[CONCEPT] Zulak, The Traitor of Noxus

ChaosThief·6/25/2015, 1:59:42 AM·1 votes·294 views

First off, I never actually thought of a title that fit him that didn't sound generic. So that's just a placeholder.

Secondly, PLEASE NOTE THE NUMBERS ARE JUST EXAMPLES. THEY ARE NOT FINAL, DO NOT BE NIT PICKY ABOUT THEM. FOCUS ON THE KIT, YEAH?

"Noxus. The nation that walks around with their heads high, and their weapons higher. They stare down any nation they think they can slaughter and conquer, or at least to try. They run and kill without question, trying to do anything they can for power, taking lives in the process.

Why?

Here I am, questioning my nation. What makes this my nation? Sure, I've gone to school here, learned how to throw a knife or two, but that doesn't matter.

My father is a smith. More specifically, a knifesmith. He helped forge Katarina's blades back in the day. My mother, also a smith, conviniently enough. She makes more mechanical things, and crude traps as well, like spikes.

They help this nation by forging their weapons that are used day by day to kill. To take the lives of those who cannot handle... "the mighty Noxus." And here I am, helping them.

What am I doing with my life? Why am I here, for what am I here for? I don't understand any of this. I question all of my nation's decisions, and I'm still standing here.

It's time that I left, that I helped those who struggle so much. Life is a precious thing, and taking lives has no excuse other than being pure evil. But before I go, I have to be a bit sneaky. Can't walk out of Noxus defenseless, after all."

Zulak is a Melee ADC, or at least designed to be, with some assassin-y elements. He's in his mid teens(16 or so) and wields a variety of weapons. However the main ones are a sword breaker in a sheathe by his waist, and thin, sharp knives, in a little pocket pouch by his thigh.

Passive: Reflex Guard

After casting an ability, he will negate the next damaging ability to hit him, ignoring it entirely. Cooldown: 10/8/6 seconds (levels 1/7/13) The main purpose of this is to keep him alive, since he's melee and meant to be a DPS. The animation will appear to have him pull out the sword breaker to block the attack.

Q: Dagger shot

Throws a dagger after a cast time of 0.9/0.7/0.5/0.3/0.1 seconds in target direction, dealing 10/25/40/55/70(+100% total AD) physical damage to the first target hit. Where ever it lands, it stays there for 8 seconds. If he walks 150 or less units away from them, he will pull the dagger out, dealing 5/10/15/20/25(+40% bonus AD) physical damage (if applicable) , and grants him a charge. He can use these charges to cast this for free while on cooldown or if he doesn't have the mana. If it is off cooldown and he has the mana, he will use the mana and it will go on CD.

The daggers apply on hit effects, and have a range of 600. It will travel that distance in a very short time. He can move while casting, but he cannot do anything else.

CD: 10/9/8/7/6 seconds, Mana Cost: 50. 3/2.5/2/1.5/1 second CD on the charge daggers, to prevent the instant kill lane bully early game problem.

*His main source of damage, and essentially his "autoattack." The long cast time is due to the high projectile speed(to avoid becoming an early game monster), but late game you can't really dodge autoattacks.

W: Spike Drop

Throws spikes to target location, dealing 60/100/140/180/220(+70% bonus AD) physical damage over the duration and slowing them by 30%. It will deal bonus damage equal to 10/15/20/25/30% of their bonus movement speed.

One of the few CCs he will have. The bonus movement speed damage is because of the fact that you're dropping spikes; spikes aren't pleasant to run through.

E: Acrobatics

Leaps to target location. This abilities' cooldown is reset if you pull out a dagger. If a dagger is pulled out, this will become a blink which deals 40/70/100/130/160 (+60% bonus AD) physical damage to any targets between his starting and end point. It will have a cast time of 0.5 seconds, during this time if you cast Q it will throw it based on where you will end. It will throw it as if you had cast it normally from the starting point.

It has 400 range, and costs 50 mana at all ranks, and has a 20/18/16/14/12 second CD.

Oh boy, explaining this. The main part was to make this part of his damage rotation, and to separate good Zulaks from the great. Since he was raised to be an assassin who was intended to kill a target and move out quickly, he was taught how to be quite nimble, hence this ability. Basically it gives him a form of reset mechanic intended to give him some form of kill potential should he not have daggers ready to throw after the first.

R: S.I. Bola

The "S.I." stands for Spike impalement. I'll explain that later. Passive: Every time Zulak deals physical damage (excluding items) he will place a stack on the enemy, max 3/4/5 stacks.

Active: He throws the bola after a cast time (to arm it) and deals 50/75/100(+30% bonus AD) physical damage to the target hit. For every stack on the enemy, this will hit an additional time.

Mana cost: 100, CD: 80/70/60 seconds.

This was intially having a knock up, but I don't see any way of making that make any sense. Basically this is a prototype his mother was working on, but decided not to show. It was intended to be his finisher.

Repeating this, in case someone skipped the first one: PLEASE NOTE THE NUMBERS ARE JUST EXAMPLES. THEY ARE NOT FINAL, DO NOT BE NIT PICKY ABOUT THEM. FOCUS ON THE KIT, YEAH?

Thoughts, suggestions? Good and bad, anything is welcome!

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