[Champion Concept] Chaks, The Hextech Automaton

Fertsa·8/2/2018, 10:50:59 PM·3 votes·1,709 views

Passive: Hexa-Core Chaks starts the game with 6 Cores in his inventory, these cores can be upgraded throughout the game, these cores can be activated to make the stats permanent and remove the core from the inventory, preventing them from being upgraded further. The cores can be upgraded an infinite number of times before being activated. Each upgrade costs 500 gold. Cores start at “level” 1, increasing by 1 for each upgrade.

Vitality Core +100 Max HP (+190 per upgrade)

Energy Core +100 Max Mana (+350 per upgrade)

Strength Core +5 AD (+14 per upgrade)

Power Core +10 AP (+23 per upgrade)

Hull Core +5 Armor (+25 per upgrade)

**Shield Core ** +5 MR (+30 per upgrade)

(His base stats are low to make up for the free stats he starts with at level 1)

Q: Hex Shock Cost: 75 mana CD: 12/11/10/9/8 seconds Chaks briefly gathers energy before firing magical bolts in a target direction, dealing 20/40/60/80/100 (+70% AP)(+70% Bonus AD) magic damage to the (Power Core’s level) closest enemies in a 800/900/1000/1100/1200 unit long thin cone. Hex Shock also applies on-hit effects if only 1 enemy is hit.

W: Power Shield Cost: 70/90/110/130/150 mana CD: 20 seconds Chaks activates his shields and reinforces his hull, gaining a shield that blocks 20/40/60/80/100 (+5% Max HP) damage, increased by 4/8/12/16/20(+1% Max HP) for each level in Shield core, and 20/50/80/110/140 armor and magic resist, increased by 4/10/16/22/28 for each level in Hull Core, while the shield lasts. Power Shield last 3/3/4/4/5 seconds.

E: Tear Through Space Cost: 120 mana CD: 23 seconds Chaks warps to a target location within 200 units, +200 per level in Power core, over 3 seconds, reduced by cooldown reduction. (Half as charge up, half as inaction after arrival) Upon arriving he deals 30/60/90/120/150(+70% AP) magic damage to enemies within 300 units, radius multiplied by Vitality Core’s level, slowing enemies hit by 70% for 1.5 seconds.

R: Overcharge Cost: 100 mana CD: 140/120/100 seconds Chaks enters an overcharged state for 3/4/5(+Energy Core’s level) seconds, reducing his base cooldowns by 20/50/80%, reducing his mana costs by 30/60/90%, reducing his casting times by 30/40/50%, and dealing (100/150/200% AD)(+40% AP) on-hit magic damage while it lasts. If Chaks dies while Overcharged, his body fails to contain his raging energy, exploding after 2 seconds, dealing 200/400/600 true damage to enemies within 1500/2500/3500 units, plus 10/15/20 damage for each level in every core, split evenly between magical and physical.

Edit: Changed Core scaling on W to 20% per level on each core's effect, and increased duration by 1 second at all ranks, to prevent his W from becoming alistar's ult after investing only 500 gold.

3 Comments

CauseSCIENCE8/2/2018, 11:02:12 PM1 votes

Very good

aaaustindestroy18/3/2018, 10:27:07 PM1 votes

One thing that I notice is that the Hull and Shield cores only really needs to be level 2 or 3 to be ridiculously strong due to the multiplication in the W. I'd probably change it to a percent increase based on Core level instead of multiplying it, while increasing the duration a bit.

If the Hull Core is level 2 and his W is maxed, he immediately gains 280 Armor and MR for 4 seconds, once every 20-11 seconds depending on CDR. (45% CDR maximum)

The numbers would definitely have to be tweaked for balancing, but otherwise amazing concept. He has a really cool .. CORE .. design philosophy. :)