Phorexil, The Cave Dweller(Long Bodied Creature Champion Concept)

Mr Voidling··1 votes·2,855 views

I did not create the art, check out the artist yourself.

https://pre00.deviantart.net/efb7/th/pre/i/2015/118/6/5/sand_worm_by_solracvega-d3qo3h0.jpg https://www.deviantart.com/solracvega/art/Sand-worm-226192788


Phorexil, The Cave Dweller

I was semi-inspired by Var'Dil, which is a concept I found while browsing around, however I had this picture/link saved for a future concept before I encountered that particular concept. But it's a pretty cool one, so look for it if you like.

The void holds some horrible monsters inside it, and now so does Runeterra... Found between Freljord and Noxus, don't try venturing in the caves or you might wake something up.


STATS

HP|620+90 H5|8+0.7 MP|280+30 MP5|7+0.6 AD|62+4 AS|0.65+3 AR|32+3.25 MR|32.1+1.25 MS|350 RG|125


Abilities


Passive: Lengthy Body

Phorexil has an incredibly long body, which follows its head in a trail. Phorexil has 3 points of damage, its head body and tail, the head receives 75% damage the body receives 50% and the tail receives 25%. Phorexil takes 100% increased damage from minions and monsters. Since the damage reduction comes from its body being separated into different parts, and does not count as normal reduction, no damage can pierce this reduction including true damage. This makes Phorexil highly susceptible to aoe damage but defensive against single target damage.

Phorexil can move through units, and gains 7.5% bonus movement speed while in the jungle, increased to 15% while in the enemy jungle.


Q: Extruding Spikes | CD 7 | Cost 30/35/40/45/50

Phorexil extends spikes out of its body dealing 20/40/60/80/100+(25% AD, 20% Bonus AR) physical damage to nearby enemies within 150 units of its body or tail. Enlarged spikes linger for 1.5 seconds allowing the ability to be recast after 0.5 seconds. Recast to sweep Phorexil's tail in either direction towards its head dealing 20/40/60/80/100+(25% AD, 40% AR) physical damage and pushing all units hit 200 units away. Cannot recast if Phorexil is overlapped.

Passive: Phorexil has small Spikes that grant Phorexil 2/4/6/8/10+(5% Bonus AR) thorns damage against basic attacks, this is doubled against minions and monsters.


W: Venom Barrage | CD 10/9/8/7/6 | Cost 20/25/30/35/40 | Range 550

Phorexil spits out venom a moderate distance in a target direction, dealing 20/35/50/65/80+(30% AP) magic damage and inflicting 1 stack of Infected Blood on targets hit, lasting 3 seconds. Holds up to 3 charges. 0.6 second cooldown between casts.

If Phorexil's head is overlapping a part of its body then Venom Barrage's range is increased to 750.

Infected Blood: 10% movement and attack speed slow. Deals 8/16/24/32/40+(5% Ability Power, 2-40 based on champion level) bonus true damage over 3 seconds, doubled against minions and monsters.


E: Shedding Strike | CD 26/25/24/23/22 | Cost 75 | Range 500

Phorexil lunges forward and sheds its skin, leaving behind a destructible wall with 4 hit points for 4/4.5/5/5.5/6 seconds, and deals 60/85/110/135/160+(10% Max Health) physical damage to units hit. Phorexil will always end up straight after lunging. Phorexil additionally heals for 30/45/60/75/90+(15% AP) + 10/11/12/13/14% missing life and removes all crowd control on cast. If Phorexil's shedded skin is destroyed or expires then it leaves behind a crushed skin that lasts 10 seconds, giving enemies who stand on it for 1.5 seconds the Worm Hunter buff for 5 seconds.

Worm Hunter: Displays a trail leading toward Phorexil in a 500 unit area around the champion, the closer champions get the brighter the trail glows. Grants +15% movement speed when moving in the trail.


R: Serpentine Charge | CD 155/145/135 | Cost 125

Phorexil screeches for 0.5 seconds and then gains 80/100/120% increased movement speed for 6 seconds, during this time Phorexil deals 100/150/200+(140/170/200% Bonus AD, 30/40/50% Bonus AR) physical damage to enemies the head passes through and applies 2/3/4 stacks of Infected Blood to targets hit. During Serpentine Charge Phorexil is immune to slows, gains 30% tenacity, and cannot use its other abilities. Reactivate to end the ability early.

While using Serpentine Phorexil moves through loose(artificial) terrain uninhabited and moves through settled(natural) terrain at 25% reduced speed.


Recalling causes Phorexil to pull its body toward its head and eventually begin overlapping to stand like a vertical S, standing faster depending on its current movement speed. (typically between 3-1 seconds for full S shape)

Phorexil is 500 units long. 100 units for the head, 150 units for the body, and 250 units for the tail. Same size as rank 2 Anivia wall for size comparison. Potentially reduced to 400 units(75/125/200) Anivia rank 1 wall. Phorexil moves through units to stop it from minion blocking entire waves and champions indefinitely. Body movement works like Ekko R trail, moving over itself causes Phorexil to overlap and gain height on its model while passing over. Intended as an AD Bruiser type champion, but optional AP elements are included. R cannot be cancelled by anything except a channel interruption and Phorexil ending it early. Silences do nothing, and stuns/knock ups only temporarily cc Phorexil.

R functions like Sion R, only more mobility but not unstoppable. You can turn fast enough to make a circle without overlapping on yourself, touching head to tail, with 0% additional speed at rank 1. Increasing speed further only increases turn rate by about half, so you'll make bigger circles at faster speeds. Phorexil simply cannot overlap during R.

E leaves behind a wall in its exact current shape, all twists and turns. Piercing abilities can potentially deal 150% damage if they hit all body parts, so be careful. CC only works on the head. E should be used with caution, especially while low on health, as enemies might be able to hunt you down similar to Warwick.

Only 1 form of hard CC, in the form of a quick push, so Phorexil is not good at disabling enemy champions. E cleanse effect cannot be used while grounded, and R cannot be cast while grounded but cannot be stopped by getting grounded after casting. Flash just makes Phorexil overlapped all the way. Basically like a vertical S shape, standing tall.

Abilities like Karthus R/Morde R/Zil E, which are targeted or auto targeting, can only target its head, as it is the only true champion. Body parts count as non-champions, but receive normal champion damage and are immune to cc.


Portential Good Match Ups

Braum Camille DrMundo Elise Fiora Irelia JarvanIV Jax Jhin Karthus Khazix Kled MasterYi Nami Nasus Nautilus Thresh Trundle Udyr Urgot Warwick Taric

Horrible Match Ups

Zilean Ziggs Zed Yasuo Xerath Velkoz Varus Sivir Sion Singed Ryze Rumble Riven Ornn Neeko MissFortune Maokai Lux Fiddlesticks Garen AurelionSol Bard Ahri Aatrox


Prehistoric Phorexil https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/bb4a7534-1bd4-43ea-97ec-272616dec6e3/d6u4pwp-50747c0f-a279-490e-b1c3-6698b94a25b5.jpg/v1/fill/w_1024,h_643,q_70,strp/serpentes_antiqua_by_eyardt_d6u4pwp-fullview.jpg


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/6AtfrxNr-all-my-champion-concepts-page-2

23 Comments

Mr Voidling1 votes

Might change its R to allow it to run through walls... at a slower speed than outside. I think that might add a little more power to the champ and the theme. Being so long already comes at a huge disadvantage, as you almost literally can't dodge skill shots.

nasu0101 votes

[{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=6HAAXZWG,comment-id=0000,timestamp=2019-01-06T18:39:45.926+0000)

Might change its R to allow it to run through walls... at a slower speed than outside. I think that might add a little more power to the champ and the theme. Being so long already comes at a huge disadvantage, as you almost literally can't dodge skill shots.

Think you should also add a cleanse effect to his e as well as a minor heal/regen nice concept over all the movements remind me of lou'lou but again this is just another uncanny similarity between concepts, similarly i noticed that you left out a basic attack pattern was it infavor of having him plow through enemies of was that just not mentioned, imo since its a sand worm you could put the w passive as an innate and instead out in some cc like a slow on the w since its an aoe, also I like the fact that you mentioned that passing over himself gives him hight, i 'd add a range increase here so that if he could he gains more range and would be able to spit w farther, any other ideas i think you already have them done well enough but I'd still add some way to ground dive, but that's already a thing on lou'lou so that's good. Another good concept,

It's funny between us alone there's probably enough champions to make a game of our own and there's still an increasing population of new concept developers, am looking into the fundamentals of how to create a game like this one but am a fan of analog sticks, I think they offer more precise movement especially when actually moving there's less of a delay imo so am thinking of integrating that into a game where these puppies can shine i mean there's so much unused data it's kind of sad if they never get used especially since I put time into creating them

Mr Voidling1 votes

I do remember seeing a little bit of gameplay from a 1st person moba game... It looked pretty cool honestly. Casting ranged AOE abilities would be slightly more difficult, but in general I'd still play a game like that. Might be a thought. [slayer-jinx-wink]

nasu0101 votes

Lol was it overwatch or paladin the only 2 i can think of. But yeah if league had key bindings for movement it would be a much better game ( I'd be able to dodge luxs damn ult, I'd be able to jump backwards while running forwards with Khazix I'd be a much better ADC oh the draven and xayha kills would be awasome, even my xerath would be better Cuz I'd be able to get my w while am walking then spin round and q better, not that its hard using a mouse just more accurate), his ult would have to be done the same way no really going around that camera would just have to shift, so yeah am looking into how to do it all those sick ideas we gave here i legit have 27 posted champions here 2 game modes and a whole zone created from absolutely nothing,

ChaosReyn1 votes

Smite is a decent starting point to look at if we're looking for a LoL setup in a FP setting...it's not quite first person, but their general setup is extremely easy to turn first person, and their setup in terms of maps and skills aren't half bad. I can even play it on ps4. Not that I'm good at it on there. xD

Also interesting to note is that with FP MOBA games, sound cues are about 50x more important than visuals...not that visuals aren't important, but a lot of determining if the enemy is flanking you comes from sound more than sight. In LoL, you can easily avoid ganks by using visual information: warding, noting when enemies aren't in lane on your minimap, noting your laner's positioning in relation to blind spots seems conspicuous and the like. In Overwatch, however, most of the locating of enemies comes from their footsteps, gunshots, and voices. Auditory information adds a completely new depth to the game, so if we have something like a minimap + sound cues, there's definitely no lack of info for players to use. Adding that depth of awareness will automatically give a game such as the one you're thinking of a huge boost, as long as we don't make it overly difficult to sneak up on people.

I have half a mind to pop the question: if we make a FP MOBA game, and we can figure out how to keep it balanced...how do you think it would work if we tried VR? Sort of want to see how it'd be on an Oculus, if not only to see how many of my friends would literally jump through the ceiling if they got ganked.

nasu0101 votes

we should have this in a separate discussion and id think more along the lines of 3rd person than first since you have more field of vision. also like i said the ability to move with key bindings is crucial so sound cues are definitely an important aspect

how do you think it would work if we tried VR?

This is still dificult to do but thats a whole new level of i shit my pants, would love to try to pull that off, but now that i think about it am kind of seeing, war frame and destiny over shadowing this idea, the refresher is thou is that these are seperate champions and they all have a different set of skills so...... hmmm....... i wander....... What do you guys think of advanced movement? Say wall run and cling. Scenario: ruined city map no skyscrapers/ an abandoned mansion ?? thoughts?

ChaosReyn1 votes

Guys, honestly, we need a discord. xD

Wall run and cling...hmm...

I feel like it's be something we should save for specific people. For example, Phorexil here could definitely "wall run"/cling to walls since he's got a kit for it...but someone like my Zaun hitman wouldn't really be fit for that sort of parkour with his kit/gear. meaning assassins and certain "junglers" with strong mobility can cross these places, while those who can't are gonna guard those pathways with all the salt they can muster.

As far as maps go...I guess that would be a good place to start, wouldn't it? We're all making all these concepts for people, and we don't even know the actual setting we're looking at. xD

I'm sure we can definitely have more than one map...but I'd say we should try making at least three scenarios we'd want to toy with first. A ruined town/cityscape is a timeless classic. I personally want to go with some sort of ice/mountain area with one, since that's not as well-used and there's a lot of potential for crazy flanks and epic long range plays in that kind of setting in contrast to a typically close-quarters fight in a cityscape.

Gilgayu1 votes

Btw do you guys know Riot is planning on making a new game, or should I say it's already making a new game.

It is leaked offcially on that 100th addition of ask Riot, but it only says new game, not its type.

There are sources out there saying it might be a continuation of the current lore, but I'm not sure if they are credible...

ChaosReyn1 votes

Interesting...

Still learning coding. Need someone to get good at 3d modeling too. :P

I am honestly more confident in my ability to learn how to code a game than my ability to create a work of art, if that tells you all anything. :D

nasu0101 votes

most definitely that means that we can even have a game mode for all assassins/ mobile champs as for maps i agree that ice caps are underused and already have ideas for a bunch of maps including underwater shipwreck but lets not jump the gun we have to crawl before we can fly. and honestly idk about riot launch any more, they've been doing some things thats throwing off the game for a while. and i get that constant updates are needed to adjust fore new champions but all these nerf then buff and up and down is throwing the game out of wack. i have a second idea for a sort of shuffle id like to see created

nasu0101 votes

Yup that should about do it only thing would be if he could do the sidewinder lmao

ChaosReyn1 votes

Suggestions:

  • I'll agree with Nasu - 15% range on W if he's stacked over himself, for some fancy aesthetic + model-inspired play

  • Move through walls 50% slower...but plow through player created terrain without stopping (exception being Azir wall since it specifically is coded to stop this madness, and Veigar wall still initially stuns, but is broken) Ornn is currently the only champion to break player created terrain...but he does so by crashing into it and is forced still to stop on it. Phorexil should just charge right through it like it doesn't exist. There's still plenty of room for this mechanic to be unique to your concept.


This is concept gold, once again. And Nasu: I literally just picked up a coding textbook today. It will not be any time soon...but all these ideas are more than enough to convince me I need to learn how to code so I can learn how to, at the very least, create a working model of a concept that can be used to make short clips of how things should work in gameplay. If even one of us possessed that power, we could easily either make our own game, or see our concepts (largely unedited) make their way into this one since most of Riot's work would already be done.

Save your concepts boys - If I can get good, I'll totally be down for attempting to help in the creation Nasu's looking for.

Mr Voidling1 votes

Should have fixed everything. I tweaked all of its abilities.

Almost inspires me to want to learn xD Maybe I can learn how to do 3d models and whatnot, that'd be cool.

nasu0101 votes

Hahaha yeah lets get this boat sailing boys 2020 is the promise land the short term goal is to learn and get coding down pat After words, THE WORLD*[sg-syndra]* [sg-miss-fortune]

PS these stickers are lack luster riot can needs to really do betrer

Gilgayu1 votes

I'm just wondering about his passive's interaction with flash, like, what happens to the distance he blink through?

and what did you mean by "enemies who stand on it a 5 second buff that grants them a 400 radius trail leading to Phorexil." Is it a movement speed buff? or it is simply revealing Phorexil?

I think it would be cool if he can do something like strike his tail for every 3rd auto, since 125 really isn't that long of an auto range. He also feels a bit too long to me, I mean, Vel'koz will be a nightmare for him, no matter how he arranges his body...

Mr Voidling1 votes

Flash would just make him overlapped all the way. Basically like a vertical S shape, standing tall.

It is similar to Warwick's blood trail(but more clear), it shows the trail 400 units around you, so no distanct location just the path toward it that you can follow for 5 seconds.

I am a Vel'Koz main, and yes Vel would completely destroy him. He is actually surprisingly weak against most mages but good against tanks/assassins. Positioning is EXTREMELY important. He would be very weak in a laning phase, so that's why he is a jungler. Problem with length is either you're too small to be unique, or too large to function. If his head avoids damage then he'll only take a max of 75% damage though, so keep that in mind.

Abilities like Karthus R/Morde R/Zil E can only target his head, as it is the only true champion.

Not sure about the tail bit... I thought about it, but it felt strange to add it in game-play wise.

Mr Voidling1 votes

Edit: Okay I added a tail attack anyway.

Gilgayu1 votes

What kind of champion are you really imaging him(?) as?

His kit seems like an ap brusier, but it also kind of makes sense if you build tanky. As you mentioned, he only has 1 soft cc, but he compensated this for a great amount of agility. I was thinking of giving him another passive (in one of his abilities, possibly ult) that's something like: Phorexil works the ground he travels through. If any enemy/neutral units (including champions) are within 250 units of him for over 5/4/3 seconds (level 1/7/13), they will be grounded for 2/3/4 seconds, or until they auto-attack all three parts of Phorexil's body at least once.

I don't know... I feel like right now he is like a much better version of malphite (anti-adc), but his ult is a bit weird unless he goes ap.

One more question, can you pass and deal damage to a target multiple times for his ult? or is it just 1 time. Since if you are level 18, you deal 320 true damage over 3 seconds just by passing through them in ult, and if you land all your w's and also passes through them with ult, you will do 560 true damage.

Would it be possible if you add that AR scaling for his Infected Blood, or if you want to keep that flat number, I think that's fine too

Mr Voidling1 votes

Well in general he is intended as a bruiser champ. Similar to Cho'Gath when you build bruiser.

Difference between him and Malph is pretty much: His R is telegraphed, doesn't knock them up, requires more time to pull off, and allows him to still get stunned/damaged, BUT on the other hand is easier to engage spread out team fights with. He doesn't get a passive shield for free damage block, so poke abilities are still effective against him. He has no point and click, so everything can be dodged(I usually always do this to my champs). Focused a LOT more on tanking basic attacks rather than abilities.

His R doesn't scale off of AP at all right now. Most of his damage is Physical, since he isn't per-say magical. I might be able to work around doing something toward another passive, but I don't want to overload it. Could replace the nerfing Worm Hunter passive I suppose :P

I guess he could damage them repeatedly, but he has a fairly large turning circle due to the lack of complete control(like Sion R) so it'd be pretty difficult.

He is kind of like a beast that fool-hardy warriors try to best (like I imagine Fiora) but ultimately fail and get eaten. Duelists are very weak against him. I'm a Vel'Koz main so 560 true damage is nothing for me, I'm used to 1,400 on just my R xP

Gilgayu1 votes

I can already see the build: brusier: item 3111 item 3742 item 3800 item 1400 item 3053 item 3156 Full tank: item 3111 item 3075 item 3800 item 1401 item 3193 item 3050 (I think this would actually be really good because he can "burn" everyone once he activates ultimate) AP/troll: item 3020 item 1402 item 3165 item 3151 item 3907 item 2065 /item 3089 (we can swap the jungle item for luden's echo for more cdr)

I think these would be his main builds. They are, of course, situational, but I think these will be the builds for most cases. His brusier build is a bit weird because he kinda need the armors for his scaling, but he needs mr too because, well, most mages have aoe abilities.

Voldling what do you think of these builds?

Mr Voidling1 votes

Definitely situational, I can see where MR is needed to make up his weakness... But if helped he should be picked against AD heavy teams. Thornmail being very key if enemy top or jungle is aa focused, like Jax or Udyr.

I think AP would greatly benefit from Zhonya's though, if you're trolling anyway :P

He can also go full AD if you wanna be a crazy assassin type. R can do around 180+(360) physical damage and 320 true damage, with a possible 2nd bite making it 1,080 plus 640 true damage. Which I'm going to change the ratio from 100/140/180+(100/110/120%) to this 100/150/200+(140/170/200% Bonus AD, 30/40/50% Bonus AR) Total from 2 bites would be 1,600 physical damage with the same stats of 300 bonus AD. And AR builds offer a bit more stats.

ChaosReyn1 votes

Interesting to make a tail swipe that specifically targets enemies attempting to flank you to the side. I like it though.

Talon Gerrard1 votes

Very interesting concept. I like the idea of a champion being able to stronger against a specific type of damage like how he is strong against single target damage allowing him to be naturally tanky against auto attack reliant champions or champions with heavy single target kits like Nasus or Udyr. I could see them building something like Thornmail to be able to resist more damage while dishing damage back out since they are already resisting flat damage in general.

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