Champion Concept: Zalta - The Technoturge

ChaosReyn·2/24/2019, 4:52:02 PM·1 votes·1,219 views

Lore: Originally from the dregs of Zaun, but aspiring to cleanse the blighted city of its chemical fallout, Zalta set off at only the age of ten to learn how to build Hextech devices. Already gifted with chem-tech engineering, Zalta learned quickly, and after about another two decades, he was able to partially realize his dream. Combining Hextech engineering with chem-tech is generally taboo, but knowing this did not stop Zalta, and his efforts paid off in the creation of a great, almost infinite power source that he called the Hex Battery. With the Hex Battery in hand, Zalta impressed even the esteemed Heimerdinger with what was considered to be one of the most miraculous works of all time. He was partitioned by Piltover to make countless amounts of these for city use, and would have made quite the paycheck had he done so. But upon declaring that he wanted to first use his invention to cure Zaun of its chemical radiation, the city council revoked its offer completely and sent him away, barring him from returning. the chem-lords of Zaun proclaimed it a "worthless hextech device" and sent him away...but the chem-lords simply didn't want to pay for it. A high ranking official from both Piltover and Zaun sent an assassin to take his life, and his creation. What they did not know was that Zalta had been working on a new project that could use his new energy source as an autonomous mechanical golem that he was going to originally deliver to the Piltover council in search of their forgiveness of his childhood dream. Zalta was gravely wounded in what soon became a 3-way fight for the Hex Battery...but in the end, he was able to pilot his half-completed creation, ending both of his assailants' lives. However, it came at this cost of his legs. Modifying his newest creation, Zalta covered for his handicap with technology, makng himself a suit that allowed him to hover and even fly. All powered by his Hex Battery. Three other assassins were sent since that day by Zaun, and one more from Piltover, who all served as perfect testing dummies for Zalta's new defensive systems. Some weeks after the first attack, the empowered and angry Zalta returned to the Piltover council, and to the Zaun chem-lords, proclaiming he would smite any who dared to try and take his works again, before leaving the twin cities behind for a home in a small village in the mountains between the twin cities and Noxus. Though very surly, Zalta is a good-hearted guy, and has spent most of his days since finding his new home helping tend to the needs of the village with his creations, even saving the life of a wounded Noxian soldier with a chem-tech agent he'd created specifically to heal tissue damage before sending him on his way. To this day, he's always inventing ways to further help out around the mountain towns.

Role: Scaling Hybrid (mainly AP) Skirmisher (Secondary Support?)

Base Stats: HP: 570(+80) HP5: 7.6(+.72) AD: 58(+3.4) AS: .503(+.028) AR: 31(+3) MR: 33(+1.7) MS: 345 RN: 130

Passive: Hex Battery - Zalta uses a resource bar called Hex-Charge instead of mana. Maximum charge of Hex-Charge will always be 100, and Zalta gains 5 Hex-Charge (+1 for every 50%bonus mana regen) on every basic attack. Additionally, Zalta starts with a unique item - the Hex Battery.

Hex Battery: +(X)AP (X is equal to half of the charge cap of this item, or 5% of Zalta's bonus mana)

UNIQUE Passive - Power Bank: If Zalta's Hex-Charge is full, this item can store the charge that would have been gained from a basic attack, to a cap of 5xlevel + 10% of Zalta's bonus mana (Example: If you start the game with a sapphire crystal, this item could hold 25 charges, and give Zalta 12.5AP. By comparison, Doran's ring gives 15AP and 60HP). This item cannot gain charges while its active is on cooldown.

Active - Discharge!: Consumes all charges of Hex Battery to blast a 300 unit energy burst around Zalta, dealing magic damage equal to [20xlvl +the amount of charge consumed], and granting 20 Hex-Charge to Zalta, plus an additional 15 Hex-Charge for each enemy champion hit by the burst. If Hex Battery had over half of its maximum charge, this burst stuns enemies for 1s. (45s Cooldown) must have at least 10 charges to activate!

Q: Momentous Strike - Zalta activates his suit's thrusters and rockets forwards at a high speed towards an enemy within 450 units of him, dealing damage. He gains 30% movespeed for 1.5s after using this ability. If this damage kills the target, half of the cooldown is refunded. Damage: 55/65/75/85/95(+75%AD) || Cooldown: 14/12/10/8/6s || Hex-Charge: 20

W: Gunner Mode - toggle Zalta's attacks become 550 ranged laser attacks that deal (1% bonus AP) additional magic damage and apply damage to all enemies they pass through. Costs 5 Hex-Charge per shot, and cannot gain Hex-Charge from basic attacks while active. While not active, Zalta gains 1%bonusAP as additional physical damage.

E: Chem-Treatment - Zalta heals a target ally over 3s. Any healing or regen done while Chem-Treatment is active (other than itself) is increased by 10%. This includes items, summoner spells, and champion specific healing effects. Healing: 45/60/75/90/105(+45%AP) over 3s. || Cooldown: 22/20/28/16/14s || Hex-Charge: 30

R: Enhance Armament - Zalta deploys a drone at a target area within 250 units of him. This drone grants nearby allies (including himself) 35% bonus movement speed and 30/45/60 Adaptive Force while in the zone created by the drone, and lasts for 6s or until destroyed (can be destroyed in 2/3/4 attacks) Additionally, the drone generates a shield equal to 150/175/200(+65%AP) on allies within the zone over the 6s it's active. (guys, destroy this thing, ASAP) Shield persists for 2s after leaving the zone, and other effects end immediately. Cooldown: 180/150/120s.

With a bit of math, I've determined that the Hex Battery's potential damage can get to a decent amount, with Muramana and Seraphs being a thing...but the maximum charge it can hold with a full mana build (item 3042 item 3040 item 3027 item 3025 item 3285 and his battery eats up the 6th) is 390 (3900 mana from items)...and if you're building all of that, you're missing out on quite a few stronger items for 195 extra AP overall from your scaling item. There are stronger actives in the game, and there are stronger AP items in the game...but if you build into it just a bit, and still build stronger items, it's going to average out around probably 200-ish charges and 100-ish AP, which is closer to the average before considering other items.

4 Comments

Mr Voidling2/25/2019, 7:17:46 PM1 votes

If you go item 3040 item 3042 item 3030 item 3025 item 3285 item 3089 then you'll get 4,350 mana (manaflow band) for 217 AP and fairly nice uniques. But item 3040 and item 3042 DO lose out on the 3% bonus AP 2% AD passive, and Seraph's shield... Pretty big trade-off. Making this champion VERY late game oriented. Around 938-ish AP with runes included like transcendence. You only gain 25 AD and 1,000 mana from item 3042 so It is debatable if the item is even any good... item 3146 gives 40 AD & 80 AP, not 25 & 50. Probs better off getting item 3115 instead of item 3042 for 1,036 AP and then a huge boost in your W damage. Honestly item 3115 might be core on him. Transcendence REALLY kicks in on items like item 3115 giving it a base AP boost of 120 +40% from Rab for 168 AP.