[Champion Concept] Peter Zolaz, the Prototype

Munisylc·4/7/2016, 2:57:18 PM·2 votes·1,337 views

P.E.T.E.R. Z-014-2

Primary Role: Support Secondary Role: Marksman Tertiary Role: Yes

Health: 517.76 -- 1911.8 (+82) Health Regen: 5 -- 14.35 (+0.55) Mana: 280 -- 943 (+39) Mana Regen: 7 -- 15.5 (+0.5) Ranged: 500 Attack Damage: 52 -- 86 (+2) Attack Speed: 0.625 -- 0.778 (+1.4%) Armor: 26 -- 85.5 (+3.5) Magic Res.: 30 Movement Speed: 325

[Innate:] On the Move- Peter gains a 20/30/40% movement speed boost after using an ability for 1/1.5/2 seconds.

[Q:] Radar- Cost: 60/65/70/75/80 Mana Cooldown: 40/35/30/25/20 seconds Range (Passive): 600/625/650/675/700 Range (Active): 1600/1625/1650/1675/1700 PASSIVE: Peter is able to detect the presence of non-allied units outside his line of sight, indicated by red dots. ACTIVE: Peter briefly reveals his location to the enemy team, but will Mark and track all non-allied units in a large area for 1/1.25/1.5/1.75/2 seconds. Marked units become Uneasy and deal 5/6/8/9/10% less damage (true damage remains unaffected) for 2/2.5/3/3.5/4 seconds.

  • This ability only shows where enemies are, not their health or who they are.
  • Champion clones are also Marked.
  • Use this ability to prevent enemy ganks and, in the late game, to chase down fleeing enemies.

[W:] Phase Cloak- Cost: 70/75/80/85/90 Mana Cooldown: 20/19/18/17/16 seconds Range: Personal PASSIVE: Peter becomes stealthed after remaining out of combat for 7/6.5/6/5.5/5 seconds. Entering combat or truesight will reveal him. His first attack while cloaked will have reduced range (400), but will stun the target for 0.5 seconds. ACTIVE: Peter becomes intangible for 1/1.25/1.5/1.75/2 seconds. While intangible he can move through units, walls, obstacles, and becomes immune to crowd control effects.

  • Peter's passive is deactivated while this ability is on cooldown.
  • A very versatile ability. Use it to gank, juke, tower dive, whatever!
  • Peter still takes damage while intangible, he just can't be targeted directly.

ALT [W:] Sapper Cost: 90/95/100/105/110 Mana Cooldown: 20/19/18/17/16 seconds Range: 500 Peter tosses a Sapper towards a target area, which will, upon landing, stick onto the nearest enemy champion or structure. Sappers that don't stick will remain on the ground for 5 seconds, which Peter can pick up to reduce Sapper's cooldown by 50%, or it can be picked up by an enemy champion, giving them 10 gold. Sapped champions lose 5% movement speed and take 10/15/20/25/30 magic damage per second for 5 seconds. Sapped structures lose 5/7/10/12/15% of their maximum health over 10 seconds. While attached to an enemy champion or structure, it will shock up to 3 nearby enemies (500 range) every second, dealing 10/15/20/25/30 magic damage. Shocked enemies are more likely to be shocked again. Enemy champions can attack an attached Sapper three times to destroy it. It explodes upon destruction, granting them 30 gold, dealing 30/45/60/75/90 (+20% AP) magic damage, and stunning for 0.25 seconds in an area (400). Sapped champions cannot have their sappers removed.

[E:] Containment Foam- Cost: 60/65/70/75/80 Mana Cooldown: 12 seconds Range: 500 Peter launches a canister of expanding containment foam in a target direction (skillshot), which detonates upon hitting a unit or obstacle, or when it reaches the end of its range. The foam expands and slows all enemies stuck by it by 20/25/30/35/40% over 4/3.5/3/2.5/2 seconds, and then roots them for 1/1.25/1.5/1.75/2 seconds. The foam starts with a 120 range diameter, which then grows by 6/8/10/12/15 every second until it hits the "root" phase, at which point it becomes impassable terrain for the duration of the root. Enemies struck with Containment Foam have their attack speed reduced by 10/15/20/25/30%.

  • Unfortunately, this ability cannot be shot through walls. :(
  • On the plus side, you can use it to create obstructions!

[R:] Gemini Core- Cost: 100/150/200 Mana Cooldown: 80 seconds Range: 500 Peter turns into a nearby target champion, temporarily gaining their base stats, passives, and basic abilities for 5/10/15 seconds. Activating this ability again while transformed will turn him back, reducing this ability's cooldown by one second for every extra second of transformation time remaining.

Use this ability however you see fit! Duo Soraka for double the healing! Duo Draven for Double Draaaaaaaaaaven! Duo Veigar for double the damage! Duo Teemo for Hell on Earth! Not enough tanks on your team? Copy the enemy Voli/Sion/Garen and dive into the fray! Counter-gank an enemy by transforming into one of their heavy-hitters and turn the tables! Use it on enemies while they're trapped in Containment Foam to kill them with their own abilities! The possibilities are endless!*

*possibilities may not actually be endless

Anyways, permanent stat boosts (Like Veigar's Q) are copied, while buff boosts (like Nasus's Q) are not. You also copy their HP and MP/Energy/Blood/etc. capacity, though your health is translated into the new form as a percentage (for example, if Peter currently had 1000 HP out of 2000 max HP, then copies a tanky champion [say, Alistar for example] with 2400 max HP, then Peter's new form would have 1200 HP, or if you copy a weaker champion [like Gnar] with 1600 max HP, then Peter's new form would have 800 HP, though the numbers may be different depending on what Health boosting items you have).

Lore concept: Peter was stolen while being developed in Piltover and smuggled over to Zaun to be sold on the black market, but was tossed into the sewers during a police raid. Eventually, a girl and her friends, while exploring the sewers, found him and put him back together. Not knowing what to call him, they decided to go with the faded inscription on his chest: Peter Zolaz.

Full name: Piltover Express Tactical Espionage and Reconnaissance Unit Zephyr-014-2

Appearance: A lean, humanoid robot, with a glowing "core" in the center of his chest. His head is completely covered with a matte, dark gray, glass-like material. He has no face. Covered in scrapes, scratches, and a bit of grime.

Concept art's still a work-in-progress

5 Comments

Lonely Flame4/7/2016, 7:03:09 PM1 votes

Hey dude! Before I get started I want to say that the comments I make are purely my opinion, and that at the end of the day he's your champ and not my champ, so make him however you want :)

{quoted} [Innate:] On the Move- Peter gains a 40/50/60% movement speed boost after using an ability for 1/1.25/1.5 seconds.

As far as passives go, this is probably one of the simplest I've ever seen. It's not to say it's bad, as Jinx' passive basically does the same thing. I would suggest lowering the max movement speed, as 60% is extremely high, even at 1.5 seconds.

[Q:] Radar- Cost: 60/65/70/75/80 Mana Cooldown: 8/7/6/5/4 seconds Range (Passive): 600/700/800/900/1000 Range (Active): 1200/1400/1600/1800/2000 PASSIVE: Peter is able to detect the presence of non-allied units outside his line of sight, indicated by red dots. ACTIVE: Peter briefly reveals his location to the enemy team, but will Mark and track all non-allied units in a large area for 1/1.25/1.5/1.75/2 seconds. Marked units become Uneasy and deal 5/6/8/9/10% less damage for 2/2.5/3/3.5/4 seconds.

>* This ability only shows where enemies are, not their health or who they are. >* Champion clones are also Marked. >* Use this ability to prevent enemy ganks and, in the late game, to chase down fleeing enemies.

First I'll say I appreciate the clarity you've tried to provide at the end. The passive is nice. Similar to Rek'Sai, but useful on a support. To clarify though, is it similar to Rek'Sai in that it also only shows when the enemy moves? Or can they stand still and not be seen. It seems a bit unfair to always be aware of your enemies presence from 1000 range away late game. The reveal is nice, and so it the reduced damage, though I'm not exactly sure how the second half ties in. I would actually remove the second half from this, and increase the duration you can see the enemy. Vision is incredibly strong late game, and being able to know where your enemies are coming and going from can win games.

[W:] Phase Cloak- Cost: 70/75/80/85/90 Mana Cooldown: 20/19/18/17/16 seconds Range: Personal PASSIVE: Peter becomes stealthed after remaining out of combat for 7/6.5/6/5.5/5 seconds. Entering combat or truesight will reveal him. His first attack while cloaked will deal (100% AD) true damage and stun for 0.5 seconds. (This attack CANNOT crit.**) ACTIVE: Peter becomes intangible for 1/1.25/1.5/1.75/2 seconds. While intangible he can move through units, walls, obstacles, and becomes invulnerable.

>* Peter's passive is deactivated while this ability is on cooldown. >* A very versatile ability. Use it to gank, juke, tower dive, whatever! >* **May be removed if this ability is underpowered

Passive seems unneeded in all honesty. You already have strong engage/disengage with your passive. Passive stealth makes sense on a champ like say Eve because she is an Assassin played in jungle. This is a Support Marksman. Why should they be hidden? That said, guaranteed 100% AD true damage with a stun is crazy strong, especially early game.

The active, while interesting, is also really strong. You have a 2 invulnerably on a 16 second cooldown. That is stronger than a Kayle ult. Also, being able to move though walls is a difficult thing when attached to a timer. An ability with a leap attached to it has the chance to fail, in which case you just hit the wall. What happens if a player runs halfway through a wall and stops?

Honestly, I would try to come up with something else for this ability.

[E:] Containment Foam- Cost: 60/65/70/75/80 Mana Cooldown: 12/11/10/9/8 seconds Range: 600 Peter launches a canister of expanding containment foam in a target direction (skillshot), which detonates upon hitting a unit or obstacle, or when it reaches the end of its range. The foam expands and increasingly slows all enemies stuck by it (+20% slow every second) over 4/3.5/3/2.5/2 seconds, and then roots them for 1/1.25/1.5/1.75/2 seconds. The foam starts with a 120 range radius, which then grows by 15/18.6/23.33/30/40 every second until it hits the "root" phase, at which point it becomes impassable terrain for the duration of the root. Enemies struck with Containment Foam have their attack speed reduced by 40/50/60/70/80%.

>* Unfortunately, this ability cannot be shot through walls. :( >* On the plus side, you can use it to create obstructions!

This is a neat idea. I haven't seen 'Containment Foam' suggested before, and what you've come up with functions pretty well. That said, there is a lot happening with this one ability. You have a growing slow, into a root, that's also impassable terrain AND provides an attack speed reduction. Remember,you already have damage reduction coming from your Q, but now you're also slowing what ever potential damage they could do. I would also change a lot of these numbers. I typically don't look at numbers in a champion concept, but yours are way too high in this. I actually like this as a simple increasing terrain. I do like the root associated with it, so perhaps if it strikes an enemy they become rooted for X seconds, then can walk through it at a slowed pace.

[R:] Gemini Core- Cost: 100/150/200 Mana Cooldown: 80 seconds Range: 500 Peter turns into a nearby target champion, gaining their base stats, passives, and basic abilities for 5/10/15 seconds. Activating this ability again while transformed will turn him back, reducing this ability's cooldown by one second for every extra second of transformation time remaining.

>Use this ability however you see fit! >Duo Soraka for double the healing! >Duo Draven for Double Draaaaaaaaaaven! >Duo Veigar for double the damage! >Duo Teemo for Hell on Earth! >Use it on enemies while they're trapped in Containment Foam to kill them with their own abilities! >The possibilities are endless!*

This is...peculiar. I've seen copying effects in champion concepts before, but what purpose does it have for this champ? Why can he do it? How does this work with the rest of his kit? You've also said 'target champion' insteald of 'target allied champion', which implies you can copy enemies. Given that you have examples written though, I'm assuming this only applies to allies?

I do like that you have tried to balance it by only copying basic abilities (which I'm assuming is Q, W and E). But this is also messy in itself. What happens if they copy a Veiger, or Nasus? Do they keep the bonus they get on their Q's? Or if they copy Bard and pick up charms? If I copy a Karthus and die, do I still get his passive?

Overall, there are some alright idea's in here, but definite room for improvement. I don't mean to discourage you, simply that you just need to work on the idea a bit more. Remember, you've listed him as a Support Marksman. Look at the Supports that exist in the game and think of what they do to fulfill that role. Your Q is actually perfect for this, and I feel if you played with the E a bit more that could also make a nice addition. But for me personally, the W and R are weak in terms of thematic and overall mesh with the kit. Try to come up with a couple of new ideas for them, and I'll be happy to review him again. If you're unsure about some ideas, that's also fine and I'll do my best to help you out with that.

Nice first attempt, look forward to seeing what you can come up with.