[Champion Concept] Qrenor - The Heretic of Noxus

Gushis·2/13/2016, 6:36:27 AM·2 votes·530 views

Please tell me what you think! Anything is helpful, from lore to cooldowns. Tell me if any ability description is unclear c: I have made multiple champion concepts before but never published any of them. It turned out new champions used some abilities that I had in my champion's kit (like Kalista's E and Bard's E), which showed me I'm on the right direction. Again, any comment will help me, I'll maybe post some more concepts in the future. Have a good one :D

Stats:

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  • Defense ■■■□□□□□□□

  • Ability ---- ■■■□□□□□□□

  • Difficulty ■■■■■■■■□□


Qrenor - The Heretic of Noxus

Qrenor was a boy in a poor Noxian village. He lived a humble life with his old mom, who came from a faraway land. His village did not adopt the Noxian ideology, which allowed him to live a peaceful life. From a young age he financed his family, hunting and selling goods. He spent most of his day tracking wild animals in the woods and taking notes of their footprints, skipping stones, or laying on the grass. One day, the Noxian army came to his village, looking for people who want to earn some money working for the army. Qrenor, along with several others from his village, decided to join the army for a good paying job. Although Qrenor didn’t have any experience wielding weapons, apart from hunting, he quickly showed great promise and adapted to the military’s Noxian ways. He became well known around the camp, and served as an assassin and a bodyguard for an elite Noxian general. One day, Qrenor was sent on a mission to assassinate a Demacian elite who was far away on the Demacian border, in order to prove himself worthy of a higher rank. While Qrenor was away, the Noxian army was raiding Noxian villages and towns which refused cooperate with the new Noxian plan: to cleanse Noxus from all of the weak. Qrenor’s mission went well, as expected, and he was on his way back home, ready to receive his hard earned rank. From afar, he could see the pillars of smoke rising in the distance. He went to his home village, only to find it raided, and his mother, dead. He looked for his general, but the general vanished, leaving nothing behind. Qrenor left the army, and became a bounty hunter, hiding in the streets of Noxus. He grew to detest the Noxian ways, and worked to make Noxus a better place for its citizens. Noxus are looking for him everywhere, but are unable to find him. Those who know of him are dead, and those who are not dead are smart enough not to tell anyone. However, Qrenor cannot let himself be distracted. He must not forget what he must do eventually: Find the Noxian general, and kill him. It is his final destination. Qrenor remains in the shadows, undercover. A phantom, pulling the strings behind the scenes, from the shadows.

“A tale, a legend, a ghost, a stranger. Once you’re on his sight you have no chance of hiding, no chance of getting away. You’re left to face your inevitable death. One thing I know for sure, tales don’t kill people.” ~anonymous


Appearance:

Qrenor is a meele AD assassin. He has long black hair and a darkish skin tone. He has his small crossbow strapped to his lower chest. He wears a brown cloak and old dusty looking clothes. He has a ripped, black cloth on his mouth (dropping down). His cloak and clothes flap around using abilities, making a cool looking effect.


Abilities

Passive - Contract: Qrenor can use any amount gold on champion to start a new contract. He may only have 1 contract open, and if he opens a new one while one is already active, he will lose the money he invested. Killing the enemy (assists don’t count) will give Qrenor his gold back, plus more additional gold depending on how much gold he has invested. A contract takes up 1 inventory space, and selling the contract will cancel it, losing the money. After losing/getting gold for a contract, contract goes on a 2 minutes cooldown.

Passive - Killing Blow: Qrenor’s abilities and AA will crit a contracted enemy that is below 30% of the enemy's max HP.


Q - Final Destination [point & click, 2 charges max, cooldown (6), static cooldown (1), medium mana cost, short range]: Qrenor shoots his crossbow, dealing (65 / 105 / 145 / 185 / 225 (+ 115% bonus AD)) and giving the enemy one stack of Final Destination, which can be procced by another Q, Q dealing bonus % hp as attack damage, by his W slowing enemies by 99% for 1 second, and by his R which doubles its range (R). Can be spell shielded


W - In the Blink of an Eye [blink skillshot, cooldown (18,16,14,12,10), high mana cost, medium range]: Qrenor blinks in a medium radius around him (to cursor), dealing (85 / 125 / 165 / 205 / 245 (+ 60% AD)) damage in a small radius to anyone at his initial location, and proccing Final Destination stack slowing enemies procced by 99% for 1 second. Can be used during R to change direction. Can be spell shielded.


E - Phantom [self cast, cooldown (15,14,13,12,11), high mana cost]: Qrenor turns invisible for 1 second. Colliding with an enemy unit will deal (105/135/165/195/225 (+ 100% AP), and reset the stealth timer. **Can be used during R. **After colliding with an enemy, Qrenor cannot proc Phantom on him for the rest of its duration.


R - Abduct [skillshot, cooldown (75,65,55), high mana cost, long range]: Qrenor dashes a very long distance , and will take the first champion unit hit with him, proccing Final Destination stack (doubles dash distance) and dealing (120/170/220 (+ 75% bonus AD)) damage. Can be spell shielded and QSS, and can go through walls.

R Passive - Men Hunter: Qrenor will see footsteps of a contracted enemy champion. Footsteps stay for (2,4,6) seconds. Walking on footsteps will grant additional (15/30/45%) movement speed


Gameplay:

Early game: Qrenor is an assassin. In lane, he can often get shoved due to his poor waveclear and very high mana costs. He has decent poke with his Q, and he will punish you for miss-positioning. Qrenor will most likely do badly in lane unless picked into a favorable matchup, someone who isn't mobile and cannot abuse his low sustain. This is where his passive, Contract, comes in. This passive is EXTREMELY snowbally. Qrenor is the only one of his kind, directly using gold within his kit and gameplay, which makes you feel like a true bounty hunter. He will become a monster if you don't keep him down until late game, due to his burst and mobility.

Mid game: This is where Qrenor shines. He has some items to deal damage, can afford serious contracts, and can take part in skirmishes, in which he excels at. He can actively isolate and burst targets, but interrupting his combo will kill him due to his high cooldowns. He can make some creative plays, making the enemy go "wait..." If he does get a good contract kill he can snowball and be effective for longer. However, if he invest in a serious contract and cannot get the kill, he will be behind in gold.

Late game: This is where Qrenor sort of falls off. He can get kited and CCed to death easily if he messes up, and the only thing he can do (assuming everyone in the game is roughly the same level and gold) is maybe insec carries if he's lucky. His ult can make a good setup for combos if you can hit it.


Change-Log

  • Posted thread
  • Changed E into "Phantom" from "From the Shadows"
  • Changed R into "From the Shadows" from "Blackout"
  • Shortened lore from 1.5 pages to half a page.
  • Changed R into “Abduct” from “From the Shadows”
  • Reduced Q AD scaling from 140% to 115%
  • Added a cooldown for Contract
  • Added static cooldown to E
  • Tweaked Q description
  • Tweaked W description
  • Tweaked E description
  • Tweaked R description

Please tell me what you think! Anything is helpful, from lore to cooldowns. Tell me if any ability description is unclear c: I have made multiple champion concepts before but never published any of them. It turned out new champions used some abilities that I had in my champion's kit (like Kalista's E and Bard's E), which showed me I'm on the right direction. Again, any comment will help me, I'll maybe post some more concepts in the future. Have a good one :D

3 Comments

fatyboomboom2/13/2016, 9:52:25 AM1 votes

Ok, I skipped the lore to check the kit (generally most important).

Passive This contract deal in his passive is a little too rigid. basically you invest gold in a high risk venture that may not pay off. Its a pretty big gamble to get a lead and if your going to get something valuable from the enemy team there will realistically have to be a heads up for them (a bounty hunter system like Kindreds). Get rid of paying for the contract and downplay the emphasis on the payoff. The current incarnation of Draven's passive is pretty similar to this but no reason he should have a monopoly on earning extra for doing his job. Also the cd mechanics might need a little more description because a 2 min cd on not being able to use half your passive on anyone at all is a pretty big loss of time in my opinion (considering if offers you no advantage in current and future fights.

Q This skill feels like its slowly blurring into the rest of his kit as you read it. If I'm understanding correctly it this skill has 2 charges and it applies a debuff that deals % health damage as physical that triggers from the target being hit by his ult or W. Whether I'm right or wrong this skill needs to be rewritten so its easier to understand.

W I'm getting a few images of this skill my first thoughts were Yi's Alpha Strike or the Monk in heros of the storm and his seven-sided strike ult. unless you meant it to be more akin to kassadins ult where he teleports to a location and AOE's the spot. I can't honestly tell how your suppose to use this during your ult and control what direction you can take, it sounds like an aoe to me.

E This skill initially feels underwhelming and yet op once you think about it. As long as you have an enemy to walk through fast enough you can be perma stealthed and deal damage. Give him some extra move speed and increase the duration of the stealth a bit so the duration is a little more reliable to reset and put an internal cd on targets who have already been used to proc the duration reset (like yasuo's E) so they can't be infinitely reused to death and itll be a little more fair.

R So... you grab something, deal some damage to it and displace it? The idea is good but the mechanics need refining. Instead of the first enemy hit I'd say the first champion hit (I know this is nit-picking but it has to be defined better unless it just gets trolled). Saying the first enemy implies you could grab a creep or minion and take it on a little trip while everyone else is like "Did he just grab a cannon minion and run out of the teamfight? LOLWTFBBQ!!". I'm also wondering if you can dash through terrain with this skill or do u stop at a wall?! If so you can make some nasty counter grabs if this guy gets caught with a thresh hook or blitz grab. Lots of potential for this skill.

Looking over most of the kit i thought this was a money-grubbing talon. A lot of similarities between them, nothing really wrong with that either, just keep in mind those sorts of things get overlooked written off in general. I'd have to say though the ult would define this guys role in teamfights. The lore ill leave for someone else. I'm not very picky about the lore.

Gushis2/13/2016, 9:53:14 PM1 votes

Apparently some people decided to downvote this for an unknown reason.. Oh well. item 3070