Vul'Thu, the Void Corrupter (Champion Concept) (Lots of Reading, Enter Prepared)

Meep Man·3/16/2016, 9:57:07 PM·3 votes·718 views

LORE http://vignette3.wikia.nocookie.net/wowwiki/images/6/6e/Call_of_C'Thun.jpg/revision/latest?cb=20140927143149 There is a place no one dares to interact with or enter unless they wish to be absolutely consumed by the darkness within. This place goes by many names. Nothing. The Abyss. Darkness. What it really is, however, is Void. Deep within the abyss that is space, portals appear that rupture reality. The Void is a being that cannot be controlled and is beyond understanding. It is infested with monsters of all kinds. One form of such monster has already been seen in the world called Runeterra. The monster known by the name of Vel'Koz. It's species, a tentacle infested species known for the power it's large eye holds. With the ability of levitation, the species reads and corrupts the world around it by simply giving it a stare. As these beings age, however, the tentacles also begin to play a role. These tentacles grow to incredible lengths, being able to connect all throughout a planet or star. Like veins pumping blood through a body, these tentacles will begin to pump the corruption flowing through the being's eye all throughout the planet, infesting it with Void energy. Then the planet begins to die and then, just like that, consumed. The oldest of all of these beings goes by the same Vul'Thu, a being as large as the planet known as Runeterra. While it's eye is only about the size of a stone giant, it's tentacles stretch on to incredible lengths, being able to stretch all across the planet's surface. Recently, the Void has set it's eyes upon a world known as Runeterra due to their largest foe being there: Aurelion Sol. After the large dragon had destroyed several of their gateways into reality, they have finally decided he must be dealt with. Sending in Vul'Thu, he will arrive in Runeterra at any second to phase intot he ground at his landing point and begin the world's corruption. However, with the sheer amount of cosmic power present in Runeterra to protect it and the sheer amount of power Vul'Thu brings with him, who will win this war?


Vul'Thu is the oldest of his kind and is highly respected by Vel'Koz and other's of his kind. He plays out very differently than other champions in the game. Rather than going into a lane or jungle, he will land in the center of the map over the first 15 seconds of the match and phase into the underground beneath Middle Lane. His spawning animation is mostly just his tentacles that are as lengthy as a planet flowing into the ground. Also unlike other champions, he cannot buy items. Instead, his item slots are filled with extra abilities, giving him tons of options. His abilities and main goal of the game is to corrupt the map so that all areas of the map outside of the enemies' towers' range are unsafe to travel. He gradually gains experience over the match, reaching Level 18 at around an hour into the game. His first 6 levels, however, are given over the first 8 minutes of the game, and his experience flow slows from there. He can quicken this by killing enemy units and champions with his tentacles that he can spawn all over the map. Like a Raid Boss from an MMO, the enemy must enter his lair to interact with him. After 2 minutes, four openings will appear on the map, one in each middle section of the four sections of the jungle. If the enemy team feels that they can, they can venture down below to confront the Vul'Thu player and attempt to kill him. However, it must be noted that while Vul'Thu isn't very good himself at killing things outside of his lair, inside his lair he is almost essentially three champions in one, being a Raid Boss essentially. Once killed, however, all corruption from Vul'Thu's abilities will be cleansed from the map and the entire enemy team will earn a free level of experience. His respawn timer is also twice as long as the normal respawn timer.


Vul'Thu, the Void Corrupter Tank Secondary: Mage Health- 5000 (+330 per level) Health Regen.- 18 (+2.2 per level) Armor- 50 (+4.5 per level) Magic Resist- 45 (+4 per level) Attack Damage- 91 (+9 per level) Attack Speed- 0.5 (+3.5% per level) Attack Range- 1200 (Ranged)

Passive- World Corrupter Innate- The Advantages: Vul'Thu begins the match by phasing into the underground space under Middle Lane over 15 seconds. Once below the map, he can begin to corrupt the above ground with his abilities on a global scale. All of Vul'Thu's item slots are filled with extra active abilities. At 2 minutes into the game, openings will appear in the area in front of both Blue Buffs and Red Buffs that will allow both teams to enter a tunnel system. All tunnels lead in a straight line to a 1200 radius room where Vul'Thu sits. Vul'Thu's visible body, being his eye and the part of his body which contains his eye and his smaller, lesser eyes, is about the size of a Nexus and cannot move. Vul'Thu can basic attack enemy champions within the room with his many underground tentacles, dealing damage to the enemy champion and spawning a tentacle with 2/2.5/3% of his max health, 8/10/12% of his attack damage,, and half of his attack speed. These tentacles will attack enemy champions within 350 units of them and will last for a max of 10/11/12 seconds. Vul'Thu passively gains experience over time, gaining 125% of the total experience needed to level up every minute until he reaches Level 6, then only gaining around 23% of the total experience needed to level up every minute. Vul'Thu is immune to all forms of crowd control except for forms of vision reduction. Innate- The Disadvantages: Vul'Thu cannot move and cannot basic attack enemy units not in his lair. Upon being killed, the entire enemy team will gain 1050% of his current gold bounty and immediately level up. His respawn timer is 100% longer than the normal respawn timer. Upon dying, all effects Vul'Thu's abilities have done to the map are undone and destroyed, excluding any death or physical damage it has caused to enemy units and structures. Vul'Thu cannot buy any items due to his extra active abilities taking up the item slots. He cannot sell any of these extra abilities as well. Vul'Thu does not provide any vision on the map except in the 1200 radius room he is present in in his lair and 30% of the normal champion vision radius around tentacles he has caused to emerge from the map. Innate- A Flavor of Void: If Vul'Thu's team wins, the Nexus of the enemy team is instead consumed by the Void and the entire screen is consumed with Void energy, causing all of Vul'Thu's allied units and all enemy units to be killed (yet not officially for Stat Screen purposes). The Victory sign of Vul'Thu's team has a ? question mark put at the end of Victory for all except Vul'Thu. Levels: 1/7/13

Ability 1- Emerge Tentacle Passive: Vul'Thu gains 2.5% cool down reduction per level. Active: Vul'Thu causes a small portion of one of his tentacles to emerge from the map at the target location with 3.5% of his max health, 8/9/10/11/12% of his attack damage, 15/17.5/20/22.5/25% of his armor and magic resist, and 65/70/75/80/85% of his attack speed at the target location. Vul'Thu must have vision of the area to create a tentacle there. The tentacle will attack nearby enemy units and structures. The killer of the tentacle is rewarded with 10 gold. Tentacles cannot be placed within 550 units of each other. Cool Down: 20/18.5/17/15.5/14 seconds Range: Global Attack Radius: 675

Ability 2- Void Rain Active: Vul'Thu creates a geyser at the target location on the map temporarily, causing Void Energy to be released upwards and rain down on that location for the next 20/22.5/25/27.5/30 seconds. Enemy units within the rain area are infected with Minor Grievous Wounds, reducing self-healing on them by 15%, and Living Portal, causing a small Voidling to emerge from them when they are killed. The Voidling has 1/1.25/1.5/1.75/2% of Vul'Thu's max health, 1.1/1.2/1.3/1.4/1.5% of his attack damage, 25/30/35/40/45% of his attack speed, and 325 movement speed. The Voidling will push down the nearest enemy lane, not being able to attack enemy champions. The Voidling's basic attacks have 100 range. The killer of the Voidling is rewarded with 1 gold. If used while underground, it will instead cause all enemies underground to breath in Void energy, causing them to have the normal Void Rain effect placed on them for the next 12 seconds. Cool Down: 55 seconds Range: Global AoE Radius: 1000/1150/1300/1450/1600

Ability 3- Void Pillar Active: Vul'Thu creates a pillar corrupted with Void energy and created by his submerged tentacles at the target location, creating a small portion of impassable terrain. Enemy units near the pillar will have their armor and magic resist reduced by 10/12.5/15/17.5/20%. The pillar can be destroyed by basic attacking it 4 times. The amount of basic attacks needed is doubled for ranged champions and halved for enemy structures. Enemy minions and monsters near the pillars will have twice as much armor and magic resist reduced and also become infected with a Void Infection for the next 15 seconds, refreshing the duration if they stay near the pillar. If the enemy monster or minion is attacked by an allied champion during that time, the enemy minion or monster will begin to lose 3/3.5/4/4.5/5% of their current health per second until they reach 4/5/6/7/8% of their max health, upon which they will begin to take 1% of their max health per second as damage until they die. If they die by this, the allied champion that activated the infection will gain the rewards of killing the unit. This does not affect epic monsters. The killer of the pillar is rewarded with 12 gold. Vul'Thu must have vision of the area to create a pillar there. Cool Down: 70/65/60/55/50 seconds Range: Global Pillar Size Radius: 350 Pillar Infection Radius: 1050

Item Slot 1 Ability- Void Gateway Active: Vul'Thu causes a Void Gateway to be created at the target location that he has vision of. If the current game is at least past the 2 and a half minute mark, Voidlings will begin to emerge from the gateway, marching down the nearest lane to push it. The gateway will last for 30 seconds and a Voidling will spawn every 3 seconds. The Void Gateway has 15% of Vul'Thu's max health and 25% of his armor and magic resist. It is treated as a structure. The killer of the Void Gateway is given 10 gold. The Voidlings have 0.75% of Vul'Thu's max health, 1.5% of his attack damage, 75% of his attack speed, and 350 movement speed. The Voidlings have slightly ranged basic attacks with 300 range. They cannot attack enemy champions. The killer of the Voidlings will be given 1 gold. This cannot be used below ground. Cool Down: 90 seconds Range: Global

Item Slot 2 Ability- Tentacle Negation Active: Vul'Thu wraps his tentacles around the target enemy structure, disabling the enemy structure for 5.25 seconds. If the tentacles are basic attacked 2 times, they will let go and submerge back into the ground. Vul'Thu must have vision of the structure to use this ability. Cool Down: 60 seconds Range: Global

Item Slot 3 Ability- Void Pulse Active: Vul'Thu releases overflowing Void energy from his eye that travels across the map from the center of Middle Lane, interrupting enemy units hit and slowing them by 20/25/30/35/40% for the next 3 seconds. The wave of Void energy travels very quickly. All enemy units below ground in Vul'Thu's lair are instantly affected by this. Cool Down: 45 seconds Range: Global

Trinket Slot- Shifting Vision Active: Vul'Thu will switch between looking over the above ground and below ground. Cool Down: 2 seconds

Item Slot 4 Ability- Horrific Nightmare Active: Vul'Thu begins to corrupt the mind of the target enemy minion. After a 6 second delay, the target enemy minion will become insane and begin to attack enemy minions and near him with 200% normal attack damage and 250% normal attack speed. All enemy minions the minion kills will reward Vul'Thu with experience and gold. The enemy minion can be attacked by enemy champions immediately once Vul'Thu begins to attempt to corrupt it's mind. The corrupted minion will not attack enemy champions, structures, or monsters. Cool Down: 30 seconds Range: Global

Item Slot 5 Ability- Tentacle Grip Active: The nearest by tentacle that Vul'Thu has created with Emerge Tentacle will latch onto the target enemy champion, dealing half of it's normal damage to them and rooting the target in place for 1.25 seconds. The tentacle cannot attack during this time and the root will instantly be cleansed from the target if the tentacle gripping the enemy champion dies during this time. Cool Down: 20 seconds Range from Tentacle: 675

Item Slot 6 Ability- Mind Explosion Active: All units currently affected marked as a Living Portal by Void Rain will have a piece of their sanity destroyed temporarily after a 0.5 second delay, causing them to take 5% of their current health as magic damage and be stunned for 0.75 seconds. Cool Down: 75 seconds Range: Global

Ultimate- Void Destruction Active: Vul'Thu causes one of his larger tentacles to fully emerge from the ground at the target location, emerging over the next 5 seconds, counting as impassable terrain during this time. Enemy units within this area are knocked out of it. Once fully emerged, after a 4 second delay, the tentacle will slam down on all enemy units in the target direction on the map. All enemy units hit will take 50/175/300 (+100/125/150% AD) physical damage and be knocked aside. Enemies are warned that they are about inside the slam area by three purple !s over their head and the ground within the slam area becoming slightly purple. The tentacle will then evaporate into the air and the hole created in the ground where it initially emerged will instantly be closed. If this is used while Vul'Thu's attention is underground, all enemy units currently inside of Vul'Thu's lair will have a tentacle appear beneath them after a 0.5 second delay, causing them to take 100/200/300 (+130/145/160% AD) physical damage and be knocked up for 1.5 seconds. The tentacles that appear beneath them will be identical to the tentacles made by Vul'Thu's basic attacks and act the same as well in every way. Cool Down: 150/125/100 seconds Range: Global Tentacle Impassable Terrain Radius: 600 Tentacle Slam Width: 1200 (This is aimed similarly to Rumble's R or Viktor's E yet on a global scale)


TIPS

Tips While Playing as Vul'Thu

  • When you first spawn on the map and after the 15 second delay, begin to create a chain of tentacles around a location on the map with Emerge Tentacle so that you have a bit of presence even before minions spawn
  • Try to use Void Rain to infect points of interest, such as a lane or where a team fight might happen. All the units killed while it is raining Void energy there will become an extra minion for pushing
  • Void Pillar may seem like a spell used for blocking off terrain and, while it can be, it is weak for doing so. Using it instead by placing it near lane that an allied champion is in so that enemy minions in the lane are much more easily destroyed

Tips While Playing Against Vul'Thu

  • Vul'Thu is a very intimidating character to go up against. However, his presence on the map is much more limited than you might think. His vision is limited to the tentacles he creates and his own team's vision. It is also incorrect, however, to think you can completely stop his influence on the map. He simply will cause too much havoc for one or even two enemy champions to completely deal with. Instead of trying to destroy absolutely everything he causes or creates, try to instead stop everything he is doing that is causing the most impact near you
  • Vul'Thu's pillars are often indicators that either an enemy champion has been there or a chain of tentacles is nearby since he cannot create a pillar without first having vision of that area. Use this information to try and figure out what he and his team are planning to do
  • Vul'Thu is very hard to kill alone, being almost impossible to do such a thing. However, with a team, Vul'Thu is actually much easier to kill than you might think. If Vul'Thu's team is not also in his lair at the time, a focused team will be able to shred through Vul'Thu's health, especially earlier in the game

Tips While Playing with Vul'Thu

  • Try placing wards around Vul'Thu's lair's entrances. If your team can catch the enemy team while they are trying to kill Vul'Thu, it can lead to an easy Ace
  • Vul'Thu can only cause chaos in areas that you have vision of, so warding and moving to areas of the map that he wants you to will allow him to corrupt a larger area of the map

Before you immediately downvote this thread and call this champion overpowered or such, please completely think about what this champion could do and, if you do, you might be able to see how limited he really is. Also, I know this is a lot to ask, especially here, but please read all of this champion's information before leaving an opinion below so that any feedback can be accurate. Thanks for reading... I know it was a lot!

1 Comments

Macer2004/16/2016, 4:17:14 PM1 votes

Wow

That's a lot of text. That was really interesting! I read the entire thing. I'm not sure if he would fit as a champion, but more as a game mode with a custom map. At the center he would be there trying to murder you with vision of certain areas. You would win if you killed Vel'thu 5 times. Vel'Thu would win if he killed every one of the enemy champions 3 times.

I think this is really unique but is a little too game changing to be a champion sadly.