Xontin - The Shining Hammer
Hello, fellow Summoners!
I've had this idea for a new champion for about a year but never had an idea of what his abilities or look or feel was, let alone what to name him or what role he'd play. I've always wanted to put together something that people would like or enjoy, and I think this is my ticket (or at least I hope so).
Keep in mind, this is a work in progress so it might not have all the info that a regular champion would have. I still haven't thought of what Xontin's person or ability icons would look like. Everything that I think of or add to the concept will be dumped here as soon as I can put it up.
Note: I understand that this idea, like many before me, probably won't be taken up for consideration, but either way, I'd like to throw my hat (Sorry, no hat tricks
) into the ring and at least put in some sort of effort into making something people could get behind.
Be sure to upvote if you like the idea and comment if you have any ideas of your own that could make it better.
Let's do this, Archetypical
Update [7/19/15]: Added Recuperation debuff to Proto-Transfer (R)
Update [8/2/15]: Added cooldowns, ranges, and damage outputs to abilities; Added passive Just Once; Changed Bullet Pulse (old Q) to Roundabout (new Q); Visual concept in the works.
**Xontin - The Shining Hammer ** Original Champion concept by Archetypical
Physical Dmg: 9/10 Ability Power: 1/10 Health: 6/10 Difficulty: 10/10
Primary: Fighter Secondary: Assassin
Weapon - Proto-Hammer: Hard-shelled, cylindrical object in the shape of the top of a Sledgehammer or Mallet. One end of the cylinder is open, and a opening in the side of the cylinder, allowing it to be used by Xontin by controlling energy that is harnessed inside, created and formed by Xontin.
Passive - Just Once: When Xontin uses his abilities (except his E), he cannot use his hammer for basic attacks until the ability is finished. Xontin's basic attacks will only deal 30% damage until his hammer returns to him.
Q - Roundabout/Resounding Smash
Cooldown: 12/11/10/9/8 Range:600-1000(Roundabout); 500 in diameter(Resounding Smash)
Circular Skill shot - Holding Q down will charge the abilty, giving it more possible range.
Xontin winds up and throws out his Proto-Hammer in an arcing swing in front of him, dealing 10/30/60/100/150
- 70% of AD
In conjunction with W - Resounding Smash: After being blasted up by Flux Jump(W), Xontin smashes at the ground, dealing 20/55/90/125/170 area damage + 40% of AD and slows targets within the radius by 10/15/20/25/30% for 1.5 seconds
**W - Flux Jump
**_(Editor's Notes: Like a mix of
's [Q] and
's [E])
_
Range: 800(Placement); 1350(Proximity); 400-850(Launch Distance)
Cooldown: 20/18/16/14/12
Xontin places the Proto-Hammer down on the ground, welling up energy into it over the course of 2.5 seconds. The longer Xontin energizes the Proto-Hammer, the greater the jump distance.
Once the energy capacity reaches 100%, Flux Jump can be followed up with (Q) to activate Resounding Smash
E - Energy Focus
Cooldown: 24/22/20/18/16
Passive: Hitting units helps Xontin with better control of the Proto-Hammer, giving him Energy Focus stacks for the active part: +1 point from minion, large minion, or monster hits; +2 from champion or large monster hits. (maximum: 15/20/30/45/65 stacks)
Active: Xontin powers up his attacks for 5 seconds, expending his stacks of Energy Focus, adding AD to his basic attacks based on how many stacks were expended.
**R - Proto-Transfer
**(Editor's Notes: Think
's [R],
's [R], and
's [R] range. An alternative would be blinking to the first champion that it hits but this was my first idea.)
Cooldown: 200/160/120 Range: 7500(Launched); 500 in diameter(Area)
After a 2 second channel, Xontin plants himself in a single spot and launches the Proto-Hammer in a straight direction for a long distance, unable to move for the duration. If reactivated, after 0.5 seconds, Xontin will blink to the Proto-Hammer's location, proceeding to swing it around and down, dealing 100/225/350 + 100% of bonus AD as area damage. If an enemy champion is hit prior to reactivating, they will be stunned for 1 second. Xontin will then be in Recuperation.
If Proto-Transfer is not reactivated (or alternatively, does not hit a Champion), the Proto-Hammer will quickly make it's way back to Xontin, damaging enemies for 30/60/90 damage along it's return path. 30% of mana used and 25% of cooldown will be refunded. Xontin will then be in Recuperation.
Recuperation: After exuding a large amount of focus and energy after completeing or aborting Proto-Transfer (R) Attack output, Movement and Attack Speed is reduced by 40% all of which returns to normal over the course of 8 seconds.
Hello, fellow Summoners!
) into the ring and at least put in some sort of effort into making something people could get behind.
Let's do this,
Archetypical