[Slightly Reworked Concept] Zael, the Displaced Magicite
Quick Information Hey everyone! I worked on Zael a long time ago and this is my attempt at redoing them after so long. Life just got in the way. Plus my mind is filled with other concepts. Apologies.
You can find the original here should you wish to compare. I didn't change much, but I revamped their passive and changed a few abilities. I hope you enjoy! Please give me your feedback! Constructive and non hateful if you will. I like talking about things and hate does nothing to help with the process of creating. Thank you!
P.s. This champion concept is a part of a long term project of mine connecting several of my champions together. There is at least one more concept coming from this who is the main antagonist throughout all these concepts. I may do one more protagonist, but so far no plans. Look forward to that if you wish. The other two concepts should be linked to down in the "Friends" section of Zael. Thank you!
Background Zael, born a lowly peasant. A worker. Different from the rest of the kids. Zael was born neither male nor female. Zael did not care whether he was called a she or he. For simplicities sake and that of conversation and documents it didn't matter. Her name usually sufficed well enough. This of course placed Zael apart from everyone else. Bullied and picked on Zael's family did their best to protect their child. However, it did nothing to stop the torment. It did however awaken something born inside of Zael. A power. Very strong. Ever since being born Zael had nightmares. Great catastrophes....that came true. One year it was a flood that ruined the crops. Another was a fire that killed the millers. A raid by bandits that destroyed the town, but most survived. So many nightmares all true. Some, of course, were pleasant. A wedding of two opposing families to break the feud. A bountiful season for harvest. Everyone ignored Zael's "visions". Though, when Zael was to the breaking point his power was unleashed. No one was harmed, but the children no longer bullied or picked on Zael.
Zael soon became well known in the village for being their seer. A position that landed his family a decent living. Zael was happy to help despite the previous interactions with the towns people. Zael did not care about the past and had a kind heart. It was when Zael turned thirteen that they came. People like Zael. Neither male nor female. People with powers much like Zael, but not. Zael's family knew what was to happen. They shared a sweet farewell, and Zael departed to become a part of something bigger.
These people, called Mages, were lead by the Magicite. The most powerful mages to exist. They lead the kingdoms together with the rulers. Acting as aids, guides, advisors, inventors, etc. Only those like Zael were ever born with these powers. None, however, were as powerful as Zael. At least, not since ancient times. They believed Zael to be a calling of something bigger. Though, those thoughts were pushed aside as Zael trained. Zael rose quickly in rank and renown. Their visions and powers becoming stronger....and controllable.
This control led to Zael's most powerful vision. A dark awakening. A city frozen in time with one sole survivor forever lost to time. A man ripped from his reality from betrayal as his beloved dies before him and their souls entertwined. Then, a dark brooding. A calling that was so strong....so sinister that Zael sweat for the first time since they were born. Awaking from the stupor of vision diving Zael breathed heavy. Something was coming....something sinister.
Zael took care and told the Magicite, of which they were the most powerful now and the leader. Discussing terms they prepared. A year passed and Zael began to wonder, along with others, if this was just a fluke. It never took so long for Zael's visions to take place. It was in this weakened moment it happened. Striking from the Grand City of Kaul'Odin the orb arose. Dark and imposing. Zael stood atop the Magicite compound in shock. The power it wielded was beyond anything they had seen.
The orb struck out, lashing at the surrounding city and chunks flew off across the horizon from its body. Fires soon arose and the sky was filled with red. Zael knew....their family had died. All across their world people were dying to this....this thing. Zael, in anger and desperation united the magicite compound together, using all of their power to banish the orb. A circular cage surrounded the orb. Their powers colliding and causing tremendous storms of magic causing destruction and death.
The cage opened to an oblivion. A place of nothing to send the orb. Just before it winked out of existence a voice rang out. So dark and cold it sent shivers down Zael's spine. "I will return. My slumber has been disturbed....my re-emergence hampered. My influenced stimied. I shall destroy you all." With that, the orb winked from existence, but not before it lashed out one more time striking Zael hard. Zael only had but one glimpse of their world and the other magicites falling dead before it was winked from existence. When Zael awoke they were in a strange land. Zael knew this land. They saw the other two...those men. The two from Zael's vision. Zael knew what they had to do, but before setting out he whispered a word. Zael would find a way to destroy that darkness. That....thing. Their world gone Zael knew they would have to find a new way, but not before finishing that thing once and for all.
"Darkness is coming...."- Zael, the Displaced Magicite.
DISCLAIMER
The image used for the appearance is not my own and was found via google. It is an amazing piece of art that the original artist deserves credit for. I am simply using it as a reference to my champion as it is very close to what I imagined. So, thank you. ^_^
Appearance http://i.gr-assets.com/images/S/photo.goodreads.com/hostedimages/1389830591i/8058294._SY540_.jpg This is Zael. He/She is an Asexual being from another world. This is exactly as I imagined Zael except for the horns. Remove the horns and you have a pretty good representation of Zael. The one thing Zael can do, like all others like him/her is actually change to a full female form, full male form, or neither. Zael usually stays inbetween like the image, but this is just lore information and doesn't effect gameplay or look. Just a bit of trivia if you will.
Zael's eyes are covered because they need not see as they have the "Sight" which allows them to see the world without "seeing" it. If that makes sense. It is also due to enhancing Zael's "sight" when it comes to visions and senses. Not to mention it looks pretty damn fashionable. Underneath Zael's eyes are silvery white, like the moon.
Name Pronounciation Zael is said like eye/hi and eel put together, but with a Z at the beginning. So it's kinda like Zz-eye-eel or Z-hi-eel. Hope that makes sense. If not...do your best. :P I won't be mad.
Weapon, Voice, Personality Zael's weapon of choice (basic attacks) is a kinetic blast which looks like Zael moving their hand in a fluid motion and a purple blue streak/orb followed by that streak/orb expanding on hit like a wave.
Zael's voice tends to lean more towards a feminine tone rather than a masculine one. It is calm and calculating, but also strong and commanding. Zael tends to speak with whimsy rather than severity.
Zael's personality tends to be on the lighter side of things. Zael has always been a "tomboy" type person despite not affiliating with any gender. This is used to describer Zael's style and personality. Kind hearted and tough however Zael will not allow anyone to mess with their friends and loved ones. Taking great offense on their behalf. While having a temper Zael's kindness always shines through. Zael might give you a black eye, but then be the one to place the icepack on afterwards.
Movement Zael glides along the ground much like Malzahar and Syndra do. However unlike them Zael has no noticeable magical energy holding them up.
Other Information Zael is linked with Zoth and Valen, my other two champions. You can find links to them in Zael's "Friend" section by clicking on their name. They are part of a series I am working on. This one took me longer to finish than the others due to being unsure if I have everything ready for Zael and also due to real life interfering with me completing Zael. However, I have no released Zael. This will all come full circle with the final champion being released at a later date. The are all a part of a story. I hope you enjoy! Thank you! ^_^
Stats Health: 470-1980 Health Regen: 6-18 Mana: 450-1130 Mana Regen: 7-22 Armor: 25-87 Magic Resist: 30 Attack Damage: 60-105 Attack Speed: 0.65-0.97 Attack Range: 600 Movement Speed: 355 Primary Role: Mage Secondary Role: None
Quick Synopsis Zael is an agile powerhouse mage who excells in punishing enemies who get too close to their spells. Zael's abilities allow great pushing in the early phases of the game, but once late game hits the opponents magic resist can put a hamper on this. It's best to keep Zael safe behind bulkier enemies as they are exceptionally squishy.
Zael can be placed in Mid or Bot lane as an AP powerhouse to put the pressure on enemies. In team fights Zael's abilities put great strain on the enemy team as their hits deal considerable control over the field. Zael, however, has the drawbacks most mages have. They lack decent AA, are weak defensively, and relies heavily on their abilities. These things combined make Zael an easy target once their abilities are locked down and they get caught in range of the enemies attacks.
DISCLAIMER The icons used are not my own and were found via the Hiveworkshop. All credit should go to those who have created these icons. Additionally, they are not 100% accurate to what I imagine for my abilities, but were the closest I could find visually. Thank you.
Passive http://www.hiveworkshop.com/forums/resource_images/15/icons_14009_btn.jpg Attunement Zael's abilities grant a stack of Attunement whenever one is cast. Attunement grants permanent Spellvamp at certain thresholds. In addition, Attunement grants every 3rd ability cast to gain a bonus effect.
Spellvamp 10 Stacks: 5% Spellvamp 20 Stacks: 10% Spellvamp 30 Stacks: 15% Spellvamp 40 Stacks: 20% Spellvamp 50 Stacks: 25% Spellvamp
Bonus Effects
http://www.hiveworkshop.com/data/ratory-images/72/72146-bd75fb1a1d6cb3bbe65a1c91b83f1ffa.jpg Sol's Wrath The radius of the explosion is increased to 400 and pulls all enemies hit towards its center, stunning them upon arrival for 0.5s. Attuned form takes on a fiery aura that is red and orange while the fireball itself keeps its original colors.
http://www.hiveworkshop.com/data/ratory-images/84/84982-a2337047facf46806b4c017ad1fa3fe1.jpg Storm Voltage Rends the enemies applying them with the debuff "Shocked" which decreases their MR by 10/15/20/25/30% for the next 3s. Enemies debuffed in this way cannot be debuffed again for 6s. Attuned form takes on a purple outline.
http://www.hiveworkshop.com/forums/resource_images/7/icons_6712_btn.jpg Arctic Winds Attuned form takes on a denser blizzard and a light blue aura in the snow. Enemies within are slowed faster and is stronger than its normal cast. Within Arctic Winds enemies have the debuff "Frozen" applied to them every 0.25s. This debuff slows them by 10% with each stack. Upon reaching 5 stacks they are stunned for 1s. Cannot be stunned in this way again for another 6s, but still applies stacks to slow them while they are within these winds. Cannot gain stacks while stunned.
Q http://www.hiveworkshop.com/forums/resource_images/11/icons_10295_btn.jpg Sol's Fury Zael channels the power of the sun creating a large fireball which travels 700 units in target direction. This fireball damages all minions it passes through dealing 40/65/90/115/140 (+50% AP) to them. The fireball explodes upon impact with the first enemy champion it hits dealing 55/80/105/130/155 (+80% AP) within a 300 unit radius. Additionally Zael may activate this ability again to detonate the fireball early.
Cooldown: 16/13/10/7/4s Missile Speed: 1000 (I imagine it being as fast as Lux's/Morgana's Snares) Mana Cost: 60/70/80/90/100
NOTES The color of the fireball is silver and blue. This is to represent Zael's own preferences and the intensity of the flame itself as silver/white is considered one of the hottest fires.
This is also Zael's main poke and wave clear as it can pass through minions dealing damage to them.
W http://www.hiveworkshop.com/data/ratory-images/84/84982-a2337047facf46806b4c017ad1fa3fe1.jpg Calm Voltage Passive Zael can move through units and when out of combat Zael is granted 100/150/200/250/300% Bonus Mana Regeneration.
Active Zael targets a 200 unit radius area within a 1000 unit radius cast range. After 0.5s the radius shrinks to a 50 unit radius and lightning strikes down at the target location dealing 80/110/140/170/200 (+60% AP) and silencing those hit for 1s. Champions silenced this way cannot be silenced again by this ability for the next 6s. Additionally, consecutive hits dealt within 3s of each other deal 20% less damage with each consecutive hit down to a minimum of 40% damage dealt.
Cooldown: 1s. Mana Cost: 50/60/70/80/90 Additional Mana Cost After the first cast, every additional cast within the next 6s costs 10 more mana than the one before it. For example: Rank 1, first cast costs 50 Mana. The next cast will cost 60 Mana. The third will cost 70 mana. Etc. etc. Resets after 6s.
NOTES This is Zael's artillery. A very precise lightning strike aimed to pressure their enemies. The faster it's cast the more it costs, but also the more damage possible over a short time. However, the lightning strike is extremely predictable as the 200 unit radius is shown to the enemy upon cast and continues to be shown as the radius decreases to the 50 unit radius where it shall strike. Thus, this gives the perceptive and quick opponents ample time to dodge the strike and predict where to go. This in turn can also be used to bait the enemy as well to go where you want them to.
E http://www.hiveworkshop.com/forums/resource_images/12/icons_11891_btn.jpg Icy Winds Zael channels for 0.5s before sending an icy wind in target 600 unit direction and freezing those caught within applying a 5% slow every 0.5s they stay within up to a max of 30/40/50/60/70%. These winds are so cold they stay in the area freezing the ground for the next 6s. Those that pass through this area become slowed as well. Enemies who leave these winds have their slow decay every 0.5s by 5%.
Cooldown: 30s Mana Cost: 70/75/80/85/90 Width: 300 units (slightly wider than Kog'Maw's Void Ooze).
NOTES This ability is Zael's utility. A way to slow enemies caught within it to give them time to hit them with their other abilities. Only the foolish stay within these winds.
These winds visually is like a blizzard, but very light and blow in the direction they were cast.
R Zael's ultimate has two unique effects. A passive that allows close-medium range stealth detection, and an active skillshot beam which creates a prison.
http://www.hiveworkshop.com/data/ratory-images/103/103564-9105b602591f4ebd429f425f603dbda0.jpg Seers Sight Passive Invisible enemies and traps are revealed to Zael within a 500 unit radius of them. An exclamation point is put over Zael's head if an enemy is nearby within a bush. Zael has to be within 500 units of the bush for this to take effect. Silence status nullifies this passive during its duration due to Zaels sight being magical and Silencing Zael is like cutting them off from their powers.
http://www.hiveworkshop.com/forums/resource_images/14/icons_13981_btn.jpg Oblivion Gate Active Upon activation four apparitions that look like casters in flowing robes and masks appear, two to each side of Zael. Together they cast a beam in target 700 unit direction. Upon contact with an Enemy Champion or at max range a 500 unit circular prison appears. The end of the beam is the center of the prison if it doesn't connect with an Enemy Champion. If it connects with an Enemy Champion then they are the center of the prison.
Those caught inside the prison are trapped and cannot escape unless Zael's channel is stopped. Anyone can walk into the prison, and if that is an enemy then they are now trapped as well. Those within the prison can still attack, cast abilities, and move within the prison. Once the prison is cast, Zael and the apparitions begin channeling for 1.5s. During this time a black hole above and below the prison forms. Upon completing the channel the top black hole descends instantly.
Upon both black holes colliding, those within the prison take 100/200/300 (+100% AP) and disappear to oblivion (becoming untargetable) for 0.5s before reappearing at the same location they were previously at.
Moving causes the ability to detonate prematurely causing the prison to explode dealing only half damage and not sending the enemies to oblivion. Becoming silenced, stunned, or killed breaks the prison instantly causing no damage. Being knocked up, knocked back, or charmed breaks the prison, but causes it to explode causing half damage. Being snared or blinded does not interrupt the ability. If this ability is interrupted its cooldown is put at 80s.
The beam goes through enemy minions causing 25/50/75 (+10% AP) worth of damage for every 0.5s they stay within the beam.
Mana Cost: 100/125/150 Cooldown: 150/130/110s
http://www.hiveworkshop.com/forums/resource_images/10/icons_9867_btn.jpg Oblivion Passage Attuned Version of Oblivion Gate. Different from the attuned version of their basic abilities as it only becomes attuned upon max rank.
*Attuned Effects Oblivion Passage leaves marks from the other dimension causing 5/7/10% AP magic damage every 0.5s for the next 3s.
NOTES The icons are the closest I could find to what I was hoping for. The color fits what the prison is almost, but it doesn't show the true prison or the beam to which it is attached to. So instead I use icons that represent the symbol for each, or close to the symbol. I do apologize for the lack of a good icon.
Also, this ability is a dumbed down version of the one used to trap the orb in Zaels lore.
The prison looks like two aquamarine colored circles with dark purple interwtined, one on the floor, and the other above in the air. Connecting these are bars of the same color all around them. The black holes look like dark circles with stars twinkling in them. Upon collapsing they collide and let out a "boom" and then they explode outwards like a supernova.
Teleports, flashing, dashes, switching (azir and urgot, looking at you :P), or anything that would allow a champion to escape the prison will always fail and in fact be blocked by the prison. Once inside you cannot leave if you are an enemy, but you can enter the prison, so beware. Only silences, stuns, charms, knock ups, and knock backs will break the prison and free those inside. Those inside can still attack and move while inside and cast abilities so they aren't helpless. This allows them to try and silence Zael or do enough damage to kill them before the cast is finished.
Also, Zael CANNOT move or cast during this or they will end the ult early. Effectively releasing everyone within the prison.
Quotes and Stuff "There is a darkness coming..." Upon selection.
Attacking "Feel natures fury!" "Must we fight?" "If we must, then so be it." "Burn!" Casting any form of Sol. "Electrify!" Casting any form of Storm. "Freeze!" Casting any form of Wind. "There's bigger issues..." "If I must." "Out of my way!" "To Oblivion!" Casting Oblivion Gate. "Elemental Might!" Upon any spell cast except for Oblivion Gate.
Moving "A breeze on the wind...such a lovely day." "It's so peaceful..." While no enemies are around and they're standing idle. Neutral monsters don't count as enemies since they're not hostile until you attack them. "Danger is around the corner. I must move." "The darkness draws ever closer..." "I must make haste!" "Onwards, I must rejoin them," When moving towards allied champions. "Push them back!" When moving toward fleeing enemy champions. "They're on the run!" When an enemy champion runs away. "Quickly, show them our might!" When chasing a fleeing enemy champion. "Our allies are in danger!" When moving towards allies who are fighting enemy champions.
Quotes "We must band together if we are to win," Calm voice towards either Valen or Zoth on the same team. "Now is not the time to squabble amongst ourselves," Annoyed voice towards Zoth or Valen on the opposite team. "My lady Karma, you show admirable clarity." "My, my. Aren't you an energetic one." Ryze interaction based upon him reaching 2500+ mana and upon him activating his ultimate while near Zael. "I sense...darkness in you, but not like the darkness which is coming." Towards those who are void touched. "Your skill with a sword is...astounding," Awed voice towards Fiora. "I hope I can count on your wisdom and sword when the darkness finally arrives," Towards Master Yi. "Your wars...it only weakens you for the final blow. Please, come to your senses." Towards Demacian and Noxian forces. More prominent if Darius, Garen, Jarvan, or Swain are on either team, and more so if on opposite teams. "Your power is immense, but at what cost?" Towards Xerath. "Your skill...the way you move...Breathtaking." Admiration towards Riven. "I see your master as taught you well," Towards Wukong. "You know they are there...with you, right?" A question aimed at Zoth or Valen, and even both should they be together in the match. A reference to their beloveds who Zael can see next to them due to Zael's power.
There are more, but these are but a few interactions.
Friends Zoth , Valen ,
Enemies The Darkness and those who perpetuate the war.
Zael holds no allegiance to anyone, and so takes no part in their war, and instead fights in hopes that they will unite everyone when the time comes. Zael respects Karma in that Karma has achieved what people back in Zaels home call "The Singularity". It is a oneness of body, mind, spirit, and everything of the world. In other words, Enlightenment. Zael respects her for this. For Zael, Zoth and Valen hold a part in the coming darkness as they too were touched and impacted by it. That Zael's vision showed them to be men of worth and great promise in the coming battles is enough for Zael to befriend them, and in turn they trust Zael for some strange reason and work together with them against whatever force is coming.
Possible Item builds
And of course you could mix and match various items here. These are just examples. The Rod of Ages is a must for most the builds due to how squishy Zael is normally, and with the extra health and the heal on level ups it helps Zael survive a lot long, and same with the other health items. Feel free to make your own builds of course. These are after all just examples.
There you have Zael, the Displaced Magicite! I hope you enjoyed. Please leave constructive feedback if you have any, and feel free to converse with me about things as I will most likely do so. Any questions feel free to ask! If you have nothing but hate however, you can take that elsewhere. I accept feedback and criticism, but not outright hate and rudeness. You can talk things calmly over with me, or you can leave.
I appreciate those who took their time here and if you liked Zael then please upvote or leave a comment if you wish! Thank you! ^_^
I do want people to remember, this is simply a draft. Things can be changed within the confines of Zael's identity for their kit. I understand that some things might not fit, and they might need revising, but that's the beauty of this board. So, once again, thank you for your time. ^_^
Enemies
The Darkness and those who perpetuate the war.

