Champion Concept- Zerexas the Unknown

Carrasco··5 votes·1,011 views

Energy Marksman (possible fighter/mage) Pros First energy marksman Cool down reliant Burst/Sustained damage

Cons High skilled Hard to counter Micros

Name: Zerexas the Unknown Abilities: Passive- Hidden Power Zerexas fights with the will of a warrior, sharp and agile, but grows tired the longer he fights with magic, he thus begins tapping into his hidden power causing his spells and auto attacks to do increased damage. (While Zerexas’ energy pool is from 101-200 he has increased range, attack speed and move speed, but when it goes to 0-100 he loses his previous bonuses to gain double damage and effects on his spells and increased auto attack damage.) Q- Fire’s Embrace Zerexas next auto attack sends out a line that goes through all targets up to a fixed distance dealing reduced damage. (Next auto attack cannot critically strike and deals 30/40/50/60/70 less damage from auto attack, but goes in a line on the target hit a set distance dealing damage to all in its path 15/20/25/30/35 Hidden Power bonus deals 40/90/150/180/220 and missile width increased. 30energy to cast.)

    W- Wave Break
Zerexas empowers himself at the cost of energy to slow enemy’s with each auto attack for a brief amount of time. (Each auto attack deals 15/20/25/30/35 additional damage and slows for 6/7/8/9/10% for 1 second. Hidden Power bonus deals 30/40/50/60/75 additional damage and slows for 12/14/16/18/20%. 20energy per auto attack)

    E- Nature Platform

Zerexas find equilibrium in elemental power causing massive damage when a target is hit with three elements or can cast an earth shattering auto attack. (When his E is activated Zerexas’ next auto attack will have an area of effect, dealing 60% of Zerexas’ physical damage. Passive when a target is hit by Zerexas’ Q W and E it will trigger true damage proc dealing 1/2/3/4/5% true damage of a targets maximum hit points. Hidden Power bonus deals 120% of Zerexas’ physical damage. Passive deals 2/4/6/8/10% true damage of a targets maximum hit points. 40energy to cast and if passive is proc’d then 80 energy is refunded.)

        R- Elemental Burst

Zerexas calls forth the power of the elements and fires a trinity shot of fire, water, and earth with the power of the wind in a direction for a fixed distance or until is hits a champion procing E’s true damage instantly and dealing massive damage. (Fires a skill shot nuke dealing 100/250/500 damage (0.6 ad scaling) and procing E’s passive instantly.)

8 Comments

Kricketot1 votes

I like the idea of a burst-based marksman, but the passive seems a little to strong. Maybe add some sort of drawback to it? I'm not saying make it a Rumble-type passive, but something to keep Zerexas from being the new hyper-carry. But overall, I love this champion idea.

Carrasco2 votes

The idea behind the passive is similar to rumbles, if not almost identical in a way, but thanks for the feedback. As far as the drawback goes, those come with the buffs the passive presents, where he has a lot of energy he deals sustained damage, but when low deals burst.

Rew7111 votes

I tried making mine own original marksman once upon a time. His name is Akiro, and he uses toy yo-yos as his weapon of choice. He was suppose to be the first mana-less champion (no Energy either). But it was complained that he was "too weak" to do anything.

Also, I've heard that champions with Energy come from Ionia. Is that where he's from?

Carrasco1 votes

Sorry for the complaints you got, but as far as where he is from that, I'm still working on this is just the overlay of his abilities lore and etc. hasn't come into play quite yet.

Keon Kamori1 votes

I like the Idea of an energy based marksman. I do think you might want to tone down some of the champion's damage though. Being potentially able to deal an additional 40% of a champion's max health in true damage will mean no contest duels and tank shredding late game. This isn't really difficult to achieve since all you need to do is have 100 energy. Which you can do with 6-7 auto attacks while W is toggled on. Once you're there Q-E-R for the almost guaranteed kill.

In my opinion, Zerexas shouldn't gain stats for having 101+ energy, but rather lose it when he falls below. Another way would be to lower the 100% increase in damage to 50-75% since both his Q and W can proc on the same auto attack. Increasing the damage his auto attacks do when 100 energy or less should be rethought since most marksmen are already stacking AD to do just that.

Carrasco1 votes

Thanks for the feedback, but in the initial design I looked at every marksman's kit while designing this one; yes his burst would be insane but has to land Q W and E to proc, I do believe now that a cool down system where it can only be triggered normally once every 7 sec on the same target. The idea behind the energy system is the passive, Hidden Power, were if he chooses to switch to burst he becomes susceptible to being caught because of the loss in range, move speed and attack speed, putting him in a less than ideal team fight situation.

As I said above that I looked at every marksman's kit each had something that involved a small amount of cc in some way or another on top of a steroid for speed, damage, etc..The whole system of auto attack steroids per say is similar to that of Draven, Jinx, Caitlyn, Kog' Maw, Varus, Vayne etc.

I greatly appreciate the feedback and would love more, but I will continue to edit, but this is just a rough design so yes a lot is wonky.

Keon Kamori1 votes

Thanks for being open to the feedback. I'd recommend looking into possible base stats and growth stats so we can see how big of a drawback the range decrease is. If we're talking about dropping to Gnar's range at lv 18 (485) from, let's say Varus' (575) then it would be a scary trade off. It would also mean he might need to build a BORK for the active so he could close in on his target(s) since he doesn't have any reliable escapes or gap closers.

As for the other stats he'd gain/lose, they aren't that big of a worry. Players can build attack speed and movement speed rather easily on a caster ADC. With this champion I'd definitely build a trinity force since all of his abilities are auto attack enhancers. Trinity Force will give me both movement speed and attack speed on top of the two on hit effects from Phage and Sheen. That said please do not give him a useless AP scaling so the purchase is more rewarding like Riot does. (Personal hatred towards that showing, sorry.)

Also for clarity, does his Q or E reset his auto attack animation like most enhanced basic attacks do? If so his secondary role would be Assassin as he could deal three basic attacks almost instantly. Can the effects of his Q, W, and E stack on the same basic attack or does activating one cancel the other? If it can then I can proc the burst and true damage on one basic attack. If not it would punish players who weren't patient enough to use it at the proper time. It would also increase the spell weaver element you have going on.

I think the overall design goals for this champion are great. Correct me if I'm wrong, but I think what you are going for is a spell weaving marksman with two distinct forms of fighting; ranged poke then all in burst damage. Those elements are in the kit but it's a bit muddied since the burst damage is so strong it overshadows the possible effectiveness of his auto attack poke damage.

Carrasco1 votes

Thank you for the great feedback, to start i would like to say that I'm currently working on the stats per level etc., but at for the loss in stats for his passive it's meant to be drastic to compensate for the power he gains. Such that his base move speed would be about 20 lower than everyone else, attack speed would be about .52 and range would be dropped to about 75 more than attrox's ultimate bonus. As you know, this is an less than ideal situation for a marksman.

As for scaling i planned for all ad scaling, simple because it all revolves around steroids on his auto attacks. With that being said, only his Q and E would be auto attack resets where as his W would be a toggle. The whole concept behind the stat gain/withdraw is so you have to think do i wanna be safe, or do i want to get risky and deal burst. As i said in another reply the whole kit revolves around the passive, and that itself is formed around another rumble base passive.

As for the resets in your third statement, W is the only consistent ability where as his Q and E are cool down reliant, meaning no that cant stack on each other. However if you have W toggled on, and cast Q, the Q effect will trigger and then revert back to the W. As for the burst itself it's meant to be really strong and worth doing, but puts you in a 100 to 0 situation on yourself just as the enemy.

Again thank you for your time and feedback and please continue to spread the word.

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