Yaxze, the Absolute Controller

Stacona·9/26/2015, 9:14:39 PM·2 votes·607 views

MOVED TO ANOTHER POST TO CHANGE THE TITLE/THEME AND DO MAJOUR CHANGES! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/IxNEGGwE-yaxze-the-pulse-magician

Yaxze [yahks - zeh] is a mage type that has a play style that likes being in control; not only can he control his balls of energy, but he can even control ally and enemy champions as well (more on this).


Basic Attack Range: 600 units Movement Speed: 335 units per second


Pulse Energy (Passive): Yaxze uses pulse energy as his resource which is a maximum of 100 and has no base restoring effects to it.

Yaxze can consume 100 Pulse Energy on his next basic attack to deal 120+10 per level as bonus magic damage.

None of Yaxze's abilities have cast times or stop his movement.

Forward (Q): Cooldown: 5/4/3/2/1 second(s); Cost: 20 Pulse Energy; Range: 3000 units Yaxze sends all currently active balls of energy within range 500 units in the target direction.

Ball of Energy (W): Cooldown: 1 second; Cost: 100 Pulse Energy; Range: 800 units Passive: Restore 10 Pulse Energy every 1/0.8/0.6/0.4/0.2 second.

Active: Place a ball of energy at the target location indefinitely until an enemy comes in contact with it, balls of energies deal 60/90/120/150/180(+50%AP) magic damage to struck enemies in a small area. There is no hard limit to the amount of balls of energy that can be play at one time.

If an ally champion, does not apply for Yaxze, clicks on a ball of energy then it will enter inside and be surrounded by it. The ally champion can move around freely, but if Yaxze commands his balls of energy to move then that ally champion will move too.

If a ball of energy is cast directly on an enemy champion then they are expended in energy for 2/2.25/2.5/2.75/3 seconds losing the ability to freely move and these balls of energy move half the distance than normal when Yaxze commands his balls of energy to move.

Additionally the ball of energy's explosion radius, if it makes contact with an enemy, greatly increases based on the size of the champion within the ball of energy.

Balls of Energy grant moderate vision around them.

Rise / Drop (E): Static Cooldown: 0.75 second; Cost: 40/35/30/25/20 Pulse Energy; Range: 3000 units Yaxze raises the target ball of energy, cannot raise balls of energy that have champions within them, enemies cannot make contact with raised balls of energy unless they are knocked-up into them which causes them to take double the magic damage.

Yaxze drops an already raised ball of energy to knock-up enemies within a 500 units area for 1.25 seconds.

Detonation (R): Cooldown: 40 seconds; Cost: 100 Pulse Energy; Range: 3000 units Yaxze detonates all currently active balls of energy within range to explode in a 600 units area to deal 2/2.5/3 times their normal damage, damage cannot overlap on the same enemies.


2 Comments

Umbral Regent9/26/2015, 10:38:04 PM1 votes

So, first thing's first, that title might need to be changed. "the Absolute Controller" makes it sound like the champion was made to be some overpowered joke champion, and I'll be honest, I clicked the content in preparation for the worst. I feel like I was satisfied in that regard...

  1. Pulse Energy is fairly interesting, as are most resource-related effects. However, intrigue doesn't always make it good, and in this case I think the passive could use some work. Perhaps work around the basis of "pulses" and pulsating things?
  2. On a similar note to Pulse Energy, Ball of Energy has its own kinks and quirks. My biggest problem is the passive, which, at max level, you basically have half of your resource bar full in a single second, meaning you increase your damage output a little too much by focusing W. I'd suggest to rework the resource gain so that it isn't obscenely easy to overuse spells and charged basic attack hits.
  3. It would also be a good idea to rework Forward and Rise/Drop entirely, both for separate and similar reasons. The first being, it makes the champion too much like Azir where he cannot start the game without Arise!; he can only level up Shifting Sands and Conquering Sands if he has at least one level in Arise!. Forward also makes the champion a bit too much like Azir, with Conquering Sands.
  4. Rise/Drop, in of itself, should probably be scrapped. The spell would have a bit too much difficulty in making work, due to the nature of Knockups and the probable necessity for a second physical plane entirely for it to work; one for ground objects, one for raised Balls of Energy. The AoE knock-up is also a little cruelly overpowered, and counter-intuitive to the knock-up double-damage aspect of the first half of the spell.
  5. Ball of Energy should also have some tweaks considered; namely, the removal of ally/enemy control, and the indefinite existence of the balls. The first is because, allies would lose their general control of movement by surrendering it to Yaxze, while having it suppress enemy champions for however long when the ball is cast on them is extremely overpowered, especially considering the above point about you being able to drop a ball every two seconds. And 2-3 seconds of complete suppression? That's...That's inanely overpowered. For the second part, having the balls around indefinitely ultimately wind up making an aggravating minefield of damage that must be suffered if the enemy team is going to move anywhere.
  6. Detonation's Cooldown is too short, and Detonation itself is a little underwhelming. The damage from Ball of Energy is a little much, too, but Detonation makes the ultimate seem a bit more like a high cooldown basic ability, rather than an ultimate. In fact, ultimate abilities are usually meant to be some spectacular feat that can only be accomplished by that champion, like Darius' Noxian Guillotine, Katarina's Death Lotus, Tahm Kench's Abyssal Voyage, or even Ekko's Chronobreak. Although there are some with less-than spectacular Ultimate Abilities, like LeBlanc's Mimic, Jayce's Mercury Cannon/Mercury Hammer, or Nidalee's Aspect of the Cougar, but still. A bunch of explosions that can only do a single application of damage to a target is far from "ultimate".

So, tl;dr, a lot of this champion's abilities need some consideration of reworking, and his passive is the only thing that really needs just minor tweaks. His theme's there, but it's not really highlighted by his abilities, and he feels to me like a Syndra/Azir hybrid.