(Champion Concept) Xur'Ahn - the Apostle of the Void

Ace0fClubs0001··4 votes·896 views

Lore

The bleak wastelands of the Void. Forboding. Ominous. Beckoning to the Prophet of the Void on that fateful night, visions of malice and destruction were imbued into the mind of this man foretelling of their inevitable return. Sealed away to slumber until that fated day, only the true void-born will sense their forthcoming . . .

The few that were chosen to do the Void's will and bidding.


Statistics:

Health - 533.8(+83) Health Regen - 5.41(+0.56) Mana - 265.8(+37) Mana Regen - 6.85(+0.5)

Armor - 23.32(+3.3) Magic Resist30(+0)

Attack Damage - 51.48(+2.32) Attack Speed - 0.665(+3.0%) Ranged - 525 Movement Speed - 330


Passive: Void Advocate (Increases at Levels 6/11/16)

The void frequently uses you as a vessel and infuses you with its energy. It imbues itself into you and allows you to pierce through your foes' physical form. (Hits the first target in your line of fire and anything before and after that target is hit for the total damage.)

Every 10/8/6/4 seconds, a basic attack pierces through targets dealing your basic attack damage and an extra 10/20/30/40 + (15% total ad) as magic damage.


Q Ability Active - Void Rend (Range: 800 Aoe Radius:375/450/525 Cost: 70/75/80/85/90 Mana Cooldown: 18/16/14/12/10)

Fires an orb filled with void energy into the sky that travels a distance before raining down on a target area. (Satellite AoE skill shot)

Deals 60/90/120/150/180 + (70% total ad & 40% total ap) as physical damage.

Fires an orb tearing a rift into the sky that then strikes a target area with void energy. Can channel for up to 3 seconds to increase the area of effect with every second accumulating more energy until reaching max stacks and immediately firing the shot.

Empowered Q Active - Deals an additional 20/70/120/170 + (20% total ad & 20% total ap) as physical damage. Reduces movement speed by 20% while channeling.


W Ability - Void Pulse (Active)

Range: 650 Cost: 80 Mana Cooldown: 16/14/12/10/8 Speed: 1250

Fires a surging arc of void energy in a cone.

Deals 70/105/140/175/210 + (60% total ad) as physical damage.

Empowered W Active - Fires a surging arc of void energy in a cone dealing the initial damage and scorches the ground dealing 8/16/24/32 + (10% total ap) as magic damage per half second for 4 seconds.


E Ability Active - Void Emissary (Range: 450 Cost: 40 Mana Cooldown: 20/18/16/14/12)

Enters the void and flashes to a targeted area.

Empowered E Active - Enters the void and flashes in a straight line to a targeted area and then bursting with void fire dealing 15/30/45/60 + (15% total ad) as magic damage in a 500 radius around Xur'Ahn.


R Ability Active - Conduit of the Void (Range: Self Cost: 50 Mana Cooldown: 45/40/35) Void Charges: 3

-Available at Level 1 and has 4 ranks-

Become stationary for 0.25 seconds to channel the power and will of the void granting additional effects, imbuing your basic attacks or empower one of your abilities. The amount of damage done by empowered abilities increase with each rank of this ability.

Activating a Void Charge grants:

For 8 seconds, add 10/20/30/40 + (25% total ad) as magic damage to your basic attacks.

OR

Expend your void energy to empower one ability.

Void Surge

Activating Conduit of the Void at max charges causes your body to burst forth with void energy. Xur'Ahn becomes stationary for 1 second to channel the void into himself.

For 12 seconds, all spell casts are empowered and does not use up the void charges. Basic attacks gain Void Advocate's passive for the duration.


General Playstyle: Xur'Ahn - (surr - awn) is a marksman who uses the power of the void to willingly channel it within himself to empower his own abilities. His playstyle encompasses good decision making as to when to use his empowered form and when to expend his charges. Being able to access this power at level 1, knowing when to use it during trades and team fights will allow you to turn any confrontation into your favor. Your charges can be activated with Conduit of the Void and it lasts for 10 seconds. During that time, you can choose to use your basic attacks and/or expend the charge with an ability. REMEMBER, you can use an empowered ability even at 1 second left on the charge timer. However, you cannot channel your Q for 3 seconds if you have less than 3 seconds left on the charge timer although the shot will fire automatically if the charge timer reaches zero. Xur'ahn requires much concentration to execute his abilities so proper mana management ensures that you're able to use his skill set's full potential.

4 Comments

ModEchoing1 votes

So what exactly does he do compared to other marksmen?

Riot just had a big rework about marksmen to give them all specialized roles. Graves shoots people in the face for tons of damage, Quinn flies everywhere, Corki is nearly impossible to wall because of both physical and magical damage, and so on. What does Xur'Ahn bring to the table that would make a player want to pick him over any of the other marksmen?

Right now, there's not really much. Q is a generic AoE attack, while E is an emergency mobility ability. W is pretty neat at least, but it's not really enough to carry the kit. I would recommend focusing on the one thing that makes Xur'Ahn unique above all marksmen.

Also, holy cow those mana costs, why. Essence Reaver is expensive, you know.

Ace0fClubs00011 votes

Okay, thank you for the feedback. Its still rough around the edges since i just came up with the idea. I was thinking more along the lines of a hybrid adc that deals burst damage can poke well and deals sustained dps. His R is meant to allow you to harrass people in lane with basic attacks just the same as Jinx can with her Q and also use it to push lane and apply pressure. But you're right that I feel like my champion concept tries to be good at many different things but not really good at one specfic thing. I'll revise it in a bit to give him more specialty.

ModEchoing1 votes

Personally I'd recommend you pick one thing in particular and center the entire kit around that concept. So long as you haven't picked anything someone else already has, you'll have at least something truly unique and memorable.

Since you're rolling with the Void, you could do something like make him completely magic-damage. Play around with what critical hit actually means for him - Graves fires more shots, Quinn gets CDR on her passive, Ashe gets doubled slow, and so on. Maybe he's centered around accumulating power - give him a little innate crit chance, and make crits power up an ability instead of doing bonus damage. Maybe crits instead penetrate their targets, or explode in a circle. Maybe he's managing an entirely different resource in addition to mana that is fueled by autoattacks.

Check out his possible competition, then see where there's something missing that you can fill in. There's quite a bit of possibility here.

Ace0fClubs00011 votes

Hmm, that's a good idea on the crit chance but not the pathing I was going for with my character concept. If you could make a character design with that concept, I'd love to give it a good read. I like variety in the marksman pool and Kindred comes to mind. She deals percent health damage. I'd really love to see Riot make a hybrid damage adc that is centered around a second form/ult that amplifies abilities like I've tried doing here.

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