[Champion Concept] Vex, the Void's Flesh

IlluminatiJoe··2 votes·443 views

Changelog [30.06.2017]: R: Damage increased to 75/175/275 physical damage and ratio decreased to 2% max health. Cooldown increased to 140/130/120 from 120/115/110 seconds. Cost changed to 10% max health from 150 mana. Reactivation time decreased to 6.5 from 8 seconds. W: now stuns for 1.25 seconds instead of pulling the enemy, and now acts as a Skarner ultimate, but Vex decreases his move speed by 50% for the duration. Passive cooldown per enemy increased to 16 from 12 seconds.

Role: Fighter / Mage Lane: Jungle / Top


Abilities

Passive [Rotten Flesh]: Vex absorbs 10% of all damage dealt to him. Grants a shield after 2 seconds in combat with a champion that blocks 65% of the damage (minimum of 40) dealt to him in the past 2 seconds for 4 seconds. Cooldown: 50-30 seconds (based on level)

Q [Flesh Catcher]: Vex flings his fist in a direction dealing 30/60/90/120/150 (+75% AP) physical damage and knocking up the first enemy hit for 1 second. Cooldown: 14/13/12/11/10 seconds Cost: 50/60/70/80/90 mana Range: 1000

W [Hard Punch]: Passive: After hitting the enemy 3 times with a basic attack, the next ability will stun the target for 1.25 seconds. Vex consumes the enemy and can freely move for 1.25 seconds, but is slowed by 50% for the duration. Cooldown: 16 seconds per enemy Active: After channeling for 1.5 seconds, slams the ground in front of Vex dealing 50/90/130/170/210 (+4% max health) physical damage to all enemies hit. Cost: 90/100/110/120/130 mana Cooldown: 18/17/16/15/14 seconds Range: 450 Width: 375

E [Decomposition]: Gains 10% damage reduction and returns 11/12/13/14/15% of the damage dealt as magic damage over 3 seconds for 4/4.5/5/5.5/6 seconds. Cooldown: 16 seconds Cost: 8% max health

R [Infection]: Grants true sight of all enemies in the radius and upon selecting one enemy champion, blinks to it dealing 75/175/275 (+2% max health) physical damage. Vex can reactivate this ability under 6.5 seconds to channel back for 1.5 seconds to the casting location. Radius: 1050 Cost: 10% max health

Recommended Item

Starting: item 1054 item 2003

Early: item 3010 item 1001 item 3024

Essential: item 3027 item 3110 item 3001

Offensive: item 3116 item 3151 item 3157

Defensive: item 3083 item 3075 item 3193 item 3102

Situational: item 3091 item 3124 item 3115

8 Comments

HalcyonDweller2 votes

Interesting concept, with some very cool basic abilities!

[slayer-pantheon-thumbs]

Questions about the W passive:

  • Out of curiosity, what is his auto-attack range? Because pulling an enemy to you with the W passive seems a bit redundant if you're already in melee range.
  • Does this have other interactions with the rest of his kit? It would make more sense if it is supposed to allow you to catch enemies with Q, however if that's the case then you might want to change that. I'm not sure about that though, just throwing ideas out there.

That ultimate is way too powerful. You're basically giving a zed ultimate to a champion with CC and bruiser capabilities. Gotta be careful about handing a champion powerful tools from multiple roles. Crossing roles isn't bad if they pay for it with tradeoffs, but as it is right now he would get a lot of mobility, cc and damage without enough tradeoff.

You might be able to introduce shorter windows of power to help limit that, but the shorter windows you have, the more he will play like an assassin. It all depends on how you want him to work in-game.

IlluminatiJoe1 votes

{quoted}

Interesting concept, with some very cool basic abilities!

[slayer-pantheon-thumbs]

Questions about the W passive:

  • Out of curiosity, what is his auto-attack range? Because pulling an enemy to you with the W passive seems a bit redundant if you're already in melee range.
  • Does this have other interactions with the rest of his kit? It would make more sense if it is supposed to allow you to catch enemies with Q, however if that's the case then you might want to change that. I'm not sure about that though, just throwing ideas out there.

That ultimate is way too powerful. You're basically giving a zed ultimate to a champion with CC and bruiser capabilities. Gotta be careful about handing a champion powerful tools from multiple roles. Crossing roles isn't bad if they pay for it with tradeoffs, but as it is right now he would get a lot of mobility, cc and damage without enough tradeoff.

You might be able to introduce shorter windows of power to help limit that, but the shorter windows you have, the more he will play like an assassin. It all depends on how you want him to work in-game.

I reworked him and nerfed his R. Thanks for the reply <3.

HalcyonDweller1 votes

I'm happy to contribute :) Thanks!

Looks more streamlined now, which is a good thing!

I'm still not sure how the ultimate would work with the rest of his kit and/or to emphasize his theme. Can you help me out with understanding it a bit more?

  • What's the flavor text, and how does the animation look when you imagine it?
  • What sorts of ability rotations do you picture him using for combos and doing things like pick, poke, or dive enemies?
  • On that topic actually, what are his main playstyles? Does he dive in and wreck a fight, or does he poke enemies? Does he wait for opportunities and then dive in? Or is he more of a brawler?

Edit: I just added a vote btw, not sure why some diptard does this but they've been going around downvoting people without commenting, so I dropped an upvote to counteract it.

IlluminatiJoe1 votes

I don't have a big vocabulary (bcz i don't speak english), but I will try to answer your questions.

1: He jumps up and goes into the ground moving like Maokai's reworked ultimate, and then pops up near the targeted enemy champion. 2: Poke: Q Dive: R, 3 auto attacks, Q or W, reactivate R to move the enemy to your team if you want to, Q or W and finish him with basic attacks. 3: He is a diver and can maybe be played as support, because of the R and the W passive.

He is a melee attacker.

Also thanks for the upvote, i was wondering why i had 0.

HalcyonDweller1 votes

Don't worry about vocabulary :) I understand you plenty well!

  1. OK so based on this he burrows or becomes untargetable, and moves to the target? I could see this being cool, but you might want to tie it together with more of his kit, possibly adding a cool interaction with the W passive or with his normal passive. I have some suggestions, they will follow after I address the other points we are discussing.
  2. So he can poke with his Q, and he uses W with auto-attacks during fights, can he use the E to proc the W passive? That might be a cool interaction, going into a fight, drawing enemy aggro, then turning their attacks back on them and stunning them.
  3. Since he is a diver you may want to give him a bit more to do with his W passive instead of just auto-attack. I wonder if there might be ways to amp up the effect or make it tie more into his kit?


#Other suggestions / ideas:


With regards to the W passive:

The W passive is really cool, i think there might be even more ways it could be used though. What do you think of moving the W passive to his actual passive (with some modifications I'll explain below) and moving the shield from his passive onto an active like his E?

One way to move the W passive would be to make it so that damaging enemies with his abilities applied stacks, that way hitting Q or W, or dealing payback damage with the E could apply stacks or even trigger it.

It might make sense to have the stacks apply a low level slow, this would help the character to stick to targets and affect a larger area of the fight without needing to proc the full stacks in order to stun.


About the E ability:

A way to move the shield would be to set up his E so that at the end of the ability he gains a shield based on how much damage he absorbed or how low health he is when the ability ends. This would increase high and low moments because players would be encouraged to make high risk plays.

And if you allowed him to control when the ability ended then the player could end it early to gain a shield if they are about to die, this would increase skill expression.

For the ultimate:

I'm still trying to find ways to tie this to the rest of the kit, it seems like the character's theme is having to do with disease and rot and consuming flesh, am I correct in this assessment?

If so, then it might be cool to have the ultimate spread disease, it could apply some sort of cloud of rot inducing fog, like for a burst in the area? This would reveal enemies (to preserve your desire to reveal the area) and then leave a cloud on them that could spread to their allies if they got too close together, or if two that already had the cloud on them came close together maybe it could accelerate the rot, or apply an additional effect like making them deal reduced damage.

I'm still not sure about the mobility effect on the ultimate, it seems cool but I'm having trouble seeing how it fits with the rest of the kit. That's just me though, and with the recommendations I've made above, your champion would play more like a juggernaut anyway. If you don't like the thought of them being less mobile then you should disregard my suggestions in this comment, because it would be OP to add more crowd control to a character while they also have such a powerful diving ultimate.

EDIT: Heck, if you don't use my ideas I might just create my own character design using what I've talked about, I really like this rot / disease based juggernaut idea that's starting to form in my head.

IlluminatiJoe1 votes

I won't steal your idea, i will probably rework him in some other way.

inuitmailman1 votes

It's tahm kench

Hoffmisc1 votes

It's an interesting concept, seems rather solid. Just some personal issues I have, not necessarily with the concept but more of the formatting.

Passive [Rotten Flesh]: Vex absorbs 10% of all damage dealt to him. Grants a shield after 2 seconds in combat with a champion that blocks 65% of the damage (minimum of 40) dealt to him in the past 2 seconds for 4 seconds. Cooldown: 50-30 seconds (based on level)

I'm not quite sure what you mean by "absorbs" 10% of damage taken, to me that just reads as "takes 10% less damage" which is REALLY powerful.

The wording on the shield is a little strange as well, it should probably read like:

After being in combat with an enemy champion for 2 seconds, Vex gains a shield for 65% of the damage he took during that time. The shield lasts for 4 seconds, has a minimum strength of 40, and has a cooldown of 50 - 30 seconds based on your level.

One of the main thing of making a concept like this is ensuring that people can easily understand that abilities you're presenting.

Now as for the actual abilities...

I'm a bit unsure as to what the passive on the W does. On one had the ability itself says "Stuns" and "Consumes" which makes me think Tham Kench but your changelist at the top specifically says it functions like Skarner's which is entirely different. So I have to ask which is it?

As for the rest of the kit it's solid but it's also kind of bland. Q damages and knocks-up. W is AoE damage, and the to-be-determined passive. E is also worded a little strangely and is a very good tanking took. R, again has some wording issues regarding the channel but is otherwise ok.

A main problem I have is that his E and R cost health but he has no natural healing.

Aside from that I think I've touched upon just about everything. Sorry about the huge wall of text, I'm just really passionate about this sort of thing.

Also I apologize for being rather harsh on the grammar, I forgot that there are many people on the boards who don't speak English at their first language.

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