Malzahar [Minour Gameplay Update Idea]

Stacona··1 votes·853 views

Here is Malzahar's wiki page for anyone that needs to compare changes : http://leagueoflegends.wikia.com/wiki/Malzahar

I am going to post my ideas of some small tweaks to Malzahar to make him more competitively viable. Overall though, he should feel the same to play, just slightly more utility which in turn lowers his damage. I am going to try to emphasize Malzahar to being more about his sustain damages and grant him some extra utility to be considered more about a late game hyper mage (redundency in that statement) with good utility as well.

Summon Voidling (Passive): On every fourth ability use, Malzahar summons a Voidling that remains on the field until it is killed or 21 seconds have passed. If Malzahar dies, the Voidling stays behind but stops attacking. Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).

Call of the Void (Q): Cooldown: 9 seconds; Cost: 80/85/90/95/100 mana; Range: 1000 units Malzahar opens up two portals to the Void 400 range from each other. After a short delay, power erupts from them, damaging for 80/105/130/155/180(+50%AP) magic damage and silencing for 1.4/1.8/2.2/2.6/3 seconds to all enemies caught between the portals.

Null Zone (W): Cooldown: 14 seconds; Cost: 70/80/90/100/110 mana; Range: 800 units Active: Malzahar creates a 250-radius zone of negative energy for 5 seconds. Enemies that stand in the zone take magic damage every second equal to 2/3.5/5/6.5/8%(+1% per 100AP) of their maximum health (capped at 120 to monsters and minions).

Passive: An unit that is currently under torment with Malefic Visions and takes damage from Null Zone will be rooted in place for 0.75/1.0/1.25/1.5/1.75 seconds.

Malefic Visions (E): Cooldown: 12/10/8/6/4 seconds; Cost: 40/55/70/85/100 mana; Range: 650 units Malzahar infects target enemy's mind, dealing 80/115/150/185/220(+70/80/90/100/110%AP) magic damage over 4 seconds.

If the target dies during this time, the target passes Malefic Visions to the closest enemy, refreshing the duration and restoring 10/14/18/22/26 mana to Malzahar.

Nether Grasp (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 700 units Malzahar channels an engulfing void of energy for up to 2.5 seconds, suppressing and dealing 250/400/550(+130%AP) magic damage over the entire channel duration to a target enemy champion dealing the damage in 0.5 second intervals while the channel holds.

Malzahar may freely and directly move forwards and backwards during this channel; press the hotkey again to cancel the channel early. Vertical movement during ultimate channel would most likely be too strong on an already strong ultimate, so ignore this idea, his ultimate will remain the same.

~ Stacona

7 Comments

H2OWNED2 votes

Passive: An unit that is currently under torment with Malefic Visions and takes damage from Null Zone will be rooted in place for 0.75/1.0/1.25/1.5/1.75 seconds.

I think the root with Malz's e and w is a great idea, the added hard cc would help him survive and be more helpful in a team fight besides straight damage and an ult that is very risky to play, and to most Malz players is situational past the laning phase. I do think instead of a root, maybe a fear? It would fit better with lore, since where would the root happened? Also for balancing purposes maybe move the fear to when Call of the Void hits a champion with Malefic Visions it procs a fear but removes Malefic Visions from them, but still gives mana back. This allows for more Meaningful choices to be made for Malz, and also giving Malz the extra Utility to early game.

Basically here is my thing about this, if someone is struck by Malefic Visions, then is silenced by being run through by the Void, it would probably drive them mad.

My reasoning for moving the root from Null Zone to Call of the Void is because it Call of the Void is a bit harder to hit and keeps his skill cap up so that you won't see a ton of new Malz's just rooting people like no other.

My reason for making the Fear proc on Champions only, is that it will keep Malz in lane, instead making his role much more of a jungler. Also only champions care understand the true terror of the Void.

My reasoning for making Malefic Vision be remove from the target when it procs the fear is that it adds some more depth to the ability. So instead of throwing down Malefic Vision on them, then using Call of the void and making them feared, then throwing down the rest of your nuke, which makes your nuke much easier to hit by a land slide, which would remove the fun and the excitement from landing Malz's full Nuke and laughing maniacally while you melt them. Instead of that happening, if it gets removed when the fear procs, then you have 2 options, go ahead and use your nuke, or get back to safety while they are terrified. Because if you give Malz utility, then it be used more for utility, not for setting up super combo. It keeps the Malz in balance.

Also maybe the root thing might be a cool thing if a voidling attacks something with Malefic Visions in Null Zone. Adding some more in depth to his voildings.

This comes from someone that learned how to play League through Malz. From 15-30, Malz was what help me learn how to League.Malzahar

Marthian1 votes

The last thing Malzahar needs is being able to move freely during his ult that has no counterplay outside of delaying your build.

Stacona1 votes

in a vertical line movement corresponding to his location and his target's location- you can still cancel his ultimate the same way if you have a teammate nearby that has any kind of disable- but a lot of people complain that malz stuns himself when he ults---

the overall idea is to add more synergy to his basic abilities - his ult already has amazing synergy with his kit, so the vertical line movement can be removed and his ult and passive just remain exactly the same--- adding the snare to malz grants him an escape, you can snare 1-3 targets in his pool if you play it right with cap cdr, q becomes more reliable with the range buff and snare interaction of his pool and visions so the damage goes down--- i lowered the cooldown on visions by 3 seconds on every rank, base goes down rank 1 ratio went down but scales on rank ups making him a hyper mage after points in E, AP, and cdr plus % damage that he can actually use outside of having to use your ult

the most important idea i wanted to represent is making his null zone useful with his kit and less reliant on his ult - just his ultimate can ensure a kill

tl;dr : things to address, grant him an escape with the snare interaction, adding better synergy to his kit / with null zone and make him less ult reliant, the vertical movement during ult channel can be removed and his ult left exactly as it is now

Marthian1 votes

His ult needs counterplay outside of CC. If he 1v1s you, he wins just because you can't do anything about his ult. Yes QSS is a thing but it massively delays your build and he still gets to build damage.

Stacona1 votes

point and click ultimates do that- he has less 1 on 1 counter play, but teamwork you can disrupt the channel- as i said- i am looking to make his basic abilities synergize better together and grant him a type of escape with that snare

Sirbigam1 votes

Yu guys need to understand his build is already retardedly strong, and thank god they haven't nerfed him, thank all the wak players tat haven't made it to worlds:

His pool if they even want to stand in your presence I feel sry for them straight annihilation, yu must have auto attack stacks like spell and blade weaving, on top of silence and penetration liandry ,Morellon, pen shoes, void staff, yu will destry anyone who wants to 1v2, or 1v3. To make this build work Malz mechanics must be on point, this core build is not for mana hungry players or players that can't position or anticipate plays.

#2 Malz Master Rank in NA and Europeitem 3165

Stacona1 votes

I think of Snares as moderate CC because they do not disrupt, where as Silence is hard CC because it disrupts as well as the obvious with Suppression - but Snares do provide lock-down and the majour factor to why Malzahar does not get played is because of his zero escapes, so adding a Snare to his kit will provide Malzahar both an escape tool and add synergy with his kit outside of his ultimate because right now Nether Grasp [ult] has AMAZING synergy with his kit, but his basic abilities are three random basic abilities that make zero sense with his ultimate [sorry, 4 random abilities because of his passive, Voidlings]

A Fear would not make sense to his kit plus it may make Malzahar too strong - I kind of want Malzahar to keep his Silence - I lowered the damage on his silence because the snare would make the ability easier to hit and to move Malzahar into a late game DoT and damage per second hyper mage, i wanted Malzahar to have a more reliable escape tool, and to add synergy to his kit- move his silence to be used for the silence rather than killing and bursting - and have malefic visions to be about his damage source as well as his pool to be about damage as well- and use Nether Grasp and Call of the Void for hard CC, and his pool and Malefic Visions for damage - the snare interacting with visions and pool ensures more of a single target snare even though it would be possible to snare 2-3 different people in it - and add synergy within his basic abilities and rely less on his ultimate, but his ultimate would still be great to set up for sure kills

More from Gameplay

More by Stacona