[Champion Concept] Zetro, The Fullbuster (demon from the grim future)

regonas·10/8/2015, 6:20:00 PM·3 votes·541 views

QUICK INFO

He was sent from 300 years in the future to kill someone. However, after traveling back in the past he found out that that person is already dead. Now he kinda have nothing to do, so he decided to find out why and by who that person was killed. Only connection he found is that the killer is in league of legends.

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COMBAT

Attack range: 180

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Passive: Dual Kamanah: your basic attacks does 50% of normal basic attack damage. In addition, attacking same enemy will cause your basic attack to progress (attacking any other enemy or not attacking anyone for 6 sec will reset the progression): First basic attack: 50% 70% of normal basic attack damage Second basic attack: 65% 85% of normal basic attack damage Third basic attack: 90% 100% of normal basic attack damage Forth basic attack: 135% 115% of normal basic attack damage Fifth basic attack: 150% 130% of normal basic attack damage Sixth basic attack: 145% of normal basic attack damage Any additional basic attacks after the sixth one will count as the sixth basic attack.

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Demon's Trail [q] Toggle: moving will leave a trail of dark flames which would last for 5 sec 7 sec. If you happen to cross the flames (draw a shape with it), then enemies in the closed area (area of shape you drew) will suffer 50/70/90/110/130 50/65/80/95/110 (+35% of bonus attack damage) (+30% of ability power) magic damage and get their attack speed slowed by 30% for 1,5 sec 2 sec. Damage is increased by 1% per 100 of radius of the shape you drew with flames (average radius for irregular shapes). Mana cost: 14/16/18/20/22 per sec

(A note: you run in circles, draw shapes and when you connect ends of the shape, then enemies inside will suffer damage) (A second note: using any of your movement ability or ability of other friendly champion (like lantern) will leave a trail as if you walked area you traveled)

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Odd Travel [w] Passive: increase your base mana regeneration by 40/45/50/55/60%.

Active: switch places with a minion or a neutral monster (or just teleport to targeted ward/ tower). If you used this ability on enemy minion or neutral monster, then deal 150/225/300/375/450 (+70% of ability power) magic damage 120/175/230/285/340 (+45% of attack damage) physical damage to it. In addition, gain 20% bonus movement speed for 1,5 sec after using this ability. Cooldown: 18/17/16/15/14 Mana cost: 80 Range: 600

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Meteor Fall [e] Target an area and jump into it after 1 sec. Enemies inside of that area will suffer 70/100/130/160/190 70/110/150/190/230 (+75% of attack damage) physical damage and will be knocked into air for 1 sec. Cooldown: 12 sec Mana cost: 75 Range: 800 Range of AOE: 275

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Final Showdown [r] Target an enemy champion and create an aura around them for 8 sec. Targeted enemy champion and all other enemies inside the area of the aura suffers 20/30/40 (+10% of ability power) magic damage every sec for duarion of this ability. In addition, your basic attacks against aura affected enemies will cause them to suffer 30/45/60 (+20% of attack damage) bonus physical damage. If affected enemy dies, then heal yourself for 25% of your maximum health. If any enemy champion dies within the range of aura, then you will be healed for 10% of your max health. If enemy champion targeted by this ability dies while being affected by it, then you will be healed for 30% of your maximum health. Cooldown: 150/125/100 sec Mana cost: 180 Range: 600 Range of aura: 360

~~ ~~ Some build examples:

  1. item 3020 item 3001 item 3116 item 3151 item 3027 item 3003

  2. item 3020 item 3001 item 3115 item 3146 item 3078 item 3068

  3. item 3006 item 3153 item 3074 item 3087 item 3004 item 3031

  4. item 3006 item 3153 item 3065 item 3742 item 3068 item 3078

4 Comments

lil koda10/8/2015, 9:16:38 PM1 votes

i like it the passive is kinda op to me though lol

Fauix10/8/2015, 11:32:09 PM1 votes

His kit feels a bit mismatched. He has wildly different scaling for AP/AD on his abilities and it does not make for good builds. His ratios would be good if all of his abilities scaled off one or the other, but they don't. In terms of playability, he would have to be in the jungle considering he can't last hit well with half damage single auto-attacks. For what role he seems to try to be filling, his W does not seem that useful outside of laning (which he can't really do). Many fights happen around dragon and in the jungle and being unable to use the jump on an enemy champion is a wasted ap ratio. The thing is just asking for people to grief with it as well, just ask anyone who had their blue yoinked by Blitz or Syndra. Also, what is the interaction with the path when he activates W or E which move his position?

Now let's look at the playstyles, based on the builds you have:

Build 1 AP: Firstly, he has no spammy abilities, so going tear/archangle/seraph would be ill advised as he can't stack it very well. In total, damage ability against enemy champions if a fight breaks out is pretty low for a mage build, with only 190 up front, 130 + .3ap with a small multiplier after 5 seconds, and 320 + .8 over time. Not enough damage to be a big threat. (W does not count since it can't hit champions)

Build 2 Hybrid: Not a bad idea with all the mixed ratios you gave him, but his overall damage is going to be quite low since he isn't getting crit multipliers as an AD, and doesn't have enough ap or ratios to be a viable Magic threat.

Build 3 AD: This could possibly work with some modifications for him to come out of the jungle, but he lacks a lot of safety in the form of defensive tools such as innate durability, untargetability, shields, or other methods. Probably good for noobstomping, but won't be much good past that. Manamune is a bad pickup for the same reason archangels was earlier.

New Build Tank: With the ammount of utility he brings to the team, the primary thing I see to pick him up would be as a tank. He has a jump with an aoe knockup, huge 25% heal that can proc multiple times in a fight, ramping up damage threat that he can survive to deal from building him tank, AOE attack speed slow, and you can use the W to hop in or out, provided you are in an area to use it

There are some good ideas here like the Draw zone and the ramp up damage that could make for an interesting character, but it just needs to be worked a bit more to fully draw out the ideas and create an engaging kit. For what I would recommend in fixing him, would be to change his passive to be 100% + 8% per previous attack (max 140%) damage, increase the time and damage for the draw zone on Q, replacing one of his jumps, probably W with a movespeed buff to make the Q easier to use, and normalizing his ratios into a single type, either AD or AP (I'd recommend AD Bruiser Tank). What you could do to make things like Triforce viable would be to keep the small AP ratio on Q in addition to an AD ratio.

Well, that was a bit longer than what I expected to write, hope to see another revised version in the future to help bring out the flavor in the champion.