Xavier the Miracle Worker

BenLegend443·12/17/2018, 12:35:05 PM·1 votes·1,798 views

Lore: In millennia past, Xavier was one of the guardians of the Blessed Isles. He took care of the Isles, protecting it any way he can. One day, when fetching the Tears of Life for the Brethren of the Dusk, he observed a pitch-black cloud rolling across the islands. Xavier watched as those around him were consumed by the mist, becoming twisted undead. In an act of desperation, he drank the water he held in his hands. The water from the sacred springs shielded him from the Black Mist, allowing him to leave what is now the Shadow Isles unobstructed. He wandered from place to place, from Shurima to the Freljord. In each place, he healed all he could. In time, many came to know him as a wandering healer. Centuries later, he came upon the city of Piltover. During his stay, a Zaunite chem-forge exploded, releasing noxious fumes into the lower districts of Zaun. He saw the devastation, and tried to cure the Zaunites of the malady that came from the fumes. Yet, he could not cure this disease, only slow it. Xavier met Orianna, the girl affected so much by the disease she's had to replace her entire body. It was then that he realized his powers from the Tears of Life is not enough. He needed more tools to help the disparate of Zaun and Piltover. The week after he met Orianna, he signed up with the College of Techmaturgy, determined to create hextech that cured illness. He created the tools he needed to heal the sick, and left to set up his own shop. A shop that he was almost never seen in. Most of his time, he roamed the twin cities, cleaning up the devastation left behind by society( note: this means he's healing the victims of a raid by chem-baron thugs, curing illness of a ostracized artificer, .etc). Health: 510 + 69 per level Health Regen: 7 + 0.55 per level. AD: 50 + 1.4 per level Attack Speed: IDK Resource: Mana, but I don't know how much to give him or how much to make his abilities cost. MS: 330 Range: 550 MR: 30 + 0.5 per level Armor: 31 + 3 per level Abilities: Passive: Tears of Life- Takes 10% less damage from all sources(yes, even true damage). Q- Life and Death: Drain 50/65/80/95/110(+ 50% of AP) health from enemy champions. The health drained can be used to heal himself or allied champions. Cooldown: 9/8/7/6/5 seconds. Range: 800 W: Supplements- Shield an ally from CC for 1/1.5/2/2.5/3 seconds. CD: 10 seconds at all ranks(this ability gets really good over time so yeah, no CD reduction) Range: 1000 E: To Your Aid! - Increases his own movement speed by 20/30/40/50/60%, duration 6/7/8/9/10 seconds. The next time he uses an ability, the ability costs no mana. Cooldown: 15/14/13/12/11 seconds. R: Resurrect- Bring all dead allies back to life. Resurrected allies immediately respawn at Summoning Platform. Cooldown: 350/325/300

9 Comments

ChaosReyn12/18/2018, 9:55:34 PM1 votes

Quick clarity question: How exactly are you wanting your Q to work? Store essence to a cap over several casts to then target yourself or an ally with? Or drain someone and recast within a certain time on ally to heal them? Personally, I feel like you should go with the first. Either way means you don't have an immediate heal, but that you can store up for a strong burst heal in a clutch moment.

Stat Suggestions: AS: .48+.021/lv (maxes out around .51 - .52 at lv 18.) Mana: 320+15/lv (you'll likely be building some form of mana anyway, but this puts you at 590 at 18 with no mana built)

Ability Suggestions: Q - I'd go with 9/9/7/7/5s cd, at a constant 55 mana, and as previously mentioned, cap the essence you steal at 5 stacks that each heal for 5%(+1% for each 100AP) of the target's max health. the burst heal on this may seem ridiculously high scaled, but keep in mind in order to get the full 25+% heal, you've got to stack it over 5 previous spellcasts, meaning that in most teamfights, you are not using this for a max stack heal every time.

W - I'd make this 20s cd all ranks, but leave CDR in the equation, as you're going to be building CDR to abuse your Q anyway. This makes laning phase more punishing to your adc if they get caught, and allows counterplay if you're good at preemptively blocking cc by leaving a window of opportunity where this is down...but by the time you have CDR and are teamfighting, you can get this down to the point where you can single-handedly save your teammate from being wombo'd for days...but you still can't save ALL of them if the enemy is smart and changes targets. I'd also go with 60/70/80/90/100 mana, as the later levels of this ability grant a LONG AF amount of cc immunity.

E - giving yourself a free spell on the cast seems pretty op, and I'd suggest making the duration a constant 5s. giving yourself 60% movespeed is pretty crazy, especially considering a fair amount of support items can actually give MS. Instead of giving you a free spell, let's make that MS bonus even crazier, and give an additional 20% MS when moving towards allies within 1500 units of you. (this DOUBLES the bonus rank 1, and leaves you with an 80% MS bonus at max rank - faster than ZILEAN E, but only usable on yourself.) Let's put this at a constant of 70 mana...it can get dangerous late game when it comes to keeping up with you, but I don't want to make it overly expensive, cause all it takes is some cc to ruin you.

R - 150 mana constant. Definitely a deceptively OP ability in the face that you can negate your whole team's death timers to negate a lost teamfight from losing you on objective. the long AF cd was definitely a wise choice.

Great concept though. Couple of dangerous elements, but overall not completely imbalanced.