Sco'Xil the Void Scavenger Champion Concept

Void 0nly·9/21/2018, 7:32:22 PM·21 votes·8,983 views

I have a really cool champion concept for you guys today. My champion concept is based off of the Scolopendromorpha species of centipede which I have adapted into a void character. If you look at my user name you can tell I play a lot of void champions and I've decided to make one that I would find really fun to play as. Before you read the abilities I'd like to explain the passive a little bit because it's very unique. Sco'Xil has segments that grow behind him which have their own health bar and hit box. The hit boxes will block abilities like Ezreal Q but not Ezreal R. Think of them like minions that can't attack attached to the end of Sco'Xil.

Physical Appearance I'm not an artist so I've found a depiction that closely represents Sco'Xil. Mix in elements of void and this is what he would look like with all of his segments.

https://cdn.discordapp.com/attachments/242015570231296000/492503895856381979/GHjehrX.png

Passive: Segment Development 1st part Sco'Xil grows body segments which block projectiles and are pathed behind Sco'Xil. 2nd part Sco'Xil can consume the remains of dead minions and monsters to gain stacks of segment development and regenerate segments faster. Sco'Xil starts with 5 segments which increase up to a total of 20. Segments increase in health when stacked and are higher health closer to the body.

Q: Void Grasp Cost: 60/65/70/75/80 mana CD: 8/7.5/7/6.5/6 seconds Range: 250 Sco'Xil next basic attack makes him lunge forward a short distance grasping an enemy, pulling them 150 units closer and dealing 70/90/110/130/150 (+80% AD) physical damage.

W: Ichathian Autotony Passive: Whenever Sco'Xil loses a segment his next basic attack is empowered dealing 10/15/20/25/30 (+20% AD) bonus physical damage and slowing by 15/17/19/21/23%. This stacks up to 3 times. Cost: 150/140/130/120/110 mana CD: 45 seconds Range: N/A Active: Sco'Xil detaches his tail removing all crowd controls on him and gaining 150% movement speed decaying over 3 seconds. The segments also emit toxic gas dealing 100/125/150/175/200 (+60% AP)magic damage plus 6/7/8/9/10 (+1% AP) magic damage for each segment lost. Ichathian Autotonys passive does apply stacks when the active.

E: Cursory Dart Cost: 50 mana CD: 16/15/14/13/12 Range: 1000/1100/1200/1300/1400 Sco'Xil dashes very quickly a fixed distance following the movement paved by your mouse. _Cursory Dart can be comboed with Void Grasp to deal it's damage mid dash. This also works on allies, carrying them to the end location. This works like TahmKench Q and W combo. _

R: Single Out/Guide Out Cost: 100 mana CD: 125/115/105 Range: 500 Single Out Sco'Xil performs a short dash coiling around the first enemy hit. Sco'Xil then inflicts a venomous bite which deals 250/375/500 (+100% AP) magic damage over 5 seconds. After a brief delay Sco'Xil then whirls his tail around dealing 100/125/150 (+50% AD) physical damage and knocking back enemies. Guide Out Sco'Xil performs a short dash coiling around the first ally hit shielding them for 200/300/400 (+100% AP). After a brief delay Sco'Xil then whirls his tail around dealing 100/125/150 (+50% AD) physical damage knocking back enemies. The distance of the knockback is based on the number of segments(300+ 25 for each segment(max 800)) Sco'Xil has but does not exceed the distance of Gragas R(900).

Outro The numbers in this are unbalanced and are for most part placeholders, but they do serve as a guideline into how I think his abilities should play out. Thank you for reading my champion concept and please leave any constructive criticism below!

17 Comments

Support 4 Lyfe9/21/2018, 8:23:51 PM4 votes

I love how this champion brings both utility and offensive abilities, seems like a cool champion, I would certainly love seeing a champion like this in-game.

He's a very unique champion as well.

Raxistaicho9/23/2018, 1:28:20 AM4 votes

But the real question is, does he die if he runs into his own tail? :D

I used to love the snake game when I was a kid, so seeing it implemented in spirit into a Champion concept is wild XD

Passive: Biggest issue here is that he's kinda stepping on Braum's territory. Kinda Yasuo as well, but his windwall isn't as big a part of his identity as Sco'Xil's body segments. Also, the way to use them can be a bit awkward; he won't usually be fanning his tail out very wide when he's on the engage, since he'll usually be heading directly for an enemy. Perhaps either give him a dash that functions in a zig-zag, or have his tail kinda wind behind him instead of pathing directly behind him? Kinda like a snake, though I'm not sure if the insect he's based on moves like one.

I presume that his segments regenerate passively over time and his eating passive just makes them regen faster, and they lose health when they block damage, is that about right? Striking a nice balance between having them be durable enough to not get immediately blown away in a teamfight but not so durable that the invalidate ranged enemies in small skirmishes might be tough.

In general, I REALLY like the thing you've got going where his long body obstructs enemies, but blocking projectiles might not be the best way to go about it. Perhaps something you could try is that his tail counts as impassible terrain? Just throwing ideas around :)

Q: Serviceable short grab, nothing too fancy here, but it works. He strikes me as a Juggernaught and having a simple attack-like ability for sustained hammering of an enemy is one of their calling cards, so this works. However, the fact he pulls the enemy toward him just kinda intrigues me further with that "have his tail count as a wall" idea I brought up earlier, and I'll get into that when I finish the review.

W: Intentionally BREAKING his tail kinda works against his logic, so I'm not too fond of this skill. I do have a neat suggestions that I'll get back to on this as a possible replacement :)

E: Okay, so here's his ability meant for quickly getting his tail into complex configurations. He definitely needs a skill like this, so keep it, but I would suggest making it work in a way such that it's more for just quickly moving his tail. He doesn't strike me as a diver perse (he lacks the burst), so don't go too heavy on mobility. He's more of a creepy inexorable threat.

R: Interesting, so he basically grapples an enemy or shields an ally with his body, then starts whipping like crazy. It's a pretty neat ability, and the funny thing is it gets into my suggestion.

So, if you'd like my opinion, I think the idea of making his tail an impassible obstacle for enemies would be pretty cool. You could fiddle with his E and Q such that he dashes in and winds around an enemy to trap them, and uses his Q for grabbing enemies and pulling them in. In that case his Q would be a heavier damage and longer-cooldown affair, possibly with a way to reduce the cooldown to reward him doing something right and keeping enemies trapped if he plays his cards properly. The tail itself could still break and, and you could maybe even keep the projectile-blocking component if you make it so he blocks them against enemies he's sufficiently wound himself around.

In that case, his W would be more a sustained-damage tool for wearing down enemies while they're trapped. Some kind of venom works, but don't have it function by breaking his tail, that kinda works against his logic XD

All in all, I actually REALLY like what you're doing with this guy, he's pretty imaginative :) Good stuff!

David 7779/21/2018, 11:50:10 PM4 votes

I'd personally remove the ability to carry people with E from this otherwise really fine concept.

Sharp Chedarr9/22/2018, 7:58:02 PM3 votes

Had to log in for this one! This is a really cool concept, I really like the ultimate. While at the first glance the passive is a bit complicated and may have some coding issues, the concept is pretty cool overall. Not super op and sounds fun to play. Nice concept.

WarWolf8889/23/2018, 12:15:10 AM3 votes

this looks nice

FlameHalbrdOkido9/23/2018, 5:22:03 AM2 votes

Yo i REALLY like how his abilities work togther tho, how you can use E->W->Q for a lot of mobility. Does his body section passive scale with HP or HP regen?

i honestly thought you would incorporate his length into his kit more

such as in his W, when he detaches his tail, is it ALL the segments or just a few? This is where he would benefit from having more length, b/c if u say he detaches x segments, then he benefits from having a longer body

Or the E bonus MS could also scale with body sections, cause more sections means more legs.

Is the range of the AoE knock back on the ult the same as the dash range? I like that u increased the range of the knock back with segment #, what if the Shield value also scaled with segment # tho?

Sergeant Wea9/21/2018, 9:14:25 PM2 votes

I love it! I agree, we need more void champs and lore in the game, and I think this is a very cool, unique idea

I would be worried about your champ getting the azir/kalista/kench/sej treatment, since pro players really like dashes, multiple engage tools, and if the champ has an ability that is both engage/disengage, i feel like it would get abused the higher you went.

Still really really cool tho and I like the concept of the segments a lot

Myren Quiddle9/22/2018, 6:57:33 AM1 votes

So, his W passive... Costs mana? Could be just me but, ain't that weird?