Malzahar [Gameplay Update Tweeks]

Stacona··1 votes·780 views

I will explain as I go along, but the overall goal here is to grant Malzahar a solution to his majour weakness to why a strong champion does not get played in higher elos and competitive play. Malzahar's abilities won't mechanically change at all, I do want to grant him an accessible escape and give him more synergy within his basic abilities, because right now he is too reliant on his ultimate to do anything. Without further to do, let us begin!


Voidling (Passive): Unchanged

Malzahar's voidlings are one of his most unique abilities and something that screams Malzahar when you think of the champion, Then again, all of his abilities are extremely unique to Malzahar and make up the champion, hence to why the mechanics to his abilities are staying the same.

Call of the Void (Q): Cooldown adjusted to 10/9/8/7/6 seconds from 9 seconds Range increased to 1200 units from 900 units Damage decreased to 80/105/130/155/180(+50%AP) from 80/135/190/245/300(+80%AP) Silence adjusted to 1.5 seconds from 1.4/1.8/2.2/2.6/3 seconds

This change is to have the ability focused on the hard CC of the silence rather than bursting someone out. This ability is [and Malzahar in general] will be moved into being more damage per second and damager over time rather than burs. For Call of the Void I buffed the utility, but lowered the damage, so that this ability can be used as a scout tool since the gates grant vision and with the increased range, or can be used for the hard cc with the silence, rather than being about the burst.

Null Zone (W): Damage lowered to 4/4.5/5/5.5/6%(+1% per 100AP) from 4/5/6/7/8%(+1% per 100AP) Passive added "Passive: Enemies affected by Malefic Visions and take damage from Null Zone will be immobilized for 0.75/1/1.25/1.5/1.75 seconds."

This is the biggest change, and to address his non-existent escapes to give him an escape with a snare. So the base damage per rank has been lowered because of added utility of a snare that can happen. But this is extremely important because it adds synergy with his entire kit without having to rely as heavily on his ultimate to make plays, but the other important factor is that this ability [paired with his E] can now function as an escape ability which is the majour flaw to Malzahar for a non-existence in high-skill level play.

Malefic Visions (E): Cooldown lowered to 12/10/8/6/4 seconds from 15/13/11/9/7 seconds Damage adjusted to 80/120/160/200/240(+80/85/90/95/100%AP) from 80/140/200/260/320(+80%AP)

This change is to emphasize Malefic Visions to be an ability for sustain damage and place Malzahar as a hyper mage status to scale insanely well especially paired up with % damage and utility.

Nether Grasp (R): Unchanged

Just like Voidlings, Nether Grasp is Malzahar's bread-and-butter ability that also screams Malzahar when you think of this champion, plus Suppression is already a really rare CC that I think a new champion should be created with another suppression ultimate, but that is off topic.

~ Stacona

5 Comments

Mountain Warden1 votes

I like the changes you're proposing. I like the lowered cooldowns on his abilities to promote the summoning of voidlings. You're basically trading direct nuke power to emphasis his utility and his passive. I'm interested in that concept.

Stacona1 votes

I wanted to move Malzahar into a hyper mage with sustain damage since his passive, w, e, and r all have that - and i just moved his Q into a utility spell with the silence and vision it can grant the tradeoff with a lower silence duration is that he get more silence - E's damage is a buff at rank 5 after 400AP so this is an obvious late game direction

Marthian1 votes

I think it's a good step in the right direction. But his ult NEEDS changed, especially with the kit you designed. He already has a Silence and Suppress (that has no counterplay), he doesn't need an immobilize as well.

Stacona1 votes

only his ultimate, but adding a snare doesn't change how his ultimate affects his kit- this is actually a nerf to his ultimate's combo, but the trade off of being less ultimate reliant would be worth it in the long run- regardless his ult combo will still be devastating just like other single target ults like veigar and syndra-- i did think about a change with his ultimate too, but then it occurred to me that adding a snare doesn't change his ultimate's damage, and malefic visions is already a point and click damage- the snare does end up changing his ultimate's damage however because of his added utility he would lose base damages and ratios small clarification- the same enemy can only be snared once per null zone

anyways, i say playtesting is the way to figure out between too strong or too weak- i just didn't want to change any mechanics to his kit, so changing his ultimate is a no go- because not sure what you can change to nether grasp without changes the mechanics of the spell because it is damage per second suppression, there is super low 1v1 counterplay, there is teamwork counterplay

Stacona1 votes

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