[Champion Concept] Roh'zix: Seeker of the Void

Electro522·1/4/2015, 9:45:29 AM·2 votes·3,989 views

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:Khazix Talon

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 item 3341 or the item 3364 but not by a item 2043 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 Akali, Evelynn, and even Twitch). 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!

15 Comments

The Ecdysiast1/4/2015, 10:20:48 AM1 votes

I love this idea. The concept of the Void having its own society and members who want to stay away from Runeterra is a great one. Maybe a little out there on the brother relationship (maybe father/grandfather?) but otherwise a solid story. I see a slight problem with the shedding, since if it's so often and uncontrollable, counter junglers will be able to take the buff he happens to not be at and be healed. Maybe allow him to pick them up himself to avoid such things?

Looking at it from the perspective of fighting against him instead of as him, it gives some massive counterplay in that if he's running away, you could heal yourself with it, or if allies can push him far enough from a piece, you can pick it up and be healed. This is a solid idea, but of course Riot can't see a good idea unless it's pointlessly overpowered and of their own design.

There are few things that can make a champion feel "new" and I think Roh has them. Maybe a little much like Kha'zix for the people who hate Kha, but definitely would be a giant breath of fresh air for those who play him, or anyone wishing the newest void champion hadn't been some stupid sand burrower with nonsense abilities more suited to a feral animal of the Freljord.

RiotRiot Lutzburg1/4/2015, 11:03:34 AM1 votes

Wow Electro, thank you so, so much for all the amazingly kind words. I am so happy to see you using my ability generator and concept format. It truly means a lot to me and it looks great!!

Roh'zix is a really neat concept and I think he came out awesome! He is both new and familiar, and people LOVE Kha so having another bug-man running around would probably make people quite happy.

I love love LOVE his Ultimate; especially when evolved. Giving him the option to bring a team fight presence to the table when he's behind is really smart, especially with the added utility of the slow. I also really like your take on his gap closer. The concept of using "bait" and being called a "Seeker" are both incredibly cool ideas.

HOWEVER, I am not so sure about how you went about implementing the bait concept. Attaching it to a passive, which is by its nature uncontrollable, can lead to a lot of frustration when it procs at inopportune times. Imagine Gnar changing forms at the wrong time, only he Soraka ults for the enemy team when he does. Not so fun. XD

My recommendation- Replace W, the Void Spikes, with a more interactive and controllable "bait" ability. The Rack is probably the weakest and least inspired on the kit and are pretty much ripped 1:1 from Kha, which might push this concept over the edge regarding "inspiration" versus "clone." Once that's done, you can give Roh' the option to evolve his bait ability to be more deadly to really play up the trap-laying antics he is known for. From there, he just needs a new passive that fills in whatever gap is missing from his old W. In this case, that would be, what- wave clear? Maybe it's worth taking a return trip to the random ability generator for this one. :p

Oh, and finally on the note of theming, a "molting carapace" doesn't really sound appetizing, if it's meant to be eaten. Instead, I'd imagine Roh' to work more like a honey bee, secreting a sweet and tasty treat with a pleasant or fragrant aroma to lure enemies into his trap. This could even be visualized by a blooming flower with a health relic on it.

Overall I am really stoked and again, super appreciative of all your support. I have reservations about how the bait ability was implemented but I think the concept is close to being perfect!

Invite him1/4/2015, 3:01:29 PM1 votes

I like everything else, sounds like kha'zix a lot to me, but that isnt my case here (its a nice concept), his passive, now this is was too op/bad in both ways, if youre away, they get healed? Why? If youre within it, they are dealt damage? Why? Healing an enemy isnt the purpose of this game, instead make it like this: Every 120 seconds, Roh'Zix sheds off a piece of his exoskeleton with activating an ability, which remains on the ground for another 120 seconds. If an enemy opponent goes near the exoskeleton, the exoskeleton will turn into Roh'Zix, starting to walk around with 250 HP, baiting the enemy opponent to kill it. If the opponent does so, Roh'Zix's mimic will explode, dealing a medium amount of true damage to the killer and it will immediately replace Roh'Zix's mimic with himself, giving him invisibility for 2 seconds, burst of movement speed for 2 seconds and refreshing his E, if its unlocked as an ability! If Roh'Zix is near the exoskeleton, this passive wont activate, but will do, if Roh'Zix isnt visible for the exoskeletons vision range. Additionally, Roh'Zix is going into invisibility from the moment his mimiced body starts moving around, untill it gets killed/destroyed or untill it stops running around!

[Mimic lats for 30 seconds, meanwhile if Roh'Zix attacks someone, he is revealed, but he will go into invisibility once he stops attacking!]

So basically, i think the first part is ok, the second & thrid, exoskeleton acts like an enemy ward, it doesnt reveal anything but if Roh'Zix is in a bush, or is out of the range of the exoskeleton the passive will activate, Roh'Zix will go into the invisibility untill he gets replaced or until his mimic self-destroys!

I think this is a well balanced change, it can troll the enemy champions a lot, but it also picks a big counter attack, as you've said 'bait'. I know its a bit 'bad' to like as ive said, if youre on bot lane and your exoskeleton is mid, youll be pulled from bot to mid, but at least you might take a kill ya know! Or it might save you, because if youre in a bad situations if someone activates your passive from the enemy team, it will save you/give you a kill!

Also the W, im not a fan, way to many abilities copy kha'zix and i dont think this is good, make it so, again im not interupting, hopefully: When activated, Roh'Zix sence all enemies near him, invisble or not, marking them with Pray Seeker for the next 4 seconds. Roh'Zix's next ability will deal % increased damage, will slow its target for 99% for ~0.2 seconds. This mark can be apply the bonus damage/slow onto only one enemy champion

[So when you apply the bonus damage/slow, other enemies marked with Pray Seeker will have the mark removed from them, basically!]

So far your W is good, but it duplicates, which i dont like it, Rengar and Kha'zix are also alike, but they arent so much, so you need something like this to change the feel over-all! I cant wait what your thoughts are on my ideas, i dont want you to replace it with yours, i think yours fit too, but i think these ones are more balanced! :)

Again i love your job, i think this idea rocks, even if you dont accept my ideas, which i doubt it :) xD, very nice done, +1 from me, hopefully we get to see such a champion, would love to play him!

Junkο1/4/2015, 3:55:17 PM1 votes

One problem is with the passive. If they are almost full health/mana, they would never pick it up, but if they are low enough to pick it up then you probably won't need the bonus damage it gives anyway.

RiotRiot Lutzburg1/4/2015, 10:51:17 PM1 votes

I love the idea of a low health clone. Shaco-esque but much more frequent and even more of a penalty for falling for it. I suggest making the clone controllable like Tibbers or Shaco clone, having a long cooldown, and having a self tether range of about 1500 units. Also, instead of forcing the player to teleport to their clone, why not give them the option? Something like, "Roh'zix can reactivate this ability to teleport to his illusion, gaining a movement and attack speed buff for the next 3 seconds. Roh'zix can only reactivate this ability if his illusion suffers more than X damage from enemy champions."

DreamsGoneMad1/5/2015, 12:42:38 AM1 votes

While his "core" is nice, he's too close to Kha'zix. Generally, a new champion is meant to be new. You'd be better off branching from Kha's skills, and in addition, why would the Void want to bring back the Voidborn? By appearances, it seems like they want to expand and find more food/knowledge/etc. I'm sorry to say this, but the only thing he has going for him is his passive.