Zol'Kiel Symbotes of the Void

Cosmi Vox·3/14/2016, 2:17:34 AM·3 votes·1,422 views

Art, story, gameplay anaylsis will be added in the future. Added stats excluding cost of abilities.


Zol'Kiel is like Dr.Jackel and Mr.Hyde or the Hulk where there are two different people inhabiting the same body. The player chooses who will be dominate allowing access to that symbiotes abilities while the other recessive symbiote sustains the dominate. Zol is the aggressive symbiotie taking matters into his own hands. Kiel uses others to achieve his goals.

Gamplay

Zol'Kiel is an melee assassin support using enemies and allies to increase their chances of destroying the enemy. Because of their in ability to cooperate at all times there are few windows that Zol'Kiel has to be able to dish out the damage he wants onto the enemy. However given the right positioning in fights he can easily devastate the enemy.

He is especially good at defeating enemies one on one and after knock up or heal abilites are down. However during the times in which he is not in a minion or an allied champ he is very vulnerable.

Special gameplay moves If the enemy is attacking baron or dragon and you ult as Kiel then you can go into baron or dragon increasing its stats both delaying the objective and dealing more damage to the enemy team. Or you can use the same ability and attach to an adc helping them dish out more damage. Likewise if you take Zol'Kiel in a solo lane you can attach to a minion and surprise your opponent once you reach the enemy wave. On Zols side you can attach onto your diver moving with them then activating your ult dishing out tons of damage.

  • Passive: Dominance:
    Zol'Kiel is composed of two symbiotes who are constantly fighting for dominance all the time. Zol' is the aggressive symbiote taking his chances out on the fields of combat. Kiel is a passive symbiote not being able to use any of his abilities unless he is inside an enemy or an ally. However when he is inside his host he becomes invisible and cannot be damaged unless detected. While Dominance is being determined Zol'Kiel has all of his stats reduced by 20% as well as not being able to use any of his abilities. The duration of Dominance is 1 minute. If Zol is chosen to be the dominant symbiote then he gets a shield based on his total ad for 2 seconds. If Kiel is chosen to be the dominant symbiote then he gets 60 base movement speed for 1 second. Every time Zol'Kiel casts Dominance or gets an enemy kill or assist he gets a stack of Cooperate. Cooperate gives Zol'Kiel +1% to all of his stats capping at 50 stacks. Cooldown is 2 minutes

  • Q: Feed:

    • Zol- Active: gains 10,20,35,50,75% increased attack speed for 3 seconds. When attached onto an enemy Zol'Kiel deals 10,18,26,35,44,53(+25% bonus ad)
    • Kiel- Passive: Once Kiels enemy host is below 75% health Kiel slows them by 5%, 10%, 15%, 20%, 25% For each additional 25% health the enemy is missing the slow increases by 10%
    • Kiel Active: When activated the enemy host takes 11,23,35,47,59(+25% bonus ad) per distance traveled.
  • W: Attach: Zol'Kiel use different methods in order to reach their intended host. They can be knocked off there host if they are knocked in anyway or their host is healed be an enemy ally. When Zol'Kiel is not on his host then 'Attach' cast range is equal to his attack range. If Zol'Kiel is on an enemy or allied champion then his cast range is increased to Jaxs jump leaping over onto his target.
    • Zol Passive: When on the enemy dealing physical damage heals Zol for 5%,9%,13%,17%,21% of the damage dealt.
    • Kiel Passive: When in an ally champion Kiel gives 8, 16, 24, 32, 40 movement speed.
  • E: Modify Individual Zol - Active: Double strike the enemy dealing 15,30,45,60,75(+20% total ad) per strike. If attached Zol deals 8% of the targets missing health as physical damage per strike.
    • Kiel - Passive: Gives ally champions 19,15,20,25,30 bonus magic resist.
    • Kiel - Active: After a few seconds deal true damage based on 1%, 2.5%, 4%, 7%, 10%(+1% per 100 total ad) damage dealt of all physical and magic damage dealt be Zol'Kiel and his allies during the duration. The duration is 3 seconds.
  • R: Completion Passive: Duration of dominance is increased by 10, 25, 50%.
    • Zol Active: Zol gains 5%, 10%, 15% increase attack damage and 5,10,15 armor pen for 5 seconds. Can only activate during the duration of Dominance.
    • Kiel Active: Kiel gives any ally minion, large monster, or champion the Cooperation stacks he has acquired for 10 seconds. Example If Kiel goes inside of Miss fortune and she has 100 attack damage and Kiel has 10% plus stats Miss fortune now has 110 attack damage. This applies to all stats. Can only activate if dominance is active.

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12 Comments

Brum3/14/2016, 2:43:30 AM1 votes

I like the idea of two characters combined together, helping each other and being independent. It's kind of like Kindred, but more individualized. Great concept so far, would love to see how they look drawn!

Chawsiku3/14/2016, 4:16:13 PM1 votes

The idea is cool, i like it but the champion's abilities isn't balanced enough.

Good work there.

MrXonte3/17/2016, 11:20:07 AM1 votes

First of all: you should reread all your abilities again as if you have no idea what your champion does. You will see that it is very confusing at times.

Passive: You should start this ability of with explaining what this mechanic essentially is and not with the key effect. Start with something like Zol'Kiel is made up of 2 symbiotes fighting for dominance all the time. only 50% stats makes him dead meat early and even 75% is nothing. thats about 250 health while dominance is being determined at level 1. As the enemy i would just go all in since there is really nothing to fear. Getting 1% stats doesnt really compensate either since the way you have written it it seems like 1 minute 75% stats, 1 minute 50%, 2 minutes nothing because there is a 2 minute cooldown. So 4min for 1% stat that adds up to 100min for reaching normal stats while one is dominant. If there is no cooldown and it just switches every minute between fighting for dominance and 1 being dominant it still takes 2min which lead us to a long 50min game before reaching normal stats while 1 is dominant.

Q1: I have no idea what this does. It gives you attack speed sure, but what is maximum succesive damage supposed to be? the way it is written it is very unclear what exactly it does. I assume it should read something like your next 5 basic attack deal 1/2/3/4/5%(+1% per 100ad) increased damage, stacking up to 5 times. Also notice how i wrote 1% per 100ad? you wrote +1 per 100ad for total damage and +1 per 100% at first hit, which means +1 flat damage and not % since you didnt write % for total damage and the first hit damage has no meaning at all since you give +1 flat damage per 100% and what are these 100% and how can you have more than 100%? Also +1% per 100ad at single attack would add up to +5% per 100 ad at 5 basic attacks and not both 1% per 100ad. Let someone proveread it next time before posting and use a calculator. Q2 Passive: So you have a perma slow in an unspecified radius. You know that this is complettly op if you were supporting skillshot heavy adcs like ez? if he pokes the enemy a bit they will be unable to dodge due to being perma slowed and they cant escape anymore, making you snowball if you are ahead and even if you are behind your jungler can complettly wreck them. Q2 Active: You know when you have normal damage you just write 2/4/8/16/24(+0.01ad) or (+1%ad) if you want +1 damage per 100 ad. so pretty late game heavy scaling, with high lategame damage which is ok for a lategame focused champ, but earlygame its complettly useless. you wont get over 100 ad any time soon due to your passive and with somewhere between 300 and 350 ms this deals a maximum of 30/60 or 35/70 if they continuasly walk on the first 2 levels. Of course if they are stupid and use dashes it makes about an average of 20% more damage considering the length of your standard dash, but thats still nothing. I suggest making a linear scaling that isnt insane lategame, but also not useless early.

W: You talk about jumping onto an enemy or ally and in the next sentence you talk about 2 dashes with different ranges?? W1: Thats not called life steal. Its like deahts dances passive so why dont you just look that up and copy it? It should say something like heal for X% of all physical damage dealt. Effect is reduced to 33% for Area of effect physical damage. OR Area of effect physical damage only heals for Y%. Another thing is that it is unclear if you heal for the damage the champion you attach to does or if the champion gets the heal from his damage or both. W2: This connection seems quite permanent if not forced out so im not sure if that might be too much. Also now that you mention targetable, if you stick to an ally it would be hard to target your ally or you well and could effectivly make your adc untargatable with W1.

E1: seems ok except the scaling again, but what is its range? E2 Passive: that lategame scaling again... E2 Active: Based on what damage done? damage done within the 3 secons? damage done by whom? SCALING and when dealing with % its +x% per yad otherwise it refers to a flat amount usually meaning damage.

R Passive: Well this gives you some surviveability after going 0/10 up to this point, but also slows your precious bonus stats down quite hard by extending the timer to get +1%. R Active: Considering all your ad scaling this is op. R Active 2???: Wait what. 2 actives? both can only be cast while dominance is active?? you did something very wrong here.

Overall i can see a great idea, but an incredible mess in executing that idea. The way you write is an unclear mess and you dont follow any standard notation nor have you any standard notation for yourself. It reads like you added to and changed part of the abilities without making sure it makes sense overall. Next time let someone read it first or try to read it like you dont know what the champ does yourself. Tell me once you fixed it up and i will gladly review it again!

Tirja3/19/2016, 2:51:38 PM1 votes

This was very confusing to piece together what Zol'Kiel really does. Is the champion able to move independent of a host. And if so, how would the attachment work since he is untargetable in a very harmful way for gameplay. Other than that, this idea is so original and awesome I would enjoy playing it. Keep up the work.