[Champion Concept] Zoldak, the Valoran Mercenary

DreadMasta··2 votes·781 views

Zoldak, the Valoran Mercenary

[STATS]

Melee: Fighter/Assassin

Attack Power ■■■■■■■□□□ Defense Power ■■□□□□□□□□ Ability Power ■□□□□□□□□□ Difficulty ■■■■■■□□□□

[ABILITIES]

Passive: Merciless Fury-

Zoldak gains 5 Fury for striking a unit and 10 extra Fury for killing a unit. When out of combat for 8 seconds, Zoldak loses 5 Fury every second.

Each point of Fury grants 0.2 armor penetration. Upgrades to 0.3/0.4/0.5 at levels 6/11/16.

Q: Rend-

Zoldak brutally wounds an enemy dealing attack damage and causing them to bleed for 40/80/120/160/200 (+1.0 Attack Damage) physical damage over 3 seconds.

Cooldown: 9/8/7/6/5 seconds Range: 325

W: Sunder-

Zoldak slams his blade in a line in front of him dealing 70/100/130/160/190 (+0.7 AD) physical damage to enemies and slowing them by 25/30/35/40/45% for 2.5 seconds. Targets hit by Sunder also take 30/35/40/45/50% more damage from bleed effects for 6 seconds.

Cooldown: 10 seconds Range: 425

E: Charge-

Zoldak dashes at high speed to a target. If it is an enemy they are rooted for .25/.50/.75/1/1.25 seconds. If it is an ally, redirect the next enemy attack or ability they receive to him. Generates 10/15/20/25/30 Fury.

Cooldown: 9 seconds Range: 600

R: Siegebreaker-

Zoldak may dash to a target location. Enemies along his path take 50/100/150 (+0.5 Attack Damage) physical damage and are pushed towards his target location. (3 Charges)

Cooldown: 20 seconds per charge Cost: 30 Fury per charge Range: 600

6 Comments

Tandem Tactician1 votes

Not sure if I am smart enough to comment, but his w is a little overpowerd imho if he gets fury from it.

DreadMasta1 votes

It also costs fury though. When it is maxed it will basically give him 15 fury if he is hit two times and 35 fury if he is hit three times. But if he is only hit once at any level, it will cost him fury.

Dogmatix1 votes

This guy seems like a mashup between Darius, Pantheon, Akali, Renekton, and Tryndamere.....and I love it.

It makes sense that the obvious initiate costs no fury, and the choice of whether to initiate with it or save it to secure a chase makes it a decently situational kit. Consuming Fury in small amounts is incredibly odd considering all other iterations are consumed in set amounts across the board (Renekton) or just altogether (Tryndamere), but this kit seems solid enough for stable execution, without being totally nuts in damage. And that Parry at max level would give him 40 fury back, not 35. If anything the fury generation on that parry may need to be toned down, that and the Dash get him close to 100 fury really quickly, and with the deterioration rate of fury he could perpetually stay at 100....well, if he just didn't use his ult and Q. Trying to cover all of the bases here....but again, this just feels solid.

DreadMasta1 votes

I am glad you like it! :D

You are right, he gets 40 fury on the W. I have been thinking about how to bring that number down a bit. I will post an update here if I come up with something.

Níght1 votes

Perhaps remove the fury gain on W? As a general rule, I notice that only offensive abilities tend to generate fury, and the act of parrying is definitely defensive.

From a design perspective, that would mean that the Fury cost to activate the ability makes sense, since the champion is taking a moment to consider defense vs their offense.

His passive seems a bit too overpowered. I would consider lowering it from a 25% bonus increase below 35% health to a 5% increase below 35% health. For an example of why, look at the mastery Executioner. It never increases above 5% because the damage ratios would become too insane at high levels, but are noticeable throughout the game.

Q - Remove the Fury cost, and instead take the scaling fury gain from E and add it to Q.

E - Keep it as a dash toward the enemy with the stun time, and add a damage ratio. However dashing toward an ally doesn't seem to make too much sense toward champion balance. If you decide to keep in the ability to dash toward friendly champions, make it so that dashing to a friendly target costs fury (due to defensive strategy/thought involved) and that dashing to an enemy does not cost fury, but instead generates it. Also, lower the range of this dash to about 525 (think Maokai, would you want Maokai to have a 700 range Akali ult with a stun?)

His R seems fine, the one thing i would say is to think of increasing the range of the dash to 700.

DreadMasta1 votes

I think I am going to have to do a bit of a rework here. Check back later and tell me what you think.

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