[CHAMPION CONCEPT] Zul'Rux, the Heart of the Void

Meep Man·10/25/2014, 4:11:58 AM·1 votes·805 views

BACKGROUND

Zul'Rux is an all powerful being, made to sustain the Void. After several void creatures have arrived in Valoran and have scouted all possible threats, they believe it is time for the invasion to fully begin. Zul'Rux is sent in by the Void when a world is deemed weak enough to be brought down by the Void. From a location in the world, Zul'Rux will slowly spread the Void, corrupting the world around him and providing a stable portal for other Void spreading creatures to appear. The Void consumes worlds you see, it does not drain their power. The Void comes to them.

Zul'Rux is a unique champion that is entirely stationary. He can use a relocate ability to teleport to a target location after a channeling time. From there, after a few seconds, he will create a portal from where void creatures will spawn and push the nearest lane, similar to the upcoming Zz'Rot Portal. From there, he can also summon other "organs" of the Void to protect him and/or assault far away enemies.

LORE

Zul'Rux is an ancient being from the Void that is sent into worlds to corrupt them from his location by allowing other Void creatures to rapidly spawn from his location and conquer the world he is currently located in. He has been named the Heart of the Void for this reason as he is connected to all points in the Void, sustaining it through himself. If he were to die or become disconnected from the Void, the Void and all worlds it had corrupted would slowly fade away from existence.

After hearing that Valoran has been deemed suitable for corruption from the voidlings already present there, he has come to corrupt Valoran and have it be consumed by the Void. All will know of his presence, whether they like it or not.

KIT

Zul'Rux, the Heart of the Void Tank Secondary: Mage Health- 495 (+105 per level) Health Regen- 7.45 (+1.05 per level) Mana- 220 (+50 per level) Mana Regen- 8.7 (+0.65 level) Armor- 26 (+4 per level) Magic Resist- 30 (+1.25 per level) Movement Speed- 000 (Cannot Move) Attack Damage- 53 (+3 per level) Attack Speed- 0.675 (+2.5% per level) Attack Range- 625 (Ranged)

Passive- Heart of the Void Innate- Immobile Organ: Zul'Rux cannot gain any movement speed, instead having any bonus movement speed gained being converted into bonus armor and magic resist. Percent movement speed boost increases his armor and magic resist by the percentage. Zul'Rux also has 150% the normal vision range. Innate- Corrupter of Worlds: After Zul'Rux hasn't moved for 10 seconds, the land within 550 units of Zul'Rux will become corrupted, slowing enemies by 10/15/20%. From the center of this area where Zul'Rux is, voidlings will spawn that push the nearest lane. Voidling's stats are listed below: Health- 385 (+30 per level) (+5% bonus health) Armor- 9.5 (+2.5 per level) Magic Resist- 10.5 (+1.5 per level) Movement Speed- 325 Attack Damage- 15 (+1 per level) (+25% AD) Attack Speed- 1.35/1.55/1.75 Attack Range- 100 (Melee) Voidlings spawn from the portal every 13/11/9 seconds. Whenever a Voidling attacks an enemy unit, it gains a 50/75/100% movement speed boost that decays over 1 second. Voidlings take 25% reduced damage from AoE spells like many other summons. Levels: 1/11/18

Ability 1- Void Relocation Passive: Zul'Rux's Voidlings spawn time is reduced by 1/1.5/2/2.5/3 seconds. He also now gains a 3/4/5/6/7 (+2% AP) magic damage shield every second after he has been in the same location for 10 seconds, up to a 45/60/75/90/105 (+30% AP) magic damage shield. Active: After a 6/5.5/5/4.5/4 second channeling time, Zul'Rux teleports to the target location. Any corrupted land near his previous location decays after 1 second and he instantly loses all of his magic damage shield from the passive portion of this spell. The cool down of this ability is increased by 2 seconds (4 seconds for turrets) every time Zu'Rux takes damage from a champion, up to a maximum of a 30 second cool down. Cost: 30 mana Cool Down: 18/17/16/15/14 sec. Range: 5750

Ability 2- Void Immune System Active: After a 1.5 second channel time, Zul'Rux calls upon a Void Immune System defensive structure to protect Zul'Rux. The structure has 500 (+50 X Current Level) health, 20/25/30/35/40 armor, and 30/35/40/45/50 magic resist. It's basic attacks deal 33/40/47/54/61 (+25% AP) magic damage and it basic attacks every 1/0.9/0.8/0.7/0.6 seconds. Every time it's basic attacks hit an enemy champion, Zul'Rux is healed for 10/12.5/15/17.5/20% (+1% per 100 AP) of the damage dealt. The structures prioritize champions attacking Zul'Rux, then other units attacking Zul'Rux, then the unit Zul'Rux is currently basic attacking, then the closest nearby champion, then the closest nearby minion or monster. A maximum of 1/2/3/4/5 structures can be made at once. Void Immune System Structures can only be placed on corrupted land and begin to lose 35% of their maximum health every second once they aren't on corrupted land. Cost: 55/60/65/70/75 mana Cool Down: 11/10.5/10/9.5/9 sec. Range: 525 Structure Range: 550

Ability 3- Defense System Active: Zul'Rux channels for up to 5 seconds. Every 0.1 second he channels, he summons an orb of Void around him that will home onto the nearest enemy unit, prioritizing champions, dealing 5/6/7/8/9 (+3% AP) magic damage per orb and silencing enemies hit for 1/1.5/2/2.5/3 seconds. A maximum of 50 orbs can be created at once, for a maximum of 250/300/350/400/450 (+150% AP) magic damage to one target if Zul'Rux channels for the full duration, every orb homes onto the same unit, and they are within range. After Zul'Rux finishes channeling, he must complete a 0.75 second casting time to unleash the orbs. Cost: 70/75/80/85/90 mana Cool Down: 15/14/13/12/11 sec. Range: 650

Ultimate- Behemoths of the Void Active: Zul'Rux summons a minion with 300/450/600% (+15% per 100 AP) of the stats (except movement speed and attack range) that the Voidling has that pushes the nearest lane at the target location. The stats are: Health- 1155/1733/2310 (+90/135/180 per level) (2775/4163/5550 at Level 18) (+15/22.5/30% bonus health) Armor- 28.5/42.75/57 (+7.5/11.25/15 per level) (163/245.25/327 at Level 18) Magic Resist- 31.5/47.25/63 (+4.5/6.75/9 per level) (112.5/168.75/225 at Level 18) Movement Speed- 325 Attack Damage- 45/67.5/90 (+3/4.5/6 per level) (99/148.5/198 at Level 18) (+75/112.5/150% AD) Attack Speed- 2.5 (due to attack speed limit) Attack Range- 100 (Melee) The Behemoth prioritizes nearby champions before pushing a lane, upon witch it will prioritize minions and towers. The Behemoth takes 25% less damage from AoE spells like many other summons. Behemoths give other Voidlings within 500 units 20/25/30% increased armor and magic resist. Zul'Rux cannot control this minion in any way. Cost: 200/300/400 mana Cool Down: 190/170/150 sec. Range: 400

TIPS

When Playing as Zul'Rux

  • The Behemoth is such a powerful pushing minion that anyone would stupid to completely ignore it. The Behemoth can either be an excellent companion in a team fight, or can be the best split pusher ever by itself.
  • Be sure to choose what lane you are nearest to carefully. Spawning a Voidling in the lane will increase the pushing power of that lane by a decent amount later in the game. It also smart to decide where to teleport to so as not to die and give yourself the most choices to teleport to afterwards.
  • While it is not out yet, a Zz'Rot Portal is the most key item for Zul'Rux, allowing him to perform extreme pushes against a lane.

When Playing Against Zul'Rux

  • Damaging Zul'Rux constantly will cause him to be unable to switch positions, hindering him significantly.
  • Killing Zul'Rux's minions will completely destroy all of his pushing power since he himself cannot attack a turret without practically committing suicide due the way Void Relocation works.
  • Zul'Rux's Defense System is an extremely powerful ability if you are completely alone when attacking him. If you see him begin to channel it, back off as quickly as possible to take minimum damage from it.

INSPIRATION

Zul'Rux's Defense System ability was inspired from the Biolizard's similar ability from Sonic Adventures 2 (Go to 2:00) https://www.youtube.com/watch?v=oSvay0ALdMY

6 Comments

Knight SoIaire 10/25/2014, 3:32:56 PM1 votes

i personaly say 100% nope to the concept he stands in place and summons bots that play for him

Shamont10/25/2014, 11:04:25 PM1 votes

i find it quite interesting, and very well developed, so far, you will really need to balance out the part about not being able to move, he better have a huge damge output, attack speed, and he better be over fed on mana, because not being able to move is a huge crutch. His enemy will be like all champions with a gap closer. I bet people will use him with flash and teleport, he would need both.

TheDeathstalker10/26/2014, 12:49:12 AM1 votes

So, I'm somewhat interested in the idea behind the champion, a more macro champion, but I think you're going about it all wrong. I'm assuming this idea is inspired at least in part by Abathur from Heroes of the Storm? If he isn't, you really need to go look at him, because he's exactly what you're trying to make, but he makes sense in his game, and not in LoL. (There are some unique features to HotS that allow him to function as he does and remain viable, namely the lack of gold and heavy objective based combat)

But, for the sake of argument, let's look into how you would make a champion like this one, eh?

First of all, avoid channeling at all costs. I know you worked these in as counterbalancing mechanics so that he has to be careful and put thought in ahead of time to his actions, but during the entire time he's channeling, the fun level of the game drops dramatically because the player no longer can take any actions. First rule of fun is that getting to do stuff is fun, not getting to do stuff is unfun. Channels are, in general, unfun. Four different channeled abilities are very unfun.

So, you ask, how then do we make this champion active, and not channeled? I would propose you cut the fat in terms of defenses, and make his spells affect his spawned units. This necessitates some method to keep him safe in combat while his units are around, so something like Yorcik's passive (Reduced damage for every summon out) or something more insane like...

Passive - Swarm Unseen - So long as Zulrux is within 300(or whatever, not huge, not tiny, maybe up to 400 or 500) range of one of his summons, he is invisible and can cast spells upon his summons without breaking that invisibility.

So now he can control his minions safely, while still being a part of the action.

You also need to make his summoning of units active. It can't just happen because that's not fun. Again, he's not doing anything to make them spawn, and so it's unfun. I'ld use the Azir trick, with a W that stores minions that can plop them out, but once they're out they behave in some predictable manner beyond his control (so he can't just use them as invisibility shields to run with).

Now you have two basic abilities and one ultimate to use in manipulating these guys. I'll leave that to you, but remember that you actively doing something is better in almost all cases than something happening through inaction (this includes your current ult design unless you can actively interact with it using your Q and E).

Best of luck, I'll keep an eye on it!

Shamont10/27/2014, 6:48:38 AM1 votes

have you thought of wat he will look like? hers a suggestion: auto_avengers__ultron__by_chasingartwork-d7vhx89.png . Cause i cant figure out how to load images

Shamont10/28/2014, 3:15:10 AM1 votes

hah i can do it now, taka luk at dis, Zul'Rux could look like this, but this is his volcanic theme, his real colors are wat evs u want em ta be

Shamont10/28/2014, 3:17:04 AM1 votes

he doesn't have legs, just something like a pedestal morphed into the ground, its perfect! :D