Malzahar Rework that we actually want to see...

deadlychuck··4 votes·1,007 views

I thought i'd throw my idea out there as to a good solution to a lot of his current problems like his combo power, his voidlings problem with consistency, and his passive. He always seems to be in a very precarious spot with his current design, either being on the cusp of taking over the game or being sub-par compared to what other mages bring to the table. Instead a more unique and niche appeal approach to the champion's design seemed appropriate. Designing him around a particular kind of player, rather than designing him to not be hated by anyone who might happen to play him. Such a rework will not be for everyone, but there's 140 other champions which might be more to your fancy, so if you enjoy the existing version of the champion better than this proposed rework, you could just go play someone else instead.

##( Passive ) Summon Voidling On every fourth ability use, Malzahar summons a Voidling that that lasts for 21 seconds or until killed. Voidlings grow in size after 7 seconds, gaining 50% bonus attack damage and 50% bonus armor. After another 7 seconds, they frenzy and gain 100% bonus attack speed. Voidlings target enemies based on a priority, descending order, Nether Grasp target > Closest Malefic Visions target > Malzahar's attack target > Proximity


( Q ) Call of the Void

RANGE: 900 / 400 COST: 80 / 85 / 90 / 95 / 100 MANA COOLDOWN: 9 ACTIVE: After a 0.5 seconds delay, Malzahar summons two orbs at the target location perpendicular to where he is facing, dealing magic damage to all enemies caught between the orbs and silencing them. MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP) SILENCE DURATION: 1.4 / 1.8 / 2.2 / 2.6 / 3 (No longer refreshes Malefic Visions)


( W ) Null Zone

RANGE: 800 / 250 COST: 90 / 95 / 100 / 105 / 110 MANA COOLDOWN: 14 ACTIVE: Malzahar creates a zone of negative energy at the target location for 5 seconds, dealing magic damage every second to all enemies standing on it (capped at 120 against minions and monsters) TOTAL MAGIC DAMAGE: 20 / 22.5 / 25 / 27.5 / 30% (+ 5% per 100 AP) of target's maximum health


##( E ) Malefic Visions RANGE: 650 COST: 60 / 75 / 90 / 105 / 120 MANA COOLDOWN: 15 / 13 / 11 / 9 / 7 ACTIVE: Malzahar infects the target enemy's mind, dealing them magic damage every half second over 4 seconds. TOTAL MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP) If the target dies during this time, they pass Malefic Visions onto the closest enemy, refreshing the duration and restoring mana. MANA RESTORED: 10 / 14 / 18 / 22 / 26


##( Ult ) Nether Grasp RANGE: 700 COST: 100 MANA COOLDOWN: 120 / 100 / 80 ACTIVE: Malzahar knocks down the target enemy champion and channels for up to 2.5 seconds, suppressing them and dealing them magic damage every half second while the channel holds. TOTAL MAGIC DAMAGE: 250 / 400 / 550 (+ 130% AP) (No longer refreshes Malefic Visions)


##Voidling Stats 250 - 1100 (based on level) Attack damage 25 - 110 (based on level) (+ 100% of Malzahar's bonus AD) 37.5 - 165 (based on level) (+ 150% of Malzahar's bonus AD) (after 7 seocnds)

Attack speed 0.831 1.496 (after 14 seconds) Range 100 / 1700 Armor 30 45 (after 7 seconds) Magic res. 50 Mov. speed 451


Figured it was just easier to completely remove the passive, seemed unnecessary to the rest of the kit and fixed a portion of the problems in doing so. The base damage and scaling on the ult might be a little bit too high, but because it's single target with the Null Zone being detached from it, it made sense to give it decently high damage, more akin to an assassin ult than a mage ult, which likewise can be interrupted by the target's teammates.

The increased delay on the Q (i think it's about twice what it is now) should make it easier to dodge and the increase CD and silence means it's still an important skill to land, but you should see no net change in the amount of CC it puts out.

His voidlings don't scale with AP anymore, so i compensated that lost damage for AP malzahar onto his E, by giving it some more base damage.

This new W should be a little bit more consistent than the current version, as, unlike the voidlings, it doesn't vary from being killed having done no damage, to summoned 10 voidlings which melt anything they come near until they time out.

Then the voidling changes also make it so that you can more reliably able to get some damage in, but will still fall off more in the late game, but not be as binary. Also changed the AD scaling from magic damage to physical damage, that just seems like an unnecessary damage type conversion.


Edit: Oh, and almost forgot! I think that this would also allow for a new builds involving AD, by not only taking away the inconsistency of the current voidlings' health system, but i think it would also make building AD decently viable, and his AD scaling would actually deal physical damage, but also make it feel unique and different from AP.

You'd basically have two champions bundled into the price of one! You could even meet in the middle hybrid builds combining tanky AP items like item 3116 item 3027 with tanky/damage AD items item 3812 item 3071

[sg-kiko]

6 Comments

DW Diana2 votes

This is pretty much a 2016 revert mate. That's not to say it's not a short term fix, but by including Nether grasp you've essentially thrown any power in the rest of his kit down the toilet.

Still, I like some of the alterations to make it more viable NOW, and hope you'll check out my series on Malzahar and his Lore in the Story, Art and Sound section of the boards: Recreating Malzahar.

You'll find that very little of the character is Lore accurate, and by making it more so much of his current and past issues can be resolved

deadlychuck2 votes

Check the numbers m8

DW Diana1 votes

{quoted}

Check the numbers m8

Oh I know you've played with the numbers, I mentioned that in my post, but that's balancing. The abilities themselves are just a revert, and while that's not a BAD thing in the short term, it wouldn't be viable in the long terms as he'll get nerfed to the void again for having his ult.

rtbf2476264232 votes

this is old malz but yeah ult malz was way better than the current shit he is

Jinzo Torrance2 votes

Ahh, this is perfect! Now a DoT, short range ability does more total damage than an instant damage, long ranged ability like Xerath Q, incredible! I wonder why Riot didn't think of this before!

I think that his W damage should be increased to 20/25/30/35/40% total given that there isn't a keystone for DoT champs that somehow warrants lowering damage on an AoE ability?

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