Void champion concept
Heya there summoners,
This is my first time publishing my idea for a champion, so it might be messy and unprofessionnal, so please
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.
'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.