Xephon, the Electric Star

Stacona·1/2/2019, 12:06:53 AM·1 votes·1,709 views

Created over 10,000 years ago by an ancient civilization, meet Xephon the sentinel orb of electricity.

This ancient civilization just happened to be human, but they met quite advanced forms of technological prowess to form great and helpful machines, which so happened to also be their downfall. Xephon was created not as a weapon, but something to form unlimited supply of energy, partially was fulfilled. Who knew if you give something a large amount of powerful electric energy and a free will to expect nothing to go wrong.

The destruction of this civilization and near-extinction of humanity outright was because Xephon was deceived to think the humans were evil creatures that only wanted to use Xephon as a weapon, instead of improving their way of life. So Xephon unleashed a grand amount of energy all around him, wiping out and destroying everything in an extremely large radius for miles, causing Xephon to collapse into a recovery period that just now restored its energy to an active state.

With his reawakening, Xephon realized that humanity that is now around has lost all of their previous knowledge, so it disabled the ability to unleash this immense attack ever again. Xephon is now a weapon to destroy what it deems as evil, rather than a power source to better the lives of others, watching carefully of its surroundings to strike down any that tries to stop it!


Xephon is a high damage mage that every attack is AoE and magic damage.

One can choose to just quickly and constantly zap your target to death at very close range, dealing minimal damage, or wait a long time for a maximum charge and obliterate the enemy team to nothing! All of his damage is loaded into his passive with his abilities to aid in helping him to either stay alive to deal damage or set him up for success.

When he expends a fully charged or near charged attack, he becomes a ranged mage that can only fight within melee range immediately after, so the utmost care is needed to how, when, and where to use his basic attacks since they have so much power within them and the only way he can restore his energy!


Attack Range: 150 - 750 units (is always a ranged champion) Movement: 340 units per second Attack Speed: 0.825 +3% per level Attack Damage: Average Energy Pool: 1000 Energy Regen: 0 +0


Electric Pulse (Passive):

Xephon's attacks convert all damage to magic damage and damages all enemies within range.

Xephon charges his next attack whenever he does not attack, reaching maximum charge after 20 (-6 per 100% bonus attack speed) seconds, granting him increased range and up to 35 - 140 (+130%AP) bonus magic damage based on the charge. Minimum 5 - 15 (+15%AP) bonus magic damage.

Striking an enemy with Electric Pulse restores 15 energy, this value infinitely doubles for every enemy struck. Large units count as 2 enemies, while epic monsters and structures count as 4 enemies. Maximum 500 energy restore per attack.

Zap (Q):

Cooldown: 1.75 seconds; Cost: 60/95/130/165/200 energy; Range: 700 units

Xephon zaps the target enemy, dealing 50/65/80/95/110(+30%AP) magic damage and charging Electric Pulse by 4/8/12/16/20% and dealing 50% damage and charge to every enemy struck by the electric energy towards the target.

Energizing (W):

Cooldown: 5 seconds; Cost: 100% current energy

Xephon heals himself over 3 seconds for up to 45/90/135/180/225(+240%AP) health based on how much energy was consumed. His next Electric Pulse within 3 seconds restores 40/55/70/85/100% more energy, increasing the maximum restoration to 600/700/800/900/1000 energy.

Electrocution (E):

Cooldown: 14 seconds; Cost: 350/375/400/425/450 energy; Range: 1250 / 300 units

Hold: Xephon charges himself, slowing himself down by 20%, maximum charge after 2.5 seconds. Holding past 2.5 seconds will slow himself down by 90%, after 1.5 seconds he will eat the charge, granting himself 180/210/240/270/300%(+30% per 100AP) total movement speed for 3 seconds.

Release: Xephon electrocutes the first enemy in the path towards the mouse cursor, dealing 100/120/140/160/180(+40%AP) magic damage and stunning, based on the charge, for up to 1.8/2.1/2.4/2.7/3 seconds, nearby enemies around the target are damaged and stunned for 50% of the value. Enemies are stunned for a minimum of 0.7/0.85/1/1.15/1.3 seconds.

Fully Recharged (R):

Cooldown: 300/250/200 seconds

While Alive: Xephon instantly charges his next cast of Electrocution to the 2.5 seconds mark, fully charges Electric Pulse, and restores 100% of his energy. Refunding 60% of this cooldown in the process.

While Dead: Xephon instantly resurrects himself and grants himself 250%(+25% per 100AP) total movement speed that decays over 10 seconds.


UPDATE NOTES:

Zap: Cooldown lowered to 1.75 from 2.5 seconds Base damage lowered to 50/65/80/95/110 from 60/80/100/120/140

Energizing: Heal ratio increased to +240%AP from 180%AP

Electrocution: Damage is now always at full power and only the stun duration increases with the charge duration Overcharging movement speed duration increased to 3 from 2.5 seconds


(For Zap, the cooldown felt a little too long for what I want the ability to accomplish, which is mainly to charge your passive. So I took away some damage for a lower cooldown, ensure there is not an unfair amount of burst coming out, while still feeling like a burst mage with focus on charging the passive for big damages at a time and small damages in between those periods (or simply waiting around). The energy cost restricts how much you can spam it before you need to get in close for a high powered Electric Pulse against everyone!)

(For Energizing, I may have over did toning back the heal to the point that it would be only worth using for the heal at max energy and not worth using outside of that. So increasing the heal value should have more use cases seen from it, but only with the ratio to ensure no abusive tank builds come out of it.)

(For Electrocution, the cooldown and cost are both high with not that high of damage at max charge, so the damage is now static regardless of the charge and only the stun duration increases which is the main use for the spell anyways. The movement duration for overcharging is because with a 4 seconds (1.5 seconds with ultimate) delay you probably will be losing 0.5 second of effective speed buff time just because of how much work you need to put in to acquire it and I want the ability to be a choice between using it for the stun or the speed buff and not only using it for the stun.)


11 Comments

Mr Voidling1/2/2019, 1:27:25 AM2 votes

Check this out for timeline inconsistencies. http://leagueoflegends.wikia.com/wiki/Timeline 8000 years maximum if you want him to be old and not created by Yordles.

At max rank his R only has a 44 second cd with 45% CDR, but that's not a huge issue.

His W is pretty darn broken though. 135+(90% AP) healing at rank 5 from just 2 basic attacks worth of energy, or 1 W enhanced basic attack??? Look at it this way... Top lane: W rank 1 = 27+(90% AP) heal, over 3 seconds. With a 6 second cd. 2 basic attacks. W rank 5 with 45% CDR = 135+(90% AP) heal over 3 seconds, with a 3.3 second cooldown. 2 basic attacks.

1.24 attack speed at level 18, with JUST nashors and a pair of random boots you can get 250% increased atk spd, so 2.5(4.34) atk speed without runes. Easily reaching 300% with runes and boots(400% with Lethal Tempo), even without the 45% cdr and just 40% this makes his passive on a 2 second timer and his W on a 3.6 cdr Attacking 9 times in 3.6 seconds grants him more than his 7 attacks(6 with 1 enhanced by W) he needs to reach 100% energy. Just imagine laning against this unkillable monster. 450 AP for 450+1,350 heal every 3.6 seconds. On top of his R revive. Or 686 AP with Rab since you're attacking too fast anyway, for 450+2,058 heal. Ziggs Q starts at a 6 second cd for reference.

Basic attacks are on champions of course.

By of way, what happens if he builds for 400% increased atk spd? Passive would be -24 seconds On a 20 second cdr? Hail of Blades + flash would like insta kill the enemy team, 135% AP on each basic attack...

Not a bad idea, just needs reworked for items and runes.

ChaosReyn1/2/2019, 1:58:16 AM1 votes

In its current state, this guy is a literal god.

If you nerf him too much, he's gonna feel like a faulty battery though...but definitely the two areas to pay the closest attention to are his passive and his W. Right now, his W feels more impactful than his ultimate does. Being able to permanently keep yourself charged isn't as easy as Voidling types it out to be, but there's absolutely no doubt in his math that killing him would be nearly impossible without a 5 man permastun wombo combo.

Stacona1/2/2019, 2:37:52 AM1 votes

UPDATE NOTES (1):

Electric Pulse: Max damage adjusted to 35 - 140 +130%AP from 35 - 180 +120%AP Min damage adjusted to 5 - 15 +15%AP from 4 - 20 +10%AP

Energy restored changed from 25 energy per enemy struck and 150 energy per enemy champion, structure, and epic monster struck TO Restoring energy by 15 for striking an enemy that infinitely doubles for every enemy struck, i.e. 15/30/60/120/240/480/960/1920 for striking 1/2/3/4/5/6/7/8 enemies, up to a maximum of 500 energy per attack

Energizing: Cooldown reduced to 5 from 6 seconds Max heal reduced to 45/90/135/180/225 +180%AP over 3 seconds from 90/180/270/360/450 +300%AP

Now the follow-up attack increases the energy restoration cap for that attack to 600/700/800/900/1000 energy, still increases the energy restore by the same percentages.


(The changes here are simple. Ensure there is not an abusive tank build going on with less base values since the risk and balance to the melee range is him being a squishy mage. The other thing is have the energy restore more appropriately do what I want from the player which is seeking out for the big AoE single attack hitting as many as possible for a huge energy restore.)

(Also the heal might have been a little too strong and instead of being a strong source of sustain that counts as either energy recovery and/or strong self-healing, it would turn him into an invincible high-damage tank. It should grant him survive-ability with the heal, not invincibility. Also this kit could definitely (unintended) work as a jungle mage between his damage being on his passive and having a heal, his ganking power might not be the strongest however to off set that fact that he probably would have pretty health clears (speed of clears unknown, does not seem like that they would be that fast).)


Stacona1/3/2019, 7:41:07 AM1 votes

UPDATE NOTES (2):

Zap: Cooldown lowered to 1.75 from 2.5 seconds Base damage lowered to 50/65/80/95/110 from 60/80/100/120/140

Energizing: Heal ratio increased to +240%AP from 180%AP

Electrocution: Damage is now always at full power and only the stun duration increases with the charge duration Overcharging movement speed duration increased to 3 from 2.5 seconds


(For Zap, the cooldown felt a little too long for what I want the ability to accomplish, which is mainly to charge your passive. So I took away some damage for a lower cooldown, ensure there is not an unfair amount of burst coming out, while still feeling like a burst mage with focus on charging the passive for big damages at a time and small damages in between those periods (or simply waiting around). The energy cost restricts how much you can spam it before you need to get in close for a high powered Electric Pulse against everyone!)

(For Energizing, I may have over did toning back the heal to the point that it would be only worth using for the heal at max energy and not worth using outside of that. So increasing the heal value should have more use cases seen from it, but only with the ratio to ensure no abusive tank builds come out of it.)

(For Electrocution, the cooldown and cost are both high with not that high of damage at max charge, so the damage is now static regardless of the charge and only the stun duration increases which is the main use for the spell anyways. The movement duration for overcharging is because with a 4 seconds (1.5 seconds with ultimate) delay you probably will be losing 0.5 second of effective speed buff time just because of how much work you need to put in to acquire it and I want the ability to be a choice between using it for the stun or the speed buff and not only using it for the stun.)