Champion Concept: Nul'Gaza - The Tormented

ChaosReyn··1 votes·1,525 views

Lore: The being known now as Nul'Gaza was originally a scientist from Piltover. Before his transformation, the man, known as Greigor, was trying to find a method of dispelling the Zaun Gray. His work proved fruitless in the city, and so he set his eyes on a different locale, where he could test more dangerous methods on what he believed to be a similar medium. The Shadow Isles and their black mists were the perfect place to study...or so he thought, before he was given a violent reminder of why very few mortal beings ever set foot in the isles. For unlike the Zaun Gray, there was a haunting element to the Black Mist, and unbeknownst to him, he would soon be forever cursed. To his credit, his first test at the new site was successful in cleansing a portion of the Black Mist...but the Mists upon being cleansed released a torrent of energy that struck Greigor. That energy turned out to be thousands of tormented souls...which warped Greigor's mind and body into a twisted figure, wrought now with mad power, and only one purpose: the desire for silence.

Base Stats: Health: 570(+76) Mana: 420(+42) Attack Range: 570 (Ranged) Attack Damage: 56(+3.3) Armor: 26(+2.0) Magic Res.: 34(+0)

Passive: Tormented Souls - Nul'Gaza gains Soul Force from dealing the killing blow to enemies, or for champion takedowns. Each stack of Soul Force empowers Nul'Gaza's abilities to deal an additional .5% of the target's missing hp, to a cap of 25 stacks, and 12.5% missing hp damage, over 3 seconds. Additionally, leaving combat consumes the Soul Force, healing Nul'Gaza by 1% of his max hp for each, up to a total of 25% max hp over 3 seconds.

Q: Grasp of Agony - Nul'Gaza sends out a skillshot that hits the first enemy in its path and marking them for the next 4s. Basic attacking a marked target deals additional damage and silences them for a short time, consuming the mark. (consuming the mark does not apply the damage bonus from Nul'Gaza's passive. Damage on hit [50/60/75/85/100(+25%AP)] Damage on mark trigger [35/45/60/70/85(+25%AP]) {Totaling 85/105/135/155/185 (+50%AP)} with a 1.5s silence for popping the mark. Cooldown: 15/14/12/10/8s || Mana Cost: 80 mana (constant)

W: Lingering Reminder - Nul'Gaza periodically spawns Lingering Souls from nearby allied minion deaths. Picking up a Lingering soul empowers an ally's next basic attack and grants them a short burst of movespeed. Nul'gaza gains a stack of Soul Force if he collects them himself. [20/25/30/35/40% movespeed bonus // Empowered attack equal to 20% adaptive force as bonus magic damage.]

E: Wailstorm Device - Nul'Gaza, hurls a (definitely not haunted) Hextech audio device at a target area, dealing damage over the next 5 seconds in a zone. Enemies left in the zone at the end of its duration are forced to dance and take additional damage. DPS [15/25/35/45/55(+15%AP)] {total over 5 seconds: 75/125/175/225/275(+75%AP)} Bonus damage from ending effect [55/70/85/100/115(+30%AP)} Cooldown: 15s all levels || Mana Cost: 70/80/90/100/110 mana

R: Silence Their Screams! - Nul'Gaza relinquishes himself to the many souls with him, entering a channel and building range and Soul Force over the next 4 seconds. During this time, Nul'Gaza can overcharge up to 20 stacks of Soul Force until the end of this ability. Upon reactivating the ability, Nul'Gaza propels himself forward at a frightening speed, colliding with and passing through the first enemy champion hit, instantly spending all Soul Force and dealing base damage + damaging enemies based on the Soul Force spent immediately. If Nul'Gaza does not collide with an enemy champion, his Soul Force is instead spent to immediately heal him for its total amount. If this ability executes the enemy champion, Nul'Gaza instantly gains maximum Soul Force. (note: immediately means Soul Force loses its "over time" text for this ability.) Total damage from ult: [150/200/250(+40%AP)]+up to 22.5% missing HP, or heal up to 45% hp on a missed ult.

7 Comments

Mr Voidling1 votes

Wait... Does his passive get rid of all stacks on his next basic attack/when he leaves combat? Or does he just get that bonus permanently after 5 kills? It would probably be fine to just give him a .5% per kill permanently... 10% at 20 kills isn't really THAT much. Look at BotRK and see its passive. Basically a stronger version of this champ's but different. Champion passive should at LEAST be as strong as 1 passive from an item. And you should probably specify damage type.

Also: starting AR and AD are too low. Check out base champion stats for comparisons, depending on what role. Typically lower 50's is the lowest AD goes. And AR stays around 22-30. MR would be more like 32.1+(1.25) or something. I think that's average MR for a non carry champ.

Are you looking for his ult to be more of him going crazy from the souls inside him? Or just shutting up other champions?

ChaosReyn1 votes

Starting from the top: he can store the soul force until he leaves combat, and it's magic damage. In fact, his kit is probably going to be centered around magic damage, as the soul force aesthetic is definitely not well suited for a physical damage kit.

I will lead you back to my disclaimer that the numbers I place in here are placeholders, so people will get the idea. To be fair, I made this on like day 3 of no sleep straight, and I already suck at quick maths. :P

I'm not quite sure how I'm imagining the ult, but to answer your question in a simple way, both. I'm thinking some sort of high damage/execute form of ability (to 'shut up' the enemy through the act of murder) with the aesthetic of it stemming from the souls.

Mr Voidling1 votes

Okay then for reference on Soul Force, Urgot gets 100% AD + 8% target's max life as damage in a cone on passive. Getting down to a near instant reload. With 6 legs. Already a 48% max life damage from a full rotation. So 0.5-2.5% over 3 seconds is pretty weak, especially requiring kills. Buffing up by like 10x might be fine. 5% over 3 seconds per kill up to 25%. And then 20x the healing, for a max of 50%. Since that is requiring more or less an ace on the enemy team, and full participation on his end. And it isn't instant damage or healing. And Urgot has a 25% execute threshold on top of his 48% leg damage.

TL;DR Passive should be 5-25% damage and 10-50% healing.

ChaosReyn1 votes

That's some quality number stuff. :P

I'll be taking more time over the next couple days to try and more actively crunch the numbers. Work has been giving me too much OT lately, so I'm finding only interval time to check forums and do stuff. Hell, I haven't even had time to play the game much in the last month or so.

I'll keep in mind that you think a lot of my numbers are low. I'd much rather hear that they're low than that I'm "god modding" my idea though. Always feels better to give the idea a bunch of buffs instead of a bunch of nerfs, cause it feels like you're still building something instead of breaking off a couple pieces.

Mr Voidling1 votes

It also doesn't make people instantly start being against your entire concept. You could have the most amazing concept ever but if you put a 2000%(even an accident) Ability Power ratio on an ability then most people will think it is a bad concept instead of trying to help.

ChaosReyn1 votes

Updates

Health: 570(+76) Mana: 470(+42) Attack Range: 570 (Ranged) Attack Damage: 56(+3.3) ++ Armor: 26(+2.0) ++ Magic Res.: 34(+0) ++

Passive: removed no longer caps at 5 stacks new Deals .5% of missing health per Soul Force charge, up to 25% total - Heals .7% per Soul Force charge, up to 35% total. ++

Q: Damage on hit [50/60/75/85/100(+25%AP)] Damage on mark trigger [35/45/60/70/85(+25%AP]) {Totaling 85/105/135/155/185 (+50%AP)} with a 1.5s silence for popping the mark. Cooldown: 15/14/12/10/8s

W: new Lingering Souls now also give additional Soul Force when collected by Nul'Gaza. His allies can still gain the movespeed bonus and empowered attacks, but the Soul Force will be lost. new Champion takedowns spawn Lingering Souls 20/25/30/35/40% movespeed bonus // Empowered attack equal to 20% adaptive force as bonus magic damage.

E: DPS [15/25/35/45/55(+15%AP)] {total over 5 seconds: 75/125/175/225/275(+75%AP)} Bonus damage from ending effect [55/70/85/100/115(+30%AP)} Cooldown: 15s all levels

R: prototype Nul'Gaza relinquishes himself to the many souls with him, entering a channel and building range and Soul Force over the next 4 seconds. During this time, Nul'Gaza can overcharge an additional 10% damage from Soul Force until the end of this ability. Upon reactivating the ability, Nul'Gaza propels himself forward at a frightening speed, colliding with and passing through the first enemy champion hit, instantly spending all Soul Force and dealing base damage + damaging enemies based on the Soul Force spent immediately. If Nul'Gaza does not collide with an enemy champion, his Soul Force is instead spent to immediately heal him for its total amount. If this ability executes the enemy champion, Nul'Gaza instantly gains maximum Soul Force. (to clarify this, if Nul'Gaza collides with an enemy champion, he stops immediately on the opposite side of them from where he hit, he does not continue past that point. Also, by "Immediately" I'm saying it as to mean "read the passive, and take out the damage over time part"...so at maximum Soul Force, this immediately does its base damage + 35% of the targets missing health all at once, or heal him for 45% of his own health if he misses.)

Damage [100/150/200(+40%AP) + Soul Force (minimum 20%, up to 35% target's missing health)] Generates 5% soul force per second, up to 20% at max channel Cooldown: 120/100/80s

Let's try that for now...numbers will probably still need tweaking, but I think that's definitely close to ballpark range of where he needs to be.

ChaosReyn1 votes

I'm going to tweak numbers again, and actually edit the thread...Soul Force feels too slow for what it is, so I'm going to bump it up a bit, but lower the overall power of it so as not to break this guy.

Passive: Caps at 25 stacks. Each stack gives Nul'Gaza .5% of an enemy's missing HP as damage, and gives him 1% of his max hp when it fades (coming out to 12.5% missing hp damage / 25% heal OOC at max charges...charges do not deplete on ability hit, but must deplete for hp regen.)

R: Charges 20 stacks over 4 seconds, but can overcharge up to 20 stacks. Also upping the base damage, as this does drop the %hp damage portion of the jump. total damage from ult: [150/200/250(+40%AP)]+22.5% missing HP, or heal up to 45% hp on a missed ult.

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