Tur’Vek, the Gate Maker
Now i luv the Champions from the Void (not Mal
or Kass
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 Cho
, Kog
, Vel
& Kha
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:
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, 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, 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, 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.