemy champion dies within 3 seconds of you damaging them, removes Ignore Pain's remaining stored damage and heals you for 50% bonus AD over 2 seconds. (+55 attack damage, +15 ability haste, +45 armor)
Dead Man's Plate- UNIQUE – SHIPWRECKER: While moving, generates 7 stacks of Momentum every 0.25 seconds, granting up to 40 bonus movement speed at 100 stacks after 3.75 seconds of moving. Momentum decays by 15 every 0.25 seconds while immobilized. Basic attacks consume all stacks to deal 0 − 40 (based on Momentum) (+ 0% − 100% (based on Momentum) base AD) bonus physical damage on-hit. At maximum stacks, the target is also slowed by 50% for 1 second. (+300 health, +45 armor, +5% movement speed)
Demonic Embrace- UNIQUE – DARK PACT: Gain ability power equal to 2% max health.
UNIQUE – AZAKANA GAZE: Dealing ability damage curses enemies, causing them to take (6.4%) of their maximum health as total magic damage over 4 seconds.
Gargoyle Stoneplate- UNIQUE – MONOLITH: Gain a shield for 100 (+ 90% bonus health), decaying over 2.5 seconds, and 25% increased size while active (90 second cooldown).
UNIQUE – FORTIFY: Increase your bonus armor and bonus magic resistance by 5% for 6 seconds when a champion deals damage to you, stacks up to 5 times for a maximum of 25%. This stacks once per unique champion. (+15 ability haste, +60 armor, +60 magic resist)
Redemption- UNIQUE – INTERVENTION: Call upon a beam of light to strike upon the target location after 2.5 seconds, granting sight of the area for the duration. Allies within the area are healed for 200 − 400 (based on target's level), while enemy champions within take 10% of target's maximum health as true damage. Can be used while dead. (90 second cooldown; 5500 range).
HARMONY: Gain 25% base health regeneration for every additional 25% base mana regeneration. (+250 health, +100% base mana regeneration, +15% heal and shield power)
Rylai's Crystal Scepter- UNIQUE- Rimefrost: Dealing ability damage slows affecteds units by 30% for 2 seconds (+75 Ability Power, +400 health)
Serylda's Grudge- Unique- Bitter Cold: Dealing ability damager slows affected units by 30% for 2 seconds (+45 attack damage, +20 ability haste, +30% armor penetration)
Spirit Visage- UNIQUE – BOUNDLESS VITALITY: Increases all healing and shielding received as well as health regeneration by 25%. (+10 Ability haste, +450 health, +100% base health regeneration, +60 magic resist)
Spear of Shojin- UNIQUE – DRAGONFORCE: Gain ( 16 (+ 4% bonus AD)) basic ability haste
UNIQUE – EXIGENCY: Gain up to (15%) bonus movement speed based on missing health, capped at 67% missing health. (+60 attack damage, +20 ability haste)
Sunfire Aegis- UNIQUE – IMMOLATE: Taking or dealing damage activates this passive for 3 seconds. Deal 15 (+ 1.75% bonus health) magic damage every second to enemies within 325 (+ 100% bonus size) units, with the damage being increased by 25% against minions. This executes minions that would be killed by one more tick of damage. Damaging enemy champions or epic monsters with this effect grants a stack for 5 seconds that increases subsequent Immolate damage by 10%, stacking up to 6 times for a 60% increase. (+500 health, +50 armor)
Sterak's Gage- UNIQUE – THE CLAWS THAT CATCH: Gain bonus attack damage equal to 50% base AD.
UNIQUE – LIFELINE: If you would take damage that would reduce you below 30% of your maximum health, gain a shield equal to 80% of bonus health that decays over 4.5 seconds as well as 25% increased size and 30% tenacity for 8 seconds (60 second cooldown). (+450 health)
Titanic Hydra- UNIQUE – COLOSSUS: Gain bonus attack damage equal to 2% of bonus health.
UNIQUE – CLEAVE: Basic attacks on-hit deal (4 + (1.5%))maximum health) bonus physical damage to the target and (40 + ( 3% maximum health) physical damage to other enemies in a cone in the direction of the target. (+30 attack damage, +500 health)
Thornmail- UNIQUE – THORNS: When struck by a basic attack on-hit, deal 10 (+ 25% bonus armor) magic damage to the attacker and, if they are a champion, inflict them with Grievous Wounds for 3 seconds. (+350 health, +70 armor) (Grevious wounds reduces healing effects by 40%)
Warmog's Armor- UNIQUE: Grants Warmog's Heart if you have at least 1100 bonus health.
UNIQUE – WARMOG'S HEART: Regenerate「 2.5% maximum health every 0.5 seconds 」 if damage has not been taken in the last 6 seconds (3 seconds for damage from non-champions). (+10 ability haste, +800 health, +200% base health regeneration)
(A/N: that is the last of the items for now, as she may buy items in the future- they will be added here when she buys and equips them- the rest of these are equipped at all times and are binded to her in ways they cannot be removed after being bought- but after copying and pasting repeatedly while also reading each item description to see if there's anything I wanna change- I wanna stop talking about items. I will also at some point do all the math and add up the stats of the items- to clarify how much Mc has of each stat.
Attack damage- how much physical damage is dealt through basic/physical attacks and abilities
Ability power- increases Damage specifically of certain abilities, doesn't just increase magic damage
Armor- increases resistance against physical damage [amount of applied resistance decreases as armor increases]
Magic resist- increases resistance against magical damage [amount of applied resistance decreases as magic resist increases]
Ability haste- Decreases cooldowns of all abilities [amount of cooldown decrease applied decreases as ability haste increases]
Movement speed- gain movement speed and reaction speed proportional to movement speed.
Attack speed- gain faster attack speed- does not max out- also relates to reaction speed similar to movement speed
[some of these are obviously different then they would be in league but that's because again- I adjusted the attributes according to what I want for the character- another thing, they'll obviously grow physically stronger and more knowledgeable with what they're using as time goes on- as such they'll likely end up doing more damage effectively then they normally would as her body won't have capped potential from the league leveling cap system.])
Abilities- (This is gonna be long aswell probably)
Death in lavender- (passive) [A/N: I'm aware she needs the absolver for this- which she does i just didnt detail it in the items because i don't know everything the absolver can do and this is the only effect i care about from it.]
INNATE: Bel'Veth's ability casts each generate 2 stacks of Death in Lavender, lasting for 5 seconds, refreshing on basic attacks and subsequent casts, and stacking up to 6 times. While Bel'Veth has stacks, she becomes ghosted and gains 25% − 50% (based on level- maxes out at level 18) bonus attack speed. Her basic attacks each consume 1 stack.
INNATE: Whenever Bel'Veth scores a takedown against a champion, monster, or minion within 3 seconds of damaging them, she generates a permanent stack of Lavender. Minions and monsters that are large generate 1 stack, champions and epic monsters generate 2 stacks.
LAVENDER: For each stack, Bel'Veth gains 0.28% − 1% (based on level- this maxes out at level 18) bonus attack speed.
Going Rogue- (passive/active)
PASSIVE: marks enemy champions that kill allied champions as Scoundrels for Three days. If She scores a takedown against a Scoundrel while alive and within 3 seconds of damaging them, he receives an additional 100 and revives all dead allied champions that they have slain after 1 second.
When Akshan claims a Scoundrel's bounty he removes the marks of all other enemies. Scoundrels refresh their mark duration on subsequent kills, and will have their mark removed when they die by any means. Akshan cannot mark enemies as Scoundrels while they are dead. Allies are revived at their summoning platform.
ACTIVE: enters camouflage, which lasts indefinitely while he is near terrain or inside brush, and for 2 seconds otherwise. During this time. she can see trails leading toward Scoundrels, and while facing them if they are within 5000 units, she gains bonus mana regeneration equal to 12% of his missing mana as well as bonus movement speed.
Going Rogue can be recast after 1 second, and does so automatically after its duration. Attacking or casting abilities ends Going Rogue immediately.
RECAST: she ends Going Rogue.
Feast- (Active)
ACTIVE: She attempts to eat the target enemy dealing true damage against the victim- If the victim is sucessfully eaten (takes enough damage from feast to die) She gains a stack of feast, increasing her size and granting 160 health per stack (650[+50% AP/Ability power] [+10% max health] true damage)
Goes Where He Pleases- (Passive)
STATIC COOLDOWN:
60 − 15 (BASED ON LEVEL- reaches 15 second cooldown at level 18)
INNATE: regenerates an additional「 0.4% − 2.3% (based on level) of his maximum health every 5 seconds. 」
PASSIVE: Periodically, gains immunity to the immobilizing effects of the next hostile spell to affect him. Upon resisting one, pays a health cost equal to 4% of his current health and propels a canister that lands 525 units in the general direction of its source, remaining on the ground for 7 seconds.
Dr. Mundo can move near the canister to consume it, healing himself for 4% of his maximum health and reducing the cooldown of Goes Where He Pleases by 15 seconds.
Goes Where He Pleases' cooldown resets upon respawning.
Blunt Force Trauma- (Passive/Active)
Passive: Gain bonus attack damage equal to 4% maximum health
Active: empowers next basic attack within for seconds, gain bonus attacking range, deal bonus physical damage, increased by 0%-60% (based on missing health) if the target dies from the attack they are sent flying backwards in the direction hit, dealing damage to enemies in the body's path.
Maximum Dosage- (Active)
ACTIVE: injects herself with chemicals to become enhanced for 10 seconds, gaining increased base health (gain 25% of your missing health), bonus movement speed, and bonus health regeneration (regenerate 60% of your maximum health).
Demonshade- (Passive)
INNATE: Evelynn shrouds herself in Demon Shade after not performing actions that break stealth for 4 seconds. Attacking or casting abilities ends Demon Shade immediately and places it on a 4-second static cooldown, reduced to 1.25 seconds from casting Last Caress. Taking damage from champions or interrupts Demon Shade and places it on a 1.5-second static cooldown.
DEMON SHADE: While below 250 − 590 (based on level) (+ 250% AP) health, heals herself for 150 every second. From level 6 onward, Demon Shade also grants camouflage.
(becomes visible if enemy 'champions' are within 10 feet [3.05 meters] of her, but does not break demon shade unless taking damage].
Allure- (Active)
ACTIVE: Evelynn curses the target enemy champion or monster for 5 seconds.
Evelynn's next basic attack or ability against the accursed target expunges them, slowing them by 65% for 0.75 seconds.
Expunging a target will refund Allure's mana cost. If the target is cursed for at least 2.5 seconds, the expunge also charms them for a few seconds and the duration of the slow is increased to last for this time, as well as applying additional effects based on the target type.
CHARM DURATION:»
1.25 / 1.5 / 1.75 / 2 / 2.25
Against champions, the expunge also inflicts magic resistance reduction for 4 seconds.
Against monsters, the expunge deals bonus magic damage and the charm lasts 2 seconds longer.
MAGIC RESISTANCE REDUCTION: 45% BONUS MAGIC DAMAGE: 450 (+ 60% AP)
(Casting Allure does not break Demon Shade nor its fade into it.)
Terrify- (Passive/Active)
PASSIVE: While Fiddlesticks has been out of combat for at least 2.5 seconds and is not visible to the enemy team, or is pretending to be an Effigy, its next damaging ability will additionally fear targets hit for a duration. FEAR DURATION: 2.25 seconds
ACTIVE: Fiddlesticks launches a crow at the target enemy that deals magic damage and fears them for a duration.
The Dreaded Shrooms: (Active- A/N: I'm creating this one with the inspiration of being as annoying as I can mentally to other league gamers :) i love teemo and shaco.)
Active: Throws down a mushroom trap that becomes invisible after 1 second, and triggers when an enemy walks within 3 feet ( 0.3 meters) of it, fearing the enemy for 1.25 seconds- however if she appears to be out of combat or is out of enemy vision- fear time increases to 2.25 seconds. Can hold up to 10 mushrooms at one time, which bounce off one another if she attempts to stack them, the trap also deals 400(+75% AP/Ability power) magic damage over the course of 6 seconds, during the poison's effectiveness the victim is slowed by 50%.
(placing these mushrooms does not take her out of demonshade or break the passive).
Hexcore creation- (Active)
ACTIVE: She gains the ability to trade gold (obtained from killing entities- currency cannot be used for anything that isn't associated with league 'system') to gain/create hextech cores, unrefined hextech cores cost 10 gold, refined hextech cores cost 25.
(Gold is gained by killing entities, the stronger the entity the more gold, for most beings she has to be the one to kill it- assists don't count. The stronger the being the more gold earned aswell, for the weakest of entities, it's a roulette between 1-5 gold, mediocre beings 12-21 gold, higher- around 55-95 gold, champions-100 to 300 gold based on present strength. The gold distributed will not be based on whether they're registered as champions or not- it will be based on the being's potential and present strength to decide the distributed gold)
H-28G Evolution Turret- (Active)
ACTIVE: deploys a H-28G Evolution Turret at the target location, which lasts until destroyed.
periodically stocks a Turret Kit charge (30 second recharge), 15 turret deployed limit (can be increased if technology improved) if turret cap is reached, one turret must be chosen to be destroyed if another is to be placed. (Capable of storing 20- ready to deploy turrets at a time)
Darkness Rise- (Passive)
INNATE: basic attacks are empowered to deal 40% AP bonus magic damage on-hit.
generates a stack for each enemy champion or large monster hit by his damaging basic attacks or basic abilities, lasting for 4 seconds, refreshing on subsequent hits, and stacking up to 3 times. At 3 stacks, she gains Darkness Rise.
DARKNESS RISE: gains 9% bonus movement speed and deals 15.2 (+ 30% AP) (5% of target's maximum health) magic damage every second to nearby enemies. (Range is 7 feet- 2.13 meters)
Realm of Death- (Active)
ACTIVE: slows the target enemy champion by 75% over the cast time, then banishes them with him to the Death Realm for 10 seconds.
also consumes the target's soul for 10 seconds, healing himself for 10% of their maximum health and reducing their current attack damage, ability power, total attack speed, maximum health, armor, magic resist, and size by 10%, in addition to gaining them for himself. If the target dies while inside the Death Realm, keeps their partial stats until they respawn. (This effect can stack)
Units between realms see each other as spirits, considering each other dead and negating any interactions between each other. Only and the target will enter the realm; other champions cannot follow them. Everything that occurs inside the Death Realm is hidden to units outside of it, and vice versa. All pets still inside the realm are killed at its end.
We Are More: (Passive)
INNATE: Periodically, summons a Packmate that fights alongside her. She may have up to 10-20 (based on level- maxes out at level 18) Packmates at a time. She summons the maximum number of Packmates when the game starts and upon respawning.
Hitting champions or large monsters with abilities reduces the cooldown by 4 seconds. Killing enemies reduces it by 1 second.
Darkin Daggers- (Active)
ACTIVE: hurls a dagger in the target direction that deals physical damage to enemies hit and inflicts them with a bleed for 5 seconds, which deals bonus physical damage every 0.5 seconds over the duration. Darkin Daggers can be recast after 0.5 seconds and within 4 seconds at no additional cost.
ACTIVE: Naafiri hurls a dagger in the target direction that deals physical damage to enemies hit and inflicts them with a bleed for 5 seconds, which deals bonus physical damage every 0.5 seconds over the duration. Darkin Daggers can be recast after 0.5 seconds and within 4 seconds at no additional cost.
Hounds' Pursuit- (Active)
ACTIVE: She and her Packmates channel for 0.75 seconds to single out the target enemy, revealing them in the duration. Upon completion, they dash to the target, each colliding with the first enemy champion hit. Upon impact, deals physical damage and slows the target by 99% for 0.25 seconds, while Packmates deal 10% of that damage to their own targets.
Packmates become untargetable during their windup and dash, and can individually damage targets.
Hounds' Pursuit refunds 50% of its cooldown if the channel is cancelled.
Eviscerate: (Active)
ACTIVE: She dashes in the target direction and deals physical damage to enemies she passes through. Upon arrival, she explodes in a flurry of blades to deal physical damage to nearby enemies.
The Call Of the Pack- (Active)
ACTIVE: Prepares her grand hunt, immediately despawning all active Packmates then summoning the maximum number of new ones along with extra Packmates. She grants herself and all Packmates bonus movement speed that decays over 8 seconds and is doubled while out-of-combat. She also grants sight of the surrounding area for 4 seconds, and reveals nearby enemy champions for 8 seconds. (summons 5-10 extra Packmates based on level [maxes out at level 18])
Goes on the hunt for 30 seconds, during which she gains bonus attack damage, increases the maximum health of all her Packmates by 25%, and reduces the total cooldown of We Are More by 50%. Her first basic attack or ability hit against a champion will grant her a shield for 6 seconds.
(Taking down a champion will refresh her ability and restart it's duration of 30 seconds)
(Stats of the packmates- 352 health, 29 Attack damage [+9% bonus Attack damage], Attack speed=Main Character's attack speed, 1 foot attack range (0.305 meters), 34 armor, 34 magic resist, movement speed= to main character's movement speed)
Living forge- (Active/Passive)
INNATE - LIVING FORGE: can purchase non-consumable items from anywhere on the field by forging them himself, and is also presented a Forge Menu to quickly forge his recommended items. Forging takes 4 seconds and is interrupted if takes damage from enemy champions or turrets, disabling Living Forge for a few seconds. Gold is only expended upon completing the forge.
INNATE - MASTER CRAFTSMAN: increases her bonus armor, bonus magic resistance and bonus health by 10% from all sources, further increased by 4% each time she upgrades a Mythic item into a MASTERWORK item. When reaches level 13, the Mythic item he owns or purchases is upgraded automatically. For each level after 13, She can upgrade one of an allied champion's Mythic item by selecting them within 600 range. MASTERWORK items have roughly 1000-worth of additional stats. See details.
(Naturally increases Craftmanship affinity and ability to be similar to that of a god)
Eternal Hunger- (Passive)
INNATE: deals 12 − 46 (based on level, maxes out at level 18) (+ 15% bonus AD) (+ 10% AP) bonus magic damage on-hit.
While below 50% maximum health, also heals for 100% of the post-mitigation damage dealt by Eternal Hunger, increased to 250% while below 25% maximum health.
Jaws of the Beast- (Active)
ACTIVE: lunges at the target enemy over 0.264 seconds and bites them, dealing magic damage, healing herself for a percentage (60%-100% based on level- maxes out at level 18) of the post-mitigation damage dealt, as well as applying on-hit and on-attack effects, and life steal at 100% effectiveness
While Jaws of the Beast is active, she is displacement immune and clamps his jaw on the target, following all of their movement. The ability can be held for additional effects.
HOLD: performs the bite, and then begins to charge for 0.5 seconds, extended if the target is under effects of a dash or displacement. During the charge, she leaps behind the target.
Blood Hunt- (Passive/Active)
PASSIVE: gains bonus attack speed upon basic attacking an enemy who is below 50% of their maximum health, but loses it when not attacking them or switching to a target above the threshold.
PASSIVE: senses all enemy champions on the map who are damaged below 50% of their maximum health by an allied source, marking them with Blood Hunt until they regenerate or heal above this threshold again. She sees trails leading toward them and gains bonus movement speed while following a trail (gain between 55%-135% attack speed and 110%-275% movement speed towards target based on missing health when within the threshold). This bonus is lost for 0.5 seconds upon entering champion combat, but will build up again over 3.5 seconds.
ACTIVE: senses the nearest enemy champion in the area, marking them with Blood Hunt for 8 seconds, gaining both passive bonuses against them regardless of their current health.
Blood Hunt is placed on a 3-second static cooldown during champion combat. Additionally, while no enemy champions are marked, the current cooldown of Blood Hunt runs out twice as quickly - it is reduced by an additional second for each second passed.
Crimson Pact- (Passive)
INNATE: gains (3.3% bonus health) as ability power and (160% AP) as bonus health. These two bonuses do not stack with each other.
Transfusion- (Active)
ACTIVE: Vladimir drains blood from the target enemy, dealing magic damage and healing herself. She then generates a stack of Bloodthirst over the cooldown, which is displayed in her secondary resource bar.
At 2 stacks. She gains 40% bonus movement speed, for 1.5 seconds, and enters crimson rushwhile bloodthirst depletes over 5 seconds.
CRIMSON RUSH BONUS: Transfusion consumes all Bloodthirst to deal 85% increased damage and heal user for an additional 200 (+ 5% (+ 4% per 100 AP) of her missing health), reduced to 35% against minions.
Phenomenal Evil Power- (Passive)
INNATE: generates a stack of Phenomenal Evil for each enemy champion hit by her abilities, and 5 stacks whenever she scores an enemy champion takedown.
PHENOMENAL EVIL: For each stack, She gains 1 ability power.
Ravenous Flock- (Passive)
INNATE: Enemy champions that die will leave behind a Soul Fragment for 16 seconds, which can be collected by Her after 1 second. Her ravens collect nearby Soul Fragments, as well as with Vision of Empire and Nevermove.
SOUL FRAGMENT: For each stack, Swain gains 12 bonus health. Upon collection, she will heal for/ 6% of her maximum health.
Vision of Empire- (Active)
ACTIVE: She summons a demonic eye at the target location that grants sight of the area for 4 seconds and explodes after 1 second, dealing magic damage to enemies within, halved against minions, and slowing them by 65% for 2.5 seconds.
Enemy champions hit are also revealed for a duration and have a Soul Fragment collected from them.
Nevermove- (Active)
ACTIVE: She launches a demonic wave in the target direction that deals magic damage to enemies hit. MAGIC DAMAGE: 175 (+ 25% AP)
At maximum range, the wave homes back to She and detonates upon the first enemy hit, dealing magic damage to nearby enemies and rooting them for 1.5 seconds, during which they are revealed. Nevermove can be recast while champions hit are rooted.
RECAST: She pulls the rooted champions over 290 units and collects a Soul Fragment from each of them. If the targets would be brought past Swain, they are instead knocked back the excess distance.
Hallucinate- (Active)
ACTIVE: She vanishes for 0.5 seconds and blinks in the target direction while creating a clone of herself that is summoned in the opposite direction, Clone lasts as long as the health bar is above 0, can only have 1 clone up at a time,
Hallucinate can be recast at any time while the clone is alive, and can be used while affected by cast-inhibiting crowd control.
RECAST: Shaco commands the clone to move to the target location.
The clone will explode upon dying or expiring to deal magic damage to nearby enemies and deploy three mini-boxes that activate instantly, fearing nearby enemies for 1 second.
MAGIC DAMAGE: 300 (+ 70% AP)
The boxes possess Jack in the Box's effects (they shoot at nearby enemy champions) except they have a doubled, but shared health, and deal modified magic damage with each attack, increased when attacking a single unit. MODIFIED MAGIC DAMAGE: 30 (+ 10% AP)
Can also chose when the clone dies and or blows up into the three mini boxes,
Stand United- (Active)
ACTIVE: She channels for 3 seconds and granting a shield to the target allied champion at the time of cast for up to 5 seconds, increased by 0% − 60% (based on target's missing health). MINIMUM SHIELD STRENGTH: 450 (+ 135% AP) (+ 16% bonus health)
Upon completing the channel, She and her Spirit Blade blink to the target ally's location, placed between them and the nearest enemy champion. She also destroys any projectiles targeting him at the time of completion.
Interdimensional being- (Passive/Active)
INATE: capable of traversing through dimensions with no constraints to stop her, Also capable of seeing into other dimensions and realms without being present within them.
INATE: Empowers the soul to be on similar levels as cosmic and or celestial beings.
ACTIVE: She is capable of building portals that remain permanently based on her choosing or until she wishes to get rid of them (once per week), can utilize temporary portals to venture into other dimensions once per 2 days, and can use temporary portal to traverse anywhere within current dimension once ever 30 minutes.
Shephard of Souls- (Active)
Can call upon the resting places/graves of beings nearby to raise undead and by extension- creating mist walkers (can have up to 10 mist walkers present at once- can also expend much more energy to create proper vessels for the soul- including creating an undead that looks exactly like the soul's vessel when they were alive- can also make the souls sentient and give them the same consciousness as when they were alive.)
(Mist walkers- 35 Attack Damage [+12% bonus Attack damage], Health is equal to 20% of her [Main character's] max health, no armor, no magic resist, equal movement speed and attack speed to her [main character])
Instanity Potion- (Active)
ACTIVE: she empowers herself for 75 seconds with ability power, bonus armor, bonus magic resistance, bonus movement speed, bonus health regeneration, and bonus mana regeneration. (100 bonus stats- 20 bonus mana regen per second)
(A/N: please pray for this poor procrastinator of a writer, i had to do so much despite it being copy and pasting, I already hate this my guy- that aside- 6k words... fuck)