Item Suggestion: Zaun Hazmat Suit (An item for....death?)

ModCaptainMårvelous··7 votes·565 views

What's a tank want to do in this game? Start a fight, stay in a fight and be a big enough nuisance that the team wants to focus you. What's a problem facing a tank? Dying, being unable to deal sufficient damage to acquire "threat"

Here's my idea for an item that could help with this: Please note, foremost, that prices/damage/etc. are up in the air and only rough estimates of what they'd be. Try to focus more on what the item would bring to the table than what its stats are

#Zaun Hazmat Suit MK. I/II/III

  • Zaun Hazmat Suit MK. I Build Path: item 3211 + item 1031 + 150g (Total Cost = 1200+750+150 = 2100g total) Stats: +40 magic Resist, +40 armor, +300 HP Passive: Upon death, the hazmat suit leaks radiation for 10 seconds, dealing 20 true damage every 3 seconds to enemies within 300 units of the corpse. It's supposed to keep you from hazards but it's a hazard itself...

  • Zaun Hazmat Suit MK. II Build Path: MK. I + 400g (2100g + 400= 2500g) Stats: +50 MR, +50 Armor, +400 HP Passive: Upon death, the hazmat suit leaks radiation for 10 seconds, dealing 25 true damage every 3 seconds to enemies within 400 units of the corpse. Active: For 5 seconds, damage taken releases a radioactive burst, dealing 25 magic damage to all enemies in a 300 unit radius. We fixed the regulation, you should only feel a slight tingle. Honest!

  • Zaun Hazmat Suit MK. III Build Path: MK II + 500g (2500g + 500g = 3000g) Stats: +60 MR, +60 Armor, +500 HP Passive: Upon death, the hazmat suit leaks radiation for 10 seconds, dealing 30 true damage every 3 seconds to enemies within 500 units of the corpse. Active: For 5 seconds, damage taken releases a radioactive burst, dealing 30 magic damage to all enemies in a 400 unit radius. Look they're not even trying to justify it, just wear it.

Item Goals

As an item, the hazmat suit is unique in the property that (like trinkets) you can put gold into it to make it more useful. This is especially useful as a transition to a lat-game item, not requiring component purchases to lower the cost. The item itself combines two key armor and MR items to make one "best of both worlds" item. While powerful, this item only awards armor/MR/HP for a fairly steep price (2100g total) whereas most champions would rather take one item and build it to another, instant-gratification path. Alternatively, it's more for champions who prefer to get out of a fight alive as opposed to the "tank as much as you can" style certain champions use, such as Galio and Nautilus. Not saying they don't want to survive but they don't mind dying.

The Death component of this item is made to help a teamfight even after death. The minor true damage is less a crushing blow so much as a "stay away from this zone", either forcing enemies to reposition or making certain places death traps. It's particularly effective in tight corridors or paths that force enemies to either go through the radiation zone or fall back, disrupting team communication.

The active component is a sort of "Tank panic button" when being focused. While tanks like focus, there is definitely the occasional "I'm being melted, I need to back off or waste my passive". I envision it stacking around 1-2 times (Pulse) to prevent situations where a tank is radiating 300+ damage a second. This also focuses as more of a tank item because of both the emphasis on being hit as well as this active being in stages II/III of the item, meaning a bruiser who wants some hp/armor but more focus on damage would instead pick up a sunfire cape.

Finally, the evolving portion of this item means that late game it's a fantastic tank item but not a flat-purchase for many other champions. With great stats, a powerful passive on-death and an active can be doubled as either a panic button or "Now you done fucked up" tool, this item would be a tank's best friend.

Thematic Goals

ViktorDrMundoSinged

When thinking of this item and it being a sort of "hazardous zone" item, I instantly thought of Zaun. A nation founded on "science first, people second", they're the exact type of people who would love an item that 'protects' you but is also extremely dangerous to both wearer and people in the vicinity. Think of it as a lore-wise precursor to Blitzcrank. Hazardous waste disposal but just as dangerous as the waste you're disposing.

What's another theme of Zaun? Constantly upgrading without fear of self-harm. Viktor's Hexcore. Mundo experimenting on himself to become a mountain of a man. Singed tearing away at his own form to make the perfect concoction of poisons. Likewise, a Zaun hazmat suit would not go months of testing, rigorous experiments and time spent adding new items and otherwise to make it safer and stronger. "This works, put it together. Thanks guys". And yet as it's upgraded, it gets safer and well..."more unstable", contributing to the suit's energies cracking and releasing radioactive pulsing when put into overdrive.

Finally, the item itself borrows from scientific ideas. Radiation, the hazmat suit, fallout, etc. But that's pretty clear.

Anyways, let me know what you think and feel free to provide examples if the item nails a thematic mark but doesn't quit it the note when it comes to item creation or otherwise!

5 Comments

junglerboy164 votes

I like the design, however this is completely the opposite of what a tank wants. As a tank, this would make me more durable, which is good, but it does nothing to solve a tanks issue of wanting to be a threat, that requires changes to the tank's kit, not an item. If anything, I would specifically NEVER target the tank who bought this item because they would just turn into an AOE burn field when I killed them.

ModCaptainMårvelous2 votes

Fair enough! Do you think (With some itemization changes) it would fit better into the brusier playstyle of "Focus me if you dare"?

junglerboy161 votes

I'm not sure. A damage dealing passive and active like this seems almost like something a carry would want, to make people NOT want to attack them. Sort of like a porcupine: They walk around and look all helpless and squishy, but if they are threatened they become dangerous because of their quills suddenly standing up.

For a bruiser or tank, something that instead worked more like my idea for a reworked Sunfire Cape would probably be better: Same stats as now, but the passive instead says, "You burn enemies around you with the power of the sun dealing 2.5% of your max hp to nearby targets as magic damage every second. Upon dropping below 10% HP, you heal for 50% of your Bonus HP over the next 4 seconds. The burn deactivates while the heal passive is on cool down. 120 second cool down". This would be amazing for a bruiser or tank, because it does a few things. 1: It gives constant AOE damage through its burn, tanks and bruisers LOVE AOE damage. 2 It lets you be super tanky in a fight: Healing you for % Bonus HP makes it a potent tank tool for soaking damage while limiting strength on a squishy champion. 3: It gives both counter play AND a reason to focus the tank; If you Pop the heal passive by focusing the tank, he loses a ton of AOE damage, but you also lose the damage you spent getting him low. This is a healthy strategic trade off. They have to decide between burning their damage on the tank, or killing the enemy carries and suffering through the AOE. They would probably have to change the cost of the item around a bit, but that is the general idea.

xaadus creedus

Dude your item would be broken on Garen/Mundo Etc, % HP regen over 4 seconds, with a mundo ult? jesus Christ you wouldn't die for like 1 minute straight.

junglerboy161 votes

It only triggers once you have actually died, and of course the numbers are wonky, because I don't own Riot games or have access to coding in this idea and play testing it. It is like Gaurdian angel's effect except instead of being invulnerable for 4 seconds and reviving at 70%, it heals for about a quarter of your max HP but takes several seconds to do so. It probably would be broken on those two, but that is a whole different question.

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