Nex, The Broken Mirror(Champion Concept)

Mr Voidling·5/6/2019, 11:32:20 PM·1 votes·1,405 views

I did not create the art, but you can check out where I found it. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cf1f50f9-ee0c-4358-aa18-9f159c5fb48d/db6m6xj-74a4ed53-475e-4cba-a5e2-a82f4df4c241.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NmMWY1MGY5LWVlMGMtNDM1OC1hYTE4LTlmMTU5YzVmYjQ4ZFwvZGI2bTZ4ai03NGE0ZWQ1My00NzVlLTRjYmEtYTVlMi1hODJmNGRmNGMyNDEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.2hX9J-zJHrffnL3acXGnrgqTuAzPcFwAjQAvHnOn2qE https://www.deviantart.com/therafa/art/Lex-676241047


Nex, The Broken Mirror


STATS 525+75 | Health 6.5+0.6 | Health per 5 300+40 | Mana 6.5+0.6 | Mana per 5 62+3.5 | Attack Damage 0.65+3 | Attack Speed 30+0.5 | Armor 30+0.5 | Magic Resist 340 | Movespeed 175 | Range


Passive: Twin Realities Nex lives between two realities, and can shift at will from one to the other using his Hand Mirror which takes up an item slot. Nex can upgrade his mirror in the shop.

Whenever Nex casts one of his basic abilities his alternate form lingers behind him as an untargetable phantom for 2 seconds, allowing Nex to recast the same ability within the allotted time, recasting an ability will make the alternate ability be cast by the phantom. After casting an alternate ability the phantom lingers for 1 second before vanishing. Nex can only summon his phantom once every 20-10 seconds after recasting an ability.

While in his Magical form Nex's basic attacks deal Magic Damage.


Q: Shattersword | CD 14/13.5/13/12.5/12 | Cost 60/65/70/75/80 | Physical Range 600 | Magic Range 900 | Physical Projectile Width 70 | Magic Projectile/Trail Radius 100 Physical: Nex throws his sword, teleporting to its location after it lands in a wall or strikes an enemy Deals 60/90/120/150/180 (+125% Bonus Attack Damage) Physical Damage to the target, applying on-hit effects, and can critically strike.

Magical: Nex fires out a storm of projectiles that deal damage in a small radius as they travel, leaving a trail behind them that lasts 2.5 seconds. Deals an initial 60/80/100/120/140 (+60% Attack Damage) Magic Damage to all targets hit and an additional 10/20/30/40/50 (+30% Attack Damage) Magic Damage each second, grounding and slowing enemies inside by 20%.


W: Disruption | CD 16/15/14/13/12 | Cost 70/75/80/85/90 | Physical Range 600 | Magical Range 400-800 | Physical Width 125 | Magical Cone 30° Holds up to 3 charges. Expends all charges on cast.

Physical: Nex slams his sword in the ground causing a wave to carry out and knock enemies airborn. Deals 70/90/110/130/150 (+50% Attack Damage) Physical Damage plus 20/30/40/50/60 (+30% Bonus Attack Damage) Physical Damage per additional charge expended and knocks enemies airborn for 0.75 (+0.5 per additional charge) seconds.

Magical: Nex pulls in all enemies 200 units toward himself, +100 units per additional charge. Deals 75/110/145/180/215 (+65% Attack Damage) Magic Damage. 400 +200 range per additional charge.


**E: Traverse | CD 20/19/18/17/16 | Cost 80 | Physical Range 200 | Magic trail Width 150 ** Physical: Nex dashes a small distance, causing his next attack to grant him a shield for 25/50/75/100/125 (+30% Bonus Attack Damage) that lasts 4 seconds. Resets Attack Timer.

Magical: Nex rushes forward and leaves behind a trail that lingers for 2/2.5/3/3.5/4 seconds, enemies cannot pass though the trail and projectiles are slowed by 75% while inside. During this effect Nex is immune to slows and follows the mouse for 2 seconds, gaining 50% increased movement speed, impacting a wall instantly ends the effect. All units passed through take 55/85/115/145/175 (+100% Attack Damage) Magic Damage and are pushed to the closest side of the trail.


R: Merged Realms | CD 130/100/70 | Cost 100 | Tether Range 1,000 Nex combines the Physical and the Magical realm into one, causing his alternate form to linger behind him as an untargetable phantom for 15 seconds, removing the cooldown from Twin Realities for the duration and removing all damage reduction on phantom cast abilities. R can continue to be cast to control the phantom's movement, and cause it to attack units for 40/50/60% damage. If no movement order is given then the phantom will continue to linger just behind Nex. Hand Mirror's active effect has a 20/35/50% reduced cooldown for the duration.


Shattered Hand Mirror: +5 Attack Damage +5% Attack Speed

Unique Active - Reality Shift: Nex shifts between realities, alternating his stats between physical and magical. Nex will swap positions with his phantom if it is away from him. (10 second CD) Unique Passive: Phantom cast abilities deal 50% reduced damage.

Broken Hand Mirror: +800g +15 Attack Damage +10% Attack Speed

Unique Active - Reality Shift: Nex shifts between realities, alternating his stats between physical and magical. Nex will swap positions with his phantom if it is away from him. (10 second CD) Unique Passive: Phantom cast abilities deal 40% reduced damage.

Damaged Hand Mirror: +1,200g +40 Attack Damage +20% Attack Speed / +100 Attack Range

Unique Active - Reality Shift: Nex shifts between realities, alternating his stats between physical and magical. Nex will swap positions with his phantom if it is away from him. (10 second CD) Unique Passive: Phantom cast abilities deal 30% reduced damage.

Mended Hand Mirror: +1,600g +90 Attack Damage +30% Attack Speed

Unique Active - Reality Shift: Nex shifts between realities, alternating his stats between physical and magical. Nex will swap positions with his phantom if it is away from him. (10 second CD) Unique Passive: Phantom cast abilities deal 20% reduced damage.



Nex's alternate abilities share cooldowns with each other. So you can't use Q, swap forms, and cast Q again. But you can recast Q before swapping to let your phantom cast it. Phantom cast Physical E will make him attack the closest target and grant the shield to you. Giving it an effective range of 375. This only works outside of R, during R you control who he attacks.


Nex is presumably from... Noxus? Icathia? Idk. Maybe he's a wondering nomad.


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

2 Comments

MooooooooreDakka5/7/2019, 2:09:31 PM1 votes

Finally done. Are his ability cooldown shared between both versions of the ability or seperate?

Passive: The offensive scaling is unique and might open up some unique options for itemization but at the cost of auto attack focused itemization not working for magical stance (though on-hit might still work) and a few things like penetration and luden's echo not working between stances. I'd suggest making his damage all physical or all magical if you want to keep that mechanic or using the idea I'm going to bring up later. Also, the defensive scalings would be interesting except for the fact that he'd want to pick his stance based on what skills he needs rather than what damage type his opponent does and the nature of his kit not really encouraging a build with a lot of bonus resists.

Q: The melee version seems kind of dull. It's a skillshot Varus e except with a weaker slow and ineffectual splash damage. In his kit I guess it could slow down a target to help land your gap closer and make it slightly easier to stick to your target but it still doesn't really fit with a kit that (presumably) wants to fight in melee range. At the very least I would suggest giving this the same dot as the ranged version. The ranged version is decent enough.

W: The melee version is a bit bland but it works. If charges are stored independently for the melee and ranged forms then that would be a pretty cool mechanic, if not then it's not interesting if he uses them all at once though it could be interesting if he used them one at a time. Also, between the range on this with multiple charges and his melee q I'm starting to wonder if he's supposed to poke at enemies with both forms with e and the innate attack speed just being there to escape or finish someone off.

Both of these abilities really depend on how much time they give the enemy to dodge but the cone especially could be really powerful since it would be harder to sidestep and a 500 unit pull with 800 range through minions is pretty good. The issue here is that the rest of his kit doesn't benefit much from this. He can get them closer to him but then all he does is whack them if he's in melee range and cast his long ranged abilities at them.

Also, both of these have very poor damage without multiple charges and the w without charges has very poor utility.

E: The melee version is a pretty interesting gap closer and mobility tool though the rest of his kit doesn't actually want to be in close range. The ranged version is good utility after he pulls someone and a solid escape though once again it calls into question what he's actually supposed to do in a fight. The duration is really short so maybe give him some extra speed during the duration so he can do a bit more with it.

R: If his abilities have shared cooldown then this ties his whole kit together into an if not coherent then at least functional whole. If his ability cooldown aren't shared then this gives him a bit of conditionally useful mobility, the ability to sort of bypass his considerable transformation cooldown, and the ability to proxy cast half of his kit which could be interesting with a few of his abilities. nothing incredible but it does let him choose his stance for reasons other than what abilities he wants to use. That's assuming proxy casting puts the alternate ability on cooldown, if not then this would be kind of bonkers.

There's three playstyles this kit feels like it's trying to support:

Skirmisher/Bruiser: The item he has to buy gives attack speed, he has a two fairly good ways to reach melee range, his ranged q is nice for preventing escape. The problems are poor sustained damage and no good defensive steroids to avoid or mitigate damage or cc.

Mageish: He has access to a number of ranged abilities and a way to escape or stall pursuers, proxy casting with his kit magnifies this. The problems are mixed damage and scalings which his passive stat conversions don't completely compensate for and his w pull being kind of awkward for that playstyle.

Tanky Disruptor: He has very solid crowd control on his w and to a lesser extent q and his e opens up some interesting options if he focuses on spreading the trail over dealing damage. The problem is that he just isn't tanky and his passive defensive stat conversion would probably hinder that at least as much as it would help.

Here's my take on this, physical stance is a melee fighter while magical stance is more focused around disruption. Passive: no stat conversions, both stances have melee attacks, ult functionality is now baseline though without movement and with a cooldown limiting how frequently you can recast an ability. Using 1 always swaps places with the alternate form, each form of an ability has it's own cooldown. Physical stance gains attack speed based on the level of his item while magical stance gains bonus resists from his item. Striking an enemy with a magical stance ability grants a shield for a % of his maximum health while striking an enemy with a physical stance ability empowers his next two basic attacks with additional damage. Abilities scale with ad and deal physical or magical damage based on his current stance.

The proxy cast is incorporated into the passive since it's such an interesting mechanic and sets him apart from other duel stance champions. I made both forms melee so that both forms are comfortable at the same range. Physical form is more focused on damage with it's stats, passive, and abilities while Magical is more focused on survivability and utility though proxy casting lets some aspects of the other form be used.

Q: Magical version is unchanged. Physical version is his current e so both forms are a ranged skillshot.

W: Mostly unchanged, magical gets less range and pull distance from stacks but has a short stun, physical has it's knockup scale with stacks and more of it's damage loaded onto the first stack. Auto attacks decrease the cooldown of the corresponding ability. Physical version cooldown slightly longer than magical to compensate.

E: Magical version heals over the duration based on missing health, gains movement speed, is unstoppable, and ignores unit collision but can't attack or use abilities other than canceling this one. Maybe increase duration slightly. Physical version is a new ability that dashes a short distance and takes reduced damage and is unstoppable during the dash. Damages enemies it passes through and is used by the current form when proxy casted.

Made e a bit more effective, removes the old q for something a bit different that helps him avoid dangerous abilities.

R: Empowers both passive effects for 10 seconds and removes the cooldown on proxy casts. During the ult, the alternate form's abilities recharge faster, it can be controlled with r, and the cooldown for swapping forms is reduced.