Concept - Qorval, the Cosmic Emissary
So I have a bunch of different ideas for characters and the like, but I've never been brave enough to actually show them to anyone. Well, I figured "what's the point of them sitting quietly in my notebook," so here we go :) Let's start with my first champion concept, who also happens to be my favorite. Incoming wall-o-text :P
Qorval, the Cosmic Emissary
Table of Contents:
- Overview
- Appearance
- Abilities
- Strategy
- Suggested Items
- Lore
- "Apocalypse"
Overview Qorval is an AP Mage, generally played in the Middle lane. Demonstrating mastery of the entities and forces of the cosmos, the dark wizard seeks to overwhelm his opponents with large swaths of Area of Effect (AoE) damage, with an emphasis on Damage-over-Time (DoT), multi-hit abilities. Qorval doesn't win with a surgical strike for singular, massive damage (like a Ziggs' ultimate), but rather a constant oppressive drain against the health of his enemies (a la Vel'koz's ultimate).
Appearance As an armored battlemage, Qorval's appearance shares similarities with characters such as Golbez from Final Fantasy IV, and the Magic Emperor Ghaleon from Lunar: Silver Star Story (pictures attached as a reference to them). A mysterious entity with a deep voice, hidden behind dark armor with a horned helm, pauldrons, and a cape. Covered head-to-toe, Qorval's actual appearance is unknown, and whether he is actually human or not is subject to debate.
Edit: Debut Skin - "Comet Catastrophe Qorval" His armor would have more gray and blue in it, and his abilities are given an icy, cold theme: "frozen" meteors (like a hailstorm), comets instead of asteroids, and his Supernova is blue (which would mean it's actually hotter, according to science, but it's more for aesthetic reasons :P)
Abilities Passive - Cosmic Alignment When an enemy champion is struck by more than one of Qorval's abilities simultaneously, both abilities have their cooldowns reduced by (1, 1.5, 2) seconds.
This is cumulative for each enemy struck during a combo: if Qorval were to hit three champions with his Meteor Shower and Black Hole together, both abilities would lose 3-6 seconds from their cooldowns. If Black Hole were to end, but these same enemies were then hit with a combination of the remaining Meteor Shower and Asteroid Belt, MS would reduce by another 3-6 seconds, and so would Asteroid Belt.
Q. Meteor Shower After a brief moment, meteoroids rain from the sky, bombarding the selected area. Each meteoroid inflicts its damage individually (like the Gangplank ultimate of old), accumulating damage over time as an enemy is struck by multiple shots.
W. Asteroid Belt Qorval surrounds himself with a ring of boulders, pummeling enemies who remain within the area of effect. The summoned belt moves with Qorval, continuing to damage those who stay too close.
E. Black Hole A singularity is created at a targeted location, pulling in foes who stray too near. Similar in function to Orianna's ultimate but not instant, Black Hole inflicts no damage, but contributes towards a combo in regards to Qorval's passive. The pulling effect is stronger on those closer to the singularity's middle.
Edit: For clarity, let me mention that the strength of BH's pull would be relative to the enemy's position. If you're outside the range but walk near it, it would start to pull you in: if you're paying attention and move away accordingly within time you should be fine (unless you're knocked into it). If you're within the Black Hole, but not at its center, you better have some kind of movement ability like Ghost, Flash, or Master Yi's ultimate, or you're going in. If you are at the center, it's essentially the equivalent of a root, although something like Flash would still be an acceptable means of escape. While technically inferior to an actual root/snare, this is intended as compensation for the strength of Qorval's damaging abilities.
R. Supernova Qorval erupts in a point-blank AoE pyroball, that engulfs the area around him as it expands in size. Qorval cannot move during this ability, nor cast other abilities, but all enemies who remain inside the area are subject to incredible damage over time. Note that the Supernova cannot be stopped: if Qorval is silenced, knocked up/away, or killed, the spell continues uninhibited from its original location, regardless of what happens to Qorval. His "channeling" of the ability is to compensate for the (frankly) massive damage it would provide.
Strategy Qorval is a master of sustained damage; given ample opportunity, the dark wizard will utilize his large area of influence to pummel the enemy team into submission. Combining his abilities together, the damage over time drains the enemy's health while simultaneously refreshing his cooldowns so he can continue the assault. However, with minimal crowd control potential of his own, Qorval must rely on allies to hold enemies in place to maximize his damage output, and to maintain his survival by keeping them at bay.
Outside of Meteor Shower, Qorval's spells are generally medium-to-close range, meaning that he must build at least somewhat toward durability to trade his damage effectively. And yet, if he can survive long enough, his passive will allow him to continuously rain damage on his opponents, overwhelming them if they cannot escape from Qorval's effective range. Pulling enemies together with Black Hole, Qorval can apply Meteor Shower upon them before moving closer for Asteroid Belt. This triple-combo can refresh a significant amount of his cooldowns, and even more-so if given the opportunity to blast them all with Supernova as well. With sufficient mana reserves, Qorval can recover his spells off cooldown and be ready for the next fight...assuming any enemies still live.
Suggested Items Stat priorities: AP > Mana/Recovery > Health/Durability > 40% CDR
-
Zhonya's Hourglass,
Wooglet's Witchcap
Given that Qorval seeks to remain close to the enemy, while still inflicting puns of damage, this item is a perfect compliment to his skills. Qorval can activate his abilities, and then hide within Zhonya's active to protect himself. -
Rylai's Crystal Scepter
Qorval's abilities are all area of effect, and thus receive less total effectiveness on Rylai's slowing passive. However, as his abilities are damage over time effects, any slow is a worth-while one, to keep targets within the damaging area. -
Void Staff,
Abyssal Scepter,
Sorcerer's Shoes
They provide magic penetration, increasing his damage significantly as each tick of damage can penetrate an opponent's magic resist more effectively. -
Rod of Ages,
Archangel's Staff,
Althene's Unholy Grail
Qorval needs some kind of mana regen and/or flat mana bonuses. As his spells are refreshed from his passive, Qorval requires a boost to his mana gains to supplement his ability to cast them repeatedly.
Example final build (not in order): Zhonya's, Rod of Ages, Rylai's, Sorc Shoes, Abyssal Scepter, Rabadon's
Lore Entry "Planets are...fragile.
Life and death, disaster and triumph; countless stories play out on a rock no greater than a marble compared to the vast expanse of the outer void. A beacon of spirit alone in the night, a grain of sand hidden in the darkness. And yet for all their spectacle, these small blips hold no control over their actions, exert no will over their domain. So full of life, and yet so lifeless themselves.
Pitiful.
A meteor slams into a planet's surface: devastation spans an area immeasurable. The structures are shattered, the people but ashes on the wind. Civilization has fallen. But the skies maintain their garrison of such force to a degree without count; the loss of one of their numbers is meaningless when viewed relative to the celestial horde. What is a man's achievements against that level of awe-inspiring strength?
Insignificant.
I have witnessed entire worlds on fire. Planets broken in half. Stars blinking out of existence, their great brilliance consumed by another greater still. I have looked into an abyss, that which contained within such power that nothing has ever held hope in escaping from it.
My journey has spanned the stars, and it has brought me here. To this...fragile planet. You squabble to remain in control of your lives, but it means nothing to me; all of your "might" means nothing to me. In comparison to the cosmos - the unyielding darkness, the innumerable asteroids and planets, the magnificence of the stars themselves - you are but insects, eclipsed both in magnitude and authority. How would you fare against such power?
How would you fare against one who wielded such power for themselves?
...You will know soon."
Friends/Allies: None
Rivals/Enemies:
,
, 
Unknown to the civilizations of Runeterra, Qorval has threatened the planet before, but all knowledge of his existence has fallen out of written record. Lissandra and Azir may yet be aware of Qorval's power, having come from an age long since past. As a guardian spirit that has existed through the centuries, Bard would similarly be in opposition to Qorval, in protection of the planet and its people.
Example Quotes Moving "I go." "Hmph." "I move of my own will."
Attacking "Enough." "I tire of this." "Away with you!"
Activating Supernova "BE GONE!!" "Witness the END!!"
Zhonya's Hourglass "To bend time as I bend space; an invaluable ability."
Void Staff "What could this staff know of the void?"
Abyssal Scepter "I will show them what an abyss means."
Rod of Ages "The ages will come to an end when I am finished."
Qorval's Introductory Game-Mode, Apocalypse
5v5, Crystal Scar
Similar in relative form to Azir's "Ascension" game-mode, Apocalypse is an arena-styled deathmatch where teams compete to deplete the "lives" of the opposing team before they themselves run out. Utilizing the Crystal Scar map, the arena would have a dark, cloudy, destroyed feel, with both fountains cut off from the arena proper to prevent players from retreating to buy or heal; gold generation is fixed and independent of performance, but can only be spent upon death.
While there are no altars or turrets to contend with inside the arena, there is one major objective: similar to Xerath's boss-form appearance in "Ascension", Qorval appears in the center of the arena after set periods of time, employing empowered versions of his Q, W, and E to defend against those who strike him. Be the team who successfully brings him down, and the reward could very well turn the tide of the battle.
Throughout the contest, meteors rain from the sky, inflicting "neutral" damage to both teams should they be so unlucky as to be found underneath them. An indicator warns of a meteor's imminent drop, giving those below time to dodge or otherwise defend themselves. As a team "lives" fall independent of those responsible, it is imperative to avoid the meteors as one is able, to prevent unnecessary damage (as you cannot back to heal) and/or death (as that is another mark against your team). Should your team be the one to defeat Qorval when he appears, the next wave of meteors will fall directly upon the opposing players, tracking their movements and impossible to prevent (outside of becoming untargetable or shielding/healing through it). Aggressive, repeated assaults against Qorval is a key component to winning, leading to a dramatic slam against the opposing team in the form of damage and possibly additional kills.
When a team falls to zero remaining lives, it can no longer maintain the forces needed to keep all players alive, and those who fall - whether to Qorval, the meteors, the enemy, or otherwise - are permanently defeated. The game is won when the last surviving members of a team are defeated, wherein Qorval will destroy the enemy Nexus with his Supernova.
. Because of that, I feel like I will feel quite comfortable when playing as Qorval (maybe not QUITE "right at home", but I imagine that I'll feel close to that as I seem to really love the more Damage Over Time oriented mage characters).