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Q'lish, the Plaguelord

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The5lacker ?? Senior Member
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12-19-2012

Name: Q'lish, the Plaguelord
Attack: 3
Defense: 2
Ability: 7
Difficulty: 3
Attributes: Ranged, Mage, Support

Base Stats
- Health: 424 (+82)
- Health Regen: 4.4 (+0.6)
- Mana: 233 (+47)
- Mana Regen: 7.2 (+0.6)
- Attack Damage: 47 (+3)
- Attack Speed: 0.625 (+2.1%)
- Attack Range: 550
- Armor: 6 (+3.3)
- Magic Resist: 30
- Movement Speed: 330

Abilities

- Passive - Plaguewinds
- Enemies that get within 400 units of Q'lish or are hit by one of Q'lish's spells lose 1.2% of their max health as true damage per second for three seconds. This timer is reset so long as enemies remain within range of Q'lish or his spell's effect.

- Q - Grim Affliction
- Active - Q'lish infects a target enemy with a horrible affliction which increases the damage they take from all sources by 7/9/11/13/15%, applies Grievous Wounds, and makes them a carrier for Plaguewinds, granting them the Plaguewinds aura (it still deals damage to Q'lish's enemies) for 4 seconds.
- Cost: 70/80/90/100/110 mana
- Cooldown: 8/7.5/7/6.5/6 seconds
- Range: 700

- W - Ichor Explosion
- Active - Q'lish makes a target explode with a black ichor, dealing 45/65/85/105/125 magic damage plus magic damage equal to 6/7.5/9/10.5/12% (+1% per 50AP) of the target's missing health to the target and magic damage equal to 2/3rds of that to nearby enemies. Slows the primary target's movement and attack speeds by 40% for three seconds.
- Cost: 65/80/95/110/125 mana
- Cooldown: 14/13/12/11/10 seconds
- Range: 750
- Radius of AoE: 200

- E - Tendrils of Corruption
- Active - Q'lish infects an area, dealing 20/35/50/65/80 (+15% AP) magic damage per second over five seconds to enemies in it, slowing them for 30% while they're in the area of effect and healing for 20/25/30/35/40% of the damage dealt. Heal is 50% less effective against minions.
- Cost: 70/85/100/115/130 mana
- Cooldown: 12/11/10/9/8 seconds
- Range: 850
- Radius: 250

- Ultimate - Life's Finale
- Q'lish roots himself to the ground, channeling for up to 5 seconds. While channeling, Enemies in a large area around Q'lish take 65/90/115 (+30% AP) magic damage per second. At the end of the channel or if Q'lish activates the ability again, he reaches through the ground with his tendrils and roots all enemies still within the area of effect to the ground for 2/2.5/3 seconds and deals magic damage equal to 12/15/18% of each enemy's missing health.
- Cost: 150/200/250 mana
- Cooldown: 150/130/110 seconds
- Radius: 800

Appearance

Q'lish is a tall, gaunt figure, flesh decaying all over his body, which is twisted into a horrible, warped form. He is cloaked in a tattered black cloak, with a massive hunch on his back where numerous tubes snake down his arms and down from the bottom of his cloak. He walks with a limp and speaks with a hollow, tin-y voice.

Lore

Deep in the sewers of Zaun, life flourishes, though far from the form most are used to. In the foul alchemical soup of the runoff, a creature rose, fueled by foul magics and fouler machines. The creature stalked the sewers in a daze, and in its wake plagues followed. He was eventually contained by Zaunite officials, for study and, admittedly, safety.

Studies have yielded more questions than answers. Zaunite scientists haven't been able to determine whether the creature was originally human, some sort of animal, or if it spawned from the muck itself, nor can they figure out exactly how it works its magic. What is know is its a powerful competent, and has been sent into the League of Legends to hopefully demonstrate its powers.

Quotes
- On pick: Life shall all be consumed.
- On move: All will be touched by our hand.
- On move: Consume...
- On move: On the wind...
- On attack: Spread the infection.
- On attack: Be consumed...
- On attack: They come...
- Taunt: All shall die, and shall be consumed.
- Joke: *Coughs furiously*

 
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The5lacker ?? Senior Member
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12-20-2012

Bumpin'

 
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The5lacker ?? Senior Member
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12-20-2012

Bumpin'

 
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The5lacker ?? Senior Member
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12-20-2012

Bumpin'

 
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Zarkof ?? Senior Member
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12-20-2012

Passive is really underwhelming. While it is true damage, it's only 5-22 dps while you're in range. Since it doesn't scale off of anything, this is pretty negligible. At level 18, most people have anywhere from 2000-3500 health, and if this is going to do any significant amount of damage (220 damage, the same base as most level 5 spells) you're going to have to stand next to them for upwards of 10 seconds. It is pretty much a non-%hp-scaling version of Amumu's Despair, only much weaker.

I do like how you attempt to work synergy with his passive into your abilities, but this is just an underwhelming ability to me as is. If you think of a plague, you think of something that gets worse the more it hangs around, if you catch my drift.


Q: While it does have synergy with your passive, I feel that this skill will never be worth using. Max rank at level 18 it only effectively does 176 damage over 8 seconds with no scaling, base damage, or utility. Good idea, but you don't have any base damage and your passive just isn't good enough for me to make this skill worthwhile and interesting.


W: You give your champion a magic shred on a skill that is your only burst. Your Q/Passive do true damage and your E will never hit 5 times, and your ultimate doesn't have any damage on it at all, so what's the point of shredding magic resist if he's not a support?


E: Aoe slow with (lots) of damage and a little sustain. It's ok, but I don't personally find it interesting.


R: This is pretty much just Karthus' passive only lasting longer if you never cast any spells while you were alive. Since it's % based, you can't build extra mana to prolong the effect, severely limiting the power of this already underwhelming skill. You can't spam spells so why be able to come back from death to maybe do 1 or 2 more spells at most? You don't need your Q while dead since you still have the aura, and W and E are on long enough cooldowns that you'll only be able to cast them once, maybe twice for E when this is rank 3. There is no reason for this champion to have this skill. (also, being brought back to life for a maximum of 17 seconds with no counterplay is pretty overpowered regardless of the skillset)


If you still want to keep this concept, I'd suggest reworking the passive, replacing the ultimate, and/or giving him more damage to take advantage of the magic shred you give him. Currently, I don't see the abilities working with each other very well.

(this is simply my perspective and how your concept compares with my ideals of design, take it or leave it)

 
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The5lacker ?? Senior Member
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12-20-2012

Quote:
Originally Posted by Zarkof View Post
Passive is really underwhelming. While it is true damage, it's only 5-22 dps while you're in range. Since it doesn't scale off of anything, this is pretty negligible. At level 18, most people have anywhere from 2000-3500 health, and if this is going to do any significant amount of damage (220 damage, the same base as most level 5 spells) you're going to have to stand next to them for upwards of 10 seconds. It is pretty much a non-%hp-scaling version of Amumu's Despair, only much weaker.

I do like how you attempt to work synergy with his passive into your abilities, but this is just an underwhelming ability to me as is. If you think of a plague, you think of something that gets worse the more it hangs around, if you catch my drift.


Q: While it does have synergy with your passive, I feel that this skill will never be worth using. Max rank at level 18 it only effectively does 176 damage over 8 seconds with no scaling, base damage, or utility. Good idea, but you don't have any base damage and your passive just isn't good enough for me to make this skill worthwhile and interesting.


W: You give your champion a magic shred on a skill that is your only burst. Your Q/Passive do true damage and your E will never hit 5 times, and your ultimate doesn't have any damage on it at all, so what's the point of shredding magic resist if he's not a support?


E: Aoe slow with (lots) of damage and a little sustain. It's ok, but I don't personally find it interesting.


R: This is pretty much just Karthus' passive only lasting longer if you never cast any spells while you were alive. Since it's % based, you can't build extra mana to prolong the effect, severely limiting the power of this already underwhelming skill. You can't spam spells so why be able to come back from death to maybe do 1 or 2 more spells at most? You don't need your Q while dead since you still have the aura, and W and E are on long enough cooldowns that you'll only be able to cast them once, maybe twice for E when this is rank 3. There is no reason for this champion to have this skill. (also, being brought back to life for a maximum of 17 seconds with no counterplay is pretty overpowered regardless of the skillset)


If you still want to keep this concept, I'd suggest reworking the passive, replacing the ultimate, and/or giving him more damage to take advantage of the magic shred you give him. Currently, I don't see the abilities working with each other very well.

(this is simply my perspective and how your concept compares with my ideals of design, take it or leave it)
I was reeeaaallly cautious in balancing his passive. Having true damage per second to everything around him, especially scaling off of something, could get really frightening REALLY fast. In addition, it deals damage to minions as well, so giving him a farming tool that's completely free would be a bad idea. Thinking of how I want to boost it without making it too scary.

I agree that the MR shredding on his W is a bit silly for him, trying to think up something that fits better for the effect I was thinking of. Kinda want it to be another slow. It'd be fitting for his paradigm and gives him more ways of keeping enemies in his passive.

Not all abilities can be gob-smackers. Sometimes, a nice farming tool is really all you need.

I really want to give him an ability that does something similar to his Ult. I'm not sure what, but he's supposed to be a war of attrition character, whittling enemies down as an unstoppable force. I need to give him something that gives him potent sustain without making him drastically overpowered. Originally he could take damage while the ult was active, where damage would be dealt to mana, but I didn't like how it worked. Too easy to just slaughter him again and be done with it.

 
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Zarkof ?? Senior Member
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12-20-2012

The only problem with "war of attrition" is that this is more of a fast-paced, action style game, even more so with the S3 changes in that everyone deals tons of damage more quickly

 
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The5lacker ?? Senior Member
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12-20-2012

Quote:
Originally Posted by Zarkof View Post
The only problem with "war of attrition" is that this is more of a fast-paced, action style game, even more so with the S3 changes in that everyone deals tons of damage more quickly
Of course of course. Very, very fast attrition.

 
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Omniance ?? Senior Member
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12-20-2012

If you want scaling on his passive you could redesign him slightly. Perhaps push it onto his Q and cause it's DPS to scale with mana, since you have that theme going on with his ult already. Something like:

- Q - Plaguewinds
- Passive - Q'lish is surrounded by an cloud of disease that deals 9/16/23/30/37(+20% of his Max Mana) magic damage per second to enemies around him. Damage continues for three seconds after enemies leave the area of effect. The cloud remains active at his body after his death.
- Radius: 400
- Active - Q'lish makes target unit a carrier for his plague, granting them his Plaguewinds aura (If cast on enemy, still damages Q'lish's enemies.) for 5 seconds. The aura remains active even after the unit's death.

From there you can create a new passive.

For his Ult I would make it a self buff. Maybe it could be a tank steroid, or some kind of damage steroid, or maybe it just regenerates mana by a % a second. That way if he's killed the passive effect will still be useful if he had been spamming spells the whole fight.

Also, if he's supposed to be an attrition character I'd give him a Grievous Wounds effect. Attrition doesn't mean much against high sustain champions.

 
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The5lacker ?? Senior Member
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12-20-2012

Reworked his abilities a bit. He's now very heavy on punishing people for stacking too much health, and also great at punishing people for trying to play too low by dealing lots of damage based on a percent of foes missing health.

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