Void champion concept

Jellul··10 votes·1,772 views
Void

Heya there summoners,

This is my first time publishing my idea for a champion, so it might be messy and unprofessionnal, so please Volibear with me.

I personnaly am a fan of every Void champion in league, simply because of how unique they are. Keeping the Void theme in mind, I created a semi-humanoid champion (link to my D-A creation above). Even tho' the spells are still blurry and unpolished, I have a gist of what the champion will be doing on the field.

The name of the champion is still unofficial, but I'd like to call it Naz'Rel, Warden of the Void.

Naz'Rel primarily role would be to keep the map cleared and under control by placing ward generated by his spells. As the ''Warden'', he has to keep everyone in it's lane and prevent any ennemies to venture off their spots by making it ''Unsafe'' to travel, kinda like if every lane was a prison that the ennemy could not escape, or at least at a pricey cost.

Naz'Rel position would usually be mid, althought the way I picture him fits him also in jungle and support. Like Kassadin, Naz'rel is an extremely squishy but strong melee mage with unique characteristic.


Let's take a look at his spells :

Passive - Eye of the Warden

Naz'Rel's trinket item will be replaced by ''Eye of the Warden'', giving him 3 wards instead of 2 that charges much faster and triggers special effects with his abilities.


Q - Eye for eye ( 5 / 4 / 3.5 / 3 / 2 seconds CD )

Naz'Rel empower his next basic attack to deal moderate magical damage ( 40 / 60 / 80 / 100 / 120 + 5% of the ennemy's max HP (0.05 AP Ratio) ) on the ennemy while also giving vision of them for the next 3 seconds.

Eye of the Warden : If Naz'Rel is near one of his wards ( 1100 units around the ward like a regular ward ) Eye for eye will deal true damage.


W - Void vision ( 15 / 12 / 10 / 9 / 8 seconds CD )

Naz'Rel shoots a magical missile that deals low to medium damage ( 60 / 70 / 95 / 110 / 130 (0.6 AP ratio) ) while giving vision of the area hit at the end of the skillshot ( or when entering collision with an ennemy champion ) and slowing the champion hit by 60% for 2 seconds.

Passive : When Naz'Rel hides in the bushes, his vision extends beyond walls, making him able to see through terrains when hidden.

Eye of the Warden : If Naz'Rel is near one of his wards ( 1100 units around the ward like a regular ward ) Void vision will also do AoE damage when entering collision.


E - Iris shield ( 13 / 11 / 9 / 7.5 / 5 seconds CD )

Naz'Rel shortly summons a void portal that gives him a shield ( 65 / 70 / 75 / 80 / 85 (0.6 AP ratio) ) while damaging surrounding ennemies ( 40 / 65 / 95 / 125 / 160 (0.8 AP ratio) ).

Eye of the Warden : If Naz'Rel is near one of his wards ( 1100 units around the ward like a regular ward ) Iris shield gains 30% more shield while also knocking ennemies hit toward Naz'Rel and slowing them by 70% for 1.5 seconds.


R - Warden's Wrath ( 120 / 95 / 75 seconds CD )

Naz'Rel teleports to one of his wards with a really short 0.5 second cast while also stunning everyone around him at his arrival for 2 seconds.

Eye of the Warden : Naz'Rel gains every bonus from his other spells even when outside the area of the ward for the next 8 seconds.


The goal behind Naz'Rel is to be extremely scary to roamers and junglers while remaining easy to kill because of it's squishyness. A glass cannon, to make it short.

His ultimate gives him enough mobility to be feared accross the map, forcing the ennemy team to group up so they dont get catched alone while stepping near his ward. They also need to play vision with pink wards to clear out Naz'Rel's vision, or else Naz'Rel will easily begin to be a real nightmare to the ennemy team, fetching kill after kill.

In laning phase, Naz'Rel can put a ward in the middle of his lane to out-trade the opponent easily with Eye of the Warden's passive bonus on his spells.

If you prefer him Jungle, you can easily farm jungle mobs by placing wards near you when clearing, giving you more damage to compensate the missing sustain of Naz'Rel.

In late game, a fed Naz'Rel can carry a team by clearing the ennemy team squishies, like assassins, mages or adcs.

While his Q gives him true damage when near his ward, Naz'Rel will struggle againsts tanks without it's passive. To be fair, Naz'Rel will struggle against anyone without his vision, making the counterplay able by anyone if you keep your map under control. Be careful to not go ward hunting alone as Naz'Rel will punish you from doing so by using his ultimate on any ward in danger.

That's all for now folks, I hope you enjoy my ideas and if you have any suggestions / feedback dont be afraid to mention it in the comments bellow.


Placeholder visuals

http://4nonym0us.deviantart.com/art/Spell-sheet-595027835?ga_submit_new=10%253A1457289200

I know the detail is not amazing, but this is just a quick draft of what the kit will look like. The ult is not yet in the set since it might recieve drastic changes. Might as in, if I find a better idea for Naz'Rel. If not, then the ult will remain the same or will be alike with small but noticable tweaks.


Tweaks


Q - Eye for eye

Eye for eye will now only deal a certain amount of true damage instead of the whole initial damage when under the effect Eye of the Warden. The true damage will be a fix amount added as a bonus to the base damage. 60 / 125 / 200 / 295 / 350 true damage added.

This tweak is to make sure that the spell is effective on squishies but not on tanks so that Naz'Rel cant kill everyone in sight without any consequences.

New Tweak : ( 5 / 4 / 3.5 / 3 / 2 seconds CD ) will now be replaced by ( 11 / 9.5 / 7.5 / 6 / 5 seconds CD ) to make sure that the spell doesn't become Naz'Rel AA when stacking a lot of CDR


Passive : Eye of the Warden

Eye of the Warden will now have a timer before the ward gives Naz'Rel the appropriate buffs. The ward needs to be effective for at least 5 seconds (A progress bar followed by a visual notification will warn Naz'Rel when the ward is ready to give the proper buffs).

Also, when Naz'Rel is under the effect Eye of the Warden, a visual indicator will show that Naz'Rel is under the buff, so that the ennemy team is aware when Naz'Rel is near one of his ward (Crystals and eyes are alight).


E - Iris shield

Iris shield will not have ( 16 / 14 / 11.5 / 10 / 8 seconds CD ) instead of ( 13 / 11 / 9 / 7.5 / 5 seconds CD ) To make sure the spell remains castable often, but not AS often as the previous version wich would've been too over-powered with CDR.


W - Void Vision

While Void Vision keeps it's original purpose (Ranged skillshot that gives vision on the ennemy) it will now also provide a short laps where the player can reactivate the spell to teleport at the area hit, giving him a gap closer against potential targets that are too far away from him.

But be careful! The skillshot will go as far as the spell is intended (until it hits something), meaning that if you miss your shot and preemptively tp, you will probably end up somewhere you dont want to be and can end up with a dead Naz'Rel.

Also, the skillshot will not go through minions. I forgot to mention that in the original spell description, so I'll put it here for people interested in up-to-date tweaks.

May your aim be true.

20 Comments

Insanity Song4 votes

I REALLY WANT THIS TO BE REAL, i know it wont rito doesnt really look at this that often for ideas

Jellul1 votes

Glad you like the concept :D As for Rito checking it in : Lets keep our fingers crossed![slayer-pantheon-thumbs]

Warner6244 votes

Honestly I really enjoy the visual design, as well as the mechanical design. The idea of a vision-centric champion has been on my mind for quite some time now. However, there's one thing that kind of keeps me from wanting this in-game: Vel'Koz is already a Void champ who's got a bunch of eyes. Maybe a player would look at those champs and say "oh uh. . . so this Void eye guy studies data and melts faces, this one has more eyes and gives vision? Okay, cool," and that'll effectively be a very boring box to narrow two very well-designed champions into. I worry that, perhaps, their more refined traits/themes/motifs may be swept under the rug to generalize them as "Eye Monster 1 and Eye Monster 2."

I don't know, maybe that's a stretch. All I can say is that it's got a kickass theme, and I'd be all for it.

Maybe as Warden of the Void, Naz'Rel could have Kassadin's daughter imprisoned? Could lead for some interesting stories.

Jellul2 votes

I get the gist of repetitive design, but in a way they are totally different from this following perspective :

Vel'Koz has this gigantic eye made for analysis and data collecting, while the design behind Naz'Rel is to be more of a ''See everything'' eye monster, as shown by the over-the-top amount of eyes he's protruding. The way I pictured the whole warding eye thing was that he left a part of him, literally taking out one of his eyes willingly to grant him vision of the covered spot. A gross yet fitting move for a Void creature. That's also why I tried to make him look as humanoid as possible while making it unnatural, so that it doesn't get too close to Vel'Koz's design.

I can see why the concept seems very alike to Vel'Koz, but in a way, now that you mention the resemblance, I am glad they do, as it means Naz'Rel do inspire the Void wich is goal #1.

As for Lore design, I pictured him as the sees-all of the Void. Keeping the creatures in and not letting them come out. This could also reason why he got out and went on the field of justice : Too many Void creatures are on the loose and his job is to bring them back. Could have a bunch of interaction with other Void champions. Like for Kassadin, that would be totally badass for him to say ''She's still down there, why dont you come join the fun''.

If you have any concept ideas, both character and lore, I would be glad to take more. Especially lore as I am not the creative type when it comes to captivating stories, ahah.

Thanks for the interest you're showing towards the concept [slayer-jinx-wink]

Spärrøw3 votes

I feel like the passives being based on proximity to the wards is a little funky. All someone would have to do is pop a ward under themselves and have all of the effects work. His ult is too familiar to RekSai 's ult, maybe one or two changes could make it more unique and specific to the void aspects of Naz'Rel. And watch what you say about true dmg, just hitting a skill shot shouldn't be all it takes for free unavoidable dmg. Still this idea is amazing in my opinion. It's basing an entire character on wards, expanding on something that's been integral to almost every league game. GJ, seriously this is a great concept. summoner 11 summoner 4

Jellul2 votes

The Q only gets true damage under ward effect, but I can see how overpowered it can be in certain situation.

As for the ward, I might tweak it so it only takes on effect after a certain time to prevent people from getting instant effect from popping it under their feet, thanks for the reminder :P.

As for the ult, I know it's alike but I really want to keep that feel of being watched and that he could pop up at you any moment. If you have any idea how to keep the feel while making it different from Rek'sai's ult, I'm open to suggestions :D.

Thanks for the feedback too, I appreciate it [slayer-jinx-wink]

Arakadia2 votes

all it takes for free unavoidable dmg.

Jellul1 votes

Well, Rek'Sai charges up rage to make her E deal true damage. Corki does a % of AD on his autos as true damage. Darius's ult deals true damage no matter how much hemmorage stacks are on. Yi toggles his E to deal bonus true damage on autos. Irelia activates her W (W or E I dont recall wich one gives her regen) to deal bonus true damage on autos.

To be fair, every champion who deals true damage hardly work for the bonus. I tried to add a step other than just toggling the skill on and off to gain brute dps. It might seem OP but remember that he is a melee mage with no gap closer except his ranged slow, meaning that you can easily get the true damage off by puting a pink, destroying Naz'Rel's ward and poking him away from your pink with a ranged champ.

The goal is to make him extremely effective up-close, punishing anyone who approach him, since he needs the ennemy to go to him as his mobility is... not as desirable. I can see why the true damage bonus might be a downer, but otherwise the kit would require stronger CCs or a gap closer.

The way I picture his Q is kinda like Morde's Q. Extremely bursty spell with the potential to half-hp squishies or worse toward late game, but the low mobility makes it significantly harder to land. I hope that clarifies where I was going with his Q.

If you have any suggestion on better statistics for the damage ratios or even spells that could suit him, dont forget to mention them in the comments :D

Arakadia2 votes

No I really like your concept and I love champions with true damage. I was making a cheesy af pun that they said void in unavoidable. Cuz its a void champion.... I'll leave now....

Jellul1 votes

Didnt even see the pun.

Sneaky one... sneaky...

Catastrop2 votes

Ward Play, nuff said.

Jellul2 votes

Ahah, glad you like that concept :P

Catastrop3 votes

By the way, did you do the Art? It looks amazing.

Jellul1 votes

Yes I did. Thanks :D

Fowus2 votes

he looks awesome and his abilities are pretty unique, seems like a good support with his W

Jellul1 votes

Thanks :D

Yes the W has a lot of potential since it's ranged and can give out vision for a carry that needs it to cast a ranged spell without going blind. Gotta love versatile champions :P

The Mighty Flea2 votes

I REALLY like this idea. He's almost a void curator. It would be cool to see him as one of the "overlords" of the void that control cho'gath and the other void monstrosities.

Jellul1 votes

Glad you like it :D

ShatteredSkys2 votes

Hey! ^_^ Here are my thoughts on Naz Rel(just going to call him Naz) the void Warden!

Overall: Overall I think you have a really cool idea! It's pretty unique to have a champion based on vision and overall pretty original. However I think the concept still needs quite a lot of working around and his numbers are a tad out of wack.

Identity: One thing I noticed is that you said you wanted him to be a squishy AP like Kassadin. That doesn't really work, Kassadin doesn't build glass cannon he likes to build tanky AP with Rod of Ages so he doesn't die instantly when he jumps in. Squishy melees is very iffy, no matter how much damage you do you're going to get kited and bursted before you do anything. I think Naz also has to go tanky AP which is problematic since he's a jungler (doesn't get a lot of gold and Rod of Ages is very weak early game), he doesn't have the tools to play glass canon he has no gap closer and his only defensive ability is a shield which won't cut it. Imagine playing kassadin with his ult replaced by teleport, that's the vibe I get from Naz.

Passive: Interesting concept but could be fleshed out more. One problem I have is that your entire idea is based around your enemies walking into an area you have warded, it isn't something you as a player can control and you just kind of pray it happens.

Another issue is that the counterplay to Naz is pink ward/scan out his wards which is fairly limited and just not

And lastly the effects don't really benefit catching people out, the one shield is nice but if you're trying to ganks some one is AOE what you want?

Q: I think a 5% health AA(you don't mention whether it's magic or true) on a two second cooldown is a little much....... Do you remember old Poppy and her Q? Her Q did 6% or 7% of your max health. This is a little less but it's up every 2 seconds AND it gets additional true damage.

E: Please tell me that the shield isn't damaging people up to 160+0.8 AP a second. With 200 Ap that's 360 damage every tick which I don't know about you a tad much.

Also shields that do something are iffy design in general, the counterplay to it is to obviously break the shield but if you're behind you can't break the shield and if you're ahead you'll always break the shield. It's a feast or faime situation, it either useless or stupidly powerful. If you were around think about old Skarner(when his atk speed was on his shield) and old Sion with that Ap scaling shield that blew up.

R: I think the stun is very limited, you kind of just hope that they walk over your ward if they don't your ults usage is limited. Besides that I think it's a little similar to Rek Sai's ult.

Final Thoughts: I think you have a good start but it needs work, right i would probably play Naz as an Ap tank. The scaling on his shield is pretty high and his Q is just ridiculous. Like I said earlier I think you have a very promising concept you just need to flash it out, good luck! ^_^

Jellul1 votes

I wouldn't qualify Kassadin as a tank. Rod of age is a multi-utility items that does not directly title the wearer a ''Tank''. Exemple of the following : LeBlanc player builds RoA but the champion is not considered a tank. Still, the item has a lot of utility to her.

Not a lot of melee champions in league are considered glass cannon, so I might've over-exagerated Naz'Rel's position in the whole squishy part. But I still consider him like a Kassadin, in a way as he wont be as tanky as a Garen, a Darius or a Sion (these are just few exemples amongst other), what I wanted to clarify is that I want him as a mage assassin, like Kassadin. Kassadin cant put up a fight against multiple target as he is probably gonna get cc'd and blown away, wich is what I was aiming at saying Naz'Rel is going to be ''squishy''.

As for the Q I should've precised it was magic damage, sorry. The true damage is only a fix amount given by the ward buff, as written in the Tweak section of the thread. As for the damage I think it's an ok amount of damage as it's his main DPS spell. The ult not being final yet, I do not think I'll put damage on it, being the main reason why I give so much damage to it's base spells. Kinda like a Kindred can burst you with her E to lack the damage from the whole kit, even tho' the champion is AA based. The Q is, like I said in a previous comment, a burst spell. It is intended to make squishies like adcs mages or low hp based assassins to panic when being striked by him. Kinda like when a Morde flashes at you with the third auto attack on his Q ahah. For the CD I think I'll higher it a tad, knowing that 40% CDR might be a killer on that thing.

The E is an instant shield that deals damage to people at the same time Naz'Rel toggles the spell on, not when he wants to pop his shield once it's on, like Sion. It's closer to how Diana's shield work : An AOE spell, but instead of behing in 3 part with a doubled shield at the end, it's a single spell with instant damage and a shield. The shield is also obtainable without dealing damage, wich mean you can use it to prevent incoming attacks without having to deal damage. The cooldown is also written next to the spell. It has 5 second CD at max lv and will probably recieve a slight nerf to make it a tiny bit longer.

As for the R it is not final but I am coming closer to what might be a better idea. Something along the line of giving vision to every champion on the map while giving him the Warden's Wrath buff, wich gives him complete control on his spells for the next 8 seconds without having to stand in a ward. Althought I have yet to give him some good close quarter CC so it's not just a ''When you dont know where to ward, use this'' kindof deal. Probably a proximity AoE stun with no damage like intended.

I also want to quickly point out that Naz'Rel is majorly a mid laner, jungling being an option. Althought I am glad to see someones that has expertise in jungler based statistics, wich might gives me ideas on how to make him even more versatile.

Dont forget to take a peak in the Tweak section. I just had an idea from reading your comment, wich I'm thankful for, and it's conscerning the W and making it a gap closer while remaing the same spell.

Thanks for the interest you're showing toward the concept. Your comment helped me a lot in adding some sweet lil' details :D

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