[The Best Champion Concept Ever] Zafer Kul - The Templar Of Death

Big Bad Minion·5/5/2016, 7:58:43 AM·14 votes·3,142 views

https://pbs.twimg.com/media/CJQZ1qXUYAApubN.jpg

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/dnHYi0dB-champion-concept-zone-the-opportunist-work-in-progress?sort_type=recent&comment=0018

(abilities could be a rework for Aatrox, but with different names)

Passive: Soul Draining Blade: your basic attacks will deal 10/15/20/25/30/35 (+85% AD) (+20% AP) magic damage and drain 10/15/20/25/30/35 of your health. Killing an enemy with basic attack will heal you for 10/15/20/25/30/35 (+5% of missing HP) health. In addition, your basic attacks mark enemy champions for 6 sec. If two or more enemy champions are marked by you, then all damage you do to either of them will be shared evenly between them. Killing enemy champion will permanently increase your maximum health by 55. Getting assist will permanently increase your maximum health by 20.

Q: Unholy Cross: cause a dark cross to fall into targeted area after 0.75 sec delay. All enemies around this cross will get rooted in place for 1.6/ 1.7/ 1.8/ 1.9/ 2 sec. Also, nearby enemies will suffer 20/25/30/35/40 (+15% AP) magic damage every sec. Cross will lasts for 8 sec. In addition, if same enemy is damaged 4 time or more by this cross during last 6 sec, then that enemy will be rooted in place again for 0.8/ 0.9/ 1/ 1.1/ 1.2 sec. This secondary root can't trigger on same enemy more often than once every 14 sec. Cast range: 500 Radius: 220 Cooldown: 20/19/18/17/16 sec (starts when cross disappears) Health cost: 30/35/40/45/50

W: Ghostly Flames: Passive: killing an enemy will spawn one small blue spark. This spark will slowly follow you and lasts for 8 sec. Epic monsters spawn 4 sparks, even if you don't perform the killing blow. Active: transform all sparks into ghostly flaming shades. These shades can't be attacked, can't be damaged and they will attack nearby enemies, preferring to attack same enemy as you are attacking. Each shade will lasts for up to 8 sec or until it performs 3 basic attacks. Also, these shades will not follow you and instead will roam nearby areas, if no enemies are present. Shade damage done is treated as your damage done and their attacks will apply all your on-hit effects, excluding your passive. Shades can't score critical hits. Passive cooldown: 3/ 2.5/ 2/ 1.5/ 1 sec Spark movement speed: 200/220/240/260/280 Shade attack damage: 15/20/26/30/35 (+10% your AD) (+10% your AP) Shade attack speed: 0.8 Shade movement speed: 420/430/440/450/460 Shade aggression range: 550 Cooldown: 14/13/12/11/10 sec Health cost: 40/50/60/70/80

E: Soul Thief: toggle: drain 10/13/16/19/22 (+15% AD) (+10% AP) health from nearby enemies every sec and add it to yourself. This ability deals 100% more damage to enemy minions and wild monsters. Maximum healing per sec can't exceed 60/100/140/180/220 (+45% AD) (+30% AP). Also, if this ability damages enemy champion, who is bellow 35% of his max HP, then you will gain 20% bonus movement speed for 1 sec. Radius: 275 Health cost: 15/20/25/30/35 per sec

R: Evolving Death: with every rank of this ability, your other abilities will get stronger. Rank 1: killing enemy with Q or E, will spawn 1 additional spark of your W. Also, when you are bellow 20% of your max HP, none of your abilities will cost you health, including passive. Rank 2: your Q's initial root will now stun instead of rooting and your W shade's basic attacks will slow movement speed of its target by 25% for 1 sec. Rank 3: this ability gets active part. Active: release ghostly arms in a cone, dealing 140/170/200 (+60% AP) magic damage to to all enemies and pull them to yourself. Killing enemy champion with this ability will allow you to cast this ability again within 10 sec window. Cone range: 540 Cone width: 400 Cooldown: 100 sec Health cost: 120


Zafer Kul was a royal knight in blessed isles, who practiced magic of light and flames, alongside mastering fighting style of knights. He was loyal, brave and quite friendly, but when terrible curse turned blessed isles into shadow isles, everything changed. Corrupted more than most, necromantic energies twisted him beyond anyone else in these isles, turning him into cruel joke of his former self. Now, being undead, he got entirely different arsenal of powers. His mastery of light magic transformed into mastery of darkest spirit magic, allowing him freely steal souls of others and morph them into flaming shades. What is more terrifying, he is able to steal souls of other undeads, absorbing their essence to himself, fueling his own magic. Instead of building army of undeads, like Mordekaiser, Zafer Kul is killing of other undeads to get stronger. However, undeads hold very little spirit energy, so Zafer Kul moved to mainland of Valoran, searching for powerful spirits to absorb. He lost all sense of reason, moving from place to place, stealing souls and feasting on them.

Important character traits:

  • he is very patient, never rushes things, but also never backs down.
  • he is extremely cruel and have no mercy to anyone.
  • he doesn't like company or anyone near him, so he steals souls of everyone around. He is a lonely wolf.
  • his shades have no intelligence on their own and are driven only by negative emotions.
  • every soul he devours holds memories and feelings. Zafer store these memories and feelings in himself. However, they hold great weight on him and sometimes interfere with his personality.
  • his personality changes based on what souls he absorbs, but sooner or later, he returns to his normal evil self.

Important events:

  • Zafer become a royal knight in blessed isles.
  • Zafer mastered combat use of light and fire magic.
  • Zafer become undead of shadow isles.
  • Zafer started stealing souls of other undeads.
  • Zafer met Mordekaiser and fought him, but was forced to retreat, because he was overwhelmed by Mordekaiser's army of undeads.
  • Zafer moved to Valoran.
  • Zafer started moving from town to town, stealing souls from residents.

Recommended items

Offence: item 3001 item 3147 item 3146 item 3151 item 3285 item 3165 item 3115 item 3053 item 3748 item 3135 item 3116 item 3124 item 3153 item 3089

Defense: item 3742 item 3022 item 3065 item 3075 item 3083 item 3157 item 3143

Ideal build: item 3146 item 3153 item 3124 item 3065 item 3068 item 3020

19 Comments

HISSSSSSSS5/6/2016, 8:56:34 AM2 votes
  1. Please don't think your champion concept is any more special than anyone else's. It's narcisistic and disgusting.
  2. 3 Passives? Come on, Yasuo's 2 passives are enough.
  3. I really like the concept and all, it's really damned good, but it really doesn't seem like you care much about the fun to play and fun to play against element.
  4. His passive would feel extremely annoying and clunky to play with (drains HP for autoattacking, makes you deal less damage overall if you hit targets). Abilities like these should be an active/disactivate type.
  5. His W minions should be killable. It would be imaginably unfun if Yorick's ghouls were immortal, so these shouldn't be either.
  6. He seems way too reliant on killing minions to do anything. What will he do in a teamfight except Q? How ridiculous would this guy be to lane against? It's like old Mordekaiser.
pasta zugotini5/5/2016, 8:33:53 PM2 votes

don't take this as offence but I did not like your champion's kit at all. his passive I way to crowded, and his w... just for clearing 3 waves you get as a minimum of 12 ghost( assuming u last hit at least half decently) by level 1 of the ability you deal 12x15x3= 540 damage without the scaling. it is simply to powerful. though the idea of summoning the ghosts of your enemies is nice and different from what exists in LOL(big plus), I think you should rework the ability so it is more manageable. his E seems to powerful too as just standing in a minion wave gives him 45 health per second( again, without scaling and by level 1).

his lore could use some more work too. I did like the art though. vey cool.

Jalfik5/5/2016, 2:21:22 PM2 votes

I will say I do like the art and the over all concept of the guy. Summoning minions, especially on a death champion is a fun idea.

My issue is with his passive and overall play style. For starters his passive is like three different passives. The basic attacks draining your health is like punishing the character for trying to cs. Although he gains a good portion of it back I can't imagine him not being zoned in lane. Camping under tower appears to be this guys only play style.

My next question is where would he be played because of this? Top and Mid would most likely get him zoned and bot lane would be a joke with how much poke you would be receiving. As a jungler there is some cool potential due to his shades coming up and helping you kill monsters. Plus that opens up the build path with the new AD jungle item allowing you to murder tanks with your %HP damage from your shades. The only issue is when using health on basic attacks in the jungle you will most likely die. It that doesn't kill you lee and shaco will come out of the bush and make sure you are dead.

Just for one second... item 1419 item 3153 item 3124 item 3065 item 3022 item 3006... every 2 hits you are dealing 9% of the target's maximum health and 18% of their current health, you are also slowing them so they cannot run away.

The first two hits drop the enemy to 75% of their health. Two more and they are at 54% Six hits in the enemy is at 37% Eight and we have less than 23% of our health left.

All of this damage without even accounting for our base attack damage. Plus your summons can apply this effect so if I turn and clear a wave of 6 minions I have 12 shades. Drop a Q stunning the enemy and you easily have 24 auto attacks with no way for them to respond. It doesn't matter if they have 4000 health and 300 armor, that man is dead.

My main point being, early game every single character counters him. Late game, he wins. I really like the idea and I think summoning shades is nice, if anything I would keep that (no on hit though please). Just change up his other abilities, maybe giving him a passive like old Syndra's where his abilities gain effects at max rank rather than taking away his ulty for it. Figure out where you want him played and make some of his abilities excell in that area but make sure he requires enough mechanics that he can outplay and be outplayed. [slayer-pantheon-thumbs]

regonas5/30/2016, 6:25:45 AM1 votes

#CCOS review

Passive. Not sure about whole draining health on basic attacks thingy. Old Sion had it. Wasn't very fun or practical, so Riot removed it. Looking over all your abilities, this is clearly AD champion, because AP doesn't scale that well, so limiting AD scaling on basic attacks would hinder this champion is more ways than one. On the other hand, forcing enemies to share damage could be very fun in duo lane.

Q. Is very strong. Initial root (stun with R) and additional root pretty much decides the end of a team fight. Even is damage is normal, sheer CC and strategic advantage is immense, truly so. I would reduce initial root/stun duration by 50%, because even additional root is very powerful.

W. Could be fun. Managing number of those flames, turning them into pets at the right time, preventing enemies from moving out of your combat range and so one, that could be fun. I say could, because it could not be fun. Micro-managing isn't usually fun and require more efforts than it brings a reward. Without trying it, it would be hard to decide, if this gonna be fun or not.

E. Meh, typical AOE drain.

R. One of my favorite type of innovation - bonus effects per rank of R. Like it on Kha'Zix, done many variations of this on my champions. Your ranks how very much of hidden power. First rank allows you to make your W into duel-winning ability, pretty much destroying anyone, who makes a mistake, to engage at the wrong time. Second rank makes you a huge butty, getting AOE stun instead of root and makes your W even stronger. Without seemingly getting new abilities or any power, you would be getting tons of power. Enemy could be dominating you, but once you reached certain level, you could start devastating him/her out of nowhere. Now, third rank is entirely different story. AOE pull might be a bit too strong, even if you get it at the late game. Pulling more than one enemy, especially when you have E, can easily decide the end of the team fight.

Overall. I don't see your champion at solo lane. His abilities and basic attacks cost health, your early game is bad and even if he have AP scalings, they are bad. On the other hands, this would be extremely "toxic" support. Harass with Q, punning engage-type supports with E, and late game R is pretty much a death sentence for the enemy team. Pull anyone you can, chain-stun them, drain health - profit. As a support, he would be a monster, completely pushing out enemies to their tower. item 3401 item 2045 item 3116 item 3068 item 3190 item 3158 -- tons of health to spend on your abilities, very tanky, and with natural support power in the kit, right R+Q combo could win you 2v5 fights.

gerawr5/6/2016, 12:29:00 AM1 votes

I think that he is just a bit too OP and tanky with his passive. So much lifesteal! And if he gets fed or gets lots of assists it is just OVER for the enemy team! He will gain SO much life! But it is a really cool concept, if you make it less overpowered. Its just my opinion...

Moonblight5/5/2016, 1:53:15 PM1 votes

Would love the see this in the game. Provides some new, cool, and refreshing elements in a champion. Nice job!

Neku215/6/2016, 3:13:33 PM1 votes

cool concept, just there's just so many things going on :l