[CCOS] Horux and Horax, Pallbearers

Raptamei·4/5/2015, 6:20:13 PM·17 votes·2,704 views

Horux and Horax are a snowballing support with relatively low damage and an evil Ark. Their power scales with the number of dead enemy champions and they excel at pushing. They have 3 aura type abilities.

http://i.imgur.com/vZFWD5N.png (Image source: photobash from LoL wiki and Wikipedia)


Model

Horux and Horax are two undead Shadow Isles cultists in identical black robes. They carry the Vessel, a most unholy artifact from the Shadow Isles.

The Vessel is made out of obsidian and features a removable lid that hides the essence of darkness with two demon idols on top. According to ancient Shadow Isles customs, the sides are adorned with skulls upon glowing skulls and a ragged drape that according to legend served as the war banner of the Betrayer.

  • Auto attack: A bolt of instant black lightning from the Vessel. Not a projectile.
  • Recall animation: A magic circle with pentagram appears around the Vessel and Horux and Horax walk along its edge before a fissure appears in the ground and a burst of ghost fire disintegrates them.

Skins

  • Pentakill Horux and Horax - Two roadies carrying a heavy stack of amplifiers and speakers.
  • Arclight Horux and Horax - Since the Vessel is obviously an evil Ark of the Covenant, here's the regular one.

Abilities

[Passive] Soul Vortex http://vignette3.wikia.nocookie.net/diablo/images/a/a5/Pierce_the_Veil.png Horus and Horax regenerate 10% of their maximum health and mana over 1.5 seconds whenever an enemy champion dies anywhere on the map (15% if within 1000 range). This stacks with itself.

Additionally, Horus and Horax gain a boost to their abilities for each dead enemy champion. This boost is updated on the fly as enemy champions die or respawn.

[Q] Wailing Doom http://vignette1.wikia.nocookie.net/diablo/images/b/bc/IconFirebomb.png Sends a slow moving swarm of skulls at a target, including those belonging to their fallen allies. The skulls can be destroyed before they reach the target.

A mass of phantasmal skulls of the vengeful dead appears between the Vessel's demon idols and flies to the target enemy unit, dealing heavy damage and stunning on impact. This is a single projectile that consists of a cluster of 6 skulls (Soul Vortex: +1 skull for each dead enemy champion).

The projectile cannot be dodged, but it moves slowly and can be attacked while in flight. It has a segmented hit point bar (similar to a Zyra plant) equal to the number of skulls it contains and takes 1 point of damage from ranged auto attacks, 2 points of damage from aoe abilities, 3 points of damage from melee auto attacks, 5 points of damage from single target abilities and is destroyed by Smite. Each point of damage destroys one skull.

Damage and stun duration are based on the number of skulls remaining in the projectile when it reaches the target.

  • Cast range: 900
  • Projectile: Travel speed: 575
  • Projectile: Starting skulls: 6 (+1 for each dead enemy champion)
  • Magic damage: 10/15/20/25/30 (+0.15 AP) per remaining skull
  • Stun duration: 0.20/0.22/0.24/0.26/0.28 seconds per remaining skull
  • Cooldown: 14/13/12/11/10 seconds (starts when cast)
  • Mana cost: 60/65/70/75/80

[W] Black Mass http://vignette3.wikia.nocookie.net/diablo/images/3/38/BlackHoleIcon.png Aura that amplifies damage taken by nearby enemies. Can be reactivated to silence enemies.

Horux and Horax channel, chanting ominously while the ghost of a Shadow Isles saint appears above the Vessel. While channelling, the Vessel emits an aura of necromantic power, causing enemy units within its radius to take 15% (Soul Vortex: +4% for each dead enemy champion) more damage from all sources. Horux and Horax can still move, attack and use abilities while channelling but are slowed by 25%.

After channelling for 1 second and until the ability ends or is interrupted, the [W] button is replaced with:

Amen! The ghostly saint lets out the combined screams of a thousand damned souls in the form of a rapidly expanding soundwave that silences enemy units. Duration is based on how long Black Mass has been channelled. This instantly ends the ability.

This does not go off automatically when Black Mass ends or is interrupted, you have to press the button.

  • Black Mass: Channel duration: up to 6 seconds
  • Black Mass: Radius: 475
  • Black Mass: Self slow: 25%
  • Black Mass: Enemies take 15% more damage (+4% for each dead enemy champion)
  • Black Mass: Cooldown: 12 seconds (starts when cast)
  • Black Mass: Mana cost: 50/55/60/65/70
  • Amen!: Radius: 475
  • Amen!: Silence duration: 30/35/40/45/50% of Black Mass channel duration (capped at 1.2/1.4/1.6/1.8/2.0 seconds, reached after channelling for 4 seconds)
  • Amen!: Mana cost: 30
  • If using the Pentakill skin, this summons the ghost of a late band guitarist, which can be detonated with a wave of feedback.

[E] Death Cloud http://vignette4.wikia.nocookie.net/diablo/images/7/77/Locust_Swarm.png Expanding aura that deals temporary damage to nearby enemies. Damage slowly heals back when they leave the radius.

The eyes of the demon idols on the Vessel glow green and the Vessel emits a slowly expanding aura of negative energy around itself in the form of a roiling black poison cloud full of locusts.

The aura gradually damages enemy units inside (Soul Vortex: +15% damage for each dead enemy champion) but this damage is caused by the corruptive presence of the Vessel and is temporary: enemies that are no longer in range gradually gain the lost health back over time. Temporary damage cannot kill enemies and merely leaves them at 1 point of health.

Temporary damage is indicated on their health bar as a green section.

  • Aura radius: 150 (+100 per second) (max 550)
  • Aura duration: 8 seconds
  • Temporary magic damage: 40/60/80/100/120 (+0.3 AP) (+15% for each dead enemy champion) per second
  • Enemies leaving the aura lose 12.5% temporary damage affecting them each second
  • Cooldown: 16/15/14/13/12 seconds
  • Mana cost: 70/75/80/85/90
  • If using the Pentakill skin, this is a cloud of electrically charged fog.

[R] Empty the Graveyard http://vignette4.wikia.nocookie.net/diablo/images/0/08/IconWallZombies.png Can revive minions and channel to revive allied champions, as long as they stay close to the Vessel. Revived units disintegrate when they get too far away.

An ominous church bell tolls and an aura of swirling darkness flows from the Vessel for 10 seconds (Soul Vortex: +3 seconds for each dead enemy champion). The aura itself has no effect, but during this time the [R] button is replaced with:

Rise! Cast on the corpse of a minion or allied champion, causes an arc of negative energy from the Vessel to strike the corpse, temporarily reanimating it in an undead state. Undead units can only exist within the aura and instantly turn to ash when they leave the radius. This ability has a very short cooldown and can be spammed.

If cast on a minion corpse: Rise! is instant and can be cast while moving. The reanimated minion behaves exactly like a normal one, except it follows Horux and Horax instead of pushing the lane. It attempts to stay within the aura and does not attack targets if this would cause it to leave the aura. An unlimited number of minions can be reanimated.

If cast on an allied champion corpse: Rise! has a 2.5 second channel time. The reanimated champion is controlled by its owning player and has access to all of its abilities and items. If the channel is interrupted, the corpse turns to ash and Rise! goes on a longer cooldown. This does not delay the dead champion's respawn cooldown.

  • Empty the Graveyard: Duration: 10 seconds (+3 for each dead enemy champion)
  • Empty the Graveyard: Aura radius: 500
  • Empty the Graveyard: Cooldown: 180/150/120 seconds
  • Empty the Graveyard: Mana cost: 100
  • Rise!: Cast range: 275
  • Rise!: Starting health: 20/25/30/35/40% of maximum health
  • Rise!: Cooldown: Flat 0.5 seconds (5 seconds if cast on a champion and interrupted)
  • Rise!: Mana cost: 20 (minion) or 40 (champion)

Gameplay

Stats

Health: 575 (+95) Health: Regen: 8.0 (+0.75) Mana: 275 (+40) Mana: Regen: 6 (+0.75) Attack: Black lightning (range 475) Attack: Damage: 58.0 (+3.5) Attack: Speed: 0.625 (+1.15%) Armor: 25.0 (+3.5) Magic resistance: 30 Movement speed: 330

Role Support (tags: Support, Mage, Tank, Pusher)

Early laning Wailing Doom is an undodgeable point and click stun, but it is also slow moving and can be destroyed in flight, so it should be used at close range. This goes well with the close range Black Mass and Death Cloud.

Having no reliable ranged initiation without Flash, the lane should play defensive, using the stun and close range abilities to peel. This counters enemy all-in lanes, but is vulnerable to enemy poke lanes.

Late laning Their glut of AoE and snowballing potential encourages them to end the laning phase quickly and transition into teamfights. To this end, they have strong pushing tools: max level Death Cloud wipes out an entire wave in one cast and Empty the Graveyard turns the corpses of the enemy minion wave into your minion wave.

Once Death Cloud is maxed, they should push as hard as possible, roll over the tower and roam to start a teamfight elsewhere.

Teamfights The plan is to wait until after the initial burst, then turn on Death Cloud and Black Mass and walk into the middle of the enemy team, using Amen! if necessary to prevent immediate retaliation.

As the enemy team starts dying, they regenerate lost health and their abilities grow stronger. Wailing Doom becomes a 3 second stun against the last target alive (while being much harder to shoot down by a solitary target) and the two auras can be spammed and will deal escalating damage. Once all enemy disables are expended, Empty the Graveyard can be used to bring back a dead carry for the remainder of the fight.


Lore

On a dark and stormy night, a grizzled labourer lumbered his way through the sprawling warehouse, accompanied by a man in a shimmering black cloak. Gusts of wind howled through cracks in the windows as glittering dust clouds danced in the flickering light of the arc lamps.

"C9A4, third crate from the top," the worker muttered to himself, holding a papyrus form in one hand and a bottle of Bilgewater triple in the other. A row of warning signs adorned the unassuming crate: This way up, Fragile, Heavy, divine wards required, Class-D thaumaturgical hazard. "Here it is, like a puppy tied to a tree, waiting for its master. Hehe." He signed the receipt. "All yours! And I see your name is Horux? How awesome is that? My middle name is Horax! We should drink together!"

"The blood of rotted grapes must be reserved for ritual uses," the cloaked man whispered, looking up at the crate. Almost imperceptibly, it moved a few centimetres and then ground to a halt, held in place by the heavy crates stacked on top of it. He gazed intently at the labourer from underneath his black hood. "Oh... right. I'll get the forklift. Don't touch anything! It won't take long."

"I shall wait," Horux answered. "I waited days for this. Weeks. Months. Years. Centuries."

The shriek of a steam horn announced the arrival of the forklift, its lights piercing the gloom like the glowing eyes of a void demon. The labourer took a quick look at the crates and a swig from his bottle, planted his foot on the gas and slammed the forklift's tines between the crates. "Don't worry! I've been doing this job for twenty years. It's been at least a month since I last broke something!"

As the crate descended, the worker fixed his gaze on the screaking gears. He never realised how easy it would be to accidentally put his hand into the machinery in a drunken haze... He shook his head. Too much alcohol and too little sleep, no thanks to this cloaked creep who absolutely needed that accursed crate in the dead of night for whatever sorcery the Institute deemed more important than the working hours of a good honest unionised blue collar worker. Wizards.

The lift bottomed out with a thud. High above the labourer's head, a solid ebony idol of Spider Goddess Vilemaw teetered on the edge of a shelf. The wizard looked up and shook his head. The idol came to rest.

As the forklift crept back through the darkened labyrinth, Horux followed silently with folded hands. At last, the pale glow of the moon appeared in the distance. The labourer pulled a lever and the crate dropped to the ground. Breaking sounds emanated from the crate, disturbing a flock of ravens in the distance. "I hope you brought something to carry it!", he laughed. "This baby is heavy!"

"It will be carried," Horux said. Thunder rolled in the distance. "I am concerned that the object may have been damaged. Could you open it for me, please?" It almost sounded nice.

With a yellowed grin, the labourer produced a heavy crowbar from a back pocket, cracked the crate open like an oyster in the death grip of a snapclaw crab, and lifted the lid. Instantly, a look of terror crept onto his face and he dropped the crowbar. It hit his foot hard, but he remained frozen in place, not even feeling the pain. "Arclight almighty..."

"Not quite," said Horux. "Behold the Vessel. Carved from volcanic glass by the Forefathers of the Shadow Isles. Vanguard of the Death March. Carried into battle by a long bloodline of Pallbearers. Two Brothers, bound by its magic." He laid a clawed hand on the terrible altar's smooth exterior, fires of fanatical devotion flickering underneath his hood. "When a Brother dies, the other is sworn to carry the Vessel until a successor is ...collected. Demacia stole the Vessel from us and killed my Brother. It called to me from afar. I answered."

"Also, that receipt you signed... that was not a receipt." The labourer read the papyrus and went pale. "We will meet again!"


The next morning, the corpse of the labourer was found, impaled to a wall of the warehouse by his forklift. The cause of death was determined to be a pack of wild dogs attracted by the smell of blood. The forklift was examined and was found to be working correctly. Clerics attempted to resurrect the labourer, but his soul did not answer the call.


Quotes

(Horux and Horax say each word in turn)

Select

  • "May the world be plunged into the darkest darkness of the blackest abyssal pits of pitch black darkest doom!"

Movement

  • "Bring out your living! Bring out your living!"
  • "The Vessel demands sacrifice!"
  • "These herds shall be culled!"
  • "We part this sea of filth!"
  • "Abandon all you hold dear!"
  • "Death and doom and darkness!"
  • "And the walls shall crumble!"
  • "The dead walk in our wake!"
  • "Out of our way! Out of our way!"

Attack

  • "Disgusting unspoiled flesh!"
  • "Souls for the Vessel!"
  • "You will never know life again!"
  • "Buried alive! Buried alive!"
  • "Flesh to dust! Flesh to dust!
  • (if target is last enemy champion alive) "The heroes don't always win!"
  • (if target is last enemy champion alive) "Hope never dies alone!"
  • (if target is Kayle) "An angel. We don't like angels."
  • (if target is Thresh or Sion) "Why collect their souls one at a time?"

Casting Wailing Doom

  • "Go get 'em!"
  • "Sic 'em skulls!"
  • "Look at 'em go!"
  • "Boo!"
  • (if target is last enemy champion alive) "They all hate you!"
  • (if target is last enemy champion alive) "You let them die!"
  • (if target is last enemy champion alive) "All your fault! All your fault!"
  • (if target is Master Yi) "Our skulls are superior!"

Releasing Amen! at full strength

  • "Behold nothingness!"
  • "Stare into the abyss!"
  • "Descend into the maelstrom!"

Reanimating an allied champion with Rise!

  • "Join us! Join us!"
  • "Evil never dies!"
  • "Shallow be your grave!"
  • "No more room in hell!"
  • "One of us! One of us!"
  • (if target has been revived for 3 times in a row) "This one is quite stale!"
  • (if target has been revived for 3 times in a row) "Yuck. Again!"
  • (if target is Ghost Bride Morgana) "Until life do us part!"

Reanimating 10 minions with Rise!

  • "Kekekekeke!"
  • "Rush them! Rush them!"
  • "We put the ult in cult!"

Twisted Treeline west altar

  • "I beg of you..."
  • "The living do not deserve this..."

Twisted Treeline east altar

  • "All will fall before the Death March!"
  • "Break their walls! Crush their armies!"

Taunt

  • "You, like your holy laws, were made to be broken!"

Joke

  • (Whisper) "Yes, we are behind your government"

CCOS challenge

The beggar took another bite from his half-eaten roasted rat (#3172 since his exile). The pitter-patter of hundreds of its siblings echoed through the sewer, as if fleeing a sinking ship. From the fog of the dark tunnels, two shapes emerged at a distant intersection, carrying a lantern and something boxy and heavy, seemingly unaware of his presence.

This could only mean one thing. Pirates.

And he, Master Pirate Hunter Bob, was going to take their treasure from them. They all thought he was crazy. But he was the only one who knew the terrible truth that the Mayor of Bandle City was actually the lord of all pirates. The Atlanteans themselves had warned him. And here was the proof!

He took a step closer. And another. And fell into the sludge with a loud splash.

He felt himself being lifted out of the water by a mysterious force. The two men stood in front of the canal in silence, wearing black robes. A clever disguise for a pair of pirates for sure! "The spirits warned us," one of the men said. "What do you want from us?"

Aha! Those pirates were clever. "Nothing."

"So shall it be. But first, we have a puzzle for you. A test, if you will. Which of the following passages of the Codex Arclight is a lie..." He recited three passages from the holy book, then repeated them in the original Angelic.

He would not fall for the pirates' trap! They were wearing black robes, so they were clearly pretending to be evil cultists or necromancers or something like that. "All of them!" The man solemnly shook his head. "None of them. We do not hate the Arclight for his lies, but for his truths. Your wish will be granted, beggar..."

"Do I get the treasure?", the beggar replied, surprised that his ploy had actually worked. "But I said I didn't wish for anything?"

His attention was drawn by pale shapes at the edge of the lantern's light. Ghosts. Of rats. Around 3172 of them, and their glowing little eyes were trained on him. He put down his roasted rat with a pleading gesture. "You wished for Nothing, beggar. And you shall receive." The lantern went out.


20 Comments

Invite him4/5/2015, 9:05:41 PM4 votes

Great concept. Good scales, base stats and abilities placement. The ultimate is a bit strange, although the potential, counter play and play style are great. Horux and Horax is a great champion, based on his auras to play, he looks like a fine new lane buddy to Kalista, Caitlyn, perhaps Corki and Ezrael. Overall a kit that needs a lane bully (in a poke type-one) to play with or a good jungle to rely for engages in team fight. Ill go through a review, to let you know at what point i've understood everything in his kit and to let you know my opinion for your concept.

[Passive] Soul Vortex Horus and Horax regenerate 10% of their maximum health and mana over 1.5 seconds whenever an enemy champion dies anywhere on the map (20% if within 1000 range). Additionally, Horus and Horax gain a boost to their abilities for each dead enemy champion. This boost is updated on the fly as enemy champions die or respawn.

This passive is a serious engage on his start combo (in ability concept). Its a serious step and knowing he has a Marksmen by his side, its a great passive. By the looks, this champion will need a Marksmen that has a close fight type abilities such as Lucian, Vayne, Kalista, Quinn and Sivir. Having a 10% max. health regen at every point of the game is actually low and high for the late and early type'o game. So, i suggest making it so - 5/8.5/12%. With 5% early game, you can restore 1/4 of your health by scoring an ace with your team in early game. Late game, you can have a total of 60% max. health regen, making it totally worth and in a plus in front of 50%. (Keep in mind this is only a suggest, i do see your concept is made within CCOS, making it difficult to change at a time) The second part of this passive is a seriously bad and good passive. Requires a dead enemy champion, but this time you'll get a stat that can make the other part of the already started team fight lets say, won. The idea behind it, although, is very good and fits perfectly with his other part, which, yet again, is great as i already said. These boost are a good add to his abilities, considering he is a support, the boosts need to be support oriented, not damage oriented.

[Q] Wailing Doom Sends a slow moving swarm of skulls at a target, including those belonging to their fallen allies. The skulls can be destroyed before they reach the target. A mass of phantasmal skulls of the vengeful dead appears between the Vessel's demon idols and flies to the target enemy unit, dealing heavy damage and stunning on impact. This is a single projectile that consists of a cluster of 6 skulls (Soul Vortex: +1 skull for each dead enemy champion). The projectile cannot be dodged, but it moves slowly and can be attacked while in flight. It has a small segmented hit point bar equal to the number of skulls it contains and takes 1 damage from ranged auto attacks, 2 damage from aoe abilities, 3 damage from melee auto attacks, 5 damage from single target abilities and is destroyed by Smite. Each point of damage destroys one skull. Damage and stun duration are based on the number of skulls remaining in the projectile when it reaches the target. Cast range: 900 Projectile: Travel speed: 575 Projectile: Starting skulls: 6 (+1 for each dead enemy champion) Magic damage: 10/15/20/25/30 (+0.15 AP) per remaining skull Stun duration: 0.200/0.225/0.250/0.275/0.300 seconds per remaining skull Cooldown: 14/13/12/11/10 seconds Mana cost: 60/65/70/75/80

Overall ability, yes, understood. In-depth ability, no. The ability itself is great, but the stats are not. Dealing heavy damage - 10/15/20/25/30. Single projectile - containing 6 (or 11) skulls. Ill give you some suggestion, which you seriously need to take in consider, but let me first get to the whole ability. The skulls have a small health bar, yet again it needs 3 melee attacks to get it destroyed or 5 single target spells. Suggestions (as i promised) - make the projectile worth in it 1 skull (+ 2 for every dead champion), so its the same, but it'll tune the damage in a way a bit. Change the damage to a hole new level - 10/25/40/55/70 (+0.15 AP) (reminder, now you have 1 skull, so this will make the damage at max level to a whole new point and will make the early level damage the same). Stun duration is way too much - 3.3 at max level with max skulls - change it - 0.200 for all levels. Mana cost should usually go down, not up, but i agree with you, since the damage that this ability contains, even without my suggestion, is huge. Now here is where it gets serious - single projectile, but still has different hit point ways. This is a significant point to where i want you to change it on 100%, even if it costs you everything. Having different hit points for different auto attacks and abilities is a bit off for a single projectile. Make it 1 damage from all kind of basic attacks and 5 damage from all kind of abilities, and make the health of each individual skull like this - each skull alone has 5 health (this will make the skulls difficult to be killed by basic attacks and easier to be with abilities, which is a plus for you in all ways, since you'll only send 1 skull, if you consider my suggestion of course). I like your ability, the concept you've put it, take in consider some of my suggestion or at least think on them, because this ability has a great potential and i don't want you to change it in another way, believe me.

[W] Black Mass Aura that amplifies damage taken by nearby enemies. Can be reactivated to silence enemies. Horux and Horax channel, chanting ominously while the ghost of a Shadow Isles saint appears above the Vessel. While channelling, the Vessel emits an aura of necromantic power, causing enemy units within its radius to take 10% (Soul Vortex: +4% for each dead enemy champion) more damage from all sources. Horux and Horax can still move, attack and use abilities but are slowed by 25%. After channelling for 1 second and until the ability ends, the [W] button is replaced with: Amen! The ghostly saint lets out the combined screams of a thousand damned souls in the form of a rapidly expanding soundwave that silences enemy units. Duration is based on how long Black Mass has been channelled. This instantly ends the ability. Black Mass: Channel duration: up to 6 seconds Black Mass: Radius: 425 Black Mass: Self slow: 25% Black Mass: Enemies take 10% more damage (+4% for each dead enemy champion) Black Mass: Cooldown: 20/19/18/17/16 seconds Black Mass: Mana cost: 50/55/60/65/70 Amen!: Radius: 425 Amen!: Ring expansion speed: 1700 Amen!: Silence duration: 30/35/40/45/50% of Black Mass channel duration up to 4 seconds Amen!: Mana cost: 30

I don't get you, first of all. Second of all, what happens if you don't press the ability again, does it still release the sound wave or does it just disappear? Put this into your information. I like the part where you can still move, attack, etc. while channeling, but although its great, its a channeled ability and channel is not where you can just move and attack at the same time, so i suggest you to remove the moving part at every point like this - When you start to channel, you are snared for 6 seconds and if you get stunned, knocked up and or back, you still continue the channel, rooted in place, etc. This will make the ability a real channel and can make some great play style, since it can counter a lot of abilities and secret passives, as like lets say Rek'Sai's Tremor Sence!. Remove the Amen! mana cost - channeled ability with a second mana cost cannot be done. If using the Pentakill skin, this summons the ghost of a late band guitarist, which can be detonated with a wave of feedback. - great idea, so +1 for this one!

[E] Death Cloud Expanding aura that deals temporary damage to nearby enemies. Damage slowly heals back when they leave the radius. The eyes of the demon idols on the Vessel glow green and the Vessel emits a slowly expanding aura of negative energy around itself in the form of a roiling black poison cloud full of locusts. The aura gradually damages enemy units inside (Soul Vortex: +15% damage for each dead enemy champion) but this damage is caused by the corruptive presence of the Vessel and is temporary: enemies that are no longer in range gradually gain the lost health back over time. Temporary damage cannot kill enemies and merely leaves them at 1 point of health. Temporary damage is indicated on their health bar as a green section. Aura radius: 150 (+100 per second) (max 550) Aura duration: 8 seconds Temporary magic damage: 40/60/80/100/120 (+0.3 AP) (+15% for each dead enemy champion) per second Enemies leaving the aura lose 12.5% temporary damage affecting them each second Cooldown: 16/15/14/13/12 seconds Mana cost: 70/75/80/85/90

This ability is great for your allies as it leaves your enemies at a mere health, giving the opportunity for your friendly allies to kill the enemy you've been focusing and the best part is that the damage can let you do it without a problem. However, this ability opens a place for Kog'Maw, Graves, Miss Fortune, Corki and Tristana to stand by Horux and Horax, as they can easily follow his great damage to get a literally free kill. I can already feel the damage within his W and E combo.

His R is literally great, no comment on it, can be used as a whole new kind of ability, mechanic, counter play, play style, combination, assist, kill-support, defending, scaling and as a whole new opportunity to his in-game current time. No words for his lore, you like it this way. I think you've written a good text, with a lot of, let me say, colors to it, its great. The kind of text you wanted to accomplish, i see, is some kind of a back story line, not a story that's happening now, but a great look-back story. This champion is great, has a really good support potential and can work with some awesome Marksmen, which are unique and cant work with a lot of other supports. His damage, ultimate and combo potential scales' are great, can be played in a whole new level in LoL. Definitely loved it, keep up the good work. Also, sorry if there are some wrong words i'm only human.

Earthlord Jazz4/6/2015, 4:29:20 AM2 votes

Hey there! This is an amazing champion concept! You've put tons of effort into the lore, background, numbers, and abilities and that makes reviewing these concepts incredibly enriching and rewarding. Pat yourself on the back. Please take everything I have to say with a grain of salt, as you're designer and have every right to stick to your guns. And once again, congrats on coming up with this champ!

Passive (Soul Vortex): A nice thematic passive for this champion! I really like the idea of having enhanced abilities based off the death of champions. However, this ability may be a little too 'Feast or Famine' for my tastes. It does make sense that he'd get stronger based off an enemy's death, but it'd be interesting having it based off the total deaths (both allies and enemies). To compensate for this huge buff, you could just half every number relating to the passive. It essentially gives Horux and Horax (H&H) a more moderate curve on his (their) power spikes and makes their benefits a little more rounded. Of course in regards to his Q, something different would have to be done as you can't have half a skull...hmm, I'd have to think of something but I'm blanking. Anyways, just a suggestion to make his passive feel more enriching when you're team is getting stomped and making his power spikes a little more moderate. The sustain coupled to it is a nice touch.

Q (Wailing Doom): Now this is an interesting ability! I love how you make it a targeting stun but have this very cool mechanic to give the enemy counterplay. Just a small question, does the ability go on cooldown when it's activated or when it disappears? Oh, and the dialogue for this move is amazing when there's only one enemy left.

W (Black Mass): I view this ability as more of a toggle, perhaps that's where other people are getting the confusion. You have the identity of a toggle here but the word channel may throw some people off...anyway, it's a really cool ability. And fore Amen! you can just have it activate when they toggle off the ability...of course, this throws off any ability to not choose to activate Amen! but very rarely will this ever happen in my opinion. I like how you make them slowed , but I feel H&H will have a really hard time sticking with enemies with this ability.

And having 2 aura abilities based on H&H (actually 3 if you count ult) is probably not very good and leads to a kind of boring playstyle. How often will you find the squishy H&H in the middle of a teamfight to fully utilize his auras? He probably wouldn't last long, as he has no defensive capabilities.

So how about this for the move: Instead it's like Cassiopeia's Miasma where it's an AoE that spreads from the target location. It could be like creep from starcraft that spreads out at a somewhat rapid pace (up to a limit of course). Then the Amen! AoE is confined to the range of the creep. I dunno, just a suggestion. It makes sense for a support to have a zoning tool, and having to auras centered on a squishy (somewhat) champion probably isn't the best option.

E (Death Cloud): A super cool ability! I really like how it deals lots of damage but cannot kill the target alone, making sure H&H will not KS as a support

R (Empty the Graveyard): I was a little confused by this ability at first, but now I think I got it. This is a unique ability for sure, but I have a hard time imagining it doing very much, if the target is only revived with a portion of hp and can't even leave the aura...feels like a lesser Yorick ult that can be interrupted. The minion revive is cool, but they'd have to had died within a time limit, say 3 seconds?

Felvyne4/5/2015, 10:07:30 PM2 votes

I love the conept and I love the skillset!! I'm srry I can't add something more constructive, but congratz with this champ :3

Auryiel4/7/2015, 2:54:06 AM1 votes
  1. If several enemy champions die in quick succession, does the healing from the passive reset or does it stack?
  2. I think it would be nicer if the silence part of his W was a cone effect. It seems weird that such a fragile, immobile champion would have his silence be so short ranged and come in the form of a PBAoE. I can understand the reasoning behind it (forces you to position better) but he already wants to position himself properly all the time. Making it a long range skill would give him a bit more usefulness when behind (unless you want him to be really, really dependent on snowballing?)
  3. Can you explain how the ult interacts with the passive? You said that the values are changed as champions die and respawn. Does that mean that if a champion respawns while his ult is active it looses 3 seconds? If a champion dies, does the ult gain another 3 seconds duration or is the duration set when the ulti is cast? Ex: 2 enemy champions are dead, ulti is cast, duration is set at 16 seconds, no matter the subsequent deaths and respawns.
exsilium riven4/5/2015, 6:36:23 PM1 votes

Cool!

Raptamei4/14/2015, 8:32:38 PM1 votes

CCOS update!

Thanks!

  • Added mandatory challenge section.
  • Increased health.
  • Armor now scales with level.
  • Attack range reduced.
LOL Spammer4/5/2015, 9:39:17 PM1 votes

Holy fuck I am not spending the time reading that. But passive is op maybe like 5% and 10%

SpecterVonBaren4/6/2015, 4:14:25 AM1 votes

My only issue with them is really just their dialogue. It all sounds like it came from when league was first made ala Sion and his Arnold quotes. I'm not saying they're all bad lines, but I feel like it could use less humor based on pop culture references and more based on things pertaining to themselves as characters. Like them arguing or complaining about how heavy the ark is or something like that.

But overall I really like this idea, a very unique champion.