Aedirex, The Celestial Titan

Akenero·9/6/2017, 7:53:11 PM·3 votes·725 views

Abilities

Passive: Center of Mass Killing enemies gives Aedirex mass equal to 10%(minions and monsters)/15%(champions and epic monsters) of their Maximum HP. Aedirex can use mass if he does not have enough mana to cast an ability. After 20 seconds out of combat where no mass is gained, 25% of your stored mass is converted into a permanent shield, and cannot be spent for abilities. Your total mass is equal to 100 X Level, for a maximum of 1800 at level 18. Core mass is equal to 25 X level, with a maximum of 450 at level 18

Q: Orbit Cooldown:(15/13/11/9/7 seconds) Cost:(20/35/50/65/80 Mana) OR (40/70/100/130/160 Mass) Range: (300/500/700/900/1100(-100 per orbit) units) After a short cast time, Aedirex throws a planetoid, which orbits him (3/5/7/9/11) times, getting closer to Aedirex each orbit. Once the planetoid collides with Aedirex, it is converted into 100 mass. If Orbit hits an enemy champion, it deals (30/55/80/105/130) (+70% ap) (+1 per 10 mass, up to 20% maximum mass expended) Magic Damage, and shatters into 2/3/4/5/6 shards, which remain at their current orbit, and deal (10/30/50/70/90)(+10% ap) magic damage to the first enemy they hit.

W: Repulse Cooldown:(20/18/16/14/12 Seconds) Cost:(20/30/40/50/60 mana) OR (30/45/60/75/90 mass) Range: (300/500/700/900/1100 units) Aedirex knocks back all nearby enemies and projectiles to his maximum orbit range. For 5 seconds, the zone around him will slow approaching enemies and projectiles, and hasten enemies and projectiles that are moving away.

E: Collision Cooldown: (20/18/16/14/12 Seconds) Cost: (70/80/90/100/110 Mana) OR (140/160/180/200/220 Mass) Range: (700 units); (200 Units aoe) After a .75 second cast time, Aedirex launches a meteor at a target area, which deals (50/90/130/170/210)(+60% ap)(+1 per 5 mass, up to 20% maximum mass expended) magic damage in an area. If Collision hits a planetoid, 4/6/8/10/12 shards are spawned at their current orbit level.

Ultimate: Solar System Cooldown: (180/160/140 Seconds) Cost: (100/125/150 Mana) OR (200/250/300 Mass) Range: (800/1000/1200 Units) Aedirex Channels for 2 seconds, and then encases all nearby enemies for (1.5/1.75/2) seconds. Afterwards, Aedirex slams the opponents down, dealing (180/210/240)(+20% Ap)(+1 per 6 mass, maximum of 75% maximum mass expendable) magic damage.

Encased is a crowd control which makes the unit airborne, nearsighted, and untargetable for the duration.


If you want to see some of my older ideas, the links to them are here: Vera, The Mountain's Bane XV-328 Rozoe and Krexx(obsolete as of Kled) Kyanitseal(I'm still working on this one) Shade, The Fallen Pupil Gerome, The Zaunite Bombardier

4 Comments

IlluminatiJoe9/9/2017, 9:39:00 AM1 votes

Hi, I'm here to offer you a bit of help with your concept

Passive: Center of Mass Killing enemies gives Aedirex mass equal to 1/3/5% of their Maximum HP. Aedirex can use mass if he does not have enough mana to cast an ability. After 20 seconds out of combat where no mass is gained, 25% of your stored mass is converted into a permanent shield, and cannot be spent for abilities. Your total mass is equal to 100*Level, for a maximum of 1800 at level 18.

I don't know if this ability is meant for mana replacement or for the shield that it gives. It gives really low mass at low levels (caster minions have 290 HP at the start of the game, that means Aedirex gains 2.9 mass after he kills a caster minion) and the shield would then be really small. My recommendation is somewhere around 10% for minions, 5% for monsters and 15% for champions.

Q: Orbit Cooldown:(15/13/11/9/7 seconds) Cost:(20/35/50/65/80 Mana) OR (40/70/100/130/160 Mass) Range: (300/500/700/900/1100(-100 per orbit) units) After a short cast time, Aedirex throws a planetoid, which orbits him (3/5/7/9/11) times, getting closer to Aedirex each orbit. Once the planetoid collides with Aedirex, it is converted into 100 mass. If Orbit hits an enemy champion, it deals (30/55/80/105/130) (+70% ap) (+1 per 10 mass, up to 20% maximum mass expended) Magic Damage, and shatters into 2/3/4/5/6 shards, which remain at their current orbit, and deal (10/30/50/70/90)(+10% ap) magic damage to the first enemy they hit.

The ability concept is good and it is different than others. The problem is that players would abuse the mass that it grants by staying at base and gaining max mass easily and then having the permanent shield as high as it can be.

W: Attract/Repulse Cooldown:(5 Seconds at all ranks) Cost:(20/30/40/50/60 mana) OR (30/45/60/75/90 mass) Range: (300/500/700/900/1100 units) Passive:Attract Aedirex constantly pulls in his surroundings, slowing enemies by 10% while they're moving away from him, and speeding them up by 10% while moving towards him. Projectiles also curve towards Aedirex upon entering this field. Active:Repulse Aedirex knocks back all nearby enemies and projectiles to his maximum orbit range. For 5 seconds, the zone around him will slow approaching enemies, and hasten enemies moving away, as well as curve projectiles away from Aedirex.

This ability bugs me the most. The passive and active are weird. If he isnt fed it just makes him an easier prey and makes the projectiles much easier to hit him. The active is the opposite of the passive and it makes him immune to projectiles permanently. I recommend scrapping this ability and reworking W from ground up.

E: Collision Cooldown: (20/18/16/14/12 Seconds) Cost: (70/80/90/100/110 Mana) OR (140/160/180/200/220 Mass) Range: (700 units); (200 Units aoe) After a .75 second cast time, Aedirex launches a meteor at a target area, which deals (50/90/130/170/210)(+60% ap)(+1 per 5 mass, up to 20% maximum mass expended) magic damage in an area. If Collision hits a planetoid, 4/6/8/10/12 shards are spawned. If any shards are in the landing area, Collision will deal (+5%) Bonus Magic Damage per shard struck, up to (+60%) bonus damage.

This ability is good, and synergises with Q very well. The problem is that the collision deals more damage to enemies if they are close to shards, that means that enemies will already detonate the shards before collision lands.

Ultimate: Solar System Cooldown: (180/160/140 Seconds) Cost: (100/125/150 Mana) OR (200/250/300 Mass) Range: (800/1000/1200 Units) Aedirex Channels for 2 seconds, encasing all nearby enemies during this time. After the channel is complete, Aedirex slams the opponents down, dealing (180/210/240)(+80% Ap)(+1 per 1 mass, maximum of 50% maximum mass expendable) magic damage. Encased is a crowd control which makes the unit airborne, nearsighted, and untargetable for the duration.

This ability deals too much damage and has very high range, and all abilities have high cooldown duration.

All in all, the kit is really weird for a tank and while its a good champion concept, it needs to be worked on more.