Champion Concept: Necrox - The Hellfeeder

L33K Senpai·4/8/2015, 3:07:58 PM·1 votes·702 views

Work in Progress [Roughly 50% complete] Always open to new ideas!

|Introduction|

This is Necrox, The Hellfeeder. The reasoning behind his creation is to create a "Truly Mana Dependent" champion and Necrox fills that role quite well. I created him with the concept of the ability to drain the mana and energy of champions. Other points about non-mana/energy champions will be discussed later. His intent was a means to destroy mana reliant characters by reducing their mana while using his own as a shield and a means to expend their stolen mana as well.

Lore

[WIP]

Kit >[Passive: Necro Feeder]

Necrox’s Mana acts like a shield in the following ratio: (every 4 Mana=1 Health). Necrox’s skills steal mana in proportion to Necrox’s missing mana. Every 4th skill causes Necrox’s next skill to double the mana stolen. If Necrox is unable to cast a spell due to inefficient mana - he can use >spells at the cost of a percentage of his current health.

>[Q: Darkforce] Cooldown: 10/9/8/7/6 second Cost: 1/1.5/2/2/2% current HP Necrox steals the mana/energy of an enemy. If the enemy does not have mana/energy; they are not damaged but Necrox recovers 2/3/4/5/6% of their maximum HP as mana.

>[W: Necro Well] Cooldown: 26/24/22/20/18 second Cost: 12/14/16/18/20% Maximum Mana Active: Necrox draws from his mana, recovering his health by the amount of mana drawn. This skill nulls Heal blocks/reduction effects. Passive: If Necrox does not have enough mana to cast Necro Well; Necrox’s next immediate skill will increase his mana gain by 4x the amount. This effect resets his Necro Feeder stacks. (30 second cooldown).

>[E: Necro Sigil] Cooldown: 18/17/16/15/14 second Cost: 1.5% of current HP Necrox marks an enemy Champion with his visage. The enemy is gradually sapped of their mana/energy over a 3 second period. Enemies who don’t rely on mana have their cooldowns put on stasis (excluding summoner spells and item cooldowns) for .5/1/1.5/2/2.5 seconds.

>[R: Necropolis] Cooldown: 90/75/60 second Cost: 100 Mana or 5% of current HP Necrox places the dominion of his sigil on the ground which lasts for 5 seconds; draining the mana of all enemies in the area and gradually recovering Necrox’s mana. After the sigil disappears - all enemies afflicted by Necrox’s dominion take magic damage equivalent to the total mana/energy drained. (magic resistance applies).

2 Comments

xxNo Zuo No Die4/8/2015, 6:34:38 PM2 votes

Hey, hey, hey, hey~~~ Thought I'd drop by And chat about this guy Buy this guy is OP on the sly F.Y.I So I'll just break it down And put the crown Back on this feeder from Hell Man oh man do I have suggestions to tell.

  1. I actually stopped reading at the passive because I was like, "This is literally spam until you die." If he is only limited by mana (which he steals from his opponents), and then health....he will never get to the second condition. In theory, it actually sounds cool to steal mana from your opponent, and it is. It's really cool. That's why it's almost every game ever. But, the problem here is that it should probably be a flat portion so that he can out sustain his opponent as opposed to have a never ending pool of mana (His + his opponent's). Perhaps something like, "Upon every spell cast, Necrox steals 20% of the spell's mana cost from the nearest enemy champion within range X - to be determined." Edit: I kept reading, and I'm going to stick with what I've said above, but I do believe the costs can be changed on his abilities.

  2. So this time I actually kept reading, and the biggest problem that I saw is that only his ultimate really seems to deal damage. This immediately puts me in the mindset of a top - lane Galio Galio. Unless you are going against Fizz, I cannot imagine top-lane Galio doing well against Darius...or Wukong...or Lee Sin. A bruiser/fighter reliant on basic attacks and stealing the mana/energy of his opponents. This is some weird crossover between Ryze and Vladimir. Not bad, but I'm pretty sure he needs damage so I'm going to forgo anything I was going to say to #3 instead.

  3. Necro Feeder: For every mana expenditure within X units of Necrox, Necrox gains a shield worth 25% of the mana expended. Necrox's abilities siphon 6/13/20% of their mana cost in mana from nearby enemy champions within X units. For every energy expenditure within X units of Necrox, Necrox gains a shield worth 50/100/150% of the energy expended. For every health expenditure within X units of Necrox, Necrox gains a shield worth 200/350/500% of the health expended. Q: Darkforce needs damage, but I'll let you work that out. I will say that the Cost should go up to 2/3.5/5/6.5/8% Current HP, and that should allow for the wackiness of 6/7/8/9/10% maximum health restored as mana. Especially if you're going to... W: Necro Well sounds cool, but if you could bump that x4 down to x2, I'd feel a little bit better as Ryze or Orianna when I realize I still have some mana left. Also, take off the heal block/reduction decrease thing...that's just no fun, haha. (What if you tower dive? Does it stop your health from dropping? XDDD) E: Necro Sigil - I'm cool with the sapping, but it has to do damage as well, maybe based on maximum mana, and a flat scaling percentage for Energy, and some form of mild regeneration/mild damage for resource-less champions. Cost 5% of current HP. That stasis is called Silence by the way, haha. (0.8/1.05/1.3/1.55/1.8) I'd like a little more than 0.5 seconds to not die, but that's just me. R: Necropolis - Okay so...my rendition of this would be to make it similar to like Bard's W or even a Teemo Shroom....to an understandable degree. I'm seeing invisible Necropolis things, dealing damage whenever an enemy champion in the area uses an ability. This scales with your AP (AD? Really?), and it deals increased damage based on the amount of mana used by the enemy. I'm not sure how the mechanics of it would really work out, but its just a thought.

Alright, so I'm done bashing this, and now I shall praise it for I would love to see a champion like this in League of Legends. I've been wanting a mana sapper for the longest time now, but with so many different type of champions and resources it gets crazy I'm sure, and now that I think about it, Fury/Rage or whatever was completely neglected in all of this. I think it could work, but maybe he should just focus more on sapping life, and then have one major mana/energy/fury/rage sapping move like his Q or something.