Tur’Vek, the Gate Maker

Jellycake Demon·12/7/2014, 6:45:03 AM·2 votes·2,022 views

Now i luv the Champions from the Void (not MalMalzahar or KassKassadin mainly cause they are human) but for the longest time i hoped Riot would make a Void Support Champion, i've made several older concepts around this idea but each one was'nt what i thought a Void Support would be like also folks who comminted on those post said that a Support would'nt really fit the Voids role in the LOL Lore. so knowing that i made this Champion hoping that people will like it & agree that he could fit in the "Lore" of LOL & speaking of his LORE he is the one who sent ChoChogath, KogKogMaw, VelVelkoz & KhaKhazix to Runeterra as an advanced scouting party but these 4 deviated from their missions to fulfill their own goals so know he has come to Runeterra to do what they others did not to prepare a massive invasion from the Void.

Primary: Support. Secondary: Assassin. Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 7. Ability Power: 4. Difficulty: 9. Upon Selection: Soon Runeterra shall belong to the Void.

Health: 419(+33). Health Regen.: 2.1(+0.42) Mana: 366(+30). Mana Regen.: 2.0(+0.40) Range: 520(Range). Attack Damage: 32(+1.5) Armor: 17(+2.1). Magic Res.: 30(+0) Attack Speed: 0.632(+2.3%). Move. Speed: 345.

Appearance: Tur’Vek is a 5’ft tall Void creature with a humanoid upper body & head but it is more reptilian looking & has no eyes or nose just a mouth with sharp shark-like teeth, Tur’Vek has 4 tentacle arms & instead of legs he has a long serpent tail all with small barbed spines. as for his coloration his body is primarily dark grey with patches of glowing & pulsating purple energy mainly on his chest, back, arm tentacles & serpent tail.

Tur'Vek is a tactical Bottom Lane Support or a elusive roaming AP Assassin, I based Tur'Vek's gameplay around "portals".

Passive: Spatial Incursion. When Tur’Vek is out of combat for 12.5 seconds he will open a gate that allows him to travel to an alternate dimension where he will remain Invisible until he declares a Basic Attack or uses 1 of his Abilities, while Tur’Vek is in this alternate dimension his Movement Speed is increased by 15% & his HP Regeneration will be increased by 1.8%. when this Passive is activated Tur'Vek can only remain in this alternate dimension for 3.25 seconds until he re-enters the Rift's plain after ward it will go on a 50.5 second Cool Down.

Q-Ability: Torn Rift. Range: 450. Cool Down: 13. Max amount that can be active: 3. Cost: 55/65/75/85/95. Ward Physical Damage: 15/20/25/30/35(50% bonus AD). Magic Damage: 45/75/105/135/165(+40% bonus AP). Activate: after Tur’Vek has chosen a 100-radius location within this Abilities Casting Range then upon its activation Tur’Vek will create a rift in space to the void big enough to have a voidling have 4 of its tentacles & eye steam to peer out, this voidling will remain active for 3 mins. & will act as a ward having a 250-Sight Radius, Tur'Vek must wait till the end of the Cool Down in order to place another ward. if an enemy target comes within 100-radius of the rift they will be dealt Physical Damage every 0.5 seconds although the voidling can only deal damage to 1 target at a time but it will prioritize Champions over Minions & Monsters, if an enemy remains within the 100-radius for 2.5 seconds then the voidling will create an energy burst dealing Magic Damage to the target.

W-Ability: Reality Shift. Range: 400. Cool Down: 24/22/20/18/16. Cost: 100. Passive: when Tur’Vek goes Invisible by any means his next Basic Attack will deal 15% of his current Attack Damage as Magic Damage. Activate: after Tur’Vek has chosen a single allied Champion within this Abilities Casting Range then upon its activation Tur’Vek will banish that chosen target to a separate dimension for 3.25 seconds, after the activation the targeted Champion will become Invisible & will gain Spatial Incursion’s effect. If an allied Champion affected by this Ability uses a Basic Attack then the Invisibility will end but that Basic Attack will deal 15% of the Champions current Attack Damage as Magic Damage.

E-Ability: Shadows Door. Range: 500. Cool Down: 19/18/17/16/15. Cost: 65/75/85/95/105. Magic Damage: 15/25/35/45/55(+30% bonus AP). Total Damage: 60/100/140/180/220. Activate: after Tur’Vek has chosen a point within this Abilities Casting Range then after selecting a broad 200-ranged path then upon the Abilities activation Tur’Vek will create a rift at the targeted point, after a 0.25 second delay when the rift opens a swarm of small vicious flying insects start flying out from the chosen point then will travel in the chosen path & any enemies that these flies come in contact with will be dealt Magic Damage every 0.5 seconds for 2 seconds which is the max duration of this Ability. if an enemy is takes damage from this Ability while inside the path then leaves a small swarm of these vicious flies will linger on the Champion for the remainder of the Shadow Doors duration & will continue to take the Abilities current Damage output.

R-Ability: Void Prison. Range: 750. Cool Down: 91/87/73. Cost: 110. Magic Damage: 115/205/325(+40% bonus AP). Activate: after Tur’Vek has chosen a 250-radius location within this Abilities Casting Range then upon its activation Tur’Vek will use his 5 tendrils to create a massive dome of spatial energy at the targeted area for 2.25 seconds, once this dome is created any enemy Champions within it upon its activation will be dealt Magic Damage & will be Suppressed for 1.25 seconds. If the dome is already active & an enemy Champion comes in contact with the dome then that enemy Champion will be dealt Magic Damage & will be Suppressed, also both Tur’Vek & allied Champions are capable of moving through the dome just fine.

Synergy: KogMaw Kog'Maw, the Mouth of the Abyss. Tur'Vek is a good Support for Kog'Maw who has great sustainable damage but has very low movement or escape potintial but with Tur'Vek's W Kog'Maw has a way of escaping pursuit & a good Buff to his next Auto-Attack & Tur'Vek's ult makes it easier for Kog'Maw to pick off the trapped enemies, also with Tur'Veks Q Kog'Maw has a good way of landing his Skill Shot & Ult if the target gets Rooted from the Ward also if Tur'Vek adds his E he can amp up Kog'Maw's overall damage output.

Sivir Sivir, the Battle Mistress. like with Kog'Maw Tur'Vek's kit will be able to assist Sivir in both defensive play & offensive play but because Sivir has some degree of escape herself it leave Tur'Vek open for managing Lane Control & Ward Placement.

Struggles Againts: Morgana Morgana, Fallen Angel. Morgana can be a major problem to Tur'Vek cause her Black shield will be able to medegate his damage output & his assort meant of Crowed Control also her Tormented Soil will be able to harass Tur'vek if he is not weary of his positioning.

Maokai Maokai, the Twisted Treant. due to his tanky deminer & his great pursuit & Crowed Control Maokai can be a major pain for Tur'Vek's gameplay if he continues to Lock Down Tur'Vek & his allies while also being able to lower his limited damage output.

16 Comments

solarra12/7/2014, 6:51:03 AM1 votes

His passive seems a little on the overpowered side, but other than that he seems like a pretty good addition to the game.

Jellycake Demon12/9/2014, 2:47:47 AM1 votes

hello

Jellycake Demon12/21/2014, 10:12:32 PM1 votes

hello

Lanatir12/24/2014, 1:48:18 AM1 votes

Ok, I'll provide some feedback. I've been working on a void support myself, but I should help others too if I really want Riot to make one if they aren't already working on one.

The description and theme of the character (glowing tentacled snake) does not seem to connect to the concept of "The Gate Maker" which isn't well described in the first place. This is a missed opportunity to really reinforce the nature of the champion and give something for players to attach to since this isn't a humanoid and doesn't share much in common with humans. All the void champions are vicious and predatorial with a ravenous drive to consume, so that's also something to keep in mind for the description.

Passive: Spatial Incursion. When Tur’Vek is out of combat for 50 seconds he will open a gate that allows him to travel to an alternate dimension where he will remain Invisible until he declares a Basic Attack or uses 1 of his Abilities, while Tur’Vek is in this alternate dimension his Movement Speed is increased by 15% & his HP Regeneration will be increased by 2%.

The passive has a loop hole that needs to be fixed. The invisibility doesn't go away until you attack or use an ability. This would be the strongest invisibility left in the game since most of the other champs with that in their kit have had changes and restrictions put on their ability to be invisible. With this passive Tur'Vek has really strong and safe roaming potential with the increased movement speed and faster healing that lasts forever if he doesn't attack or use an ability. Tur'Vek will just roam from lane to lane and torment the jungle using CC to pick up kills and assists from out of stealth regardless of damage or scaling.

Q-Ability: Torn Rift. Range: 450. Cool Down: 9. Magic Damage: 45/75/105/135/165(+40% bonus AP).

Q does too many things. It has decent magic scaling damage but the ability doesn't describe when it happens. I would assume it happens on the opening of the rift but it isn't clear. Then once a rift is open it provides vision, attacks nearby targets (using AD scaling which differs from the scaling at the top of the ability), and also roots nearby targets dealing more magic damage on a 30 second cooldown. So each rift has 2 or 3 ways of doing damage, provides vision, lasts forever and has a low cooldown. Heimer's turrets wish they could do all this. Imagine the nest of void tentacles you could put into some bushes...

tl;dr for Q needs to be cleaner and more stream-lined.

W-Ability: Reality Shift. Range: 400. Cool Down: 20/18/16/14/12.

W is possibly more powerful than the passive since you can now apply the same effects to any champion in the game. In fact, it seems that you could make your entire team invisible since there isn't a timed duration of the stealth. The cool-down is low enough that you could have the whole team invisible by the time the jungle mobs spawn resulting in massive destruction of the enemy team at level 1.

tl;dr for w You may have to reconsider the usage of stealth in this kit. Riot has spent a lot of time refining the usage of stealth to keep stealth champions healthy.

E-Ability: Shadows Door. Range: 500. Cool Down: 19/18/17/16/15. Magic Damage: 15/25/35/45/55(+30% bonus AP).

There are some missing details that make it hard to know exactly what you've got in mind for this one. The magic damage and ratio doesn't specify if this is the damage per tick, per second, or total over the duration. I think the DoTs in LoL are normally per second (regardless of ticks per second) or the total damage over the duration if the entire duration cannot be avoided. If it is per tick you'll need to lower the ratio (because it happens 4 times over two seconds meaning the real ratio is 120% AP). It is also not quite clear how the flies and the vector targeting interact, but I think it means the flies spawn at the origin and after a brief delay follow to the end of the path indicated. Any champion that is touched gets a bunch of flies that stick to them for 2 seconds dealing the magic damage. This ability seems ok to me given the information provided. It is somewhat unique and gives a way to poke the backlines with a DoT affect which should be pretty enjoyable.

tl;dr for E This ability seems fun but needs some clarity in its description and details.

R-Ability: Void Prison. Range: 750. Cool Down: 91/87/73. Magic Damage: 115/205/325(+40% bonus AP).

This one seems just fine to me. Reminds me of Veigar's event horizon, but with damage and a different size and therefore a different purpose. I am curious if it is meant to be 250 units across which I think ends up being a little on the smaller side but I could be mistaken about that. On the other hand with that size, the ability certainly doesn't seem OP so that's good. One question that I would ask is why a Suppression instead of just a stun? There are some minor differences but in most cases they work out the same. Would the suppression be shorter if they walked into the prison right at the end of the duration?

Overall It is hard to see how this champion would play in game given some of my concerns above.

Jellycake Demon2/3/2015, 2:49:14 AM1 votes

please leave a Review or Comment down below

Jellycake Demon3/1/2015, 8:01:05 PM1 votes

bump