[Champion Concept] Zero, the Primal Pursuant (Version 3)

Leroyswish·1/8/2016, 5:34:42 PM·1 votes·724 views
http://i.imgur.com/FSHEx3s.jpg

Artist Unknown

Author's Note: Hello everyone, it's me again. I do not plan on spamming my ideas and doodles too often but I thought that should be said, given my last version of this design was posted days ago. It was awful. I was given wonderful feedback that helped me make sense of the horribly done kit and I realized that it cannot be helped. So I completely revamped his kit and design, enjoy.When designing this champion, I wanted someone who could be somewhat mobile in the jungle, given that the current meta revolves around a lot of strong pushing and control. He has some decent crowd control as well. I see him as a decent clear jungler with mildly impressive ganks in the early game, and as someone who will transition well into the team-fighting phase.

General Statistics Health: 588 (+98) Health Regeneration: 7.86 (+0.9) Mana: 255 (+30) Mana Regeneration: 8 (+0.6)

Offensive Statistics Attack Range: Melee - 125 Attack Damage: 57 (+3.8) Attack Speed: 0.679 (+2.65%)

Defensive Statistics Armor: 26.5 (+3.5) Magic Resistance: 32 (+1.25) Movement Speed: 335

Passive: Spark Engineering Zero increases his Attack Damage by 20% of his total Armor, and increases his Ability Power by 10% of his Magic Resistance.

Final Spark: _ Whenever Zero is dealt fatal damage and is killed, a bright field of radiant light emerges from his body. This light reveals the surrounding area (except brush) in a 700-unit radius around his body that slowly draws inward, lasting about 2.25 seconds._

Q - Polarizing Punch Range: 400 Cost: 80 Mana Cooldown: 10/9/8/7/6 Seconds ACTIVE: Zero creates a wave-motion field of kinetic energy around his fist before leaping to target enemy unit, dealing 80/115/150/185/220 (+80% bonus Attack Damage) physical damage to them and slowing them by 15/20/25/30/35% for 1.25 seconds.

W - Multiplicity Transducer Range: Self Cost: 40/50/60/70/80 Mana Cooldown: 14/13/12/11/10 Seconds PASSIVE:_ Zero reduces damage taken based on his health by 1/2/3/4/5% as long as he is above 35% of his maximum health._ ACTIVE: Zero creates an energy shield around him with a shield strength of 80/130/180/230/280 (+20% of his missing health) for 2.5 seconds. While the shield persists, he gains 5/10/15/20/25% movement speed that decays over a period of 2 seconds.

E - Circuit Breaker Range: Self [375] Cost: 20/30/40/50/60 Mana per second Cooldown: TOGGLED ON: While toggled on, Zero releases a pulsating wave of sonic energy in a radius around him, dealing 20/35/50/65/80 (+30% Ability Power) magic damage to all enemies around him every 1.5 seconds; neutral monsters and minions are knocked back 125 units away from him but may not pass through terrain. Units knocked back this way may only be knocked back once every 7 seconds.

R - Cortical Matrix Range: 500 Cost: 100 Mana Cooldown: 130/115/100 Seconds ACTIVE: Zero roots himself in place and overloads his circuits, dealing 200/250/300 (+50% bonus Attack Damage)(+40% Ability Power) magic damage to all enemies in a 300-unit cone in front of him. All allies within a 300-unit cone behind him gain 20/30/40% increased movement speed for 2.25 seconds.

2 Comments

Lonely Flame1/8/2016, 7:16:07 PM2 votes

http://guesscui.deviantart.com/art/Chio-Rough-Sketch-340064499 Source for the pic. In the future, go to google images and just drag the pic into that. You can usually figure it out through that.

As for the champion, there's nothing inherently bad with him, there's just nothing that interesting about him.

Riot have made a strong push to have each champ feel unique and have their own flavour. A lot of time has been put into interesting mechanics (such as Ekko's ult, Tahm's passive/shield interaction, Kindreds passive ect). Your concept don't really have anything that makes them pop. The E toggle I actually kinda like because of the knockback effect it has on minions. AoE magic damage feels like Mundo or Amumus W , but what separates yours from theirs is the small but simple change you gave it.

The ult is also interesting, but a bit weird. It's kind of like an MF ult, except it also gives a speed boost to allies behind him. But a cone is an awkward thing to have to position both in front and behind. Also, given the range of said ult, allies will have to be really close to gain the boost.

Honestly...I would say look at the new champs, think 'What makes them special?", and then ask yourself what you can do to make your guy stand out. What hasn't been done? Start of extreme, and then pull it back in. Eg. Controlling an enemy champion: Potential to be stupidly OP. What make's in OP? How can you balance that out?

Please don't take this as put down. I'm not meaning to sound harsh (tone is hard to convey over text). I'm sure you can make something cool once you've come up with something.

Leroyswish1/8/2016, 5:35:26 PM1 votes

I'm very curious as to what you guys think.