Passive: Enemy units, neutral monsters and allied champions that die within a large radius of Nex leave behind a gravemarker for 6 seconds. The radius is 1300 for enemy units and neutral monsters, and significantly larger for allied champions. Nex has sight of all active gravemarkers.
Active: Nex dashes to the target gravemarker, dealing magic damage to all enemies she passes through. The targeted gravemarker is destroyed. The cooldown of Graveshift is instantly refreshed when a nearby allied champion dies.
Active: Nex takes on Death's form, transforming her. While in this form, Nex's Life Essence decays at a rate of 6% every second and any damage taken is subtracted from her Life Essence instead of her health (damage mitigation is calculated normally). Upon deactivation or running out of life force, Nex returns to her standard form.
There are few living souls with such disdain for the living. Fewer still who make it so deep into the Shadow Isles with their wit and guile in tact. Never before had someone willing accepted death's caress, and it was with the boy that Nex struck a deal...
Narratives aren't my forte. The basic lore I've drafted is that Karthus obtained his power from Nex; he traded his life for the power of death. It is with Karthus' body that Nex finally takes corporeal form, something she has wished for. However, the sheer weight of her power is too much for Karthus' body to sustain and she almost burnt it out. Knowing that without a body she will be forced back to her eternal unrest on the shadow isles, she is assimilating with the living to extend the lifespan of her body.
She is still intended to be the one from whom Karthus obtained his power, but I now intend her to be the witch that created the Shadow Isles (referred to in Maokai's lore).
"This body is fleeting."
"Do not meet my gaze."
"Look upon Death."
Upon using Death's Embrace
Special (if idle)
"A door once opened can be stepped through both ways. Oh Summoner, my Summoner, what magnificent worlds you have seen with your magic box."
As with Trundle'sKing's Tribute: Life Essence is gained whenever an enemy unit or neutral monster dies. This is arguably the most appropriate thematically, but is far too unreliable outside of the laning phase.
Similar to The Bloodthirster: While at full health, Nex will convert any excess healing into Life Essence.
Uniquely: Nex passively generates Life Essence at a rate equal to her Health Regeneration.
Uniquely: Nex's self-healing effects will generate Life Essence instead of restoring Health. This includes Health Regeneration, Life Steal and Spell Vamp. (such as health regeneration, life steal and spell vamp).
How should Nex's Death's Caress function?
As with Swain'sRavenous Flock: the transformation is an ability in its own right and has no affect on the rest of her kit.
As with Nidalee'sAspect of the Cougar: the transformation grants access to an alternate set of abilities that can be used as long as Nex remains in the new form.
As with Hoboras' Herald of Oblivion: the transformation grants access to an alternate set of abilities that can each be used up to once. Consequently, the abilities are more powerful.
Nex began life as half of Sion (well, a third of Sion.
Nex is a death-themed mage who utilizes a transformation mechanic inspired by the Guild Wars 2 necromancer. Her transformation mechanic is unique among others available in the League of Legends, but is perhaps most similar to Shyvana in the sense that the transformation drains a unique resource that must be first earned.
I'm considering making her a health-cost champion.
Theft of Vitae
Innate Nex utilizes a unique secondary resource, Life Essence. Life Essence does not generate passively and is spent while using her ultimate, Death's Caress. Nex can have up to 30 + (45 * level) + (90% AP) Life Essence.
Option 1) Whenever a nearby enemy dies, Nex gains Life Essence equal to 8% of their maximum health.
Option 2) Nex gains Life Essence equal to 30% of her damage dealt.
Kiss of Death
Active: Nex blasts her target, dealing 75 / 115 / 155 / 195 / 235 (+70% AP) magic damage and cursing them to take 8 / 11 / 14 / 17 / 20 % increased damage from Nex for 4 seconds. If the target dies to the initial damage or while cursed, Nex's permanently gains 2 / 4 / 6 / 8 / 10 maximum health. This bonus is doubled for champions and large units.
Active: Nex channels for 0.75 seconds, dealing 25 / 45 / 65 / 85 / 105 (+30% AP) magical damage to all enemies in a cone in front of her at 0.25 second intervals.
Active: Nex stirs the dead at the target location, causing hands to emerge from the ground and attach themselves to enemy champion. For the next 5 seconds, those champions leave a trail of the dead in their wake for 3.25 seconds that deals 25 / 40 / 55 / 70 / 85 (+30 % AP) magic damage every second to enemies standing on it. The damage does not stack.
Enemies not moving upon the trail are rapidly slowed. The slow is capped at 70% after 3 seconds of not moving.
This deals 50% increased damage to enemies with impaired movement.
Active: Nex accepts Death's Caress, transforming her and granting her an alternate set of basic abilities. While in this form, Nex's Life Essence decays at a rate of 6% every second and any damage taken is subtracted from her Life Essence. Upon deactivation or running out of life force, Nex returns to her standard form.
Kiss Of Death
Active: Nex blasts her target, dealing magic damage and cursing them to take increased damage from Nex for 4 seconds. If the target dies to the initial damage or while cursed, Nex's maximum health is permanently increased. This bonus is doubled for champions and large units.
To be honest, short of ripping off Averdrian, the Mind of Oblivion, this is the best I could come up with for creating a kit themed around a shield - which is AP Sion's iconic feature. Nex's Death Caress is arguably the strongest shield in the game, surpassing even Mordekaiser'sIron Man. In fact, the cooldown is quite probably too low for its power, although given its duration and impact are directly related to the amount of life force Nex has obtained - being able to turn it on every 12 seconds doesn't mean she has the life force to mitigate damage.
Stun+Explode is currently AP Sion in a nutshell. The idea would be to, of course, keep that - only with three extra skills. I persist with the fleshy amalgamation of faces, than the health-gain mechanic would work here too. I guess I could also work in a Cannibalism-style element.
Scared to Death Innate: The first time Nex damages an enemy with one of his abilities, he stuns them for 1.5 seconds. This effect cannot trigger again against the same target for 12 / 10 / 8 seconds.
Assimilation Innate: Whenever Nex kills an enemy, his maximum health is permanently increased by 3. This effect is doubled against champions and large units.
Death's Caress Active: Nex blasts his target with magic damage and curses them to take amplified damage from Sion for 4 seconds. If the target dies while afflicted, Nex's maximum health is permanently increase.
Rot Active: Nex infects his target with a rotting curse for 4 seconds, dealing magic damage each second that scales with their missing health.
Theft of Vitae Active: Nex leashes onto nearby allies for 7 seconds. During this time, he will be healed for a percentage of the damage his allies deal.
Spirit of Dread
Ghastly Claws Active: Nex summons a spectral claw at the maximum range in the target direction that slowly returns to him, damaging and heavily slowing enemies in its path. The claw moves with increasing speed over the duration.
Deathly Feast Active: Nex deals damage to all enemies in a cone and restores health for every enemy unit hit.
Graveshift Active: Nex curses the target enemy champion for 5 seconds, causing the hands of the dead to emerge from the ground and damage surrounding enemies. The hands form a trail for 3.25 seconds, dealing magic damage every second to enemies who stand upon them.
I'm trying to word it so that it sounds thematic, while being descriptive. I'm struggling. Maybe: Target enemy becomes Singed for 5 seconds, leaving behind a trail that lingers for a few seconds while taking damage every second. Enemies (other than the target) who stand on the trail take magic damage every second. The trail has the appearance of hundreds of rotting hands.
Frankly, themeing a kit around a damage-dealing shield is hard (unless you've seen my concept). Maybe I should ditch the shield?
To be honest, if I were to start a fresh without being attached to any of the champions: I would probably say that throwing Mundo, Morde and AP Sion into a blender and only pulling out two replacements would probably be the best solution.
So, there I was, browsing through the forums for necromancer concepts and I noticed the Guild Wars 2 icon on my task bar (I didn't play it for very long - it was good, but I'm a social gamer and none of my friends played it). I checked out the Necromancer, and it's frankly an interesting mechanic:
Death Pact Innate: Nex is manaless, and instead used Life Force as his secondary resource. Whenever a nearby unit dies, Nex gains 8% of their maximum health as Life Force. Nex can have up to 200 + (50 x level) + (50% bonus health) life force.
Death Shroud Level-1 Ultimate: Nex takes on death's form, gaining a new set of abilities. While in this form, Nex's life force decays every second and any damage taken is subtracted from his life force. Upon deactivation or running out of life force, Nex returns to his standard form. 30 / 24 / 18 / 12 second cooldown.
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Kog'Maw's been touting his daddy's arrival for years - he has come. What does a void larva become when it grows up? Muzen'Khan!
Nex the Gravesworn
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.