Original Malzahar's Gameplay Update Concept

Stacona·5/12/2018, 12:49:21 AM·1 votes·734 views

This is taking old Malzahar, original Malzahar, and updating that kit because that Malzahar was a lot more unique and fun to play as and just needed a few tweaks to make him healthier to play against and help himself out, which includes making his kit work by itself without the need of his ultimate, but his ultimate just would really crank up his power on that long cooldown.

  1. I want big powerful and durable voidlings again that spawn from casting abilities that upgrade over time. There was a cool reason to go for the max CDR and high mana sustain builds, so you can spam your abilities and create a voidling army and feel like you earned that army, and the voidling army actually has durability and power in each voidling since they spawn one at a time. First 7 seconds they were piss weak and at 7 seconds they upgrade which increase their size and doubled their damage and durability and after 14 seconds doubled their attack speed and then died after 21 seconds, with a leash range so Malzahar had to be close-ish to his target for the voidlings can attack their target. I like having to baby sit the voidling when they first spawn in until they grow up after 7 seconds for their power to really kick in and then they basically protect Malzahar like how Malzahar protected them, this was a cool and interesting gameplay mechanic.

  2. Malzahar never needed a shield, he needed a way to survive ganks. Something like adding a slow to his pool and make the % health damage on voidling attacks against targets standing on top of the pool, with his silence, added combo elements in his base kit, made it work better without ultimate reliance and granted him an area free-cast slow to zone the jungler away long enough for he can get to a safe place.

  3. Malefic Visions does not make sense to have so much damage on it directly, it is a point a click. What would be better would have been to lower the damage and added elements to help voidlings get to the target, like prioritizing malefic vision targets and granting voidlings bonus movement speed towards them, so the spell is about helping voidlings deal damage rather than deal damage directly, offers better gameplay for the opponent this way and can deny Malzahar easy waveclear by eating the E damage with it dealing a lot less damage, but if there is a bunch of voidlings already spawned in then it might not be so wise to do so.

  4. Nether Grasp makes a ton of sense before where he had Null Zone as a separate spell and the Voidlings were actually impactful and required some kind of skill element to spawn them, keep them alive for 7 seconds and rise up your army and then go for the kill. This element is a lot better gameplay, and the change that should have happened was gut the damage on R directly, leaving the same 2.5 seconds suppression time, and Voidlings did double damage or something against the target suppressed by Nether Grasp.


Attack Range: 550 units Attack Speed: 0.667 +3.33% per level Movement Speed: 340 units per second Voidling Attack Speed: 0.750 attacks per second


Summon: Voidling (Passive): Leash Range: 1000 units

Malzahar's every 3rd ability cast will summon a voidling that follows him around, attacking the closest enemy that deals (+25%AD)(+15%AP) adaptive damage with 50% of Malzahar's base health for the next 21 seconds.

Voidlings will greatly increase in size, increasing their damage to (+50%AD)(+30%AP) adaptive damage and gaining 50% damage reduction from all damage types, after the first 7 seconds. After 14 seconds, they will double their attack speed. After 21 seconds, they come to the end of their short lifespan, perishing forevermore.

Voidlings will prioritize targets inflicted by Malefic Visions. Voidlings will always attack the target currently suppressed by Nether Grasp and deal double damage against that target.

Amount of Voidlings: That Were Given Life: X That Died of Natural Causes: X That Were Ruthlessly Murdered: X That Were Murdered While Still Young (Pre 7 Seconds): X

Call of the Void (Q): Cooldown: 6 seconds; Cost: 60/65/70/75/80 mana; Range: 1000 units

Malzahar spawns two portals at the target location, each sending a beam towards each other that deals 60/90/120/150/180(+50%AP) magic damage and silencing for 1/1.25/1.5/1.75/2 seconds.

Null Zone (W): Cooldown: 10/9/8/7/6 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 / 300 units

Malzahar warps the target area for 3 seconds, slowing enemies within by 50/55/60/65/70%, lingering for 1 second upon leaving the zone. Enemies within the zone are dealt 3/3.5/4/4.5/5%(+1% per 100AP) of their maximum health as bonus magic damage whenever they are attacked by a voidling.

Malefic Visions (E): Cooldown: 13/11/9/7/5 seconds; Cost: 50/55/60/65/70 mana; Range: 650 units

Malzahar torments the target enemy's mind, filling it with nightmares, for the next 3 seconds that deals 70/90/110/130/150(+45%AP) magic damage over the duration, double damage against non-champions and grants voidlings 30/35/40/45/50%(+5% per 100AP) bonus movement speed towards enemies with Malefic Visions.

If the target dies with Malefic Visions still active, then it will jump to a nearby enemy, if any, refreshing the duration and restoring 10(+2%mana) mana.

Nether Grasp (R): Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 700 units

Malzahar channels in place for up to 2 seconds to suppression the target enemy champion 0.5 second longer than what Malzahar channels for, dealing 100/175/250(+70%AP) magic damage over the duration.


6 Comments

YoNightmare75/12/2018, 12:52:06 AM1 votes

Make him feel as strong as he is in his lore, make him be able to create massive earthquakes and tear the land appart to summon voidlings.