[Support Champion Concept] Ar'kah - The Unsatiable Voidborn

lCantPauseltMom·6/15/2017, 5:52:46 AM·1 votes·761 views

Ar'kah - The Unsatiable Voidborn



Primary Role: Support Primary Lane: Bottom Lane


Small Piece About Ar'kah:

  • She is a void-born creature who has lived to consume the essence of a world. Any power she finds, she will consume - and the magic of Runeterra is the greatest source of power she has ever encountered before.

  • She does not serve her own purposes though. Because not all Voidborn have the power to successfully go to Runeterra, Ar'kah serves to consume enough power to be able to being a tide of Voidborn to Runeterra to consume everything in their wake.


Innate Ability: Essence Eater

Passive: Every 75 (-3 per level) seconds, a hostile spell that comes within 200 (+10 per level) range of Ar'kaj is eaten by her, destroying the spell and any effects it holds. Ar'kah then uses that magical energy consumed to reduce any active cooldowns by 2 seconds. She takes 50% of the damage the spell would do but takes none of the crowd control effects associated with the spell.


First Ability: Evocation Consumed

Passive: Ar'kah swallows small fractures of magical energy every time a spell is cast within 800 range of her, stacking up to 6 times. Upon releasing her next ability, all stacks are released and all allies within 400 range of her are healed for 10/15/20/25/30 (+5% Ability Power) health per stack. If 6 stacks are used, the healing is increased by 1% for every 3% of missing health the ally has (Maximum 30% at 90% missing health).

Active: Ar'kah's next basic attack has 200 bonus range and deals 40/60/80/100/120 (+30% Ability Power) bonus magic damage and interrupts any channels being cast by enemy champions. If a channel is interrupted, the target takes double the magic damage from this ability and are silenced for 1.5 seconds,

Mana Cost: 50/55/60/65/70 mana. Cooldown: 14/13/12/11/10 seconds after use.


Second Ability: Voidmist

Active: Ar'kah creates a voidmist around a target allied champion, partially hiding them from view behind a purple mist (They are still visible) for 2.5/2.75/3/3.25/3.5 seconds. If the target is struck by a hostile spell in this time, Ar'kah will channel the energy from that spell into creating a stronger mist. This will stealth (Camouflage, not Invisibility) the target ally for 3 (+0.75% Ability Power) seconds, and negate the damage and effects from the spell.

Mana Cost: 60/65/70/75/80 mana. Cooldown: 26/23/20/17/14 seconds.


Third Ability: Void Rift

Active: Ar'kah summons a void creature from a portal next to an enemy champion. The creature has 200/250/300/350/400 (+25% Ability Power) health, 325 movement speed, 1.000 attack speed, and 0 armour/magic resist. The Void creature will attack the target enemy champion until it dies or after 4/4.5/5/5.5/6 seconds. If the creature survives until the end of the timer, a portal similar to the one that summoned it will open up and drag the void creature back to its realm. There are three variations to the void creature:

  • Behemoth: This creature has 20/40/60/80/100% extra base health and 50 armour/magic resist. It deals 15/20/25/30/35 (+10% Ability Power) magic damage on each attack and slows the target by 20% for 0.75 seconds.

  • Ravager: This creature has an extra 25/50/75/100/125% attack speed/ It deals 20/25/30/35/40 (+20% Ability Power) magic damage on each attack and gains +25 movement speed for 1 second on hit.

  • Devourer: This creature restores 4/4.5/5/5.5/6% of Ar'kah's missing mana on each hit and steals 15/20/25/30/35 (+15% Ability Power) health on each attack and applies it to its own health.

After selecting an enemy champion to cast Void Rift on, the summoner of Ar'kah can choose the type of Void Creature by using the Q (Behemoth), W (Ravager), and E (Devourer) key after the initial cast. If Ar'kah does not choose the type of creature, she will open up a portal for 4/4.5/5/5.5/6 seconds that has no effect until a creature is summoned.

Mana Cost: 60/65/70/75/80 mana. Cooldown: 14/13/12/11/10 seconds.


Ultimate Ability: Null Volatility

Active: Ar'kah creates a large area-of-effect full of purple void mist for 6 seconds that slows enemies by 20% and reduces their vision to 200 range. If an enemy champion casts a spell while inside the Null Volatility, the mist will react to the spell and explode around the target, dealing 80/110/140 (+50% Ability Power) magic damage to the target and increasing the slow to 80% for 1 second. The mist will shrink in size by 10% each time a spell ignites the mist, down to a maximum of 50%.

Mana Cost: 100 mana at all ranks. Cooldown: 90/75/60 seconds.

6 Comments

Billcurme6/17/2017, 12:04:01 PM2 votes

Hello! Billcurme here! Thought I'd pop in and give you my 2cents on this champion idea, seeing as a) you currently have no reviews, and b) this champion is pretty much designed for me (support main who loves Void Champions) I hope this review will help you solidfy this champion into a grand concept: if not, feel free to ignore everything I say!

As their isn't much for the lore, I'll get that out of the way now.

Lore: I can dig it. All Void champions have something that they hunger for endlessly (sans Rek'Sai, who just hunts you because you entered the wrong neighbourhood), and hungering for magic and essence is something we haven't encountered yet. It adds something new to the roster without going against the established lore. Also, the way you described it makes it sound like it could definitely be something a support champion does, so bonus points for that.

Honestly, the best advice I can give here is to give the lore some love. Expand it. Make it bigger. Add some meat to it, with fun little details and the like. Right now what you have is a basic layout. I believe if you put some effort into it, it could turn out to be a fantastic lore for the League.

Now, to move onto the abilities, and see how this champion plays in-game.

Kit: Essence Eater (innate):

Every 75 (-3 per level) seconds, a hostile spell that comes within 200 (+10 per level) range of Ar'kaj is eaten by her, destroying the spell and any effects it holds. Ar'kah then uses that magical energy consumed to reduce any active cooldowns by 2 seconds. She takes 50% of the damage the spell would do but takes none of the crowd control effects associated with the spell.

Um. Ummm. Ummmm. This... is really god-damn powerful. Every 75-24 seconds, you just EAT a spell, taking half the damage and nullifying its other abilities. That is insane. Not only is that powerful enough just their, but it also means that you can shield your carry just by being near them in lane! And because it's a static cooldown, their is no real counter-play to it! It's just there, and will be there quite often. Also, you reduce your cooldowns, just because what you had before wasn't enough.

This ability is insanely powerful. The only draw-back is its abysmal range, but honestly you won't often be that far from your allies anyway. Also, bear in mind, that this could potentially consume ults do to your wording. A Viktor ult does nothing but a single tick of damage to you and you alone. Ezreal ult is stopped dead in its tracks. Ziggs ult is stopped from hurting your entire team by your passive. Honestly, it's just way too overloaded.

Now, to clarify: I don't hate the idea of eating spells. You just need to do it more strategically than this. I'd move this to an ability (maybe your ult?) and have it be something you have to aim to consume the spell. Maybe like a brief delay into a dash, where you eat the first spell hit? You can still consume enemy ults, but it's not just an instant win.

Evocation Consumed (q): Okay, I do like this ability, but it honestly feels like they should be two separate abilities. For the one thing, it fills two of the Void champions most common themes: Stacking something, and Augmenting an auto-attack. But lets look at the two effects one-at-a-time.

The passive is a nice little heal for your allies that becomes more powerful the more spells cast nearby. It's kinda like a Maokai Passive meets Taric q meets Alistar Passive. I do think the range, and the fact that it heals all nearby allies is a little strong--not to mention the fact that it's hard to use effectively as it'll proc off of any spell you cast.

Your active, on the other hand, is a wonderful anti-channeler auto-attack ability. Maybe a little too wonderful, though. The damage is pretty decent as it is, while adding on the intterupt and silence is just gravy. However, doubling the magic damage is pretty scary. While it's not super common, whenever you do manage to hit an enemy that is channelling something, it's gonna really mess up their day. (R.I.P Ezreal/Lux bot lane)

Honeslty for this ability, I'd split up the two effects. The Heal is wonderful to have on a support, and the intterupt is great for the anti-mage support trope you seem to be going for. Right now, though, having both abilities tied to one ability slot seems a little too strong. In particular, that means you get both you heal, and a decent damage ability for 1 level up. That really is a little too much.

Voidmist (w): I like this ability. It's a unique idea with an interesting nieche to fill in. I worry that having the duration scale off of 75% of your ap is kinda ridiculous, and you should probably add a little note on how allies that attack while camo'd by this ability reveal themselves and can't camo again for a certain amount of time. Also, I've mentioned above that negating an enemies spell is a little too powerful. Maybe just have the mist increase magic resist based on rank in the ability and your ap? Other than that, though, the ability seems pretty solid. I like.

Void Rift (e): Okay, this ability feels a little weird. This is the kinda ability I'd throw on a mid or top lane champion. On a support, however, it feels really strange. And a little too powerful. And by a little, I mean a lot. All three of the summons are pretty strong minions, and the fact that you can summon on a potential of under 10 seconds with max ranks and cdr, with no apparent limit to how many you can have out at once? That is just crazy strong. Honestly, I'd just scrap this ability. It doesn't fit your champion's playstyle or role, and all in all adds too much power and clunky-ness to your champion. I'd suggest either moving half of your Q over to this ability, or else giving your Support some form of CC to help lock-down your opponents.

Null Volatility (r): Problem 1! This ability is too similar visually to your W! Riot loves their clarity of abilities and champions. This is one thing that should be cleared up ASAP.

Now, for the rest of the ability: That's an interesting way to discourage spell casting. Actually having a mist damage and shrink with each enemy spell cast within is a really fun idea. The numbers would need to be crunched out, but honestly, I like it. I'm really glad this ability doesn't have hard CC or any silence involved: it doesn't need it. Just creating a zone where casting spells inside harms the caster (and potentially their allies) is enough of a deterrence. Really, all in all, I like this one.

In Summary: The potential is their. An anti-mage Void Support isn't something we have in the league at-the-moment (or at least not in Meta. Kassadin Stupid Support Kass grumble grumble) However, I think the champ could use a fair amount of polish. The Lore could use some expansion and love, and the kit needs a bit more clarity of purpose and for some of the unnecessary chaff to be cut. However, I think you've got a really nice start here. Keep poking at it, work through your ideas, and keep doing your best, and I promise you this will end up being a truly wonderful champ idea.

Cheers, and I hope this review helped. If you have any questions for me, feel free to ask.

-Billcurme-