[Champion Concept] Zelneus, the Avatar of Gravity

showcase25·10/12/2017, 12:42:45 PM·6 votes·1,039 views

#Zelneus, the Avatar of Gravity


##Splash Art https://orig11.deviantart.net/84dd/f/2015/093/9/f/hasmed__angel_of_annihilation_by_petemohrbacher-d8oa2ic.jpg

######Photo Credits: petemohrbacher.deviantart.com



##Theme Music https://youtu.be/dB2O7UfS3Aw

#Overview

##Pronunciation Zel • knee • us

##Roles Primary: Controller Subclass: Catcher

##Attack Form Range

##Resource Mana

##Generic Playstyle Short Ranged Area of Effect DOT & Area of Effect Crowd Control

##Profile |      | | |- | Attack Power  | ■■□□□□□□□□ | | Defense Power  | ■■■□□□□□□□ | | Ability Power  | ■■■■■■□□□□ | | Difficulty  | ■■■■□□□□□□ | |  | |

##Statistics |   |Base  | Growth Per level | |- | Health  | 567 | +88 | | Health Regeneration  | 5.98 | +0.6 | | Mana  | 365 | +72 | | Mana Regeneration  | 7.4 | +0.7 | | Attack Damage  | 56.37 | +3.6 | | Attack Speed  | 0.625 | +3.5% | | Armor  | 24.7 | +3.6 | | Magic Resist  | 30 | +0 | | Movement Speed  | 335 | | | Range  | 525 | |

#Basic Information

Full Name Zelneus

Gender Male

Race Voidborn Celestial Being

Birthplace The Void

Allegiances The Void

Residence The Void

Occupation Void God

Weapons Projected Condensed Gravity Waves

Armor None

#Lore

######Under Development

Zelneus allow for each voiding, as small Kog’Maw to as large as Cho’Gath, the passage from the Void to Runterra. Even if the voidling struggles and finds a way to Runeterra on their own, Zelneus was working in the background to make that situation happen.

#Abilities

##PASSIVE: Induce Gravity Self Targeted Aura Buff / Area of Effect Allied Buff Radius: 300 Static Cooldown: 12 / 11 / 10 / 9

Whenever Zelneus or a nearby ally is effected by an airborne effect near him, the effect is reduced by 20% / 40% / 60% / 80% distance or duration (at levels 1, 6, 11, 16). Whenever Zelneus is in an area effected by his abilities, this buff will be granted to all allied units in the spells area in addition to his base radius. After consumption, the buff will refresh after a brief period.

  • Pull and push effects are reduced by distance. Knock up effects are reduced by duration.
  • This buff does not reduce Suspension durations, including Yasuo’s Last breath. Nor does it reduce the distance/duration of forced actions such as Charm or Fear
  • If multiple allied units are effected by airborne effects simultaneously while in the effective aura, all effected allied units will gain the buff and have the reduced distance/duration of airborne effects.
  • While on cooldown, his “legs” will lose the glowing effect at their tips.


##Q: Void Lift Linear Pass through Skillshot | Persistent Area of Effect Debuff / Mark Range: 500 Projectile Width: 400 Projectile Speed: 1100 Cooldowns: 10 / 9.5 / 9 / 8.5 / 8 Cost: 40 / 50 / 60 / 70 / 80 Casting Time: .75 Seconds Interrupts Movement: No

Zelneus throws a condense wave of gravity in a line, dealing 40 / 65 / 110 / 155 / 195 (+60% AP) in magic damage, effecting the area lasting 2.0 / 2.25 / 2.5 / 2.75 / 3.0 seconds. Any non-epic enemy units in the area will be marked as Lifted. Marked units are elevated above the battlefield slightly and are considered airborne, yet retain the ability move and input movement commands.

  • The damage is dealt only through the initial cast, not the duration of the effected area.


##W: Local Collapse Self Targeted Area of Effect / Debuff Radius: 400 / 450 / 500 / 550 / 600 Cooldown: 8 / 7.5 / 7 / 6.5 / 6 Cost: 70 / 80 / 90 / 100 / 110 Casting Time: .25 Seconds Interrupts Movement: Yes

Zelneus clenches one of his fist, causing a noticeable skew in the local gravity field in a medium area around him. This immediately Knockdowns all enemy units in the area - interrupting dashes, those marked as Lifted or are currently under any other airborne effects. Enemy units knocked down in this manner will be damaged for 50 / 65 / 80 / 110 / 150 (+60% AP) in magic damage instantly, and rooted for .5 seconds. Those not dashing or airborne while in the area when casted will only take the damage but over 2.0 seconds instead.

  • Knockdown only affects units that are Airborne or are performing a dash. A unit that is knocked down is placed on the ground


##E: Oppression Field Charged Ground Targeted Persistent Area of Effect / Debuff Range: 400 Radius: 400 - 600 Cooldowns: 14 / 13 / 12 / 11 / 10 Cost: 60 / 70 / 80 / 90 / 100 Casting Time: .75 Interrupts Movement: No

Zelneus begins to have charge up to 2.0 seconds, moving at a reduced 20% movement speed as he gathers void gravitational energy, being able to hold the maximum charge for 1.0 before it is put on cooldown if not fired, refunding half the mana used to cast the spell. Each .5 second he charges, Oppression Field gains increased radius by 50 units, up to a maximum of 200.

Releasing all the void gravitational energy, all enemy units in the area are Grounded and are dealt 30 / 40 / 50 / 60 / 70 (+40% AP) in magic damage every 1.0 second over 4.0 seconds.

Maximum Damage: 120 / 160 / 200 / 240 / 280 (+160% AP) in magic damage



##R: Pull of the Void Ground Targeted Persistent Area of Effect | Debuff Range: 500 Radius: 800 Total | 600 Outer Ring | 200 Inner Ring Cooldowns: 120 / 110 / 100 Cost: 100 Casting Time: 1.5 seconds Interrupts Movement: Yes

Zelneus effects the ground with tremendous void gravitational force in a large area, destroying generated terrain in the area and creaking open the barrier between the Void and Runterra, creating a gravity well between the planes, lasting 3.0 seconds.

Whenever an enemy unit is moving towards the Inner Ring while in the Outer Ring of the Gravity Well, they will move at 30% / 50% / 70% increased movement speed, increased by 5% every .5 seconds to a maximum of 60% / 80% / 100%, and dealt 25 / 40 / 65 (+30% AP) in magic damage every .5 seconds.

Whenever an enemy unit within the Outer Ring and is moving away from the Inner Ring, they will be slowed by the same amount. Enemy units within the Inner Ring will be slowed by 99%, immediately nearsighted, and dealt an additional 50% damage from the Outer Ring damage.

Enemy unit that are up Marked as Lifted or effected by any ally caused airborne effect within the Outer Ring area will be Pulled into the center of the Inner Ring instead.

Maximum Damage (Outer Ring Only): 150 / 240 / 390 (+30% AP) in magic damage Maximum Damage (Inner Ring Only): 225 / 360 / 585 (+30% AP) in magic damage

  • The maximum slow is capped at 99%.
  • The increasing speed/slow effect of the gravity well is independent of units being in the effected area. It gets stronger over time all by itself.
  • The nearsight radius will be the size of the Inner Ring at 200.
  • Enemies pulled into the Inner Ring or are inside the Inner Ring radius when cast will see a small glimpse of the void, overlaying the battlefield for a brief moment.

13 Comments

PortoKalis10/12/2017, 12:51:34 PM1 votes

... no words to describe this. Although its obvious that you put your heart and soul into this, there are plenty of things that i can't understand. What made me love this was the ultimate, a persistent orianna ultimate. I ALWAYS wanted such an ult to a champ. What i dont understand is why add the Lifted debuff if its effects aren't that major in the champion's gameplay. Anywho, amazing work <3

Fullmetallic10/12/2017, 1:19:10 PM1 votes

I like it! high skillcap with timing your W to stop dashes. i like the "black hole" ult idea. keep it up ^w^

no gank at me10/12/2017, 1:27:39 PM1 votes

Impossible to balance around things that cannot be tuned. Too much control.

Basically, all the power put into non-stats, and having way too much at that. Control mid's are not very interesting either. Name is also clunky and doesn't inspire much power and character. Just sounds weird

FlameHalbrdOkido10/14/2017, 8:51:58 AM1 votes

Huh i think its quite interesting that there usually 2 or more pairs of concepts that come out around the same time. This time it just happened to be yours and mine. We both came up with Void champions with similar themes. The thing is though I wanted a Void champion that tore the veil between the planes of existence I wanted to stay away from the straight and narrow black hole/gravity trope. I think it is a hard thing to translate well into the game without being to similar to stuff thats already there.

FlameHalbrdOkido10/15/2017, 10:02:46 PM1 votes

sorry can't help myself

Theres also

white holes areas that expand

nearsighting from G forces peoples vision fades as they are exposed to greater G-Forces than the body can handle

if ju take it a step further we also know that Black holes absorb light, we he could nearsight a huge portion of the map

the immense gravity can also bend light creating duo images of objects

he could also suck in abilities