Fen-Xin the Ionian Mentalist

King Kane II·6/24/2015, 1:36:07 AM·1 votes·468 views

I was wondering if I could get feedback on a champion idea I had, not that Riot would consider it or anything, just to see if it would be something people would play. I guess for my own personal reasons.

So this champion would pretty much have to be a support, for the simple reason that none of his skills are particularly damaging. He'd basically work by twisting the skills of enemy champions so that they do weird stuff that they aren't really supposed to do. I came up with his kit because I thought it would be cool if there was a champion who worked by manipulation of other champions' kits/intentions. Fen-Xin is basically an anti-apc/assassin champion.

Skill Rundown

Passive Martyr: Takes x% of all damage shielded and 1.5x all direct damage taken without the use of skills to offset damage. Upon death refunds 10% of total health and a 50% speed boost to most damaged nearby allied champion.

TLDR If he/she shields another champion from skills he takes a certain percentage of the damage he shields for and if he takes direct damage from skills without using a skill of his own to intercept the damage he/she takes extra damage. If he dies he gives 10% of his total health and a fairly hefty speed boost to the most damaged nearby allied champion.

All cooldowns receive 20% reduction if used to successfully shield a champion or minion.

Q Friendly Fire/Copycat: If casted on enemy champion, the champion will receive a highly visible aura and the next skill cast will deal damage to any and all allied minions or champions hit by skill. Effect expires after x seconds. If cast on minion or jungle creep (excluding super minions and red/blue buffs) will cause said unit to attack its allies with boosted attack damage for x seconds. If self-cast Fen-Xin gains the ability to use the last CC/displacement skill used on himself for 10 seconds. These skills will do no damage, merely the on-hit effect. Self casting will then be unavailable for 2 minutes.

W Saving Grace/Gentle Correction:Shields ally from the effects and damage of all skills landed on the targeted ally for x (always less than 1) seconds. Slightly increases damage taken skills landed on enemy champion for x seconds if cast on that champion.

TLDR A tad like Kayle's ultimate, but less noticeable due to the extremely short duration. Could potentially turn a fight though. If cast on enemy champ he takes slight bonus damage from the next skill/spell used.

E Forfeiture/Refund: If cast on allied minion or champion, that minion/champion receives a highly visible aura and the next skill landed on that minion/champion will cost 2x mana, energy or health and give x% of the modified mana/energy/health cost as mana (in the case of mana) or health (in the case of health and energy) to the target. if cast on an enemy minion/champion, x% of the mana/resource cost for the next skill landed will be refunded to the attacking champion.

TLDR I.e It's kinda a heal if it drains energy and acts like a spellshield if it drains mana, but drains the enemy's resources. I think it'd be unfair to make it shield damage, but you can tell me what you think.

R Disarm/Second Shot:Places all the skills of targeted enemy champion on cooldown for x seconds or removes cooldown of all non-ultimate skills on allied champion. If cast on allied champion reduces ultimate cooldown by 10 seconds.

My Thoughts

I think this'd be great on a support. It does seem a little broken I admit, but this champion would basically have no viability on its own whatsoever. it absolutely NEEDS a team surrounding it in order to do anything of note. I don't know if this champ should be squishy or not, you tell me. He does have a reward for building health in his passive, but the amount of damage he can absorb with his skills is dependent on AP. I tried to balance his shielding ability by making him take a portion of the damage he protects from, but the giving an ally 10% of total health thing might make a death worth it in the end.

The Q would be great in lane to cast on a support with a hooking or binding skill as he'd need to leave the cover of his own minions to hook the carry, but this could potentially backfire as a hooking support could yank his carry out of danger if necessary, for the price of damage and a stun. The Q also means that if a champion arrives late to a fight he cannot use aoe skills at the risk of damaging his teammates as well.

The W would be great to cast on an allied assassin or adc in a teamfight to give them the time to land that one last autoattack or skill without being cced, as it negates all on-hit effects like slows, stuns and bindings. This would allow an assassin precious time to dive into the backline as the enemy will exhaust most of their cc or high damaging skills on the target in the first few milliseconds of the dive. Also makes champion immune to ignite, exhaust and smite. This does not shield against auto attacks, however, so an adc can still kite the shielded champion to death. It also gives the champion a bright aura so that the enemy can choose to hold their skills until it wears off.

The E would be great early game for champs with high skill costs and would take the wind out of the sails of bursty/assassin type champions with low base mana/energy. it refunds some health or mana to the shielded ally as well as reducing the damage they take. Also has a bright aura so that the enemy understands that he'll drain his own resources if he attempts to land a skill.

The R would be excellent to cast on an enemy assassin or allied assassin/mage in a teamfight. It might give the ally the extra zip they need to finish their decimation of a team for that pentakill or absolutely save the life of an adc by disabling an assassin or APC.

If caught out this champion has no chance of living, as he has no escapes or cc of any sort and his abilities are purely defensive with mid-long length cooldowns.

This support will not be a support per se during the laning phase, and would be a bit of a burden on any adc he happened to lane with as he has no real offensive spells of his own or cc to set up kills. This champion is purely for the late game and is the polar opposite of a lane bully. He does counterpick heavy burst damage champions though, as he can cause spells to affect one's own allies making any sort of aoe unviable.

Thanks for reading this far. Please resist the urge to dismiss it out of hand, just point out the flaws you see or any tweaks that would make the champion actually practical, after all, he does seem like he'd need nerfing.I kinda dropped in the idea of making every skill castable on allies and enemies halfway through so tell me what needs fixing and what skills i should give new functions to. If you guys like it i might even come up with a lore or something and a name for the champion. Oh and the skill names are renamable too, if you have suggestions. Thanks for reading. Comments below please.

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