Yok'Mal - the Mechanized Scourge (Champion Concept)

Bobo113·4/7/2016, 4:31:04 PM·17 votes·2,143 views

http://i.imgur.com/ijFuSfN.jpg

(Yok'Mak, The Mechanized Scourge)

-Yok'Mal is a larval void creature residing within a complex, floating drone. She mainly uses highly tactical equipment to attack - utilizing a ring of tools that rotates around her chassis to give her access to the various weapons and tools she needs.

Lore: Yok'Mal is an insidious creature from the void - regressed to a larval state from a recent, devastating encounter. This battle required her to relinquish her adult body in order to survive. In this form, Yok'Mal would otherwise be helpless if not for the aid of curious, Zaun researchers. These crude artisans of science produced a levitating, life support vessel from which Yok'Mal can thrive, communicate, and operate lab equipment. Throughout her recovery process - a time window with no projected date of completion, she was to offer his servitude within the surgical labs for the cause of science - to repay the debts of her life-saving treatment. Unfortunately, this gave Yok'Mal the time and access to tools she needed to construct a masterpiece of destruction. She successfully augmented to her own life pod to escape her servitude, and eliminate most of her scientific branch in the course of an afternoon. She now wanders - continuing the senseless bloodlust that forced her into such a state. Without the continued treatment from the Zaun laboratory, she may be bound to this structure indefinitely - in a state of prolonged, pre-adolescence – imprisoned by her own ingenious contraption. If anything endured from her last form, it is her misguided stubbornness, her knack to stir trouble, and her unquenchable thirst for human suffering.

Stats: •Auto attack range: 525 (Max) •Health: 530 – 1954 •Health Regen: 6.2 – 18.8 •Atk Damage: 50 – 95 •Atk Speed:: 0.630 (+0% – 36.8%) •Mana: 400 – 1352 •Mana Regen: 6.0 – 19.6 •Armor: 20.9 – 80.4 •MR: 30.0 •Mov. Speed: 335

Passive: Vampiric Scalpel

*Note: Yok’Mal has separate attack animations at variable ranges (much like Thresh). Her long range auto attack involves her whipping her saw blade tool in front of her, and lobbing a horizontal, spinning saw blade at a target. Her close range combat involves her hitting an opponent with an energized, clever-like tool.

http://i.imgur.com/d13pSM0.jpg (Ranged attack - anything more than 150 units away)

http://i.imgur.com/62EOWwc.jpg (Melee attack - anything within 150 units)

With this principle in mind, each close range auto attack (within 150 units) involves the use of Yok'Mal's cleaver - that deals an additional 8% true damage (+0% AP/AD), and restores 1% of Yok'Mal's missing mana and health.


Q - Manual Allocation

http://i.imgur.com/6fKdfNd.jpg

Yok'Mal extends a pneumatic claw, and takes hold of a monster (neutral, minion, enemy, etc.) in a field of void magic in front of her (dealing no damage; maximum duration of 2.5 seconds). In this timeframe, the captive unit is immobilized, and untargetable. Yok'Mal cannot auto attack while this ability is active, but she can move and rotate freely with this unit in suspension. Once the duration is over, the unit is set back down to its normal state. Using other abilities also sets the unit down.

Reactivation of this ability, before the duration is over, will shoot the unit in a straight trajectory in front of Yok'Mal . This passes through all targets - dealing physical damage, and applying a 30% slow to enemies in its trajectory. The projectile stops if it hits a piece of the environment, or champion-made structures.

-Mana cost: No cost for the pickup (reactivation: + 50) -Damage: 70 / 110 / 145 / 180 / 220 (+ 40% AP) projectile speed: 1,800 -Slow duration: 1 second -Cooldown: 14/13/12/11/10 (starts after the unit is either set down or fired) -Range: 700


W (toggle) - Automoturret

http://i.imgur.com/lQq66cT.jpg

When activated, The turret on top of Yok'Mal's frame begins to target enemies (with a preference for champions) - emitting small lasers that deal magic damage. This turret can attack while Yok'Mal auto attacks - acting independently. This turret's attack speed scales from 50% of Yok'Mal's current attack speed. This turret will not attack units that Yok'Mal is currently holding with "Manual Allocation."

*If this ability is active, and no potential targets are in range and/or sight, the turret does not fire, and no mana is spent - until a potential target enters both range and sight.

*It can also be turned off at any time at no cost, but has a 3 second cooldown.

•Mana cost: 25/30/35/45/60 mana per shot •Damage: 65 / 80 / 100 / 125 / 150 (+40% AP) •Range: 550 •Cooldown: 3 seconds (after deactivation)

*NOTE: building Yok'Mal with high attack speed makes this ability spend mana more quickly – due to the increased frequency of each blast. This may impact build paths for sustain rather than speed, vice versa, or finding a happy medium.


E - Tactical Exocharge

http://i.imgur.com/FotXrHw.jpg

Passive: While this ability is on cooldown, Yok’Mal gains 40 movement speed.

Active: Yok'Mal places a small, pipe-like node on a map-generated wall - pointed outward. Enemy units that pass a linear area in front of it are zapped by a bolt of electricity, which deals magic damage, and slows that unit for a very short period of time. The Exocharge then dissipates after a single use.

  • Exocharges are invisible to enemy units, but can be seen via vision wards/sweeping. If visible, they can be destroyed by two auto attacks- granting its destroyer 6/7/8/9/10 gold based on lv. of ability).

Additional utility: For each minute that an exocharge is in play, it gains stacks of mana. Initially, the exocharge holds 0 stacks of mana. After each minute of being active, the exocharge produces 30 mana (1 mana per 2 seconds, unit mana capacity increases with leveling up the ability) Having an exocharge with full mana does not effect the damage output of the unit, but if Yok'Mal uses her Q (Manual Allocation) on it, he can use the exocharge as a mana battery - absorbing the mana that the exocharge has generated, but this also ends the duration of the exocharge.

•Unit limit: 4 (on the map at once, would probably be different for Twisted Treeline and Howling Abyss) •Mana cost: 50/55/60/65/70 •Mana capacity: 60/90/120/180/260 •Range: 550 •Damage: 80 / 110 / 140 / 170 / 210 (+ 40% AP) •Slow: 40% •Slow duration: 0.75 second(s) •Cooldown: 14/12.5/11/9.5/8 •Duration: 5 minutes


R (toggle) - Reaping Drum

http://i.imgur.com/MwSbwJj.jpg

Yok'Mal's outer workings extend around her to reveal her pod’s inner core. The outer rings of her pod begin to orbit rapidly around her - turning Yok’Mal into a massive, churning, turbine-like generator in a set location - preying on the life energy around her. In this form, Yok'Mal absorbs health from enemy/neutral units around her from a circular AoE, and applies a 20% slow to targets as well. 6% of the damage it inflicts is converted into health. Yok'Mal, with her interior partially exposed, becomes slightly more susceptible to damage of all types – taking an additional 5% damage from all forms of damage (ignoring armor and magic resist). Moving, auto attacking, or casting other abilities cancels this ability – not including summoner spells

  • If Yok'Mal activates this ability while holding a unit with "Manual Allocation," 30% of the damage inflicted on that one target is converted into health. (remember, Q only works on neutral monsters/minions/etc.) (any additional spell vamp still applies).

  • Yok'Mal's W (automoturret) can be activated before this ability, and it can remain active while this ult is active as well.

•Mana cost: 100/120/140 mana per second (increasing by a margin of 60 mana per second - stacking up to 6 times) •AoE Radius: 600 •Cast time: .50 seconds •Cooldown: 40/35/30 seconds (after duration or cancelation) (This cannot be altered by CDR) •Armor decrease: 5% •Magic resist decrease: 5% •Damage: 115 / 215 / 315 (+50% AP)


YokMal’s design philosophy:

Yok’Mal is a somewhat strange, hybrid mage jungler. Her strengths come from placing exocharges in areas of the map that she travels heavily. Prioritizing certain transit paths makes pursuit of Yok’Mal harder, and gives her opportunities to pass by her exocharges more often – in case she needs to absorb their mana. She may be highly vulnerable, in both health and mana, but she has ways of recovering them by using her kit intelligently, and sparingly. Her body is temporary, and not highly efficient by design, but she can out sustain even the most hardcore junglers if she were to condition herself for the challenge.


Things Yok'Mal might say:

Upon selection:

  • It seems you are in need of my . . . expertise.

Joke:

Taunt:

  • Like my construct? I can make you one too! It's called a coffin, and I'm as good at making them as I am at filling them.
  • (groans) I don't have venom anymore, so I guess this will have to do.
  • It's a shame to have to kill things so quickly these days. You'll never know my pain.

Special taunts:

To Jax:

  • Imagine if I had a REAL body. Then I 'd teach you a thing or six. To Bard:
  • What ARE you? Would you be open to a. . . live dissection? To Volibear:
  • Bear witness . . . See what did there? To Heimerdinger:
  • You may have workshop smarts, I will give you that, but you lack instincts. To Zac:
  • It is a shame to do what I must - we all know it won't last.
  • We need a reunion gig - when this whole thing blows over. To Viktor:
  • Your. . . partner. . . sends his regards.
  • True evolution is bred from necessity - you are nothing but a fanboy.
  • I am the perfection that haunts your very dreams.

While moving:

  • I miss the glory days. They did not seem so. . . bright.
  • I enjoy the simple things. Prolonged evisceration, for instance.
  • They could not hold me back. Nothing can.
  • (diabolically) Yes, yes!
  • Hmmmm. An interesting assessment . . .
  • Seems fair.
  • I can't feel my legs. The struggle is real.

While attacking:

  • Oooh, how I love it when they squirm.
  • Let’s see how they react to THIS.
  • Oh this euphoria . . . How I miss it so.
  • There’s something about inflicting agony . . . It really takes me back.
  • Mmmmmm that never gets old.

Upon getting a kill w/o team assist:

  • Eradicating an imbecile: check.
  • Can you do that again? I need the data for my moron research.

Skins:

Full Machine Yok’Mal Hextech Yok’Mal. Arctic Sentinel Yok'Mal. Yok'Mal 3000 (Like, a 1950's robot - I might do art for this one later - I already have the concept finished)


http://i.imgur.com/cAcoRUT.jpg (Some behind-the-scenes stuff)

Yok'Mal was fairly challenging to concept and paint - especially the flesh texture with subsurface scattering. On top of a series of skin concepts that I'm going to be putting out soon, I have 4 more concept champions in my little creative pipeline with full kits already made. I'll be putting them up soon, but in the meantime, you can also check out my other champions below:

Esroph: The Proclaimer http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/5sIefx4m-champion-concept-esroph-the-proclaimer

Anaxirum: The Fallen Idol http://boards.na.leagueoflegends.com/en/c/fancreations/ZsrtkarO-concept-champion-with-art-anaxirum-the-fallen-idol

Bo Zhong: The Blazing Sentinel http://boards.na.leagueoflegends.com/en/c/fancreations/B9fr4pEA-bo-zhong-the-blazing-sentinel

*You can also check on my next projects on my Twitch channel: twitch.tv/monolithyk

Any feedback helps! Thanks for reading!

36 Comments

TarrexKaizar4/7/2016, 7:07:45 PM4 votes

badass I wanna see this. does't seem too OP at all.

Fishtaco4/8/2016, 11:29:42 PM2 votes

<3 this

Othello the Cat4/8/2016, 2:33:04 AM2 votes

Alright, first things first: That is a fucking amazing piece of artwork right there. Like, it honestly puts anything that I sketched up to shame, so congratulations with that!

Second, I have a few critiques about the kit, so if you don't mind I'm going to say them:

Passive: While interesting, it's generally undertuned in damage and effects. Keep in mind that Corki once had a passive that gave him 10% bonus True Damage on Basic Attacks, and Chalice of Harmony's current passive regenerates 2% of your missing Mana per second, so if you want her to stay relevant as the game goes on, I'd add a scaling portion to the True Damage and bump up the HP/Mana recovery.

Q: Sorry to tell you that this is a little broken if you can pick up enemy champions. Tahm Kench can do that already, but he needs to apply stacks of his passive, too, and even then he moves 90% slower and spits them out at melee range. Now, even if you couldn't pick up champions, it'd seem like you'd be taking the best parts of Syndra's, Tahm's and Sion's unit manipulation abilities and putting them into one; Sion can hit champions in a line, but he needs to position himself around the minions. Syndra can move the minions wherever she pleases, but she can only choose a small area to throw them. Tahm can pick up minions and move with them as he pleases, but once spat out it stops on the first target hit. This ability allows for a player to not only freely choose where to fire them, but it goes through all units and deals quite a fair bit of damage at that. It generally doesn't stand out as a balanced or unique ability.

W: Now here comes the fun part. THIS is an ability I love. Oddly enough, I was just recently thinking about an ability like this myself. I'd tone down the Mana cost late game, and maybe to compensate the damage too, but overall this is a balanced ability that fits well with her poke/sustain playstyle.

E: This is a good ambushing ability that could help set up her team for an engage, and the Mana Restore aspect allows for an interesting tradeoff of damage vs. lane sustain. I'd tone down the Mana cost and give it a charge system similar to Caitlyn or Jhin, and boost the damage Late Game so it can seem relevant as opposed to a minor inconvenience for a Tank to walk into.

Ult: This is a little broken in two ways; either it completely decimates an entire team since the radius is 900 units, which for scale is about the radius of Trundle's Frozen Domain, or she gets completely shredded because she runs out of Mana in no time at all and then dies due to the lowered resistances. This is basically a better variation on a Fiddlesticks Ult because it turns on immediately, can be kept on for potentially longer, can heal her, and has a larger radius to make up for the fact that she doesn't teleport with it. Of course, there's a minor Armor/MR reduction, but that's barely anything noticeable when the major drawback is that you could be losing over 500 Mana per second if it's kept on for too long. This, like the Q, needs an overhaul.

Synergies: Now, if you look at these abilities all together, they have fairly decent synergy; Q to poke long range, Passive and E to poke more, W to protect from ganks, Ult to cause mass havoc throughout it all. If you could find a way to make the Q and Ult more balanced/unique, you'd be set to pitch your abilities to Rito.

Now, just as a side question, could you potentially do a little art for Narcissa like you did for Yok'Mal? I'd be more than willing to trade work on backstory and quotes, if you wanted; I just REEEEALLY like your art style! (Feel free to say no)

Anyway, this is a pretty good champion! Good work!

sneezing slug6/24/2016, 12:28:13 AM2 votes

Wow! The painting on this is actually really cool-- I love this!

Definitely got me jealous for sure-- you should enter this into the CCOS this month!

Talos of Altmora4/7/2016, 5:38:52 PM1 votes

I like it, but I think you meant Zaun :)

COW GOES MEOW4/8/2016, 11:18:39 PM1 votes

What do you use to create these guys, Btw they look heaps cool, i hope riot makes one of these

CobaltTheMadMage6/23/2016, 7:31:40 PM1 votes

Huh, don't usually see a lot of female Void champs (Unless you count Rek'Sai- she's Void, right?).

Also, when I read the bit in the lore about how she shed her body in larval form to escape injury, I was almost expecting her Ultimate to be pupating back into her true form, and then when the duration ended (or perhaps if it provided a health/armor buffer that could be worn out with enough damage) she would shed this form again and slip back into her chair, which would be attached to her back to continue providing its abilities.

As for the kit, I like the Q though I think it should do more of an immobilizing stun or attach/slow than a full pickup when used on enemy Champs, as others may have pointed out.

Her W seems interesting; an autoattack kite isn't something you see everyday, but that said I think it might take a bit of testing to fully balance or else people might be calling it OP. Then again mana consumption is an issue, so there's that.

I really like her E for some reason. I know lots of champs have little radial traps on the ground, but this is the first time I've seen a line trap affixed to a wall. This is kinda overlooking any stat considerations, I just like the idea.

As for her R... I get the idea that it can punish groups of enemies in melee, but then it also leaves her more vulnerable to kills at range and prevents escaping. Part of me wants to suggest a sort of traction effect, like it draws enemies in so if they get caught up in its AOE they won't be able to escape without Flash/teleport skills or enough damage output to overcome her health regen and lifesteal. Or just increase the radius instead, whichever suits your design vision better.

And I guess I may as well mention this though it's a relatively minor detail- one thing that's been mostly consistent across Void champions thus far is that they have some sort of desire or obsession they seek to sate (A void to fill, if you will, ba-dum tish). Cho'Gath craves destruction, Kha'Zix seeks perfection, Vel'Koz hungers for knowledge, Kog'Maw is just plain hungry, and even my Void champ Mal'Vos, The Will of the Void, is still searching for the ideal host. What then does Yok'Mal want? Spreading suffering, perhaps?

Voidzilla6/23/2016, 11:20:57 PM1 votes

I know this is coming a bit late, but this is an awesome concept.

The artwork and story are very original and look like they could fit into League well. The kit is pretty damn cool too. I like how Yok'Mal's game pattern really is all about positioning and being smart about how to use her abilities.

Fantastic work here.

Nekusen4/8/2016, 5:43:50 AM1 votes

they are most likely going to delete your thread and move it here: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts you should perhaps create it there before they make it so you keep the copy.

Bobo1134/7/2016, 8:17:37 PM1 votes

Would anyone actually want art for the additional skins? I might post them for my past creations as well. . .

Arakadia4/7/2016, 9:11:13 PM1 votes

Seems pretty cool and unique. I really like this idea. Her tanks seem a bit weird but that's just me. Having too AI controlled toggles seems a bit boring and her ult is much like Swains, so maybe a active, then toggle on the W. Really cool idea however!

FloRaider424/7/2016, 9:17:00 PM1 votes

I hope this doesn't come off as harsh or anything

Theme: Hextech Voidborn hooked up to life support The "being encased in life support" reminds me a bit of Urgot, otherwise fairly unique.

Niche: Rather unclear there

Lore: The Zaunites seem like complete idiots which seems a bit out of place (if they managed to build hextech life support then they should be smarter), but it seems interesting nonetheless. Visuals: Seems pretty unique, but reminds me a bit of Daleks (fullmetal skin inc ?)

Passive: True Damage for everyone :P I like that it's tied to her range, but I feel like it's a bit clunky to use when kiting or chasing. Seems a bit lackluster and a bit out of place on such a frail looking machine.

Q-Ability: Reminds me a bit too much of Tahm Kenchs W to be honest. The slow seems too weak for a Jungler, since with the lack of mobility and CC ganks are hard to pull off.

W-Ability: Sounds very interesting and unique. I would prefer if it targeted champions you AA, since it could end up being lackluster in TF otherwise.

E-Ability: The MS feels a bit out of place. I like the idea of a proximity mine, but the "Additional Utility" segment seems unnecessarily added on. Currently this ability feels a bit to weak, as it doesn't help you escape very well (very weak and low slow), doesn't prevent ganks (no vision, weak CC) and is most of the time best used as a mana battery which seems very weird.

Ultimate: Very interesting, but it feels a bit out of place (most of the kit is ranged and this ability is the complete opposite). The Damage seems a bit high (stronger than Fiddle Ult), especially since it has no delay and low CD.


Overall: The kit seems a bit unfocused (Q=Mage W=ADC / Bruiser E=Support R=Tank / Mage). For a typical jungler he seems to lack sustain and gank potential. I think he could use a defining mechanic or playstyle that sets him apart from other champions "Why should I pick this champion over X ?". His lore and the Splashart (and illustrations) are very well made, but his kit might need more work.

FloRaider out summoner 31