Xaj'Ahr, the Void Guard (Ranged AP Health-Scaling Tank)

sneezing slug·3/25/2016, 3:22:13 AM·14 votes·5,649 views

Xaj'Ahr, the Void Guard

Primary Role: Tank Secondary Role: Mage

Top Lane (AP Bruiser) Bot Lane (Support) Jungle


http://i842.photobucket.com/albums/zz346/Rodrian_2010/Seven%20Wonders%200%20bestiary/640x468_12326_Vorapatede_2d_illustration_fantasy_creature_monster_wizards_of_the_coast_picture_image_digital_art.jpg


At the dawn of a new day, a large, segmented creature scuttled out of Icathian territory. It's hide nearly impenetrable, and the pincer like mouth that could eat through a mountain. It wasn't very fast, but little by little, it traversed through the sands.

This being's name was Xaj'Ahr, who was, indeed, a being that of the abyss that is the Void. Eight glooming eyes hovered above it's mouth pincers, and seemed to head in a straight direction, eatting any obstacles in it's way. If it were a human, Xaj'Ahr would merely step over him, as they were not worth his time

Eventually he caught himself lost, and caught a travelling caravan in the distance. He began approaching it, slightly faster than usual, but to say the least that still was not very fast at all, for a being of his size and aperture. Eventually, the caravan took notice of the colossal void creature approaching them, but the horses nearly went mad and tried to run wild, capsizing the caravan on it's side. Xaj'Ahr hovered over the driver, his eyes darting down at the human man, which seemed nearly microscopic to his size. The man acted as if his life was flashing before his eyes, but Xaj'Ahr merely had a question in mind. Loudly, Xaj'Ahr shouted at him, his voice booming across the desert, and even blowing away large portions of sand, demanding that the human direct him in reference to where the nearest city would be. The driver shakily pointed west, and Xaj'Ahr was off.

Upon arriving, Xaj'Ahr began scuttling through the city streets, warrior's swords and spears denting and fracturing upon making contact with Xaj'Ahr's ginormous hide. After tearing open buildings and searching through them, he found nothing, and proceeded to move on.

Since then, Xaj'Ahr had been on the move, endlessly searching for something, what it could be is out of question, but someone stole this object from Xaj'Ahr, and he will stop at nothing to see to it that it is returned to him.


Xaj'Ahr is an AP Tank who dominates team-fights with crowd control and range. Throughout the game he progressively gets tankier and tankier, and is well suited for top, jungle, and support. His early lane game focuses around asserting dominance towards his opponents and keeping them back with his W, and assuring they don't just sit there idly under tower. with W. His E continues to keep him alive while late game during team fights his Q becomes very essential to lock down specific targets for your team to focus, and can easily use his R as a finisher. His large body size makes for excellent purpose of bodyblocking an enemy or even cutting off a pathway in the jungle, and forcing a fight in order for either to proceed. Unfortunately for his size, Xaj'Ahr suffers greatly from AOE effects and crowd control, as an AOE can deal damage to each of his segments at the same time, causing even more damage, and if one of his segments is hit by crowd control, such as a stun, the entire body will feel the effects.

Xaj'Ahr scales off of AP and uses mana. Note that a lot of his abilities early game are mana-vampires, and will require much conservation of mana if you expect to be able to continue to harass your lane opponent. His basic attack is ranged, as he spits out a ball of energy at his target.

Xaj'Ahr's appearance is a large, segmented centipede, with three legs on each side per segment. He has eight eyes, four on each side of his head, and large, black beetle-like pincers for a mouth.


Base Stats--------------------------------------Growth per/level-------------------------------Stats @ 18 Health: 620--------------------------------------------------(+86.5-----------------------------------------2090 Mana: 415--------------------------------------------------------(+58------------------------------------------1401 AD: 52--------------------------------------------------------------(+2.4------------------------------------------92.8 AP: 2---------------------------------------------------------------------(+1----------------------------------------------19 HP/5: 7.55----------------------------------------------------(+0.69----------------------------------------19.28 MP/5: 5------------------------------------------------------------(+0.8------------------------------------------18.6 Range: 450 (Ranged)---------------------------------------(+0-------------------------------------------450 AS: 0.585---------------------------------------------------------(+2%---------------------------------------0.838 Armor: 35.21---------------------------------------------------(+3.5-------------------------------------105.33 Magic Resist: 32--------------------------------------------(+3.4------------------------------------------89.8 Movement Speed: 335------------------------------------(+0-------------------------------------------335


Build Info

Suggested items for Xaj'Ahr are...

item 3157: Zhonya's becomes very viable mid game for Xaj'Ahr as he needs not only the ability power but the armor and active of the Hourglass itself. His size makes him very perceptible to all forms of crowd control and because of this, the active allows him to evade stuns and slows that would otherwise leave him crippled in a team fight.

item 3068: Sunfire's passive ability makes great use with Xaj'Ahr's large size, which burns up a lot larger of an area. Use this as an advantage to grind up minion waves and push against towers.

item 3165/item 3003: Morello/AA Staff allows Xaj'Ahr to solve his mana-budget problems along with giving him an extra kick with his ability power attacks.

item 3083/item 3065: Both of these grant large portions of health, which will allow Xaj'Ahr's segments to be much beefier.

Starting Items: item 1056 item 2003 x2 item 3340

Essential Items: item 3191 item 3751 item 3242 item 3111

Offensive Items: item 3089 item 3003 item 3285 item 3157 item 3027 item 3151

Defensive Items: item 3102 item 3143 item 3065 item 3083 item 3068 item 3512

Potions: item 2033


Runes

http://i.imgur.com/pHkG5s8.jpg

With runes we're going to want to play a little bit on the defensive side and a little on the offensive side.

Marks: Greater Mark of Magic Penetration x9 (+7.380 Magic Penetration)

Glyphs: Greater Glyph of Scaling Magic Resist x9 (+27.000 Magic Resist @ Lvl 18.)

Seals: Greater Seal of Armor (+9.000 Armor)

Quintessences: Greater Quintessence of Ability Power x3 (+14.850)


Masteries

http://i.imgur.com/Lf1MpBK.png

Pretty self explanitory

Ferocity: 12 Cunning: 0 Resolve: 18

This will allow you to still get some AP damage but also effectively play your role as a tank, and additionally, scale up a bit of hurt on your enemies.


Passive: Abyssal Carapace

Xaj'Ahr's body is split up into three segments (four at level 6, five at level 11, and six at level 16) which each is equivalent to an equal split amount of Xaj'Ahr's maximum health. Each segment has it's own health bar, and once the healthbar of one reaches zero, that segment detaches and lays dormant for 2-3 seconds before re-arming itself. If Xaj'Ahr picks up the segment, he regains the segment with 10% of its maximum health. If an enemy unit walks on it, it detonates dealing 65 magic damage (+10 per level) (+AP) in a small radius (200 units). If not stepped on at all for 12 seconds, it will disappear.

If a source would deal damage to multiple segments at once, it deals full damage to one segment and only 10% to the other.


Q: Mountain Choker

Cost: 80/90/100/110/120 Mana Cooldown: 12/12/11/11/11 seconds Casting Range: 400 units

Xaj'Ahr dashes a short distance and locks an enemy within his mouth pincers, stunning them for 1.5 seconds and dealing 45/65/85/105/125 magic damage (+AP)


W: Void Mortar

Cost: 100/115/130/145/160 Mana Cooldown: 7/7/6.5/6/6 seconds Casting Range: 1200 units

Xaj'Ahr channels for 0.5 seconds, then balances up on his hind segment and launches a very long range energy blast into the sky to land in target area after a 1 second delay, dealing 90/110/130/150/170 (+AP) magic damage in the area (180 units) and silencing enemies hit by it for 1/1.25/1.5/1.75/2 seconds.

E: Solidify Shell

Cost: 120/145/170/195/220 Mana Cooldown: 16/16/15.5/15/15 seconds

Passive: Adaptive Cover: For every 1000 damage Xaj'Ahr takes throughout the game from enemy champions, Xaj'Ahr gains a bonus permanent 2 armor and 2 magic resist.

Active: Xaj'Ahr gains a bonus 20/30/40/50/60 armor and 25/35/45/55/65 magic resist for six seconds. Enemies that attack Xaj'Ahr during the duration of this effect will have their attack speed reduced by 20% for 3 seconds.


R: Continent Splitter

Cost: 180/230/270 Mana Cooldown: 110/90/70 seconds

Xaj'Ahr jumps into the air and lands in the ground infront of him, tunneling into the ground and dealing 85/100/115 magic damage (+AP) in an area (325 units) and then repeats this process three more times for a total of four times infront of him, moving forward with each lunge. Standing where Xaj'Ahr comes out of the ground will cause enemy champions to be knocked up for 1 second. Enemies that have been knocked up once during the duration of this ability will not be knocked up again.


Quotes:

Upon selection: "Hm, this should prove rather.... interesting."

Moving "Proceeding." "This seems like a bore, but oh well." "I'll be sure to take it into account."

Attack: Loud, undecipherable roaring "I'll crush you." "You are ants on the ground to my size." "You lack my interest. Prepare to be exterminated."

Taunt: "I do apologize, what was that you said? I can't hear you, you're too small for me to even hear the sound of your voice."

Joke: "I never skip leg day." "You know, Vel'Koz and I run a book-club in Icathia every Tuesday. Should really come and check it out."


Like this concept? Be sure to check out my other champion concepts, as well as other featured champion concepts here.

Feedback is greatly appreciated, positive or negative, I want your guys opinion on what I can do to improve this concept!

60 Comments

Dis The Chris3/27/2016, 2:24:18 PM3 votes

Hey there! Thanks for giving a quick feedback on my concept so I'm here to repay the favor and all!

Passive So I'm seeing some responses on how to make Xaj'Ahr less of a suicide bomber since he gains more incentive on taking damage (akin to Olaf's Passive and Kog'maw/Karthus Death Passives), but the ability to actually punish melee fighters throughout the game is a bit tad unfair. I actually have two suggestions which you can either take it or come up with something:

  • Once a Segment's Health drops to 0, it detaches and lays dormant for 2-3 seconds before re-arming itself. If Xaj'Ahr picks up the segment, he regains the segment with 10% of its maximum health. If an enemy unit walks on it, it detonates dealing magic damage in a small radius. (Akin to Zac's Health blob pick-ups)
  • Once a Segment's Health drops to 0, it detaches and lays dormant for 2-3 seconds. Afterward, it will seek the nearest enemy unit (prioritizing champions) and explode, dealing magic damage in a small radius. (Akin to Maokai's Sapling and Elise's Volatile Spiderling).

The idea is basically giving attackers a chance to avoid the damage from Xaj'Ahr's segment explosions while slowly creating a dangerous field for enemies to stay as the fight goes on.

Additionally, I would suggest how it would interact against AoE and Multi-Target Abilities as dividing your maximum health between your segments could potentially allow enemies to kill you in one fell swoop (Runaan's Hurricane) given they can target at most, 3 of your segments at once. Also - on that note, how would Healing and buffs apply (in terms of champions like Soraka, Sona and Janna), would they only be able to heal 1 segment at a time? will Janna's shield cover your entire body or a single segment?

Don't get me wrong, this is certainly creative champion-wise but falls with rather difficult mechanics that could either make or break the champion.

Q Base damage at Rank 1 is incredibly STRONG, you'll need to lower that drastically while keeping the Rank 5 Base damage as it is. Otherwise, I would recommend that you also increase the base range at Rank 1 to 125 or 150 at most (Melee Range).

W This ability is fine actually, the channeling might be under-leveled even with the small AoE and silence. What I would suggest for this ability is that after channeling, he gains additional vision range to aid his attack (with the vision range being reduced as his segments is reduced).

E Reminds me of that game that actually have two lines of people chase the person at the end of the opposing line. Given how this works insanely well with his passive and given his near-invulnerability (dealing around 16%~ of his max health at a time). I suggest you increase the cooldown with a base cooldown at rank 1 around 30-40 seconds at most. This should make Xaj'Ahr Players to actually use this ability wisely than spamming it every 15 seconds or so.

R The ultimate is a bit of a lackluster to be honest - its almost like a carbon copy of Malzahar's Ultimate in addition with the risk of going in melee range. I'm pretty sure you can add something to this and differentiate it than being a Melee Ultimate of Malzahar.

Overall A bit of weird that you would label this champion as an AP Ranged Tank which I suppose - mechanically, if you would explain a bit more (don't be scared of wall of texts) I believe Xaj'Ahr can basically stand in front of his allies, allowing him to take the damage through his segments (akin to Braum's shield thingy) but that would also make it so that Xaj'Ahr being the longest champion ever (do take note that they had a problem with making Aurelion Sol/Ao Shin's body so they ended up reducing and making his tail near transparent).

Ipols3/25/2016, 12:17:03 PM2 votes

Should add that he gains defenses only from dmg received by champions or one could (given his team is ahead) take a shower at the dragon pit to cheat the passive

Legacy Hydralpha3/25/2016, 2:08:39 PM2 votes

Back again! I'd like to point a few things out now that you have scaling ratios.

  1. If added, Xaj'Ahr would be the ONLY tank in the game without magic resist scaling. I recommend adding a small amount of scaling, providing him some resistance to the damage that could come with a mage or support's crowd control.
  2. It appears that Xaj'Ahr would be the first AP Juggernaut (SkarnerSkarner is more of a hybrid juggernaut) to be added. I believe this due to the tankiness of his stats and the high damage output he has.
  3. Could I get an idea of how large one segment would be? It would be helpful to know the dimensions of Xaj'Ahr in-game; for you or me.

That's all! I love this idea.

Emerald Fang3/25/2016, 2:18:33 PM2 votes

Be careful when you use AP bruisers... The AP scaling should be lower to balance out his power.. Since AP chars can stack 600,700 or more, AP scaling shouldn't be very high.

Vanic9983/25/2016, 3:10:00 PM2 votes

I read another champion idea with a the almost the same passive. Here It's also a centipede champion.

Legacy Hydralpha3/25/2016, 4:29:20 AM2 votes

I really like this champion concept, except for one element: the lore.

It's fitting that a void champion so large would simply ignore humans and instead devour mountains, but why would a void creature have to gain something? I'd find that fitting if Xaj'Ahr WASN'T a void champion and some sort of different unearthly being, like one of the creatures that Aurelion SolAurelionSol would probably have to fight (Read his lore if you don't get it.) Otherwise, this is a very great and creative concept. Keep at it!

regonas3/27/2016, 10:34:20 AM2 votes

Ok, lets do this.

Xaj'Ahr's body is split up into three segments (four at level 6, five at level 11, and six at level 16) which each is equivalent to an equal split amount of Xaj'Ahr's maximum health. Each segment has it's own health bar, and once the healthbar of one reaches zero, that segment explodes, dealing 120 (+10 per level, 290 (this should be 300) at level 18) (+AP) magic damage in a small radius (200 units). To kill Xaj'Ahr, all of the segments have to be killed. When Xaj'Ahr's health regenerates, so do the segments. When Xaj'Ahr only has one segment left, he gets a bonus 15% movement speed for 4 seconds.

For starters, this would be very unfun ability for you and your enemies. All multi target hitting abilities, AOE and similar effects (Malzahar's dot would drive you crazy) would deal so much damage to you. There is pretty much no way to counter AOE's and a lot of champions would be your direct counters. Now, explosions are anti-fun for enemy team. They play well, manage to bring you down, and they suffer damage for that. And what a damage they suffer: 390 AT LEVEL 1 (+some number of APx6); 1800 (+some number of APx6) AT LEVEL 18. The only role for this champion i can see (based on this passive) is some kind suicide bomber, who goes in blindly and tries to kill as much enemies as possible, before being killed himself. Sorry to say it, but there is no way to fix this. I recommend to rework this ability completely.

Cost: 80/90/100/110/120 Mana Cooldown: 10/10/9/9/8 seconds

Xaj'Ahr curls up into a circle around his head for a second, then lashes out and spins the back end of his body, dealing 165/195/225/255/285 (+AP) magic damage in a large radius. (100/200/300/400/500/600 units, dependant on segment count) The size of the radius as well as damage output depends on how many segments Xaj'Ahr has. If Xaj'Ahr has as many segments as he is able to have at the present time, the spin will knock-up everything it strikes, otherwise, it slows enemies hit by 20% for 1.5/1.5/1.5/2/2 seconds.

Just a little bit broken. Base damage is too high for multiple enemy hitting AOE with, wait for it, 600 range. With all segments, this looks like an ultimate, rather than normal ability. Tone it down: range is too high at max rank, damage is too high at max rank, and specify length of knock back.

Cost: 100/115/130/145/160 Mana Cooldown: 12/12/12/11/11 seconds Casting Range: 1200 units

Xaj'Ahr channels for 1.95/1.85/1.75/1.65/1.5 seconds, then balances up on his hind segment and launches a very long range energy blast into the sky to land in target area, dealing 100/120/140/160/180 (+AP) magic damage in the area (180 units) and silencing enemies hit by it for 1/1.25/1.5/1.75/2 seconds. If Xaj'Ahr has only one segment left, the cast is instantaneous and is replaced with a low-damage skillshot that deals 40/60/80/100/120 (+AP) that explodes with the first enemy hit in a small radius (100 units)

I assume there is delay before energy bolt hits the ground. Specify it. Also, single segment version is pretty unnecessary. Other than that, this doesn't look as broken as previous abilities.

Cost: 120/145/170/195/220 Mana Cooldown: 16/16/15.5/15/15 seconds

Passive: Adaptive Shell: For every 1000 damage Xaj'Ahr takes throughout the game from enemy champions, Xaj'Ahr gains a bonus permanent 2 armor and 2 magic resist.

Active: Xaj'Ahr shields all of his segments except the furthermost back one from all damage, only allowing damage to be dealt to the unshielded segment for 4 seconds. Damage done to that segment is increased by 40%/35%/30%/25%/20%. If that segment is destroyed, the next segment becomes unshielded. Segment explosions while Null Carapace is active deal 15% bonus magic damage. Damage that would be dealt to shielded segments instead counts double towards Adaptive Shell.

Passive is not bad, but it enforces his suicide bomber game style even more. Active practically scream "SUICIDE BOMBER". I am not sure if you wanted to make something like that, i am pretty sure you wanted to make some kind of unique tank, but only thing you made was champion, whose role is to run into enemy team and kill himself. He can't play top against range champions and champions with high sustain. He can't play mid. He can't play support. He might be viable jungler, but he have no abilities for ganking. Sorry, i suggest reworking this ability together with segments passive.

Cost: 180/230/270 Mana Cooldown: 110/90/70 seconds Casting Range: 985 units

Xaj'Ahr instantly dashes at the target enemy champion dealing 135/165/195 magic damage (+AP) and slightly knocking away enemies in his path, then constricting himself around his target for 3 seconds, dealing 200/300/400 (+35 per segment count) (+AP) magic damage overtime and preventing them from moving, attacking, or using abilities. The damage dealt overtime is based how many segments Xaj'Ahr has presently.

Instant kill ability. Way way stronger than Malzahar's ulty, which also suppress your target. However, this one is so much stronger, have way more range and is pretty much death sentence for at least one enemy. Also, you didn't say it is a suppress ability, so i will assume that enemies can't cancel this ability with CC. Now lets work the math: R: 195 (+AP) + 610 (+AP) over 3 sec. Passive: 300 (+AP) per segment destroyed. So, in order to free their team mate, all enemies nearby will suffer about: 470 (+AP) + 1800 (+APx6) Targeted enemy will suffer: 195 (+AP) + 470 (+AP) + 1800 (+APx6) So, during a team fight, that is 2465 base damage to a single enemy with no AP.


To sum it up, the only role your champion can perform is a suicide bomber, who goes in into enemy team, trying to kill as many enemies as he can before he dies. All of his abilities enforces this play style. This champion would be bane to all melee champions and ADC. Not only this champion would be anti-fun, but it will also be 100% banned in every game. While he have an ulty, enemy team is forced to retreat or lose, no matter how good your team is. There is many things wrong for this champion: some things could be fixed, others need to be changed completely (passive, E, R).

Lonely Flame3/27/2016, 12:47:25 PM2 votes

Hey man! Sorry I'm a bit late to the party, had assessments, but I favourited your guy so I could remember to come back to him. I always like Void champs because people typically get a bit more creative with them. I also want to say that the comments I make are purely my opinion, and that at the end of the day he's your champ and not my champ, so make him however you want :). Anyway, let's do this.

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=6YdnX5EH,comment-id=,timestamp=2016-03-25T03:22:13.750+0000) retty self explanitory

Passive: Abyssal Carapace Xaj'Ahr's body is split up into three segments (four at level 6, five at level 11, and six at level 16) which each is equivalent to an equal split amount of Xaj'Ahr's maximum health. Each segment has it's own health bar, and once the healthbar of one reaches zero, that segment explodes, dealing 120 (+10 per level, 290 at level 18) (+AP) magic damage in a small radius (200 units). To kill Xaj'Ahr, all of the segments have to be killed. When Xaj'Ahr's health regenerates, so do the segments. When Xaj'Ahr only has one segment left, he gets a bonus 15% movement speed for 4 seconds.

This passive idea is actually pretty cool and thematically good. That said, I don't really like explosion he get's from losing a segment, or more so the fact that you can get a segment back through health regen. Something like say Kog's or Sion's passive is fine because it's in death and only after you have completely killed them. The fact that you can gain segments back through health regen means that if you can get to a teetering point, this is potentially devastating. Think of it like this: You deal just enough damage to him that you explode his first segment, but he gets away just long enough to regen and get it back. Then you blow it back up again because he's only regened a small amount of health. And he escapes and gets's it back. See the issue?

That said, there are a lot of ways to balance this. Two examples I can think of are: You can only regain segments from returning back to base. This has the potential to be very crippling to laneing, as only being about to heal up to 1/3 of your max limits you on just being about to hang out under tower until all of your health comes back. You can counter balance this buy potentially increasing the damage (remember, most Void champs have True Damage as part of your kit, so you could make it true damage instead of magic). Or, and probably a lot fairer, each segment can only explode once before going on a cooldown of some sort. That way, if they do regen a segment back, they don't get punished for re-popping it.

I do like this ability, just feel it needs to be balanced a bit more.

Cost: 80/90/100/110/120 Mana Cooldown: 10/10/9/9/8 seconds

Xaj'Ahr curls up into a circle around his head for a second, then lashes out and spins the back end of his body, dealing 165/195/225/255/285 (+AP) magic damage in a large radius. (100/200/300/400/500/600 units, dependant on segment count) The size of the radius as well as damage output depends on how many segments Xaj'Ahr has. If Xaj'Ahr has as many segments as he is able to have at the present time, the spin will knock-up everything it strikes, otherwise, it slows enemies hit by 20% for 1.5/1.5/1.5/2/2 seconds.

Nice ability, good use of the passive. It may be a bit strong in the early game, but given the range I feel like it could balance it out. Good start.

Cost: 100/115/130/145/160 Mana Cooldown: 12/12/12/11/11 seconds Casting Range: 1200 units

Xaj'Ahr channels for 1.95/1.85/1.75/1.65/1.5 seconds, then balances up on his hind segment and launches a very long range energy blast into the sky to land in target area, dealing 100/120/140/160/180 (+AP) magic damage in the area (180 units) and silencing enemies hit by it for 1/1.25/1.5/1.75/2 seconds. If Xaj'Ahr has only one segment left, the cast is instantaneous and is replaced with a low-damage skillshot that deals 40/60/80/100/120 (+AP) that explodes with the first enemy hit in a small radius (100 units)

This ability seems kind of awkward at early levels. A 2 second channel (I know it's 1.95 but it may as well be 2) it a very long read time for your opponent and completely opens you up. That said, the AoE silence is nice, and the instant skill shot at low segments is also pretty clever. Just an idea, but going back to the "not regening segments" direction, maybe instead of an energy blast it shot a small segment, and picking it up could gain you a section back?

Cost: 120/145/170/195/220 Mana Cooldown: 16/16/15.5/15/15 seconds

Passive: Adaptive Shell: For every 1000 damage Xaj'Ahr takes throughout the game from enemy champions, Xaj'Ahr gains a bonus permanent 2 armor and 2 magic resist.

Active: Xaj'Ahr shields all of his segments except the furthermost back one from all damage, only allowing damage to be dealt to the unshielded segment for 4 seconds. Damage done to that segment is increased by 40%/35%/30%/25%/20%. If that segment is destroyed, the next segment becomes unshielded. Segment explosions while Null Carapace is active deal 15% bonus magic damage. Damage that would be dealt to shielded segments instead counts double towards Adaptive Shell.

I like the passive. Only comment or suggestion I could make is that instead of just being a flat "1000 damage=2 armour and magic resist" is could also be like "For every 1000 AD, gain 1 armour. For every 1000 magic, gain 1 magic resist", that way if a team is say predominately magic damage, you could build it up quicker. Or another direction would be an ever increasing amount of damage ie the first time you take 1000 damage you get 2 and 2, but then you need to take 1100 damage, then 1200 damage and so on.

That said, for what it is it's perfectly fine. I've played around with this idea myself.

I would remove the damage bonus tied to the explosion. You're already basically getting a complete shield so long as you face your opponent, they shouldn't be punished for hitting your one weak spot. That said, the bonus towards the passive however is really nice and clever.

Cost: 180/230/270 Mana Cooldown: 110/90/70 seconds Casting Range: 985 units

Xaj'Ahr instantly dashes at the target enemy champion dealing 135/165/195 magic damage (+AP) and slightly knocking away enemies in his path, then constricting himself around his target for 3 seconds, dealing 200/300/400 (+35 per segment count) (+AP) magic damage overtime and preventing them from moving, attacking, or using abilities. The damage dealt overtime is based how many segments Xaj'Ahr has presently.

Idea is cool, the numbers definitely need playing with. I look at this like a variation of a Malz ult: You pick a single person on the enemy team and say "You and me are going to sit here for a bit.". You are both targetable by your teams, so there is a lot of room for counterplay eg people knocking you out of the ult, allies protecting you and so on. So to clarify for this then: Is the enemy champion that is constricted targetable during this time? Or are they removed from the map to both teams? Also what happens if one of your segments explodes during this time?

Also, Suppressing an enemy champ for 3 seconds is insanely long, and can basically an entire team fight in some games. Malz ult is only 2.5 seconds and has a 120 second cooldown. Yours has the addition of a knockback, lower cooldown, and longer duration. The knock away is fine, but I would either reduce or remove the damage from that component of it. You've picked your target, you shouldn't be able to hurt others who happen to be in your way. I do like the use of additional damage based on segments though, and it's good to see you have found a use for it through all the abilities.

Overall, I like the concept, and there is heaps of room to play around with in this kit. There is only really one comment I have about his overall theme that I have issue with: He's not really 'hungering' for anything. Everyone from the Void hungers for something. Cho eats things and grows bigger. Kog eats things and regurgitates them. Kha eats and evolves. Rek just eats. And Vel consumes knowledge. These are all represented in their kits some how. Right now, I don't see that in Xaj. He's cool, his kit is good is good, but thematically he isn't hitting the marks of a Void champ. You could say he 'hungers' for the thing he's searching for, but that's vague and in all honesty uninteresting. Just think about this a little bit a see if you can bring it out a little clearer in either his lore or kit.

Nice work man. Good concept. While someone has mentioned that the only tactic is to "run into the enemy and die", I actually think there is a lot more to him that that. His passive is more the direction of already mentioned Sion or Karthus, where sure running in the enemy is an option, but ideally you are going to be doing a lot more than that BEFORE you do die. This champ is a variation of that, where instead of dealing damage after death, you deal it before.

PlasmaFogKing3/31/2016, 6:54:22 PM2 votes

Review (sorry for my english)

Xaj'Ahr's body is split up into three segments (four at level 6, five at level 11, and six at level 16) which each is equivalent to an equal split amount of Xaj'Ahr's maximum health. Each segment has it's own health bar, and once the healthbar of one reaches zero, that segment detaches and lays dormant for 2-3 seconds before re-arming itself. If Xaj'Ahr picks up the segment, he regains the segment with 10% of its maximum health. If an enemy unit walks on it, it detonates dealing 65 magic damage (+10 per level) (+AP) in a small radius (200 units). If not stepped on at all for 12 seconds, it will disappear.

If a source would deal damage to multiple segments at once, it deals full damage to one segment and only 10% to the other.

How about multi target CC? Will all segments be rooted/stunned/feared? If one will, then what others do?

Xaj'Ahr dashes a short distance and locks an enemy within his mouth pincers, stunning them for 1.5 seconds and dealing 45/65/85/105/125 magic damage (+AP)

Will you be able to move, while enemy is stunned, if one of your pats gets locked?

Xaj'Ahr channels for 0.5 seconds, then balances up on his hind segment and launches a very long range energy blast into the sky to land in target area after a 1 second delay, dealing 90/110/130/150/170 (+AP) magic damage in the area (180 units) and silencing enemies hit by it for 1/1.25/1.5/1.75/2 seconds.

Multi target silence is very strong. I suggest silencing only enemies in the center or something similar.

Passive: Adaptive Cover: For every 1000 damage Xaj'Ahr takes throughout the game from enemy champions, Xaj'Ahr gains a bonus permanent 2 armor and 2 magic resist.

Active: Xaj'Ahr gains a bonus 20/30/40/50/60 armor and 25/35/45/55/65 magic resist for six seconds. Enemies that attack Xaj'Ahr during the duration of this effect will have their attack speed reduced by 20% for 3 seconds.

Will each segment gets these bonus defenses or this is total armor+magic resist gained, because multiple segments can be damaged, so if each segments gains 60 armor, then total armor is way higher, but that aplies only to AOE.

Xaj'Ahr jumps into the air and lands in the ground infront of him, tunneling into the ground and dealing 85/100/115 magic damage (+AP) in an area (325 units) and then repeats this process three more times for a total of four times infront of him, moving forward with each lunge. Standing where Xaj'Ahr comes out of the ground will cause enemy champions to be knocked up for 1 second. Enemies that have been knocked up once during the duration of this ability will not be knocked up again.

I think this a lot too similar to Zac's ulty. Also, can enemies evade being damaged if they be in the zone where you are underground?

Weathered3/31/2016, 7:02:13 PM2 votes

The W is very similar to Kog R. The R is very similar to Zac R. The E seems very powerful. Perhaps make a passive to slow Xaj himself. Perhaps play more around his passive for gameplay, it's really interesting.

Darkmoon Yorshka3/31/2016, 8:31:08 PM2 votes

God, I wish Rek'Sai (as much as I love her) could be replaced with his guy. Most Voidborn are insect-based and his identity supports it so much. He has the teamfight potential that Rek'Sai lacks and I'm all for AoE disruption. If she didn't exist I would give Xaj a 10/10. Great concept, man. [slayer-pantheon-thumbs]

Blu3 burgler6/5/2016, 12:11:12 AM2 votes

You have made an incredible champ and i truly hope to see him get into the league for real!! you have amazing talent in art and ideas so once again hope he gets in!

StrayCatt3/27/2016, 12:51:08 PM2 votes

So I read all of the above, and some of the comments below and heres what I have to say. I think the segment idea is really fantastic, its not been done before, it has so many possibilities and would add a great element to game play. Now because this segmented thing will obviously be the focal point, you've merely been using them to enhance his abilities whilst I think that the segments should be his abilities.

P - The more health he has the more segments he has, losing health causes him to lose segments. Regens segments at X-rate (x) Hp5

Q - Place segment on ground that acts as a trap for enemies and explodes dealing as much health as that segment was worth

W - Place segment on ground that heals whoever (Ally or Foe) for as much health as that segment was worth

E - Fling an exploding segment that deals damage equal tot he amount of health the segment was worth minus a ratio of the distance the segment had to travel (the further it goes the less damage it does) and slows by X-amount of X-seconds

R - Regenerates segments at an X-accelerated rate and also adds AP ratio to all abilities

So this is obviously a very rough and quick draft but basically it creates 2 elements to the game both focusing on unique aspect of a unique champion. The first aspect is that of the segments attached to Xaj'ahr, the more health he gains the more segments he has, which trail behind him like in the old arcade game centipede. Enemies can attack Xaj'ahr, his hit box increasing as his segments increase, to kill of portions of him. Or Xaj'ahr can he himself use his segments and therefore parts of his life to do abilities that can either benefit his team or be detrimental to the enemy. Secondly you create the mystery segment mini game. Which basically there will be segments all around the map that can heal either side or damage the enemy side. Basically a teemo shroom that is visible to all and either heals you or blows up, so do you risk taking damage to deny the enemy heals or do you avoid them at all costs. Or to make things even more interesting you could make the Q blow up friend and foe that way the allies have to memorize which are good and which are bad for a real mindf--k

Macer2003/25/2016, 3:48:43 AM2 votes

Interesting

MrXonte4/16/2016, 5:31:52 PM1 votes

Passive: So how do you regain a segment if you dont pick it up? and how is it decided which segment takes the full damage for AoE spells? wouldnt it be easier and more logical to split the damage between segments hit?

Q: very basic dash stun which is nice since. Only thing i dont like is that it just says +AP and no actual scaling number is given.

W: If there is an indicator warning the enemy its pretty bad since a 180 unit area is very small. Swains w for example is incredibly hard to hit, has a 0.85 delay and 250 units area.

E: pretty strong considering that in as a tank you soak up damage and can easily take 50k damage in a normal length game. The active even adds more to this which should give you more than 150 bonus resistances during the end of a normal game when active. I like the passive though dont get me wrong, but i would suggest changing the active to a different one since you already get a ton of resistances form the passive.

R: slightly changed zac ult?

sneezing slug5/2/2016, 2:27:16 AM1 votes

creme de la meme necroposta~

Also gonna change the ult today because yeah it's really just zac in a nutshell tbh

Karma Deified5/2/2016, 2:34:01 AM1 votes

"Ranged" Tank"

sneezing slug5/8/2016, 3:58:27 AM1 votes

It's a bird, it's a plane.

ITS A SIGNAL BOOST

[slayer-pantheon-thumbs]

sneezing slug5/18/2016, 1:38:13 AM1 votes

I need to stop being lazy and get off my ass to change this guy's ult sometime.

sneezing slug6/3/2016, 5:40:04 PM1 votes

inhale exhale

I need to get off my lazy ass and update this damn concept hhhhhhh

sneezing slug6/4/2016, 8:22:25 PM1 votes

My plan for this weekend is to touch up Nihl Tenebris, touch up Xaj'Ahr, renew Ursilon, make Rygoras' concept, then update Lyle.

Let's see how far I get.

sneezing slug6/9/2016, 8:02:48 PM1 votes

Sorry for the lack of updates, finals are kicking my hind.

I'm going to try and do some edits this weekend.

sneezing slug3/27/2016, 8:07:00 AM1 votes

Update Changelog 3/27/2016

The following changes have been made:

  • Added Casting Ranges
  • Added Rune page
  • Added masteries
  • Buffed R (Now damages along the way, with small knockback)
  • Edited item builds

As always, feedback is greatly appreciated.

sneezing slug3/27/2016, 3:12:28 PM1 votes

Update Changelog 3/27/2016

The following changes have been made:

  • Passive reworked
  • NEW Q ability "Mountain Choker"
  • Specified delay in W, now has solid channel time
  • NEW E ability "Harden Shell"
  • NEW R ability "Continent Splitter"

As always, feedback is greatly appreciated.

sneezing slug3/27/2016, 7:35:44 PM1 votes

Again, thank you guys for all the help, I really appreciate it.

[slayer-pantheon-thumbs] __

sneezing slug3/28/2016, 9:23:50 PM1 votes

Bump

Also, I feel like the passive could use some tweaks, and maybe the E as well. Anyone have any thoughts on that?

warpenguin5553/28/2016, 11:51:38 PM1 votes

So here are my thoughts. Sorry in advance if the question is already answered in your 1st post, i tend to miss things somethings XD:

In general: +AP? How much? could be anything from 1-1000% AP without it being specified.

Passive: Abyssal Carapace OK i have some serious issues with this ability, gameplay, clarity and balance wise.

What happens if a middle segment gets killed? How exactly do you kill him? Hit the head? Does his main health bar take damage if you hit him in the other segements? Whats the respawn timer on segments? Xaj'Ahr doesnt seem to really have much of an incentive to pick up segments as it would be better if his enemies walked on them and his enemies dont have any real reason to want to go near the things. So when the segments drop, their just kinda there.

Q: Mountain Choker This is a pretty good ability. Fits Thematically. Sounds like it would feel good to play as. Against not so much though. Targeted stuns are pretty rare for a reason. It's fine if it stays as is but it shouldnt do alot of damage imo. Other than that i like it.

** W: Void Mortar** Maybe a bit too much damage at lvl 1 but its pretty easy to dodge so not that bad Cast time seems a bit long and could lead to unsatisfactory gameplay Found a typo in the CD(i think). Im pretty sure its not supposed to go up from 7 to 7.5 seconds XD

E: Solidify Shell

_Passive: Adaptive Cover: _ This seems pretty balanced to me. Bonus for doing your job as a tank.

Active The Armor and MR granted are much too weak. Compared to Galio's Bulkwark (another AP Tank with a similar ability), Galio's resistances granted are higher at rank 1 than the amount this ability gives to Xaj'Ahr at rank 5. At the same time however, the attack speed slow looks too strong. At early stages of the game, getting this applied to you would seriously suck and could break him if used as a support

R: Continent Splitter I love this. Really sells the "Giant Bug" theme to me. Great potential for initiation and for following up. A bit too close to Zac's ult though

During Lane: As a top laner he seems pretty weak. probably an easy target to bully and would be picked apart by champions like GarenPantheon Darius and Renekton. His mortar would be easily dodged by champions like Riven Fiora and would leave him wide open. His E can cover for those problems, but its passive would take time to stack and its mana cost would likely run him dry fast, not to mention the fact that most top laners dont rely on attack speed to kill you. Probably wouldn't be worth taking up there and would be regarded as a troll pick unless your against a champion like Jax .

As a support however, i think he would be flat out broken. With a targeted stun, poke that has double the chance to hit in theory, an attack speed slow, and a knock up he would probably be Pick/Ban for his power in this role alone. His only real drawback would be in his mana costs. Would probably be a sitting duck for a Blitzcrank or Thresh though due to his size.

And as a jungler he would probably be fairly balanced. His clears dont look too good and he would be dependent on his blue buffs, but his ganks (especially post 6) would be terrifying.

Xaj'Ahr's late game looks awesome though. After completing item 3027 the mana problem isnt anywhere near as important and he looks to be pretty good. His passive should be stacked nicely and he would shut down most AA based teams. The problem looks to be getting him out of laning phase with enough gold to actually do something, which unless he's support, would probably be a miracle.

Overall he looks really cool, but has some pretty serious flaws that would probably result in him being overshadowed by champions that do similar things lost in the shuffle after his release in all 3 roles (Malphite in the top lane, Rammus or Sejuani in the Jungle, and Nautilus or Braum at support) , Which would mean i would probably play him alot because i love champions who fly under the radar

sneezing slug3/29/2016, 3:55:24 AM1 votes

Update Changelog 3/28/16

The following changes have been made:

  • Reduced damage on W slightly, decreased channel time.
  • Fixed typo in W cooldown scaling
  • Increased bonus armor/magic resist on E, reduced attack speed reduction.
  • AP scaling rates are to be set later.
Vorazun3/29/2016, 1:18:03 PM1 votes

So, my review is kinda late. Sorry 'bout that. Had a lot of academic work. :p

Passive: Its a quite interesting passive imo, really gives the segmented beast kind of feeling. The way I see it though, I'm not sure why detaching it would make it so that you have an incentive to pick it up again, and for the enemy to destroy it, since right now the enemy doesn't 'win' per se for doing so.

Q: Woah, that mana cost. I think you should take it down a bit, perhaps 60/70/80/90/100 would be better? Most tanks often have lower mana costs than that given their fairly small pools. Also the cooldown could be evened out to 12/11.5/11/10.5/10 in order to make it less awkward when leveling it up. The bases are also unusually low for a tank, unless the scaling is 1 AP? That would not be similar to how a tank builds, but more like an assassin, as tanks normally have good bases but pretty bad scaling, juggernauts excepting.

W:This skill confuses me. The rest of the kit encourages getting close and scrapping with the enemy, so why do you effectively haeve a long range poke spell with CC on it? Seems very counterintuitive given the short range nature of the rest of the kit. Again the scaling is confusing. Is it 1 per AP? Mana cost again iss quite absurd given the amount of base mana, and the lack of incentive to build further mana items.

E: This costs way too much for what it gives you. I'm just curious, but do you come from DOTA? As to the ability itself, it feels a bit dull. It just gives you stats and the effect of a Warden's Mail. I think that there could definitely be a better ability here with more gameplay and interaction.

R: Really creative ability, I like it. Again, one issue is the mana cost. Ultimates in LoL are often standardized at 100 mana, but other than that the ability is perfectly fine.

sneezing slug3/31/2016, 4:04:38 PM1 votes

Le bump

sneezing slug3/31/2016, 10:05:02 PM1 votes

Going to get to fixing when I get home. Again, thank you guys for the feedback.

Shmoovus4/5/2016, 12:30:20 AM1 votes

Is the lost item Tibbers? I have a feeling that Annie was up to something all along.

sneezing slug4/7/2016, 7:55:05 PM1 votes

Shameless self-bumping, because I'm lame and I need more feedback lmao

[slayer-pantheon-thumbs]

Sheeporoth4/7/2016, 11:48:17 PM1 votes

This is an awesome idea, however, I have some negative feedback :( . His W seems too much like Kog'Maws ult, but that may be cause they are both Void creatures. His ult is like Zacs, and this one I don't get. How can he bounce in the air if he's really slow according to lore? Great idea, keep the good work up

sneezing slug4/7/2016, 11:53:34 PM1 votes

He's jumping up into the sky, then tunneling underground.

Also, the difference between this and Zac's ult is that its faster, but its in a straight line. Probably gonna change it somehow tho