Enk'Has, the Abyssal Carapace
Enk’Has, the Abyssal Carapace
Roles:
Support, Variable
Stats:
HP: 450 (+60) Health Regen: 5.5 (+0.54) Attack Damage: 39 (+2.5) Attack Speed: 0.602 (+2.0%) Armor: 33 (+3.5) Mana: 300 (+50) Mana Regen: 10.0 (+0.35) Magic Resist: 33 (+0.7) Movement Speed: 325 Range: 500
Passive: Living Armor
When Enk’Has is within 250 units of an allied champion, it can left-click on that champion to fuse with the target, changing the target’s appearance and sharing stats with the target, so that the combined champion has 100% of the attached champion’s stats plus 50% of Enk’Has’s stats (except range and movement speed). Enk’Has is unable to move on its own while attached to another champion, instead remaining attached to the selected allied champion as they move. Enk’Has is unable to basic attack while attached to an allied champion in this way. When the health of the combined units becomes zero, both champions die. While attached to a champion, Enk’Has can right-click anywhere on the field to jump off of the champion in the direction selected, or may left click on another nearby allied champion to attach to them instead. When Enk’Has detaches from an ally, 25% of the health missing from their combined health bar is removed from the previously-attached ally, or enough health points to bring the ally below 50% health (whichever is lower), with the remaining amount of missing health coming out of Enk’Has’s health bar.
Q: No Running
Cost: 70/75/80/85/90 Mana Cooldown: 15/14.5/14/13.5/13 seconds Enk’Has fires a shard of its carapace 325 units in a direction, stopping at the first enemy unit hit and dealing 60/100/140/180/220 (+60% Ability Power) magic damage. The shard remains attached to Enk’Has by a line of dark purple energy, and sticks to the hit enemy unit. The target hit by the shard may move closer to Enk’Has, but cannot move beyond the line’s distance from Enk’Has. If the line gets smaller, so does this allowable radius. If Enk’Has moves away from the affected enemy unit, the unit will be dragged with Enk’Has to maintain the allowable distance. The line remains active for 1/1.3/1.6/1.9/2.2 seconds, even if Enk’Has detaches from an ally that it was attached to when casting the spell.
W: Parasitic Grasp
Cost: 50 Mana Cooldown: 10 seconds Enk’Has grabs onto the nearest enemy unit (within 180 units) and begins draining them of health Enk’Has builds Life Essence charges at one every 0.2 seconds (max: 10). The drain lasts 1/1.2/1.4/1.6/1.8 seconds and deals 10/20/30/40/50 (+50% AP) magic damage per 0.25 seconds. When Enk’Has attaches to an ally, the combined champion consumes Life Essence charges to regain 1.5/2/2.5/3/3.5% of the combined maximum health per charge, until all charges are consumed or all health is restored. If used while Enk’Has is not attached to an ally, Enk’Has attaches to the enemy champion and must follow the enemy champion until either Parasitic Grasp wears off or Enk’Has right-clicks on the ground to jump off. If used while Enk’Has is attached to an ally, the enemy will be unable to move from their current position and their basic attacks will deal 10% reduced damage.
E: Living Wall
Cost: 75 Mana Cooldown: 10 seconds Enk’Has expands, taking 10%/15%/20%/25%/30% reduced physical and magic damage but greatly increasing its size and thus its hit box, to be 1.5/1.75/2/2.25/2.5 times its normal radius. During this time, Enk’Has has a separate health bar from any champion that it is attached to, and its body blocks all enemy attacks and abilities that would pass through Enk’Has, including ones that would normally pass through all targets in their paths. This ability lasts for 1/1.25/1.5/1.75/2 seconds. No units may pass through the barrier, allied or enemy, and any units within Enk'Has's expansion range at the time that the ability is activated (except the ally that Enk'Has is attached to) will be pushed outside of the radius. Enemies pushed like this take 30/60/90/120/150 (+10% AP) (+20% AD) magic damage. As Enk'Has or Enk'Has's host moves around, the barrier pushes other units out of the way, but deals no damage. Enk'Has's barrier form cannot pass through walls, so neither Enk'Has nor Enk'Has's host may get any closer to walls or structures than Enk'Has's new outer radius.
Rules relating to previous abilities:
If Enk'Has uses Living Wall while Parasitic Grasp is active, Enk'Has will push the enemy away and deal the previously-mentioned push damage, but will remain attached at Enk'Has's new outer radius to the target of Parasitic Grasp, and will continue to move with the target. Rules about hitting walls still apply as the enemy moves around with Enk'Has attached to them.
If Enk'Has uses Parasitic Grasp while Living Wall is active, the same rules apply as previously mentioned, except that Enk'Has will not deal the previously-mentioned push damage.
If Enk'Has uses Living Wall while connected to a target by No Running (or visa versa), the allowable distance between Enk'Has and the target will become the distance between the target and Enk'Has's new outer radius.
If Enk'Has uses No Running while Living Wall is active, No Running will fire from Enk'Has's new outer radius.
If No Running is active when Living Wall expires, the allowable distance remains the same, meaning the enemy will be pulled in towards Enk'Has to maintain the allowable distance.
R: True Terror
Mana Cost: 150 Mana Cooldown: 180 Seconds For 3/3.5/4 seconds, while Enk’Has is attached to an allied champion all stats (except range and movement speed) of both champions are shared 100% and damage from all sources is reduced by 5/10/15%.
Secret #1: When True Terror is activated, allied voidborn champions not combined with Enk’Has that are within 200 units of Enk’Has may left-click on Enk’Has to fuse with it, adding 1 second to the countdown. There is no limit to the number of allied voidborn allowed to fuse with Enk’Has. These additional champions will add 50% of their stats to the overall form. In addition, the form of the fused champion will change based on what voidborn are fused into it. If Enk’Has was originally fused to a non-voidborn champion, that champion’s form will be lost, though the “base” champion will retain movement control. All voidborn champions fused into this form as a result of True Terror may continue to use their own abilities, but are unable to control movement (
can still cause the fused champion to move with his Leap ability;
’s Life Form Disintegration Ray does not root the fused champion). All champions fused into Enk'Has can basic attack independently of one another, so long as they are within basic attacking range.
Form hierarchy: dominant > non-dominant Torso:
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Mouth:
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Eye/Upper Head:
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Arms:
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Legs/Lower body:
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Tail:
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Back/Wings:
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If
is in the fusion, the fusion champion will grow based on
’s feast stacks.
Voidborn champions do not receive any special indication that this ability has activated or that they can fuse with Enk’Has. This must be discovered by players.
Secret #2: If five or more voidborn champions (not including Enk’Has) are in the game and all champions are level 18, when True Terror is activated, all voidborn champions on the map, on both sides, are informed of its activation and of the location of Enk’Has. All voidborn champions, from both teams, can fuse with Enk’Has, as in Secret #1.
If five unique voidborn champions fuse with Enk’Has, any non-voidborn champions fused with Enk’Has will be spit out and the fusion is no longer bound to a time limit. Teams are switched, placing all non-voidborn champions on the same team and all voidborn champions on the same team. Enk’Has no longer has its own stats (but does retain his items and their stat boosts, which affect the fusion champion instead) and cannot leave the fusion, and the stats of the voidborn fusion are 50% of the stats (except range, but including movement speed) of all other voidborn champions fused into the champion. No champions can leave the fusion from this point on. If the base champion was a non-void champion, when they are spit out, the champion that dominates the legs is in charge of movement of the entire void fusion champion.
The win condition based on Nexus destruction remains the same, but the non-voidborn team may also win if the voidborn fusion is killed. Non-voidborn-team structures are re-built, and all non-voidborn inhibitors must be destroyed before the voidborn fusion may attack the non-voidborn nexus. The non-voidborn team will receive 50% off on all store purchases for the remainder of the round, and will receive full original buying price when selling items. Revival times will also be halved.
After the 5 voidborn champions fuse with Enk’Has, additional voidborn champions may still join the fusion, or may continue playing as independent champions on the voidborn team.
will also join the voidborn team.
deals 50% increased damage against the void fusion and voidborn champions after the teams switch, and takes 30% reduced damage from attacks and abilities used by voidborn champions.
may fuse with Enk’Has like other voidborn champions. If she does not and the 5 voidborn champion requirement is reached to swap the teams, she may fuse with Enk’Has to join the voidborn team or may choose not to fuse with Enk’Has and will play on the non-voidborn team. After the teams switch, if
stays on the non-voidborn team, she deals double damage to all voidborn champions and voidborn attacks and damaging abilities have a 20% chance of missing (with continuous abilities like
’s Life Form Disintegration Ray having this chance per second that it is on her) and deal 50% reduced damage if they do hit her. Non-voidborn allies within 200 units of
will also have a 10% chance of dodging enemy attacks and abilities, and a 20% chance of dealing 20% reduced damage if the attacks land.
Has a 50% chance of dodging attacks made and abilities used by a
, whether or not it is fused into the void fusion, and takes 50% reduced damage when such attacks hit. He can dodge 20% of all other attacks made by enemy champions. When attacking
or a voidborn fusion with a
fused into it,
deals 100% increased damage.
's Bola roots when not empowered and stuns when empowered.
If five appropriate champions each own one
when the teams switch,
will join the voidborn team (if she is in the game). Appropriate champions include: Enk'Has, any voidborn champion,
,
, and
if she is fused with Enk'Has when the teams switch. If at least five of these champions do not own
,
will be placed on the non-voidborn team.
If the
requirement is met and
successfully joins the voidborn team, the following stat boosts will be given to the non-voidborn team based on the items they own: 50% increase in damage dealt to enemy champions if holding:
,
,
, or
(this stacks only once, but is treated separate from other boosts listed below) 30% increase in damage dealt to enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above and below) 10% increase in damage dealt to enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above and below) 50% decrease in damage taken from enemy champions if holding:
,
,
,
, or
(stacks only once, but is considered separate from other boosts listed above and below) 30% decrease in damage taken from enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above and below) 20% decrease in damage taken from enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above)
Sorkan, the Survivor will become neutral, able to attack either side and able to be attacked by either side. If he remains neutral for the entire game, he will receive an automatic victory and be added to a "Neutral" team when the game ends. Sorkan can attack a member of either side to join the opposing team. If Sorkan has analyzed four different void abilities, he will be able to fuse with the void fusion, at which point he will join the voidborn team. If Sorkan has analyzed the abilities of all voidborn champions in the game, he can become a void fusion by activating his DNA Database and swapping in one of the void abilities. Once he does this, Sorkan can switch in any void abilities he wants without putting the DNA Database on cooldown. Sorkan analyzes the void fusion 50% faster than he analyzes other champions if he has previously analyzed the abilities or stats of any of the champions fused into it. Sorkan may learn the abilities of any champion in the void fusion when using his Q. The ability learned will still be randomly chosen.
Eskaldaer, the Parasite's Prophet becomes permanently neutral, on a team all his own against everyone else. The Parasite begins poisoning the ground at a rate of 100 units every second. Eskaldaer can now only win using his Secret event that destroys the entire map. If Sorkan and Eskaldaer are in the game at the same time, Sorkan teams up with Eskaldaer rather than picking a side.
Skaldia, the Solar Escort will be added to the "neutral" team.
Lore:
“You know not what true horrors lie in the depths of the Void. The voidborn have been coming to this world in parts, to test us before it faced us head-on. Soon enough the tests will be over, and the invasion will begin.” ~
“Things are different in the darkness of the Void. No light to see by, too little air to hear anything reliably, too cold to feel. The main method by which they inspect their world is not by sight, or sound, or feel. They inspect by taste. And from the looks of it, the Void has gotten a good taste of your world. It wants more.” ~
“It started by testing if it could grow to its usual proportions. It succeeded. It moved on to see how much of this world it could digest. Nothing stood in its way. Then it tested how well it could adapt to the harshest conditions this world had to offer. It was far too easy. It then decided to go into far greater detail in its studies of our world, to see if there was any more to learn that was of any interest to it. To put it mildly, it was unimpressed. Finally, it tested how easily it could traverse this world in its pursuit of this world’s conquest. The tests are complete. Now, it wants to be whole again. The end is drawing near, and you mortals will all soon know the true terror of the Void.” ~
"The Watchers were creatures of the Void, and yet they were not. If your brain were removed from your body, it would still be you, and yet understanding it alone would not quite be enough to understand what a human is. And while your brain controls your body as a leader would, it is not a leader, but rather the control device. A similar relationship lies between the Watchers and the other "beings" of the Void that have been seen so far. The Watchers are instructing the Void in its actions, but they are not quite leaders. They are just the brains. And understanding the Watchers is not enough to know what a Void creature truly is. To understand that, the creature would have to be made whole again...
"...And I believe that the time is drawing near, that you will understand what the Watchers truly are, and their reign will begin again." ~
"It would have been better if we had stopped it from crossing over at all. Now it knows that we are here, it knows our weaknesses, and it is only a matter of time before it crosses over to devour us all... You want me to estimate how many would die in the worst case scenario? You clearly misunderstand the situation. Right now, the best case scenario involves the near-complete decimation of every nation on the planet. Do you even want to know what the worst-case scenario would be?... I thought not." ~
It's been a while since I've made champion concepts, so sorry if this is a little less-than-polished. I also have no expectation of this concept ever actually making it into the game specifically because of how overpowered it could potentially become, especially with those "secret" events listed after the ultimate. Those secret events are kind of intentionally overpowered, just to show how terrifying the Void could actually be. No one ever said that the things we've seen from the void so far are actually whole organisms from the void, creatures from the Void could be far more complex and fully capable of separating into smaller independent parts. And that would be far more terrifying. A universe full of beings capable of going toe-to-toe with Runeterra's best warriors is scary enough, but what about a universe full of beings whose severed bodyparts are enough to take on those warriors? Suddenly it becomes completely reasonable for people to go insane just looking into the Void, if what met their eyes was an entire universe full of practically god-like monsters, just one of which would be enough to decimate entire nations. Fast, strong, tough, quick to adapt, able to learn everything about anything that it's eye laser destroys, becomes larger with everything that it is allowed to eat, and even able to turn invisible, this thing would be a nightmare to fight, even with an army at your back.
Now that I'm done fangirling over the Void, feel free to still give feedback if you think there's a way to make this actually viable, or if you just feel like suggesting something. I've made some adjustments since first posting this, but I know this probably still just isn't the best champ ever, so I'm open to anyone's suggestions if anyone has anything.
can still cause the fused champion to move with his Leap ability;
’s Life Form Disintegration Ray does not root the fused champion). All champions fused into Enk'Has can basic attack independently of one another, so long as they are within basic attacking range.
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Mouth:
will also join the voidborn team.
deals 50% increased damage against the void fusion and voidborn champions after the teams switch, and takes 30% reduced damage from attacks and abilities used by voidborn champions.
Has a 50% chance of dodging attacks made and abilities used by a
when the teams switch,
will join the voidborn team (if she is in the game). Appropriate champions include: Enk'Has, any voidborn champion,
,
,
(this stacks only once, but is treated separate from other boosts listed below)
30% increase in damage dealt to enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above and below)
10% increase in damage dealt to enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above and below)
50% decrease in damage taken from enemy champions if holding:
,
, or
(stacks only once, but is considered separate from other boosts listed above and below)
20% decrease in damage taken from enemy champions if holding:
(stacks only once, but is considered separate from other boosts listed above)