Lex, The Wyrm Vanguard (Please comment and share your thoughts!)

Abriel99·1/16/2015, 5:06:36 AM·2 votes·2,514 views

Background Lore: The great dragon flocks that still remain active throughout Runeterra all bear a dark secret that was to never be discovered. These dragons, some centuries old, still remember a time when wyrms walked amongst them. But their differences drove the wyrms and the drakes to disagree upon many things. War was inevitable ... The drakes had won the war, but with the passing of the wyrms, the planet's natural magical field became unstable, allowing for the most twisted, and dark of magics ... It was a time before Demacia and Noxus, and before even the battle of the Iceborn in the frozen Freljord. It was a time, when wyrms, wingless dragons, still inhabited the planet. Wyrms possess no wings, even when fully grown, but within them, burns a fire brighter than even the most powerful of drakes. They were a rare breed, even long ago, for they were the sole users of the planet's inherent magical field. To this day, not even the summoners of the Institute of War have the knowledge to use the ancient force of their magic. For a long time, many thought wyrms extinct, long departed from the world. But recently, sightings from all over Valoran have been flooding in, telling of a dragon wandering aimlessly in the harshest of places. From Shurima, to the Freljord, all of the reports have one thing in common. This dragon, which walks as if it was human, is wingless. Not much else is known about this traveler, but many suspect that he is a sign; a sign that the wyrms have returned.

Lore Quote: " Just because I have been absent, does not mean I have been idle."

Abilities

Passive: Ancient - Lex draws upon his centuries of wisdom to anticipate an enemy's next move. Lex gains a spell shield once every 10/8/6 seconds, at levels 6/11/18, respectively. However, this shield is deactivated when Lex uses any of his abilities. All of Lex's abilities give him additonal bonuses if the shield is up when uses an ability.

Q: Brighter Than The Stars - Lex shoots out an 800 range and 60 width jet of flame, dealing 80/110/130/150/170 (plus 0.4 AP Ratio) magic damage. If an enemy champion is hit, he will take an additional 50/60/70/80/90 magic damage over the next 3 seconds. If Lex's shield is up, and he hits an enemy champion with this ability, his shield will will be broken, but will give him an additional 9/11/13/15/17% move speed for the next 2 seconds. The shield's timer starts once the move speed has decayed. 7/6/5/4/3 second cool down, 50 mana at all ranks.

Force Fire: Deals an additional 150/200/250 damage, and DoT applies grievous wounds, along with dealing 25/ 50/ 75 increased damage, added on to the base. (Scales with ultimate level)

W: Ethereal Claws - Lex encases his claws in force energy for 6 seconds, increasing his attack range by 100/125/150/175/200, while also gaining 5/10/15/20/25% attack speed while the claws persist. However, Lex's attacks slow his target by 10/15/20/25/30%. Using this ability will instantly heal Lex for 60/100/140/180/220 (plus 0.2 AP Ratio) health if his spell shield is up. If the shield is not up, he will receive no healing. The heal depletes the shield, meaning if you use this ability while your shield is up, and are healed by it, the shield will be popped. 15/13/11/9/7 Second Cooldown, 60/65/70/75/80 mana cost.

Force Fire: Heal will not pop shield and instead will proc for 1000/1250/1500 health gained over 30 seconds. Popping the shield within this time frame will negate the healing per second, but the normal heal will still go off once the shield is popped. (Scales with ultimate.) Consumes one Force Fire Charge.

E: Steel Scales - Lex gains 15/25/35/45/55 armor and magic resistance for the next 6/8/10/12/14 seconds. Also, if Lex has Ethereal claws active when he triggers this skill, his next attack will root for 0.5/0.7/0.9/1.1/1.3 seconds. If Lex's shield is up, his shield goes down for 1 second, before being replaced with an empowered shield that absorbs an additional 2 spells for 10/12/14/16/18 seconds afterwards. 20/18/16/14/12 second cool down, 80/90/100/110/120 mana cost

Force Fire: Lex refreshes an empowered version of his spell shield that lasts until broken, and absorbs 3/4/5 spells total. Abilities that remove his shield for additional effects will still remove this spell shield, and will still proc the bonuses, at 50% strength. Consumes one Force Fire Charge.

R: Runeterra's Wrath - Lex leaps into the air, suspending all enemy champions in a 1250 circular area around himself, and locking everyone in stasis for 3 seconds. DoT and regeneration effects cease, all CC and Debuffs are cleansed from allied champions, and returned to their sender.* (If the buff is beneficial, like say, Rengar's Q basic attack modifier, it will not be dispelled from allied champions. Only CC and debuffs from enemy champions will be cleansed and redirected.)* All effects resume, and start ticking down for things like DoT and CC, once the stasis ends.If Lex's shield is up when he activates this ability, he gains 4 charges of Force Fire, which empower his abilities. These charges do not decay, and can stack up to 12, meaning they will remain until used, but Lex will waste any additional charges generated if he already has 6 charges stored.120/100/80 second Cooldown, 100/150/200 mana cost

Note: Force Fire'd abilities are activated by double tapping the key (double tap Q to use the force fire charged ability), and share cool downs with their normal counterparts, meaning you can't cast Q, and then use a force fire'd Q.

Recommended Build For Jungle: Boots Of Choice, Jungle Item of Choice, Rylais Crystal Scepter, Frozen Gauntlet, Nashor's Tooth, Guardian Angel OR Sunfire Cape

Recommended Build For Top: Boots of Choice, Rod of Ages, Rylais Crystal Scepter, Nashors Tooth, Randuins Omen, Spirit Visage.

Recommended Lane and Role: Top Lane as an AP Bruiser, Ganking or Farming Jungler

Base Stats

Health: 465 (+85 per level)

Health Regen: 7 (+0.4)

Mana: 320 (+60)

Mana Regen: 8 (+1)

Range: 200 (Melee)

Attack Damage : 64 (+ 4.5)

Ability Power: 0 (+0)

Attack Speed: 0.55 (+ 5%)

Armor: 30 (+ 2.5)

Magic Resistance: 40 (+1)

Movement Speed: 350

Quotes

Upon Selection: Perhaps, humans can be trusted, Summoner.

Moving: To the appointed place, I go./ Our destination nears./ It has been so very long ... / Runeterra's changed, I have not./ My kind are forever lost./ I am Runeterra's emissary./ You squander such immense power./ My body may wither but my spirit, shall always remain./ Runeterra speaks, and yet, you are deaf to it's words./ With Runeterra behind me.

Attacking: It is time./ Battle awaits./ Time to sharpen my claws./ As I move ever forward, my resolve strengthens./ Every dawn holds a new kind of violence to be had./ War ... War Never Changes./ As it once was, as it shall be./ To redeem my people./ How eager we are, to kill one another.

Joke: Killing doesn't solve anything, but it makes for good sport.

Taunt: War isn't always fair, such a shame you'll have to experience that firsthand./ Think of the rivers of blood spilled upon these fields ... Shall I add yours?

Special Quotes

When Near a Fizz: Your kind are not lost Fizz. Not yet ...

When near a Skarner: I remember your kind Skarner. Take heart my friend ...

Joke To a Shyvana: Call me. motions as if using a cell phone

Friends With: Skarner, Shyvana, Fizz (Skarner was around in Lex's time, Shyvana understands him to a certain extent, but he is wary of her, and Fizz was also around in Lex's time. I'm assuming they would get along fairly easily.)

Enemies With: Xerath, Nautilus, Mordekaiser, Maokai ( Lex dislikes users of dark/twisted magics. So basically everyone from the Shadow Isles.)

Closing Thoughts: I envisioned Lex as a champion that could be played anywhere, even though I don't mention him being viable mid or bot I could see how someone could manage it. Heck, even ADC Lex would be doable I suppose. Overall, I designed him with flexibility in mind.

On a final note, here's what he might look like. Again, Im a bit obsessed with the Endless Legend game, so I drew inspiration, to an extent, from that universe for Lex.

5 Comments

Lord Dusteon1/16/2015, 6:24:36 AM1 votes

Okay. Only doing a quick run through of abilities.

First off, his abilities have WAY too much going on. The tooltips alone would cover half the screen, and several of the extras don't make sense (why is this guy stabbing me? Why am I being healed for it?). The spellshield refresh seems interesting, but getting it for free and requiring a basic attack to hit to stop it actually removes a lot of power from most champions (I'm sure Nidalee cares that you can literally nullify her only poke engage combo just by existing. Otherwise, think. Most skillshots have long ranges (1000 is a good average). Most autoattacks have melee or ~550-575 range. This means you can constantly shield most skills, just by existing).

Q- First part is nice, but losing a rather weak DoT if they hit you isn't really great; the ability already has low scaling and a low base, no need to make the damage it deals even lower. The heal makes no sense; why is this guy breathing fire everywhere and burning enemies, but also healing us? The spellshield pop is almost useless (you lose a spellshield for weak movement speed) on this one.

W- His W might work better if you lower his base AS and give his W an AS bonus (5% scaling to 25%), that way activating it feels less like you've been penalized and more like you have a tradeoff. The self heal with shield is interesting, but the healing your own champions / giving them movespeed doesn't really make sense; why am I stabbing my allies and why are they healing when I do so? Additionally, this seems like it would promote a full AS build on him just to punch your allies into healthiness, which would give up to 3000 hp (+3.0 AP) for punching friends.

E- The armor and MR is a bit good for a base, but when combined with his %max hp (an average is ~2k; he has 1995) gives a bonus 40 armor/mr at max level. This is basically a free thornmail + almost 2 spirit visages of armor + mr. Might want to tone it down a bit. Otherwise, the damage reflection is a bit OP; this makes him able to win almost any trade just by hitting this (Zed ulted you? Good thing he just nuked himself. Garen tried to all in you? Good thing you reflected that Demacia back at him).

R- Other than apparently not putting a hard cap of movement speed stolen is kinda bad; you already gave your team tenacity and damage, no need to give them huge amounts of movement speed to. Otherwise, the AD/AP steal is bad. It's either your ahead and break the tether to put them even further behind, or you're behind and died making it useless. In addition to these, stealing stats in general is unfun if its permanent. The force fire effect on this is...bad. The 70% current hp makes it an extremely powerful nuke (get rylais and zhonyas, ult in their team and win because you took 70% of all their hp), and the hp cost attached makes it extremely unfun for the player (oh look, I got hit one to many times. Guess I committed suicide instead of having my ult heal me).

Abriel991/16/2015, 6:30:22 AM1 votes

Thank you very much for your response, I will try and rework him accordingly.

Lord Dusteon1/16/2015, 1:28:41 PM1 votes

He seems much less cluttered now, so that's great.

Clarification on his ultimate; is it suspending everyone for 3 seconds, or just enemies? Since at just enemies it's a bit overpowered (AoE 5 man Ashe Ult), and if it's both it detracts a bit from the game experience (let's just twiddle our thumbs over here for a while) due to its cc length. If it's enemies, toning the cc down would help, and if it's both, then the cc doesn't really matter (since everyone is going to be stuck for the same time anyway).

Other than numbers, the kit seems pretty good. Might tone down force fire Q damage (it's a 3 second cooldown ability that at level 6 gains 175 damage) and the healing overtime on W (if you want the huge up to 1600 heal, maybe spread out the time it takes to heal more so enemies have a chance to hit him. Otherwise, 1600 hp is only 395 less than his max hp, which would make this heal more powerful on him, %hp wise then Mundo). For his E, if you want the multiple spell shields you shouldn't have them also empower all his other abilities; that makes it a clear cut "if I want any empowered abilities use E", as opposed to having tradeoffs (do I want to chase/escape with Q? Heal over time with W? Gain more defences with E?). Also, the dodge might be a bit broken (he's already gaining multiple spell shields, armor, and magic resist; no need to also make him immune to basic attacks); I suggest toning it down (such as up to 50% damage reduction against autoattacks or such) or removing it.

Overall though, I like the kit!