Champion Concept: Tafn'Smah The Voidcorrupter

fatyboomboom·1/18/2018, 11:44:24 PM·1 votes·771 views
Monster concept

Disclaimer - This isn't my art

Summary Tafn'Smah is a voidborn ap fighter who's mere presence and actions spread blighting poison and he has a constant hunger to devour the corpses of his rotting victims. He doesn't use a resource for his abilities, instead his secondary bar displays his Hunger level that fills on its own and dictates the size radius of his passive. His Hunger is only reset when eating the corpse of a champion or large/epic monster.

Lore Tafn'Smah is a Shay'Smah, a venomous species of voidborn who's bodies exude toxins, which only grow more potent from the devoured carrion of their prey. Because he is the eldest and most powerful of his kind, all voidborn know him as the Blightfather, for his venom is so strong it dissolves flesh and erodes the land. Tafn'Smah's was discovered on runeterra in the Great Barrier mountain range, south of Noxus. A noxian brigade of soldiers patrolling the Great Barrier had gone missing. A scouting team was dispatched to ascertain their fate. Only one survivor returned to report the horrors witnessed.

They had followed the patrols designated route until they came across a field that was for lack of a better way to describe it, dead. The ground was discolored and cracked with small pools of an unidentifiable liquid. When they attempted to take a sample they're instruments and vials hissed and melted on contact. They noticed a trail of this blight behind some large boulders leading to the mountain range.

The trail led to an unnatural cave that showed signs of chemical burns and strange markings on the walls outside that resembled claw marks. In its mouth they discovered the half melted armaments and bones of the brigade they were meant to find in pools of the toxins they'd followed there and strange sounds echoing from further in. They ventured further in to find a maze of tunnels snaking through the mountains. They followed the largest tunnel to a grand cavern that with a small lakes worth of the strange poison they followed here and numerous more carvings along the walls.

They quietly crept in for a closer inspection of the carvings when one of them slipped and accidentally dipped his leg into a pool of poison. he let out a howling shriek as he scrambled to pull his leg out and watched in horror as his limb simply rotted away before his eyes. From the pools sprung small otherworldly creatures, roused from the cry. The scouting party formed up together to defend themselves but for each monster they slew the creature's bowels utterly disintegrated their weapons and shields on the touch.

As the noxian leader called for a retreat a monster far larger then the others erupted from the lake with an earsplitting roar that shook the very mountain. The great beast stared down the terrified noxians and began to almost sadistically cackle as he disappeared into the lake again and appeared out of a pool of poison behind them. It cut down the men at the back of the group in moments with its envenomed claws and from the toxic pools all around them spikes of poison reached out to impale the helpless noxians. The men panicked and made a mad dash for the tunnel to escape. One by one they were picked off, only the leader was fast and nimble enough to make it out alive, though he had finally lost his breath.

In a daze hustled to the side of the cave and hid in a crag in the shadows. The monsters made it outside only a moment later, the big one howling with rage at the realization that one had survived. It snatched up one of the smaller beasts and ate it alive, then looked at the others and said "FIND ME THAT MORSEL OR TAKE HIS PLACCCEE!". The noxian was all but spent and stayed in the crag for another day before feeling the coast was clear and making his way home. The southern reaches of noxian land are now designated a danger zone and at times an execution ground to some noxian prisoners, abandoned to a horrifying and painful death.

"I will wither your world and feast on your rotted forms!" The Blightfather

Stats Health - 589-2034 Health Regen - 8-18 Attack Range - 150 Attack Damage - 61-116 Attack Speed - 0.644 (+0-31.5%) Armor - 30.9-90.4 Magic Resist - 32.1-53.4 Movement Speed - 345

Abilities

Passive - Voidblight Tafn'Smah exudes a poison on the ground from his body at all times in a 100-250 radius (based on hungar level) that deals 5-24(+10% ap) magic damage as poison every 0.25 seconds that lasts for 3 seconds (based on level), granting vision for the duration. If champion, minion, or jungle creep is killed on Voidblight or by Tafn'Smah they yield a Rotted Corpse. Tafn'Smah can step on a Rotted Body to regenerate a percentage of health and increase the damage of Voidblight permanently. Champions - 8% hp +1% AP Minions - 2% hp Jungle Creeps - 2% hp Large and Epic Creeps - 8% hp +1% AP

Q - Wave of Decay Cooldown - 16/14.5/13/11.5/10 seconds Range - 700 Tafn'Smah spreads a wave of poison in a medium cone spreading Voidblight and dealing 40/80/120/160/200(+40% ap) and envenoming his basic attacks, dealing 16/32/48/64/80(+50% ap) magic damage per hit for 5 seconds.

W - Noxious Needles Cooldown - 6 seconds Range - 750 Charges - 3 Tafn'Smah manipulates his Voidblight to impale enemies, dealing 40/70/100/130/160(+50% AP) magic damage to all enemies on voidblight and reducing all their damage by 6/7/8/9/10% for 5 seconds. This effect stacks twice.

Note - this ability can be cast without interrupting auto attacks.

E - Shifting Plague Cooldown - 10 seconds Range - 600 Tafn'Smah leaps up to 600, dealing 80/130/180/230/280(+60% AP) magic damage enemies he passes through, gaining 10/15/20/25/30(+30% armor and magic resist) armor and magic resist for 5 seconds. If an enemy champion dies on Voidblight Shifting Plague's cooldown is reset.

R - Blightfather's Reign Cooldown - 120/90/60 seconds Tafn'Smah creates an eruption of poison, spreading Voidblight in a 900 radius. Tafn'Smah's damage is increased by 20/25/30%(+2% per 50 AP) and reducing damage to him by 30% and gain 30% tenacity for 10 seconds. Voidblight gains the grounded effect for the duration of this ability. If an enemy champion dies in a 1000 radius of Tafn'Smah the duration of this ability is increased by 3 seconds.

Change Log

-Added the Hunger bar instead of simply displaying Voidblight damage.

-Passive Mechanics simplified

-W replaced, was: W - Clinging Death Cooldown - 18/17/16/15/14 seconds Range - 750 Tafn'Smah lobs a sticky ball at a 200 radius area in an arc that slows enemies by 25/30/35/40/45% and grounding them for 5 seconds, spreading Voidblight in that area for the duration. If an enemy is hit by the center of Clinging Death or steps in the center It sticks to them for the duration, spreading the area of effect.

-Reworked Shifting Plague from a teleport to a skillshot leap.

-Reworked Blightfather's Reign:

  • removed magic penetration passive removed
  • removed CDR
  • reduced damage mitigation from 50% to 30%
  • added 30% tenacity
  • Added damage steroid

-increased range of Wave of Decay from 650 to 700

2 Comments

showcase251/20/2018, 8:14:36 PM1 votes

Here's a review -

Overview First and foremost and especially with non traditional/alien names, you should always include some form of phonetic explanation to how to pronounce the name. Im not exactly sure how to pronounce your concepts name, so it just personally urks me, particularly since i like the look and overall concept of it. But that's a personal gripe.

And throughout i will freely interchange 'poison' and 'toxin', even with knowing the difference.

Appearance As for the look, excellent artwork to give the appearance of something nasty, alien, and most importantly deadly with its toxins. Nice touch for the artist to include a reference. I also personally appreciate the quad pedal nature of the concept, kind of giving in to its claw enhancements and the ferociousness you state in the lore.

Lore From a visual perspective, it just need some blank spaces in between the major sections, to help improve readability. The major focus of the lore was the deadliness of the toxin, and i expect to see that reflected in the kit, along with the fear it causes from it decided to attack or inflict its poisons. Another point is the missing soldiers, but nothing was said on why Tafn'Smah needed to take them in the first place.

The title of Blightfather is nice, and is only gained through being the biggest and strongest, and could be used if you want to expand the lore to include a challenger to this title, or maybe how it was defended before and demonstrated by them to be rightfully earned. Or maybe taking the soldiers could be used as a point to defend the title. I guess im trying to say that i'm not fully seeing why Tafn'Smah is where they are or what they want to accomplish/avoid while they are there. In short, you have alot of 'what' but no 'why' outside of constant hunger, or it is just that simple?

Abilities

Passive: VoidBlight It said that you have the dps amount shown for his resource, but as a design in terms of concept and UI visuals, I don't like this. On a different point, i see how the devouring of dead enemies units fit the constant hunger theme (which is somewhat being shared with ooze spiting Kog'Ma, so be ready to hear some criticism on that). Back to the dps numbers, that can be replaced hunger bar, which after x seconds depletes and reduces the radius of their passive per second if hunger has not been satisfied. This will need a increase of the radius of the poison around Tafn'Smah to about 250, reducing it to only 50 radius when the bar is at 0.

Additionally, the numbers for regeneration and power increased can be simplfied. With the above suggestion, you can replace power increase with static power growth at certain levels (say 5/10/15/20 +4%/6%/8%/10% AP at levels (1/6/11/16). As for regeneration, you can put 8% for champions and larger or greater jungle monsters, and .5% per minions and minor jungle monsters. Also, i like the name of this passive.

Q: Wave of Decay The damage scaling is way to low. 40/50/60/70/80 could scale from 40 - 200 and still be reasonable with the additional damage from the auto attacks. You also have the damage being damage over time, unless you mean Tafn'Smah toxin so powerful it just hits you all at one while coming from the claws. Other than that, a generally good skill.

W: Clinging Death Ok. This is a good display of the great levels of toxicity, and the ability to have it trail and follow those who really get hit with the center of it. I would put some clarifying statements of the slow only lasting while in the area or having it stuck to the enemy unit. The grounding is something that can be expanded since you have some "power banked" since the ability cd is really high. I would suggest that a area of 100 units of a enemy having the goo stuck to them also haves the grounding effect applies to their allies. But the 5 second long grounding is way to long with or without this suggestion, and i propose no more than 3 seconds at max rank.

E: Shifting Plague Nothing in the character gives the feeling or impression that they should have a blink. I do think that extra movement speed would do well for them with changing its from a blink to a lined skill shot that applies the VoidBlight in the area, and grants them the armor, magic resist, and movement speed while in any area effected by VoidBlight. Also, it will help with chase downs or ganks possibly greater than a one time blink, especially since consistently being next Tafn'Smah should be avoided.

With a 5 second duration and 45% cd possibille this would never be off cooldown, i would suggestion changing the cd or reducing the duration to 3 seconds, and keeping the cd refresh on nearby deaths.

R: Blightfather's Reign I'm seeing a continued pattern of area dominance with the skills. Here is another point with that. And i think its fine with the theme and concept. However, that passive is way too over powered. A free Void Staff... but its an easy fix. have the magic pen apply to only those effected by VoidBlight, so there is a work to be done instead or raw free power. It may not be much but a bit of gate to that power is needed.

My suggestions to the ability would to change the duration of 10 seconds, but have a long casting time, of say 1.25 seconds before it goes off. Then every 2 seconds while Tafn'Smah remains in the area, the radius of the area increases, up to 5 times for 200 each. Then have the regeneration gained from the passive to automatically apply for any enemy unit dying within the area without needed to step on them. You already have armor and magic resist from a different skill so damage reduction would be alot here - which i dont think 'hard to kill tankyness' is what you going for. I'm not sure how i feel about a flat cd reduction, but it will be a point i think is fine to keep at the moment.

Final Thoughts I think this has a great start, and a good concept. A few changes to either thematically fit a bit better, or be simplified in design could help.

Best of luck with this.