Skek'Ra - Time Gobbler Rework.

Alacaster Soi·10/28/2019, 2:55:48 AM·1 votes·1,733 views

A rework that didn't get a response so I'm posting it as a champion concept, original idea from Xxerox. Keep in mind that these are not the descriptions but detailed explanations of the abilities. it is a velkoz remake as far as aethstetics, basically, vel'koz. Maybe a void creature named Vel'Koz'Skek'Ra was split in half by another champion one is energy the other is time.

"I do not like the passive but I do like the concept. I don't think it'd ever be accepted. If you could give me some more details or ideas that would be cool. Not a lot of kill potential here.

Just off the top of my head I'll rework this champ.

Skek'Ra, Void mass of tentacles that prefers to eat time rather than flesh. the basic attack is a pulsating orb that moves very slowly and slows things by 4% when near it (40 units).

Passive - Sense of Time - your tentacles drift towards fast moving objects (calculated from the speed of all entities, attacks. abilities weighted heavily on champions then the center of mass, per say, is found. for example if two champions were moving together you'd be attracted to somewhere between them, and the closer to you the more weight the entity has to the calculation and the AoE of your w passive changes; it shifts toward it) and move you at 2% your movement speed when not moving and granting 20% movement speed towards the highest point of movement and champions you've impaired.

Q - Essence of Eons - Create a time void, sucking in all entities (except dragons and stuff) exponentially proportional to 20/40/60/80/100% of their base movement speed (i.e. if they have boots they can escape if all they do is run away, but if they stop to attack they move directly towards the void. in the middle of the void it's 100% their base MS, in the middle it's 1000%, on the edge it's 10%) creating an explosion on contact dealing significant magic damage and throwing out entities proportional to their distance from the center. (knocked up for .5 seconds, this is so it's not op) (same range as void itself)

W - Temporal Greed

Passive - slow and decreases attack speed of anything that touches your tentacles by 10/15/20/30/40% (applies to abilities and everything that moves at all, for example morgana's stun)

Active - Lurch you and your tentacles forward increasing their range by 12/24/48% dealing physical damage + AD per second while any champion in contact with your tentacles. (the tentacles overshoot by about 50 units, and retract as your approach them within the 50 units or retract completely if they escape.)

E - Static Void - Gain a charge every 20 seconds, place a time orb that lasts for 2 minutes (aesthetically similar to your basic attack) that drifts towards the fastest moving object within 600 units. When triggered by proximity, it slows or speeds up enemies or allies by 10/20/30/40/50% respectively (put this on WW and he's a hella fast boi) for 2 seconds, deals 30/40/60/80/110 + 50/60/70/80/90% AP magic damage and grants vision (Imagine going for your blue top and the suddenly an orb hits you in a bush and you hear Skek'Ra's screech echoing through the jungle).

R - Rapid Anhiliation - Grab all nearby champions (double the AoE of your passive) consuming their life force and slowing by 30/60/80%. Deals 60/100/140 +40% AP magic damage per second. Effect continues till enemies escape or an ally enters the zone. (You can move as normal but you cannot cast other abilities.)

Of course the numbers can be changed. You cannot escape the skek'ra so him damage should be minimal but over time."

3 Comments

Jack of Storms10/29/2019, 3:42:12 AM2 votes

Hmmmmm~

This champ seems like a perfect support, not gonna lie. And a very unique one at that. What stands out to me is the ability to slow enemy projectiles. I feel like that aspect should be played around with a bit more in the kit. Like, the big thing Skek'Ra can do is slow down enemy projectiles for their allies, or speed up your team's. Not by much, but a little bit can make a big difference

Side note, the Q seems kinda ridiculous. Like, ult level cc. On that note, I feel like the ult should play around with the time aspects of this character more. Right now it sounds like a different version of Swain's ult. Rather, the Q, with some modifications, wouldn't be bad. Or, Skek'Ra could create a time bubble that has some sort of dilating effect on everyone inside, or at least enemies. Making the Q Skek'Ra's ult wouldn't be bad in my opinion, maybe making it so Skek'Ra itself becomes the epicenter of the black hole effect. Could make it so that it slowly gets stronger, giving people a chance to escape early, but if they are stuck inside too long the drag effect gets stronger and stronger until they are practically trapped. And the damage it deals grows as they get closer to the center. And then Skek'Ra's Q could be changed to something that allows it to pull people in, or move em around a bit. It's difficult to land, but if landed it sets Skek'Ra up for its ult if that's what it wants.

Also, I'm just gonna put out there that I'm not sure how the W works, but the passive is inspiring. The attack speed part couldn't be too strong though, and should maybe even be removed. It makes sense lore wise, but in game that sort of cc isn't very fun to deal with.

All in all, seems like a great potential support, like I said before. Slowing projectiles down and putting up E orbs like a wall at key points would allow Skek'Ra to keep the enemy at bay and mitigate the power of lots of poke, while their ADC farms normally. If anyone does engage, the new Q might be able to hold them back. Or, that might be too strong since it could be impossible to engage like that. Instead, the Q could be a short dash that helps Skek'Ra set up its other abilities, like its ult, but if anyone breaks through its defenses it'll have to use everything in its power to disengage, or rely on its ult as a counter engage. Stuff like that might work. Then the dash could be used for Skek'Ra to intercept enemies or projectiles for the W to interact with. Add a resetting factor that hinges on whether Skek'Ra is in combat to allow it to dance around opponents at a safe distance with W, or reach allies in the midst of combat. For example, the dash resets as long as it is perpendicular to a significant target, like a champion or projectile. And then, the speed and range of the dash could even scale with the passive! So you can better dash towards fast targets

Conversely, the reset factor could be based on the speed of the target you dash towards, so this ability can react powerfully to enemy attacks or help you follow your allies, but if you use it alone (to run away, for example) it will not give as much. Now, this support has a tool to play around its allies and set up defenses, with a dash that allows it to react quickly to enemy attacks and to use its ult more effectively, but still won't be a dashing god or anything, and isn't really good at poke or disengage. In lane, they help your laner shine.

That's my ideas. Now I gotta go eat and save my personal concepts for another day lol. Hope ya like these though. As a side note, I don't really feel Vel'Koz needs a rework or anything. He's good as is. A nice mage. Instead, lore wise, this could be another voidborn creature. Maybe they are a younger creature like vel'koz, in search of knowledge. It stumbled upon Zilean's work, and in its naivety decided to play around with em. However the consequences were catastrophic and Skek'Ra was nearly lost to time. However, more recently, the experiments of one little boy in Zaun, one known as Ekko, have lead to Skek'Ra being dragged back into this world, unbeknownst to Ekko himself. And so, his tinkering has brought a terrible, time displaced horror into the world and Runeterra must face it once more.

Anywho, gonna miss dinner so I hope this all falls on open ears. I am just another player here anyhow