Champion conecept: Zor'koh - The Abyssal Menace

Poofefer·11/10/2014, 4:30:36 PM·2 votes·1,446 views

So I have noticed that there are 4 champions from the void (some call them the bug champions) but they all have a ' in the name. Cho'gath, Vel'koz, Kog'maw, and Kha'Zix. I felt like there should be a fifth void champion, so that's when i created Zor'koh. He's a Tank/Support that focuses on tanking insane amounts of damage, and controlling his enemies to help his team get the kill. So here he is: (names of abilities are subject to change)

Zor'koh is a black, Beetle-like creature

PASSIVE - Absorb your enemies - Champion/Turret Kills/Assists give Zor'koh 6%/8%/10%/15% increased armor and magic resist for 3/4/5/6 seconds (these start at level 1 and increase at levels 6/11/16).

Q - In My Realm Now - Charges for 1 second then pulls in nearby enemy champions/units and deals 30/60/90/120/150 (+60%AP) magic damage. Enemies are slowed by 30%/40%/50%/60%/70% after being pulled in for 3 seconds. Zor'koh then shields himself in his shell for 2 seconds (is targetable and cannot move when all this happens) and increases his armor and magic resist by 10%/20%/30%/40%/50%. Zor'koh can R during his shield and will deal 20%/40%/60% increased damage with it (all of it) 20/19/18/17/16 second cooldown 80/90/100/110/120 mana

W - Defence Is Offense - Zor'Koh shields himself in his shell and takes 10%/15%/20%/25%/30% decreased damage for 2 seconds and shields nearby allied champions by 20/40/60/80/100 (+60%AP) for 5 seconds. 20/19/18/17/16 second cooldown 40/50/60/70/80 mana

E - Shell Shards - Zor'koh charges for .5 seconds then releases a barrage of shell shards in the direction of the cursor, dealing 50/100/150/200/250 (+60%AP) magic damage. Shards travel through all units and deal full damage to all units it passes through. After attacking, Zor'koh takes 10%/20%/30%/40%/50% increased damage for 2 seconds but increases his movement speed by 10%/20%/30%/40%/50%for 2 seconds. 20/20/17/17/15 second cooldown 80/90/100/110/120 mana

R - Tunneling Terror - Zor'koh jumps to a location, dealing 75/150/225 (+50%AP) magic damage and burrows into thew ground when he lands. While in the ground he is untargetable. Staying underground for a maximum of 4 seconds he can then dig to a location and and resurface dealing 100/200/300 (+50%AP) and knocking up enemies for 1 second and slowing them by 20%/40%/60% for 2 seconds. 150/130/110 second cooldown 100 mana at all ranks

Notes on his abilities:

Q - range is like and Urgot R range at level 6 and doesn't increase W - This ability is fairly straight forward, range of allies getting the shield is same as Q E - Rang is about halfway between a zac Q and a morgana Q R - think of malphite ults twice

Base Stats: Attack damage: 50 (+3 per level) Attack Speed: 0.60 (+0.05 per level) Ability Power: 0 Movement Speed: 345 Health: 570 (+80 per level) Mana: 300 (+50 per level) Armor: 50 (+5 per level) Magic Resistance: 50 (+5 per level) Health Regen: 2 (+.3 per level) Mana Regen: 2 (+.3 per level)

I CANT DRAW SO I NEED ART

8 Comments

AetherKingdom11/10/2014, 4:31:28 PM1 votes

durkah durr

Platinum Yak11/10/2014, 9:08:30 PM1 votes

I really like this one, he sounds awesome. I see him as a big round spiky beetle with tiny little scrabbly limbs. I like his (E), sacrificing his heavy spiky shell for an attack and then getting faster - great thematically.

PureCancer11/10/2014, 9:10:52 PM1 votes

I like the champion but if he pulls the enemy and then goes to his shell how does he have a chense to attack him?

jaguarondi11/10/2014, 9:29:51 PM1 votes

Bump for a cool-sounding support. I think all the details are well worked out.

Poofefer11/10/2014, 11:00:41 PM1 votes

made an edit to show his base stats (need feedback on that: is it op or not)

Platinum Yak11/11/2014, 6:55:53 PM1 votes

Had some thoughts on his abilities:

W - Have a passive element grant him damage reflection based on his armor. When activated, he shields as you describe and becomes stationary, locked in place and unable to move. Active also taunts enemies for 1 second so they're forced to hit Zor'Koh and take damage from his shell.

**Q **- Remove the shield element and allow him to cast this while locked in place during (W)

E - Allow him to cast this while shielded during (W). When he's shielded, Instead of firing shards in a straight line, shards fly out in all directions in an AoE around Zor'Koh and cancels his shield early.

R is great - works good as described.

This makes Zor'Koh's (W) shield a more significant element - draw in enemies with **(Q) **then (W) to taunt them and force them to take some damage attacking his shell while your allies get into position. You can use (R) to get close and do some damage, then (W) to hold the enemy in place for mop-up. Or draw them in first and then hit them with a full (R) to ruin their day.

If you find you've used (W) in a bad position, hit the enemy with (E) then skeedaddle.

I think he's a really fun concept.

Vbunnie11/11/2014, 9:42:59 PM1 votes

way too much for the few abilities you have