Kog'Maw, bow down! New late game hypercarry champion idea (Xo)

LeBlanc Rose·8/14/2017, 12:12:40 PM·1 votes·154 views

Basic Overview Xo is a late game ADC who is quite terrible in the laning phase, but is able to stomp with her infinite scaling late game. Her passive removes her health regeneration, but grants certain bonuses based on whether she is above or below half up-such as removing her range. Her abilities early game are either punishing to use early or a tools meant to survive the laning phase, but all have uses late game to help output more and more damage. Her passive grants her infinite attack speed, but is rather difficult to stack. Her q deals either a moderate amount of damage but increases her damage or gives a heal and movement that can be used while cced. W has a short but powerful slow that cripples an enemies movement for 1 second, and can also be used as a lifesteal buff in a minigame. Her E adds a small amount of True damage to her auto attacks for a few seconds, while in melee form it shoots a narrow projectile, similar to Kalista Q that reduces it's cool down for each unit killed. Her ultimate grants flat movement speed for ranged form, while defence scaling on stacks for her melee form. Activating it deals a small amount of damage to enemies in an area, then giving Xo bonus range and movement speed for each champion hit. Overall, the can be denied quite easily in the laning phase and, like Vayne, needs to do at least ok to survive. Thankfully, with a decent pick-based or engage support, stacks and kills can be gotten with a decent amount of mechanical skill.

Passive: Blood Thirst While above 50% HP, you gain 450 range. However, you do not regenerate health. When below 50%, you gain 100% increased healing from all sources. This makes her quite killable when just above or at 50% HP, as she will not regenerate more than 50%. However, she loses her range and can be poked while healing. This makes her laning phase atrocious but let's her be quite good late game, with double healing. Dealing 20% of an enemy champion or large monsters HP grants 0.01/0.015/0.02/0.025/0.03 (increasing at levels 6/9/12/15) permanent attack speed. This can transcend the attack speed cap. Again, this increases her damage as the game goes on. While Kindred has very long poke, Xo, once in range, can melt almost anyone stupid enough to get in range once the game goes past 50 minutes. After about 30 minutes she will, theoretically, have about 30-50 stacks as ADC or 40-45 as jg. While building full AD, this adds up to quite a lot of damage.

Q: Curse of Bloodletting/Death Grasp Ranged: Deal 5/7.5/10/12.5/15% of your AD over 5 seconds. Each time the target takes damage during this time period, you deal 2% more damage to the for the duration, up to 30%. If the target would lose more than 15% of their max hp through the abilities damage, it begins again at half strength. This includes bonus damage. This is for winning early fights if you do well, and just reasonable poke late game. Cooldown: 19/17/15/13/11 Mana cost: 80/85/90/95/100 Melee: Jump forwards 400/475/550/625/700 units in half a second, healing for 2% of your missing HP for each target hit. Enemies hit lose health equal to a quarter of the HP gained this way (max 200/250/300/350/400) Cooldown: 22/18/14/10/6 seconds Health cost: 40/35/30/25/20 This is her escape and chase potential.

W: Cripple/Draining Blows Ranged: Slow an enemy by 1% per stack (min 20/30/40/50/60%, max 90) for 1 second. Going over the cap increases your MS by 20/40/60/80/100 for the duration. Cooldown: 17/16/15/14/13 seconds. Mana cost: 50 This is her peel and a small disengage tool as well. Melee: For 4 seconds, attacking a unit grants you 2/3/4/5/6% life steal for 2 seconds. This stacks up to 16 times. Cooldown: 29/27/25/23/21 This grants healing and a bit of heals for early trades. E: Chipping Arrows/Quickshot Ranged Passive: Your basic attacks deal 1/1.5/2/2.5/3 true damage on hit, increasing by that amount on each auto attack (max 20/30/40/50/60). More on hit, tank killing and theme work. Melee: Fire a narrow projectile that passes through enemies it kills. The health cost is refunded if a unit is killed, and 2 seconds on it's cooldown per enemy killed. It deals 70/80/90/100/110 (+50% AD) physical damage. Ranged waveclear, and able to clear waves when ahead. Cooldown: 8/7/6/5/4 Health cost: 40/45/50/55/60 R: Prowess Passive: While in Ranged form, you gain 20/40/60 bonus movement speed. While in melee form, you gain 1/1.25/1.5 armour and magic resist for each stack you have, min 20/30/40.

Active: Deal 20/80/140 (+20% of AD) damage to enemies in a 300 radius circle, and gain 5/15/30 movement speed and range for 5 seconds for each enemy hit. Cooldown: 120/100/80 Mana cost: 100 This is basically her team fight ability for mopping up everything or just bonus range to melt people.

Stats: HP: 581+17.3 AD: 62+3.1 Attack speed: 0.59 12.6%+1.4% Range: 125 Movement Speed: 325 Armour: 34+1.5 MR: 31.9+1.7 Attack Speed: 1000

I'll be writing lore sometime soon and hope to possibly update a few things. Anyway, just wanted to get this out! If there is any feedback please post it, I sorta suck at balancing. [slayer-pantheon-thumbs]

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