Xander, the Flawless Hitman: Champion Concept

The Wolf Warlord·2/17/2017, 4:18:04 AM·3 votes·1,540 views

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XANDER THE FLAWLESS HITMAN


INITIAL NOTES: Greetings fellow League players and board members. I'd like to quickly introduce to you my champion concept, Xander. To summarize his story, he was a project gone wrong at Zaun's College of Techmaturgy. He had gone rouge and learned to give himself new targets every time he neutralized his current one, resulting in a rampage machine. No longer finding purpose in his kills, he then joined the League of Legends. This champion's appearance is a metal robot wearing a black cloak and hood with a nimble stature and a high-tech gun attachment on his arm. As you read on, imagine him as a jungler, getting a new target and then ganking that target's lane to receive all of his unique perks, resulting in great team player and a vicious assassin. Please continue reading his abilities, stats, lore, and then leave feedback. Thanks!


ABILITIES: Passive: Hitman’s Bounty - Xander is given an enemy target champion at random. If Xander kills the target, he gains double the standard amount of kill gold, as well as a team gold bonus equal to 25% of the total gold Xander receives. When the target dies, Xander receives a new target.

Xander’s abilities are also invigorated when used against the hitman target, giving it a unique improvement.

Explanation - A random enemy champion is selected to be Xander’s hitman target at the beginning of the game. If Xander gets the kill on the target, he gains 200% of the standard amount of kill gold he would normally receive. In addition, each of Xander’s allied champions receive gold equal to 25% of Xander’s total kill gold, or 50% of the standard kill gold. When target dies, whether to the hands of Xander or not, his target changes at random. The same champion cannot be the target twice consecutively.

Xander’s abilities also receives the unique invigorated improvement when they are used on his hitman target.

Q: Quickfire - Using his robotic firepower arm, Xander shoots in a sweeping motion very quickly. This results in a cone area. Any enemies caught in the cone take (+25 / 55 / 85 / 115 / 145) (+40% AD) physical damage.

Invigorated: If the hitman target is caught in cone, Xander stops the sweeping motion and takes a better shot at the target. This shot deals (+30 / 60 / 90 / 120 / 150) (+50% AD) physical damage and stuns the enemy for (1 / 1.3 / 1.6 / 1.9 / 2.2) seconds.

Cost: 65 Mana. Cooldown: (8 / 7.66 / 7.33 / 7 / 6.66) seconds. Range: 500.

Explanation - Using his robotic firepower arm, Xander shoots in a sweeping motion very quickly from left to right, taking 1 second to complete the sweep. This results in a cone area that has a maximum range of 600. Any enemies caught in the cone take (+25 / 55 / 85 / 115 / 145) (+40% AD) damage.

Invigorated: If the hitman target is caught in cone, Xander stops the sweeping motion where the target is, not completing the cone. Automatically, Xander charges for 0.5 seconds and takes a more powerful shot at the target. This shot deals (+30 / 60 / 90 / 120 / 150) (+50% AD) damage and stuns the target enemy for (1 / 1.3 / 1.6 / 1.9 / 2.2) seconds.

W: Martial Programming - PASSIVE: Xander is programmed to martially destroy his opponents hand-to-hand. Every time he lands a basic attack, he gains a Martial Programming stack. Each stack grants (+7.5 / 10 / 12.5 / 15 / 17.5%) attack speed and (+5 / 6.3 / 7.6 / 8.9 / 10.2%) movement speed with a maximum of 5 stacks. Stacks fall off one at a time every 0.25 seconds after not attacking for 2 seconds.

Invigorated: Basic attacks also grant (+4 / 5.5 / 7 / 8.5 / 10%) more attack damage when targeted on the hitman target.

ACTIVE: Xander’s Martial Programming is instantly and unconditionally maximized for 5 seconds.

Cost: 50 Mana. Cooldown: 20 seconds.

Explanation - PASSIVE: Xander is programmed to martially destroy his opponents hand-to-hand. Every time he lands a basic attack on an enemy or neutral unit, he gains a Martial Programming stack. Each stack grants (+7.5 / 10 / 12.5 / 15 / 17.5%) attack speed and (+5 / 6.3 / 7.6 / 8.9 / 10.2%) movement speed with a maximum of 5 stacks, maximizing at (+37.5 / 50 / 62.5 / 75 / 87.5%) attack speed and (+25 / 31.5 / 38 / 44.5 / 51%) movement speed. Stacks fall off one at a time every 0.25 seconds after not attacking for 2 seconds.

Invigorated: Basic attacks also grant (+4 / 5.5 / 7 / 8.5 / 10%) more attack damage when targeted on the hitman target, maximizing at (+20 / 27.5 / 35 / 42.5 / 50%) attack damage.

ACTIVE: Xander’s Martial Programming is instantly and unconditionally maximized for 5 seconds. After the 5 seconds, stacks fall off accordingly if Xander doesn't land a basic attack for 2 seconds.

E: Takedown - Xander leaps to a targeted enemy champion. When he lands, he collides with the enemy, dealing (+20 / 35 / 50 / 65 / 80) (+100% AD) physical damage and slowing both him and the enemy by 50% for (2.4 / 2.8 / 3.2 / 3.6 / 4) seconds.

Invigorated: Xander can leap an extra (+150 / 225 / 300) range when it is targeted on the hitman target.

Cost: 40 Mana. Cooldown: (11 / 10.5 / 10 / 9.5 / 9) seconds. Range: 500.

Explanation - Xander leaps to an enemy champion that he targets within 500 range. If not within range, Xander normally targets the champion and leaps if he gets in range before cancelling the move. When he lands, he collides with the enemy, dealing (+20 / 35 / 50 / 65 / 80) (+100% AD) physical damage and slowing both him and the enemy by 50% for (2.4 / 2.8 / 3.2 / 3.6 / 4) seconds.

Invigorated: Xander can leap an extra (+150 / 225 / 300) range when it is targeted on the hitman target, totaling to (650 / 725 / 800) range.

R: Flawless Shot - Xander readies himself to take the perfect shot. With an impressive range, he chooses a direction for the shot to go flying extremely fast. If it makes contact with an enemy champion or epic monster, it deals (200 / 425 / 650) (+150% AD) damage. In addition, if the target is a champion and is below (15 / 17.5 / 20%) of their maximum health, they are completely executed.

Invigorated: The Flawless Shot can completely execute the hitman target when they are under (30 / 35 / 40%) health.

Cost: 110 Mana. Cooldown: 90 / 80 / 70 seconds. Range: 3000

Explanation - Xander readies himself for 2 seconds to take the perfect shot. His viewpoint zooms out so that he can see his entire shot. With an impressive 3000 range, he chooses a direction for his skill shot to go flying extremely fast, traveling 3000 range in 1.25 seconds. If it makes contact with an enemy champion or epic monster, it deals (200 / 425 / 650) (+150% AD) damage. In addition, if the target is a champion and is below (15 / 17.5 / 20%) of their maximum health, they are completely executed in true damage.

Invigorated: The Flawless Shot can completely execute, in true damage, the hitman target when they are under (30 / 35 / 40%) of their maximum health.


STATISTICS: Primary Role: Assassin Secondary Role: Fighter Position: Jungle

Health: 540 - 1710; +65 each level Health Regen: 5 - 19.4; +0.8 each level Mana: 298 - 982; +38 each level Mana Regen: 8 - 24.2; +0.9 each level Range: 150 Attack Damage: 72 - 180; +6 each level Attack Speed: 0.65 - 1.01; +0.02 each level Armor: 30 - 84; +3 each level Magic Resistance: 31 - 67; +2 each level Movement Speed: 395


LORE: Zaun’s College of Techmaturgy has been the beginnings of many successes in the progress of technological sciences. Xander, however, is known as the Techmaturgy project gone wrong.

The goal of the Project Xander was to create a robot that completely targets a single enemy, and not rest until that target has been neutralized. His initial purpose was not to be a rouge bounty hunter, but a clean assassin. The unexpected result was something in between. Xander’s target programming became unstoppable, and he started to automatically give himself new targets once one was taken care of. The scientists were appalled at the fact that their research project had become an vicious killing-machine. They could no longer contain him, and Xander was let out from Zaun into the world where his rampages continued. Everyone knew of Xander: the robot that had gone rouge.

No longer finding purpose in his kills, Xander’s whereabouts returned to public knowledge when he entered the League of Legends. There, Xander fulfilled his true potential and became a true champion. His targeting skills were impeccable, granting him the name of the Flawless Hitman.

“No one can escape me. And no one will.”


UPDATE LOG: 1.0 - Champion Concept posted. 1.1 - Initial Notes added. *Artwork is not done by me

1 Comments

Ninja Baby one2/17/2017, 7:03:00 PM1 votes

Hey :3 Just gonna look over the champion concept and comment on a few things, I'm guessing you're wanting this considering you've posted it on the forum. I'm not trying to bash you at any point, just pointing out my impressions of the concept.

Okay, so his concept in general. The story sounds incredibly much like Zac's story and the concept seems to be like what the original Jhin concept, a robot Bounty Hunter. These will have to be changed a bit because there's seemingly little to no difference between those.

Okay, now the abilities.

His Passive: THANK YOU. You've managed to make a gold passive that isn't too rediculously broken or stupid. Maybe have it work whenever he's taking part in the kill though, not just when he gets the last hit. This'd work fine in game I'd believe, though maybe some scaling should be added, seeing as an early kill with this passive would snowball the champion ridiculously. That's just numbers though. The idea that one's abilities change when it comes to your target's cool. Definately keep that no matter what.

His Q: Maybe don't have him stop the attack if he hits his target, but shoot the target after he's done. Just so you don't get weird situation where someone survives because the target was in the area. The idea behind this spell is cool, but I'm not sure how reasonable it'd be for a marksman-like character to have such an easy to hit stun. The balance of the stun is a bit off, should stun shorter time at max rank, but once again, that's just numbers. Also, in your stats for the spell you wrote 500 range, while in the explanation you wrote 600. Just asking for clarification on that one. :3

His W: This spell's very similar to Poppy's old W. As such, I think the activation on this one's kind of boring. It should have some extra effect for those 5 seconds. Otherwise, it's a fine spell, nothing much to say other than maybe have less awkward numbers for the ms increase? Also, 50% ms increase is a lot.

His E: See, this spell I don't like. It's not very good first of all. It deals a bit of damage and slows both you and the target. The real problem isn't that it's bad though, it's that the spell is counter-intuitive to your role. You're a marksman, no matter if you go in bot lane or jungle. You don't want to go into melee range. Ontop of that, if you get there, you'd want to be able to get out quickly, not be slowed for 4 seconds. The spell is also dependant on enemies, so you can't even use it for getting away, which is what most Marksman gap-closers are used for. I don't really know what the spell is supposed to be used for as it only puts oneself in danger.

His R: While a cool spell, it's just Jhin's ult that damages more, has an execute and only shoots once. You want a special ult for your character, not a carbon copy an existant spell.

And now to your ideas about the champion.

I... Don't see how he could work in the jungle. Sure, he'd want to be in a position where he can roam to different champions and kill them and he has an easy to hit stun for ganking, but... He's not capable of surviving the jungle. His W isn't enough to be a jungler. He'd do better in mid lane at this stage, using his W to dodge and weave around his opponent and his Q to stun people. His ideal position would however still be in the bot lane as an ADC. From there, he'd be able to use his passive to snowball if he's lucky enough to have one of the bot laners as a target. He also seems quite item dependant, so the botlane would get him the money he needs.