New Champion Concept!!!
Xol, the God Sword (Male; High Cleric of his Order. Xol's purpose for fighting in the League is to demonstrate the power and grace of his Gods. He believes above all else, that only through servitude to his Gods and fellow mortals, can he ever ascend. This is why everything Xol ever does is meant to help someone in need. He hopes that some day, not only will on lookers see the power and miracles capable of his Gods; but convert and live out their lives in honor of them as well.) {Primary Role: Support}
{I picture this champion to be very self righteous in all of his dialog. Especially while channeling his ult, I would like to hear a great chant about how with him there, and his Gods, no one shall fall. The most interesting thing that immediately sets him apart from other supports, is the fact that his primarily focuses are around Hp5 (Health per 5 seconds) and Max Hp (Maximum Health). I feel like this character could become a real power house support, and offer much desired versatility to build options. How fun would it be as a support to basically rush a
, then
, etc?
I hope that you all enjoy this Concept, and ultimately that it may come to life. Please keep in mind that these are all place holder stats, and are subject to change at any time! Feel free to leave your personal feedback and opinions, I'll try to respond to as many as I can! Get the word out! Let Riot know if we want Xol, the God Sword!
Passive: Heal for 5% of all damage taken and 2% of nearby allies damage taken. Gain 5 Hp5 per 100 bonus health.
Q: Health Funnels: Range: 275 (Costs 45 Mana initially then 18/22/28/34/40 _per second _while channeling.) [{Two cones that can be moved 360 degrees around Xol while channeling and running.] Each second allied champions are in the cone radius, restores 5 Mana per second, per ally. {Heals all allies in each cone radius 10/20/35/50/65 health per second + 35% Hp5.} Allies in both cones simultaneously also receive a health shield equal to 15% of all incoming healing.
W: Faith's Decree: Range: 550 (Costs 5% Current Hp and 55 Mana) {Target an ally or an enemy.} If targeted on an enemy, {deals 60/90/116/150/180 +45% Hp5 magic damage} each second to the target, and causes the target to radiate half the amount of damage, to your near by allies over 5 seconds;as healing. (Radiate Range: 200) If you target an ally, {heals the ally for 60/90/116/150/180 +45% Hp5}, and radiates half of the healing to near by enemies over 5 seconds. (Radiate Range: 200)
E: Sacred Ground: Range: 575 (Costs 10% Current Hp + 40 Mana) Target location becomes impassable to enemies for 2 seconds. Additionally, allies that pass through the area gain 25/50/70 movement speed and removes grievous wounds/prevents reapplications. Movement lasts while inside the area, then for 2 seconds after leaving the area. (Cannot be cast on an area where an enemy is already standing.) [Radius range of Sacred Ground: 300]
R: Righteous Proclamation: Range: Channel on ally within 650. (Cannot move or cast other spells while channeling) For 3 seconds, you remove all crowd control affects and take 70% of all damage taken by target ally, upon yourself. Upon initial cast of this ability, you receive a health shield equal to 10%/15%/20% of your max hp and receive an additional 10% healing from all sources for the full _3 seconds. Xol heals for 1% of his/her current hp for each "cc" effect successfully removes from the ally target. [Additionally, Xol gains 1% armor and 1% magic resistance for every 5% max hp missing at all times.]
. Most champions are ~19 HP/5 base health regeneration at _level _ 18, with the highest at level 1 being only 11. I'd consider using increasing % of base or a lower flat amount. Correct me if these numbers are now incorrect.
's ult prevents a target from taking damage for 3 seconds at the last rank and the target can still be CC'd. Both players become near invincible. I think this cater's too much to hyper-carries and poor positioning. A full items hyper-carry that can't be dealt with in any way (except silencing the caster) for 3 seconds is too strong. I'd like to see the CC removal once so the cast timing becomes important, as well as reduces the 70% damage redirect and 20% max hp heal (that's a huge heal).