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

Mr Voidling·1/6/2019, 5:56:54 PM·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 Voidling1/6/2019, 6:39:45 PM1 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.

ChaosReyn1/6/2019, 8:19:46 PM1 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.

Gilgayu1/7/2019, 2:51:43 AM1 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...

Talon Gerrard1/13/2019, 10:20:18 PM1 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.