Character Concept: Lanexia, Master of Elements

Morotikiasis·10/18/2019, 4:39:50 AM·1 votes·623 views

I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.

Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.

One last thing. I didn't create this character with league in mind. I refer to champions as destroyers, ap = attack power, and mp = magical power. Carry on.

To round off today's "dear god, why did you design this" session, I've decided to unveil one of my most intense destroyers. If you think anything in league is overloaded, you ain't seen nothing yet. Sometimes you just want to create something just to watch the world burn due to its own reaction.

Elementals are interesting (didn't I already do this?). But a master of elements is hard to come by. Thing is, I don't want my master to be a master at the start. I want to build up to that point as I stand on top of a mountain of corpses while also bringing my allies along for the ride. In order to do so, I need tools that I can obtain over the course of the game and I need to have a firm understanding of what is needed from me at certain points in the game. So, let's imagine a mage that starts out as a specialized character and over the course of the game becomes more well-rounded. At the end, however, they should turn into a teamfighting monster that makes you regret grouping.

Passive- At the start of the game, at x takedowns, 2x takedowns, and at level 9, select one of four elements. Fire, water, air, earth. Each element alters your spells. Upon activating all four elements, Lanexia will absorb her staff and will gain true power. She will relinquish her elementals and ranged abilities to become melee and will use an elemental blade.

Ult Passive- For each selected element, you will summon an elemental of the respective elements. They will attack nearby enemies and will use their own unique spells. Fire- Every 10s breathes fire in a cone that damages enemies and marks them. If hit by your bolt, the target will deal aoe damage to your enemies. Water- Applies a hot to the lowest nearby ally destroyer. If hit by your bolt, they and all nearby ally destroyers will gain a burst of healing. Air- Every 25s knocks up a nearby enemy destroyer. If hit by your bolt, the target is suspended for an additional second. dealing damage with your W or E lowers the cd. Earth- Grants Lanexia a shield for 10% of her max hp every 30s. Taking damage while the shield is down reduces the cd. While the shield is up, your bolt roots. Elementals have a 30s respawn.

Ability 1- Fires a bolt of energy from your staff. Each selected element adds an effect. Bolt only hits one target. None of this can affect elementals. Fire- Applies a dot to the target hit. As soon as the dot ends, the target erupts aoe damage. If it affects an ally due to water, there is no dot damage, but there is still a damaging aoe (no harm to ally). Water- Your bolt instead affects only ally destroyers (as long as water is the only element). Upon contact, the ally is healed. If wind is in effect, allies gain movespeed. Air- The bolt can now hit up to 3 targets. The bolts slow enemies hit. If earth is in effect, the cone gains increased size, but there is only on shatter. Earth- The bolt now shatters into a cone upon contact, dealing damage and increasing Lanexia's defenses for a short time. If fire is in effect, the primary target is the only enemy debuffed by the dot, but enemies behind them take a portion of the dot damage.

Ability 2- Command your elemental(s) to charge to a target location. Fire- Deals aoe current hp damage. Water- Shields nearby allies. The shield is stronger on low hp allies. Earth- Defends the area and negates the power of spells within the area for 1s. Ex. An Ez ult passing by would deal no damage to allies within the area. Spells and debuffs are not removed. Air- Knocks enemies back after .5s.

Ability 3- Creates a vortex at a target location. Targets inside take greater effects from your bolt (ie. effects are X% stronger). Fire- Deals damage to enemies inside over time. Water- Restores ally destroyer health over time. Air- Slows enemies inside. Earth- Boosts ally defenses. (The elemental effects and the bolt increase are separate.)

Ult- Active- Boosts your elemental(s) hp and power, causing their spell(s) to be twice as effective.

True Power Lanexia Passive- AA's deal aoe damage per enemy nearby. If you hit three targets, you gain a burst of movespeed and a heal.

Ability 1- Swing your blade in an aoe. Enemies hit take damage over time. If you hit 3 enemies, you can dash in a target direction and knock enemies up along the way.

Ability 2- Dash in a target direction. At the end of the dash and along the dash, give allies movespeed and some healing. If you runt into a wall, you extend the dash and will gain defensives.

Ability 3- Passive- Your aa's cycle between the elements (no effects). Active- Unleash the power of your current element. Fire- Cloak yourself in flames and cause aoe damage that increases over time. At the end, your next aa blinks you and deals more damage. Water- You heal all nearby allies and cause your next aa to trigger passive even on one enemy. Air- You gain a burst of movespeed and your aa's now slow for 3s. If you slow an enemy 3 times, they are knocked up. Earth- Boost your defensives and cause your aa's to shield you per enemy. If the shield breaks, you deal aoe damage.

Ult- Empower your blade to cause your aa's to strike twice for 150% total damage. Reactivating dashes you a short distance. If you hit an enemy destroyer, you will suspend them into the air and will strike them multiple times. If they die, you gain a heal.

Rubs sore fingers (not actually sore) It's a lot to take in, but if you slow drip it into your blood via an IV you might just enjoy it. If you do, then you must burn for being a heretic that enjoys overloaded kits. The community has declared it bad and so it must be.

Aside from that, Lanexia is all about choosing the element that you need to help with the early game. If the ball gets rolling and kills come your way then mid-game will have 3 elements to slap people with. If you're behind or nothing has been happening, then you'll be stuck at 2. You need to participate in a lot of kills in order to become a teamfight monster. Until then you're just a helpful battlemage. Each element has its purpose and the combos you can do will change how you play with each new element. You don't want to be stuck with just two elements, though, as your potential isn't amazing for any category (damage, healing, tankiness, utility). Once you do have all elements and become melee, the mobility makes you hard to escape and your team can still catch up, even if you go the distance. Alone, you can survive, but not forever and any team that's wise enough to spread out can easily deal with you. Even a master can still be taken down.

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.

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