Zz'Rot Portal is GameBreaking
Zz'Rot portal is very broken when used in groups. In the video Jump to 18:40 for the first one.
Zz'Rot portal is very broken when used in groups. In the video Jump to 18:40 for the first one.
Tanks are finally back, via minions? lmao.
So, carries are allowed to melt people in seconds, but tanks aren't allowed to have an option to be more effective lane pushers, and have a minion that is capable of negating range poke in top lane?
So, carries are allowed to melt people in seconds, but tanks aren't allowed to have an option to be more effective lane pushers, and have a minion that is capable of negating range poke in top lane?
Spoken like a true Top Lane. High five brother! You do realize that the enemy is sacrafising an item slot that could have been a Trinity Force, Infinity Edge, or Rabaddon's for that? Instead they get 50 Armor, 50 Magic Resist, and 100% Health Regeneration. That's overall poor stats for 2800 gold.
Good god thats so ridiculously over powered. I mean I like the idea of a health, armour and MR item but the void things in groups just seems retardedly op.
The portal would be pretty good if not for a few issues...
-Mid-late/Late game the portal can die to an ADC and AD oriented champion extremely fast 1-3 seconds making it worthless because you can't kill someone before they show up and destroy it if they are an ADC, and even difficult to stop an AD from doing so unless you have your team there to back you up making it pointless for split push/bd purposes. Perhaps the portal should have some form of dmg mitigation/scaling.
-It can not reach the inhib tower, ever, without a minion wave and you can't tank for it since inhib towers penetrate 82.5% of your armor. The dmg is simply too low from Voids even with extremely high resistances on someone like Malphite to make attempts to tank it worth while.
-You could try placing it in a bush or jungle and have it sneak into lane but it leaves an obvious trail. It should probably be stealthed when spawned for the first 2-3 seconds or spawned from a rupture point created by the portal within the lane so it isn't immediately obvious where the portal is.
-Damage is simply too low, overall, even for a champion with extremely high resistances unless you have multiple portals out. This is alright for the first two towers but it is virtually worthless for anything after that and it can not compete with a minion waves, either. Perhaps it should deal a 30% dmg to a minion wave or something on destruction so that even these little minions can push a wave slightly until your own wave catches up which would open it to more tactile use.
To be clear, by high resistances I mean something along the lines of 400-600 armor and 200+ mres. For most tanks this goes way south.
Only problem I have with it is that spells can't effect it, kind of a stupid move on riot's part, as Hiemers and Shacos can set up minefields around the damn things with no form of countering it