[Champion Concept] - Xel'airy, The Fang of the Void

FURRY V2·12/9/2019, 3:57:12 PM·18 votes·9,801 views

Xel'airy is my first Champion Concept. It is long as heck, but just because of the design. I also wrote story for him so, if you were really bored, you can chuckle at my typos and grammatical mistakes. Have fun reading!




####Xel'airy look https://i.imgur.com/juXO0Gi.png[] This picture is the closest to his look. The biggest difference is, the Scutes. Xel'airy has claws he slithers on or, when Immobilizing Wrap is active, opens them widely, becoming a centipede and so does walk on them. Actually, the bones on the skull are changing, when [Q] is switched, and the color of the scales and body structure change when [E] is switched.

####Music Theme https://www.youtube.com/watch?v=jnngY5C3rps#gsc.tab=0

####Story https://docs.google.com/document/d/1GSS4LLc5iiyGNHTrDN-JGFd8XzkdRSImcEcziF4NViE/edit?usp=sharing

####Characteristics

| | | || | | |-|-| |[Name]|||[Xel'airy]| |[Title]|||[The Fang of the Void]| |[Race]|||[Void Stalker]| |[Role]|||[Jungler / Tank]| |[Cost Type]|||[No Cost / Essence]|

[Essence] ► Min 0 Max 100 ► Does not regenerate on its own. ► Required to use or enhance specified abilities




#####[Passive] Adaptive

Xel'airy is able to switch his basic abilities by using them as a self-cast, which also changes his passive based on his currently active abilities. Switching abilities is possible even, when they are on cooldown or, when Immobilizing Wrap is active.

Current passive [Q]+[W]+[E]

Penetrating Bite Once in every second, when Xel'airy causes damage, he... Neurotoxin Spit Everytime, when Xel'airy loses 10% of his max health in 2 seconds, he...

Nimble Slide ...gains 5 Essence... Immobilizing Wrap ...regenerates 0.5% (+0.25% / 50AP) of his maximum health...

Ecdysis ...or its double, if under or equal to 50 Essence. Distraction Vapor ...and, if above or equal to 90 Essence, reduces the cooldown on all of his basic abilities by 10%.

###For example, Xel'airy starts the game with all of his Green skills active. His passive looks like this: "Once in every second, when Xel'airy causes damage, he gains 5 Essence or its double, if under or equal to 50 Essence." After a Self-cast [Q], Penetrating Bite swaps to Neurotoxin Spit and the passive changes to: "Everytime, when Xel'airy loses 10% of his max health in 2 seconds, he gains 5 Essence or its double, if under or equal to 50 Essence."




#####[Q] Adaption: Skull ####► Penetrating Bite ######► Neurotoxin Spit #► Blood Sucker [During Immobilizing Wrap]

####Penetrating Bite | | | | | |-|-| |Type:|||Target Select| |Cost:|||-| |Cooldown:|||13-8 (Shared with Neurotoxin Spit )| |Range:|||Melee|

With this adaption, Xel'airy grows two deadly sharp fangs.

Xel'airy bites onto his target, dealing [MODERATE] Magic damage and applies Blood Tainted for 16/27/38/49/60 seconds.

Enemies affected by Blood Tainted have their Health Regeneration set to 0. Blood Tainted can be cured by a Healing ability however, the amount healed will be reduced by 20/40/60/80/100%.

If above or equal to 75 Essence, Blood Tainted also reduces the target's Magic Resist by 10/15/20/25/30% (+1% / 50AP) after 4/3/2/1/0 seconds of the bite.

###Only Healing abilities can remove the debuff, not abilities increasing Health Regeneration, like Garen's passive for example.


######Neurotoxin Spit | | | | | |-|-| |Type:|||Surface Select| |Cost:|||25 Essence| |Cooldown:|||13-8 (Shared with Penetrating Bite )| |Range:|||Caitlyn [Q] Skill Use Circle| |Speed:|||Rek'Sai Burrowed [Q] Projectile Speed| |Hitbox:|||Caitlyn [W] Hitbox|

With this adaption, Xel'airy widens his maw and changes its structure to be able to spit at long distances.

Xel'airy spits to the selected location in an arch, dealing [MODERATE] Magic damage and applies Neurotoxin for 2/2.5/3/3.5/4 seconds on affected targets.

Neurotoxin makes the icons of Skills and Summoner Spells blurried and randomizes their position. (Summoner spells can get into skill positions and vica-versa.)

###The projectile flies above everything once it is shot till its destination point, then it splashes upon impact. _ _ It is an AOE splash, affecting everyone at the impact point.


#Blood Sucker [During Immobilizing Wrap] | | | | | |-|-| |Type:|||Toggle| |Cost:|||5 Essence / Sec| |Cooldown:|||1 sec after toggled off|

While wrapped over his prey, Xel'airy sinks his fangs into them, dealing [WEAK] amount of Magic damage and healing himself by 50/55/60/65/70% of the damage dealt in every second.




#####[W] Adaption: Scutes ####► Nimble Slide ######► Immobilizing Wrap #► Release [During Immobilizing Wrap]

####Nimble Slide | | | | | |-|-| |Type:|||Surface Select| |Cost:|||-| |Cooldown:|||20-15 (Shared with Immobilizing Wrap )| |Range:|||Karthus [Q] Skill Use Circle| |Speed:|||Yuumi [W] Dash Speed|

With this adaption, Xel'airy tightens his claws forming his scutes, allowing him to slither with great speed and mobility.

Xel'airy approaches the targeted location with great speed in a zig-zag slide, gaining 20/40/60/80/100% Dodge Chance till he arrives. Nimble Slide also refreshes Stalker, granting Invisibility for 1 second, if he was affected by.

If above or equal to 75 Essence, his first damaging attack after arrival applies a 40/50/60/70/80% decaying slow for 2 seconds.

###As Stalker refreshes during the slide -granting 1 second of Invisibility-, opponents can't see him coming at all however, Xel'airy can't root them, as those abilities share cooldown.


######Immobilizing Wrap | | | | | |-|-| |Type:|||Target Select| |Cost:|||20 Essence / Sec| |Cooldown:|||20-15 (Shared with Nimble Slide )| |Range:|||Xin Zhao [E] Skill Use Circle| |Speed:|||Yuumi [W] Dash Speed|

With this adaption, Xel'airy opens his claws wide, gaining the ability to restrain enemies by wrapping them over and squeezing them.

Xel'airy quickly slides to his prey and wraps them over, rooting them into one place till he has Essence or releases them. Gain a set of new abilities while wrapped over on target.

###Using himself to root the enemy. _ _ This root can be longer than any roots in the game, depending on Xel'airy's adaptions however, he is not able to fight like that. _ _ Also, Xel'airy is not immune to CCs.


#Release [During Immobilizing Wrap] | | | | | |-|-| |Type:|||Instant Cast| |Cost:|||-| |Cooldown:|||-|

Xel'airy leaves his prey, gaining back his general abilities.




#####[E] Adaption: Structure ####► Ecdysis ######► Distraction Vapor #► Bone Crusher [During Immobilizing Wrap]


####Ecdysis | | | | | |-|-| |Type:|||Instant Cast| |Cost:|||-| |Cooldown:|||30-20 (Shared with Distraction Vapor )|

With this adaption, Xel'airy's scales become dull and get thicker.

Xel'airy hardens his scales as prepares to shed it off, gaining a Shield equal to his current health (+1 / 1AP) while becoming immobilized for 2 seconds. While immobilized, moving, attacking and using abilities are not possible however, he can break out earlier by using the ability again.

After 2 seconds without the shield being destroyed, Xel'airy breaks out of his shell refreshed, gaining 25% Movespeed and strengthening his Armor and Magic Resist by 15/30/45/60/75% of their current value for 3 seconds.

If above or equal to 75 Essence, Xel'airy won't be immobilized upon skill use.

Xel'airy won't get any bonuses if his shell gets broken by damage or by early break out.

###It is Current Health and not Maximum Health, it cannot be used as a last stand Health burst.


######Distraction Vapor | | | | | |-|-| |Type:|||Instant Cast| |Cost:|||25 Essence| |Cooldown:|||30-20 (Shared with Ecdysis )|

With this adaption, Xel'airy's scale color becomes darker and shinier, as it gets filled by vapor.

Xel'airy breathes a dense-dark cloud which covers him entirely, applying Stalker on him.

Stalker grants Invisibility for 1 second, which can be re-newed to Camouflage by staying in the river or bushes, which also constantly refreshes its cooldown to 1 second. Using any attacking ability breaks Camouflage.

###During Stalker, enemies cannot see Xel'airy and are not alerted of his presence in the first 1 second, as it grants Invisibility, like a Shaco [Q]. _ _ After 1 second, it will provide Camouflage instead of Invisibility. Enemies can see him if he gets nearby, just like with Evelynn. The cooldown of Stalker always refreshes to 1 second when Xel'airy stays in bushes or on the river. Therefore, he can stay in Camouflage status as long as he doesn't attack or leave bush/river for longer than 1 second.


#Bone Crusher [During Immobilizing Wrap] | | | | | |-|-| |Type:|||Instant Cast| |Cost:|||15 Essence| |Cooldown:|||10 seconds|

Xel'airy squeezes his prey, dealing [MODERATE] Magic damage and stuns them for 0,5 seconds.

###With this ability, Xel'airy can stop continuous damage output, like a Miss Fortune or Lucian [R]. _ _ It also deals a decent amount of damage.




#####[R] Not Over Yet #► Inject Successor [During Immobilizing Wrap] ######► Sudden Cramps [Controlling Offspring]

#Inject Successor [During Immobilizing Wrap] | | | | | |-|-| |Type:|||Instant Cast| |Cost:|||-| |Cooldown:|||150/120/90|

Xel'airy injects his Offspring into his prey for 15 seconds.

When Xel'airy takes fatal damage, his body dies however, gains control over the Offspring, seeing that the injected champion sees and gain a one time use ability Sudden Cramps, which stuns the injected champion for 1 second. Upon death of the host, Xel'airy breaks out of their body with 50/65/80% of their Maximum Health and 50/75/100 Essence.

If the host dies without Xel'airy's defeat, it drops an Embrio instead, which can be eaten by Xel'airy to quickly regenerate 20/30/40% of his Maximum Health and 10/20/30 Essence.

The Offspring dies if the host doesn't get killed in 15 seconds.

###The death-timer is not counting in the background and the enemy doesn't get gold till the Offspring is in the host, as Xel'airy technically isn't defeated.

12 Comments

C0NCH0BAR12/10/2019, 7:14:06 AM2 votes

This is a pretty wild design. It seems surprisingly balanced (without being able to playtest it, that is). I do have a problem with just how much utility it has, though I guess that is locked based on the passive and essence usage. What I think is not a healthy thing to introduce into the game is randomizing an enemies abilities AND blurring them so that it's even harder to know what is what. Though that is extremely different and creative, it simply is not healthy.

I'm very impressed dude! This is your first concept? Cause this is an extremely ambitious concept that I think with proper testing and adjusting would be a wonderful, very unique introduction to League of Legends.

ZGM Raven12/10/2019, 1:40:43 PM2 votes

Logged in to upvote

FridgeD12/10/2019, 3:27:06 PM2 votes

i really dont like "Neurotoxin Spit". everything else looks really good. also the tank with a real gameplay loop (essence use) makes this an amazing concept!

ZackTheWaffleMan12/10/2019, 8:01:44 PM2 votes

People think Aphelios is complicated.

Aphelios has nothing on this long-ass Hydralisk.

Well done, mate.

Mr Voidling12/10/2019, 10:26:16 PM2 votes

Reminds me of Phorexil (a concept of mine), and Var'Dil a champion concept that I found after I made my concept. Primary difference is that due to the long length me and whoever made the art of Var'Dil decided to give the champion natural damage reduction per body part. Head/Body/Tail, for me I went 75/50/25%, meanwhile Var'Dil went 100/70/50%, meaning mine could take 150% damage from AOE and his/hers could take 220% damage from AOE. I specifically tried to balance mine to be good against single target damage but weak against AOE, I don't think Var'Dil thought about AOE damage at all to be fair. We both had our champ move around like Ekko with his R trail(though staying stretched out when not moving, only difficulty was incorporating flash). Both are interesting concepts to check out.

So all in all I am curious as to how exactly this champ moves, whether he receives damage normally, and if he can body-block(how long IS he? Does he block enemy movement?). He is a LITTLE bit like Aphelios with the over-loaded kit(9 abilities and an ever-changing passive), and I agree about Neurotoxin being a bit too much(though interesting, weird semi-silence) and I'd add in that Penetrating Bite is... too much. The MR reduction is the problem, why does getting more AP = more MR reduction? You already deal more damage by getting AP so why double down on it? Make it flat or change the ratio over to something else. MR decreasing enemy MR is kinda cool, AP decreasing MR is not. I do really like the % Health heal for his passive though, making him tanky even against True Damage is very nice in this meta. And his R is pretty interesting, very much an Alien vibe, though the 30s window is a bit too long(maybe 10s?). Do they still get kill gold if you revive? Or only AFTER you "fully" die?

Nice work on the concept. Hope to see more in the future. [slayer-pantheon-thumbs]

Eternal Torment12/10/2019, 11:58:18 PM2 votes

The formatting is amazing. I gotta ask what did you use to make your texts collored and how you used Spoilers. I can't find the boards guide post anymore so I gotta ask again.

that said, your concept is every bit as amazing as is your formatting Ability.