[Champion Concept] Zalt, The Hextech Baron
So, with the release of Ekko and how many concepts he kinda (sorta, spiritually) shares, I decided to remake an old character of mine (I used to be known as Flintlock, but I'm now using my OCE account).
Zalt, The Hextech Baron
Full Name: Doctor Wellan Zalt Title: The Hextech Baron Role: Mage (Secondary: Marksman)
Profile Attack Power.........■■■□□□□□□□ Defense Power......■■□□□□□□□□ Ability Power..........■■■■■■■■■■ Difficulty.................■■■■■■■■□□
Lore (Under Construction)
With all the stories of unchecked technological advancement, it's easy to forget that Zaun is as much a merchant state as it is a scientific centre. Few epitomise the merge of these two disparate elements more than Dr Wellan Zalt, owner and founder of Zalt Industries. Despite his relative youth, Zalt has managed to create a name for himself and his company as one of the greatest weapon producers of the age. Arrogant, rash and self-absorbed, Zalt balances a host of personal vices with an enthusiasm and love of his work, along with a keen acumen for business. Whereas most of Zaun's elite spend their days in claustrophobic laboratories or indulging themselves in the lap of luxury, Zalt personally tests his creations on the battlefield, the only crucible worth using to use his own words, as Zaun's very own 'crusading king'.
Growing up in the slums of Zaun, Zalt was never able to find a true outlet for his intellect. With neither money nor education, he did as many up and coming Zaunians do. He joined a group of mercenaries, intending to use the money to pay his way into one of Zaun's many universities. During this time, he became friends with one of the older veterans. The man's signature weapon was a 'Spellfire' gun, as he called it, powered by the generator on his back. The weapon fired a substance superficially similar to fire, but which was far more difficult to smother. As time passed, Zalt managed to learn more about the weapon; how its power source worked, how it handled, why it took the form of green flames. He tried to convince his friend to register the patent, then sell it to a larger company. The weapon could easily become a standard arm around all of Runeterra, but the old veteran just laughed and told Zalt of how the men at the top of the ladder would never give him his due. They'd look at the weapon, stroke their chins and throw platitudes at the inventor, then send their agents to steal the plans, perhaps doing away with the inventor.
Zalt's tenure amongst the group ended with an expedition into the Kumungu jungle. The group was there only as a scouting party, but something went wrong. Two months passed, and Zalt was the only one who left the jungle, but he left with a fire in his heart and a plan in mind. That day would be the birth of an empire. Not one of vassals, borders and imperialism, but one of ideas, commerce and heavy ordinance.
Overview
Zalt is a mid-lane mage who specialises in extreme damage dealt over a short period of time at mid-long range. However, with minimal mobility and unreliable crowd control, Zalt has very few ways of reliably putting damage down on his opponents nor chasing them down. Zalt relies heavily on knowing what his opponent will do next; the crowd control he has is heavily reliant on the positioning of his generators and if his opponent forces him to run away at the wrong time, he can be left without any means of defending himself. However, if Zalt is able to predict his opponent's all-ins, his enemy may find themselves with a grey screen before they can even touch him.
Profile
Gender: Male Race: Human Age: 31 Birthplace: Zaun Faction: Zaun (Semi-Independent) Friends: Zac, Heimerdinger, Sivir Rivals: Jayce, Nidalee
Quotes
Selection “The Doctor is in.”
Upon Starting a Game “Turrets, Grenades, Generators, Remote Control with the big red button... That's everything.” “Year in, year out. This job never gets old.” “I love the smell of Spellfire in the morning.”
Movement "If they can't hear you coming, you aren't trying." "Gimme a second, my gear ain't exactly aerodynamic." "Subtlety's plan B. Nobody's ever gotten past plan A." "Danger? I carry danger on my back every day." "So, feel like investing yet?" “Don't rush me. This stuff's not exactly stable.” “Dangerous? Of course it is. It's a weapon.” “Sometimes, you just have to get your hands dirty.” “I always mix business with pleasure.” “Nothin' to it.” "I don't just sell my weapons, I put them to the test." "I see all this greenery and want to paint it black." (Does not play on Howling Abyss or Crystal Scar)
Attacking “Your immediate future is looking especially bright... And loud.” "Look alive, it's your last chance!" "Fire in the hole!" "Too late for negotiations!" “Oh, look! Volunteers!” “Don't believe the hype? Let me show you myself.” “Time for some testing with live rounds.” “Hey, hey, don't even think about touching it.” “This thing ain't loaded with cotton wool.” “Don't move. Don't even blink.”
Joke “If you're not part of the solution, you're part of the precipitate.” “Always borrow money from pessimists. They don't expect it back.” “You can't buy happiness, but you can rent it.” “Don't worry, if my gear catastrophically fails, we will no longer be in a position to worry about it.”
Taunt “Sorry, but you are most certainly not part of the control group.” “Rejoice! There's only one side effect of Spellfire exposure. Horrible, horrible death.”
When Near an Enemy Jayce “All that vaunted 'ingenuity', and your 'Magnum Opus' is a glorified club? Please.” “You go 'defend tomorrow' and let the real scientists deal with today's problems.”
When Near an Enemy Nidalee “You can't stop progress, Nidalee.” “Kumungu will submit to civilisation, one way or another.” “I will have my pound of flesh, Nidalee.”
When Near an Enemy Heimerdinger “Come out from behind your turret nest and fight like a real scientist, short stuff!” “I'd offer to exchange theories with you, but it'd all probably go over your head.” "Clear off, Heimer, go back to your lab."
When Near an Enemy Sivir “How much are they paying you Sivir? I'll double it.” “How about we renegotiate your contract, dear?” “You're a smart girl, Sivir. Stay out of this fight.”
When Near an Enemey Urgot “Ugh, it's horror stories like you who dissuaded me from studying Techmaturgy.”
When using Project: Rack & Ruin “Calling in the big guns.” “Hold on to your hats!” “There's only one way to test new tech!”
Upon Receiving Baron Buff “There's only room for one Baron around here.”
When Near an Allied Heimerdinger using H-28Q Apex Turret “And you call me excessive.” “So, how did you solve the overheating problem...?” “How were you even carrying that?”
Purchasing Items “Commerce!” “Fiat currency is a fine thing.” “Sorry, but I don't tip.” "If only they'd take credit." "Can't be too prepared." "Not bad for something I bought with pocket change." "Usually, I prefer to make my own, but here we are."
Sorcerer's Shoes “If the shoe fits, wear it.” “Not a bad fit.” "Not exactly made for heavy duty hiking, but definitely comfortable."
Zhonya's Hourglass “Time is money.” “Not Zhonya's greatest piece, but an adequate substitute.” “Zhonya truly was never able to replicate the circumstances that allowed him to create his original piece.”
Rabaddon's Deathcap “Only Rabaddon would craft what could be the most powerful magic amplifying enchantment ever created and then proceed to install it on such a gauche hat.” “Rabaddon did some truly magnificent work. Completely mad and no sense of fashion, but a brilliant artificer.”
Void Staff "A wizard's staff always has a knob on the end." "Sometimes, the simplest designs are the best." "You don't always need a masterpiece."
Luden's Echo “A strange staff. Strange and volatile.” “Interesting...I'll have to have R&D figure this one out.” “Who was Luden? I'm not certain.”
Athene's Unholy Grail “Athene was always more popular than he deserved to be.” “Volatile and unpredictable. Like all great substances.” “However Athene managed to concoct such a mixture, I'm not certain.”
Rylai's Crystal Sceptre “Ah yes. The weapon of choice of the original 'Ice Mage'.”
Hextech Gunblade "Well...I can't exactly say no to my own merchandise." "One of our earlier models. A little outdated, but still acceptable."
Base Stats
HP:..............................510 – 1955 HP Regen/5:..........5.9125 – 14.85 Mana:.........................350 – 1320 Mana Regen/5:.....4.7625 – 10.45 Attack Damage:....52.625 – 109.5 Attack Speed:.......0.625 + (0% – 47.6%) Armour:.................21.625 – 78.5 Magic Resistance:............30 Movement Speed:...........325 Range:..............................575
Abilities
Passive: ZSI Spellfire Reactor
ZSI Spellfire Rounds – Zalt's auto-attacks against enemy champions and turrets drain 5% of his maximum mana and deal 20 + 4 x Level (+20% AP) over 2 seconds. Deactivates when Zalt falls below 60% of his maximum mana.
ZSI Spellfire Incineration – Whenever one of Zalt's damaging spells passes through a brush, the brush is lit on fire, dealing 10 + 2 x level (+10% AP) damage each second to all enemies standing in that brush for 5 seconds. During this time and for 15 seconds afterwards, the brush no longer conceals units inside it and cannot be re-ignited.
Notes: Both forms of Zalt's passive are the same effect (and therefore, do not stack). Champions who rely on bushes to trigger abilities (such as Rengar) cannot trigger these abilities in burnt down bushes.
Comments: To easily explain this, Zalt's weapons all use 'Spellfire'; a specific form of Hextech. When it comes in contact with vegetation, it instantly sets it alight. Zalt's autos also set champions on fire. To tie ZSI Spellfire Reactor into Zalt's personality, Zalt is all about preparation and knowledge in battle. When Zalt does things right, his passive can be used to reveal enemies in brushes, harass well and damage turrets heavily. When he misuses his abilities or is outsmarted, h might inadvertently get himself killed by setting a bush on fire that he needed to use to run away, accidently reveals allies coming for a gank or take accidental turret shots due to the DOT on his passive.
Plus, Zalt hates nature in general, so there's that.
Q: ZSI Anti-Personnel Grenade
First Cast: Zalt primes the grenade, holding it for up to 4 seconds. After 4 seconds, the grenade explodes, dealing magic damage to nearby enemies.
Second Cast: Zalt fires the grenade towards target location.
Damage: 80/135/190/245/300 (+80% AP) Cost: 90/95/100/105/110 Mana Cooldown: 8 seconds Range: 875 AOE Radius: 275 Projectile Speed: 1700
Notes: Once the 4 seconds pass, the grenade will explode regardless of whether the grenade has landed, is in mid air or is still being held. Zalt will visibly be holding the grenade whilst it is 'cooking'. Wind Wall and Unbreakable cause the grenade to drop to the ground if they intercept it, similarly to Fizz's ultimate.
Comments: Originally, Zalt was my attempt at using the Xypherous method of champion creation; taking a fighting game character and making them a champ. Zalt was based off Snake from SSBB. This is the only skill that remains from the original attempt. As such it's pretty easy to explain. First cast is Zalt pulliing the 'pin' out, second cast is him throwing it. Ideally, Zalt wants to throw the grenade with about 0.5 seconds to spare (at max range; time gets a little closer based on how far you want to throw it) so that the grenade explodes as it lands.
W: ZSI Supplemental Generator
Zalt places a generator at target location. Whilst near a generator, Zalt regenerates 3% of his maximum mana every 5 seconds. Zalt may right-click on a generator to kick it, sending it flying. At the end of its range, or upon colliding with a wall or enemy, the generator explodes, dealing damage to enemies in an area and stunning the enemy it hit for 1 second. Enemies may destroy generators by 'capturing' them for 4 seconds. Zalt may have 2 generators active at any time.
Damage: 50/90/130/170/210 (+40% AP) Cost: 60/65/70/75/80 Mana Cooldown: 40/35/30/25/20 seconds Aura Radius: 450 Cast Range: 250 Kick Range: 250 Collision size (Diameter): 100 Projectile Range: 1000 Projectile Speed: 1600 Projectile Width: 50 Explosion AOE Radius: 225
Notes: The mana regen aura does not stack with multiple generators. Like the grenade, only the explosion will apply Zalt's passive to bushes. Zalt's generators provide no vision. When captured, generators grant 75 gold. There is a 0.5 second arming time where Zalt gains no mana and cannot kick the generator.
Comment: You'll note that Zalt's standard mana regeneration is especially low despite the cost of his other abilities. That's because he has access to these. Assuming Zalt is able to maintain his position near a generator, he shouldn't have heavy mana problems, but without one, he runs dry very quickly. For the second part of the ability, Zalt can click on his generators similarly to how someone would right click a Thresh lantern. When he does, he kicks the generators, similarly to how Lee Sin 's ult works, and the generator goes flying. Zalt specifically cannot use this to stun an opponent over a wall; Zalt is not meant to be sneaky.
E: ZSI Disposable Blaster
Initial Cast: Zalt places an immobile turret at target location. After a 0.5 second delay, the turret begins firing bolts in a line that deal magic damage to all enemies it passes through. The turret fires 6 bolts of energy over 3 seconds. The turret will naturally fire away from Zalt's location.
Secondary Cast: Zalt switches the turret between aiming away from him and aiming towards him.
After the turret has run out of ammo, it turns into scraps, which Zalt may pick up to reduce the cooldown by 80%. Deals 50% damage to minions.
Damage per Bolt: 30/45/60/75/90 (+25% AP) Maximum Damage: 180/270/360/450/540 (+150% AP) Cost: 60/65/70/75/80 Mana Cooldown: 30 seconds Turret Drop Range: 450 Bolt Range: 1000 Projectile Speed: 1900 Projectile Width: 125
Notes: The blaster adjusts its range as Zalt moves. Cooldown starts after the blaster has finished firing. Zalt can activate the secondary cast any number of times until the blaster runs out of ammo (0.25 second mini-cooldown). Scraps remain in place for 25 seconds or until Zalt casts this ability again.
Comments: This one is probably a little difficult to grok. Zalt tosses the turret down and it starts firing after a short delay. The turret will rotate based on Zalt's position, always facing away from him. This allows him to aim the turret. Alternatively, if he gets jumped, Zalt can re-activate the ability to cause it to aim towards him instead. The ability incentivises Zalt standing as close to his turret as he can, since (due to the way geometry and angles work) Zalt's turret will turn faster if he's closer when moving around. Plus he wants to pick up the scraps. However, doing so makes him predictable, so he can be punished if his player is too stubborn.
** R: Project: Rack and Ruin**
On cast, Zalt marks a trajectory that travels across the map and warns both allies and enemies of incoming danger. After 2.5 seconds, an energy beam is fired across the trajectory, silencing all enemies standing in it and dealing magic damage over 3 seconds.
Damage Per Second: 200/275/350 (+60% AP) Total Damage: 600/825/1050 (+180% AP) Cost: 100 Mana Cooldown: 180/160/140 Seconds Range: Infinite AOE Width: 400
Notes: Not a projectile; comparable to a Velkoz ultimate. Can't be interrupted; will fire after the delay, even if Zalt is CC'd or killed. During the delay, all players have their screens tinted red and a 'Secondary Quest' appears for enemies called 'Ground Zero', explaining that Zalt's ultimate is incoming. For the entire cast time, allies can see the path the laser will cross, but enemies can't see it until 0.25 seconds before the laser hits.
Comments: Think of this as kinda like the marriage between Ezreal's and Rumble's ultimates. Zalt casts it and a whole bunch of warnings appear on the screen so that everyone knows it's coming, though not where it's going (similarly to Noc's ult). The ability's a little extreme in terms of damage, but is countered by how difficult it is to hit. You can't hide the fact that it's coming like Nunu. You can't fire it from fog of war to catch someone off guard. When you fire it, the game becomes all about predicting where your opponent's going to go, and the game for them becomes 'where does he think I'm going to go'.
Even if you're terrible at aiming it, you can use it to cut minion waves at least.
Recommended Build
Starting Items
x2
Core Items

Offensive Items

Defensive Items

Consumables

Strategy
Basic Tricks
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The earlier you throw your grenade, the more time enemies have to react. On the other hand, make sure you leave enough time for the grenade to travel the distance of your throw, or it'll explode mid air. If going for a maximum range throw, try to toss the grenade with about 0.5 seconds remaining in order to have it explode on impact.
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When an enemy is pushing a turret, Zalt can use his ultimate to kill the minion wave, regardless of his position.
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Due to how angles work, the Disposable Blaster will turn faster if Zalt is positioned closer to it.
Advanced Tactics
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Zalt can use Zhonya's Hourglass to protect himself during the initial delay for both ZSI Flare Grenade and Project: Rack & Ruin without cancelling either. Additionally, if an enemy jumps on top of him, Zalt can place his turret, direct it towards himself and Zhonya's to force his opponent to back away or take significant damage.
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When pushing turrets, Zalt's ultimate can be used to cut minion waves. You can use the position of your own minion waves as a mirror of the enemies' to judge where to aim.
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When running away, drop you generator in front of you and continue running, then kick the generator backwards to stun pursuers.
Playing Against Zalt
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The ZSI Disposable Blaster has an excessively long cooldown if Zalt does not pick up the scrap. Try to separate him from it as soon as he casts it.
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Zalt is especially susceptible to ganks due to his lack of survivability. Use alternate gank paths to circumvent his ability to burn brush.
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All of Zalt's abilities are heavily telegraphed. Back off during the last second if he's cooking his grenade, put minions between you and his generators if he's near one and make sure you can't draw a straight line between you, him and his turret, in order to dodge his basic abilities.
And finally, for the sake of the CCOS, an adequate representation of the wait and effect of Zalt's ultimate when the enemy team is stuck in the river.
https://i.imgur.com/nuGYPh.jpg
Changelog
19/5/15 - Added extra quotes. Grenade's range increased to 875 from 850. Grenade's AOE increased to 225 to 275. Grenade's damage increased to 80/135/190/245/300 (+80% AP) from 80/125/170/215/260 (+80% AP). (Reasoning: Zalt's grenade is a significantly harder skill shot to land than Ziggs's Bouncing Bomb due to the cooking time and the lack of 'bouncing' yet had the same range, higher mana cost, less AOE, double the CD and only barely more damage. Buffed grenade to make it more comparable). ZSI Flare Grenade name changed to ZSI Anti-Personnel Grenade
18/5/15 - Added/edited extra quotes. Reduced MS from 330 to 325. Increased range from 550 to 575.
17/5/15 - Champion created.