[Champion Concept] Roh'zix: Seeker of the Void
Hello Everybody!
If any of you have happened to read up on one of Lutzburg's champion concepts, which you can find here, you'll know that he also has created a random champion generator. This generator is to help any aspiring champion concept come to life. It gives you the sex of the champion, what species they are, what role they fill, what kind of damage they deal, and the mechanics of a single ability.
I found this quite interesting, thus, I decided to give it a try myself. It took me a few tries to find something that works (if you ever use this thing, don't be surprised to see some whacky results. If you're creative enough, and want to spend the time on it, you can figure out a kit around anything this generator gives you), but it eventually gave me a mixed damage male void assassin, with an ability that was a single target point-and-click ability that dealt percent health damage, and gave a slow (it does not give any numbers).
After thinking about it for quite some time, I was able to come up with this champion concept:
Roh'zix: Seeker of the Void
Role AD/AP Assassin/Fighter
Inspiration I wanted to make an assassin like no other. An assassin that actually lures his targets in, by setting up a trap, and then wait to see if his target takes the bait.
Design Roh'zix is an assassin who gets rewarded for being patient. Unlike other assassins who normally get to their target by any means possible, Roh has his targets come to him. If his intended target happens to take his laid out bait when he is in range, they will more then likely not see the light of day for much longer, since Roh has the capability to completely annihilate a target in an extremely short amount of time.
Risk Relatively moderate risk. Roh'zix is basically an older and wiser version of Kha'zix. He is slower, less mobile, and not as durable as Kha might be, but can easily out damage and out perform Kha in any fight. Although, he does rely very heavily on his bait in order to take out his targets, thus, he actually relies on the decision making of his opponents in order to be effective. If his opponents decide not to take any of his bait, he becomes almost useless. If his opponents do take the bait, but are confident they can take his brutal punishment, then his effectiveness also takes a massive blow.
Appearance Roh is an older version of Kha'zix, thus, he would look visibly older, with parts of his exoskeleton molting or falling off, a "red-ish" hue to his exoskeleton, numerous battle scars, and damaged wings. Roh might be battered and bruised, but his superior experience helps him in any battle.
http://i.imgur.com/REbzuB3.jpg?1
http://i.ytimg.com/vi/pyRPDbDmNac/hqdefault.jpg
http://forums.na.leagueoflegends.com/board/attachment.php?attachmentid=783124
Lore Roh'zix is Kha'zix's older brother, and when I say older, I mean much older. If Kha is an adolescent, then Roh would be in his mid life crisis right now. Roh has been tasked with the retrieval of the other Void Born that had accidentally made it into Runeterra, one of them being his arrogant little brother who always thought that Roh was simply overshadowing him. Getting most of the Void born creatures back into the Void won't be too much of a problem, especially with Cho'gath and Vel'koz specifically hating Runeterra themselves. His brother, and the Xer'sai, however, will be rather difficult.
Strengths Incredible assassination potential, potentially permanent invisibility, lures his opponents in with "bait", exceptional duelist.
Weaknesses Low mobility (for an assassin), not very durable, no reliable escape, must rely on the decision of his opponents.
Plays most like:

Auto attack: Just like Kha's auto attack, a swipe of his large, wing like claws.
http://www.hiveworkshop.com/forums/resource_images/15/icons_14388_btn.jpg Passive - Molting Exoskeleton: Every 20 seconds Roh'zix sheds off a piece his exoskeleton, which he can use as bait to lure in his opponents.
If Roh'zix is not within range of the piece, a single opponent can pick it up to be healed a massive amount, and also have a massive amount of their mana restored.
If Roh'zix is within range of the piece, he is granted permanent invisibility that can be revealed by the
or the
but not by a
unless he moves within range and sight of the ward. If an enemy champion is to pick up the piece, they are dealt an initial amount of magic damage (that scales with level), pulled towards Roh'zix's current location, and is stunned for a short duration.
Design: This is what makes Roh'zix...well...Roh'zix. Setting out bait is something most assassin's don't do. The temptation of getting healed for pretty much all of your health, and having nearly all of your mana restored should be extremely tempting. Essentially, this is a very high risk, very high reward decision for his opponents. Should they take it, and risk getting practically eaten alive? Or should they keep doing what they were doing, and not take said risk?
However, balancing that incentive has to be more then just picture perfect. If the incentive is too strong, then his opponents will pick it up all the time, and there won't be much Roh can do. If it is too weak, then players will quickly learn that it is never worth it to pick it up, essentially destroying his core mechanic. The incentive has to be so damn tempting, that you honestly can hardly resist it, but if you do make the decision to pick it up, you should be sweating bullets. Using that temptation should be what separates the good Roh players, from the great ones. Use it too much, and your opponents will lose interest in picking it up. Use it to little, and you lose out and a ton of damage potential.
Also, the reason why I made it to where he cannot be seen by pink wards unless he moves is because I do want to have some counterplay with this ability, but not so much that it completely destroy's his entire gameplay (like what a pink ward does to
,
, and even
). The oracle's lens is able to see him, but only if he is within the scan range. The range from the piece that Roh can be invisible is just slightly larger then the scan range of the oracle's lens, enough that if the trinket were to be set right on top of the piece, Roh could comfortably sit just outside its scan range and still be invisible. Predicting the scans of these trinkets will also separate the good Roh players, from the great ones.
http://www.hiveworkshop.com/forums/resource_images/15/icons_14202_btn.jpg Q - Aging Claws: Roh'zix empowers his autoattacks for a short duration, dealing increased physical damage.
Evolved Q - Sharpened Claws: Roh'zix empowers his autoattacks for a short duration, dealing increased physical damage. Every autoattack causes his target to bleed out, dealing magic damage over time.
Design: Like I said before, Roh'zix is an older version of Kha'zix. His claws have already evolved to their maximum length, and have dulled through the ages. However, he can sharpen them when needed to cut through his opponents far more easily.
http://www.hiveworkshop.com/forums/resource_images/10/icons_9443_btn.jpg W - Spike Racks: Roh'zix fires out three spike missiles out in a cone. Each spike deals physical damage to the first enemy unit struck.
Evolved W - Sniper Spikes: Roh'zix aims the three spike missiles to fire in a straight line. Each missile deals physical damage to the first enemy struck, and a small amount of magic damage in a small area around the champion. Champions can be hit by more than one missile for full damage from each missile.
Design: This ability starts off exactly like Kha'zix's evolved spikes, except Roh's spikes deal less damage, and doesn't slow. Roh has already long since evolved his spikes, and the only way he can make them better is to actually aim all three of them, something that Kha is unable to achieve.
http://www.hiveworkshop.com/forums/resource_images/16/icons_15721_btn.jpg E - Void Dash: Roh'zix uses his old and damaged wings to push him towards a target champion, dashing past them a set distance, and dealing a percentage of their max health in magic damage. Once finished, the target champion takes increased physical damage from Roh's autoattacks.
Evolved E - Superior Void Dash: Roh'zix uses his old and damaged wings to push him towards a target champion, dashing past them a set distance, and dealing a percentage of their max health in magic damage. Once cast, this ability can be cast again on the same target for a short duration, dealing the same amount of max health damage, and slowing the target. Once finished, the target champion takes increased physical and magic damage from Roh's autoattacks.
Design: This ability is, once evolved, basically a combination of Renekton and Yasuo's E. Since Roh is an assassin, I wanted to give him some mobility, but not enough to where it counteracts his core theme of being an older, and less mobile version of Kha. Also, this ability is what came from Lutzburg's champion generator, dealing the percent health damage, and the slow, in somewhat of an odd version.
http://www.hiveworkshop.com/forums/resource_images/16/icons_15627_btn.jpg R - Void Scar: Passive: Roh'zix is able to evolve his abilities each time this ability ranks up. Evolved abilities will do extra damage, and have extra effects.
Active: Roh'zix creates a small rift to the void inside a target enemy champion. After a short delay, this rift explodes, dealing a massive amount of magic damage to the target, and stunning them for a very short duration.
Evolved R - Void Nova: Roh'zix creates a small rift to the void inside a target enemy champion. After a short delay, this rift explodes, dealing a massive amount of magic damage to the target, stunning them for a short duration, and slowing them afterwards. This explosion is strong enough that it creates other, smaller rifts in surrounding enemy champions, which, after a delay, explode, dealing half of the initial explosion's damage in physical damage, and slowing the enemy champion.
Design: You could say that this is similar to Varus' ultimate, but his is a skillshot, and snares the target enemy champ on contact. Plus, his ult deals a pathetic amount of damage compared to this. Assassins are meant to basically delete enemies off of the field. While Roh's other abilities can certainly help him do this, this ability simply solidifies that fact. The evolved version also gives him a bit of teamfighting capability, since it has the potential to damage all of the enemy team. Albeit, you'll have to get pretty close to the target, and hope that they stay within range of the explosion.
And there you have it folks! My champion concept designed around something that a random champion generator gave me. I would like to thank Lutzburg for making it, and making his other champion concepts which helped inspire this.
Also, if you may have noticed, I did use Lutzburgs format for making this concept. His format is very well organized, and helps explain the champion very well. So, thanks again Lutz!
Feel free to tell me what you think!