[Champion Suggestion] Gol'Zar, the Blight of the Void

Seanical·4/16/2016, 11:56:45 PM·2 votes·980 views

**Lore: **Gol'Zar is a void beast that, like most void creatures, likes to devour things. However, Gol'Zar is much more parasitic in nature. Gol'Zar can genetically bond with other organisms on a cellular level. Gol'Zar gives enhanced strength to whoever he bonds with, but with a sinister purpose in mind. Gol'Zar will then feast on the empowered creature from the inside out for sustenance. Gol'Zar prefers to bond with stronger creatures for a longer duration of bonding. In seeking of the strong, Gol'Zar has been led to the league to find the perfect host.

**Description: ** Gol'Zar is humanoid in appearance, having two arms and legs, a torso, and a head. He is shorter than most humans, and taller than the average yordle, measuring at about 4'2 and 85 lbs. His skin is a lightest purple color, and has several white, barbed spikes sticking out of his body, especially on his back. His legs end with sharp talons and a large sickle claw, like a velociraptor. His arms also has several dozen barbed spikes along his arms, and are long with no clear bones, like spiked whips. His hands each have three long razor blades with one opposing razor blade. His head is completely smooth, with two large, pure black eyes, and a mouth filled with rows and rows of sharp teeth. Gol'Zar has a bit of a bipolar disorder, and will consistently mutter incomprehensibly on his own, but becomes more pacified and calm when fused with another. Alone, he seems more akin to a wild beast, but can act more intelligent when fused to another.

**Passive: Hyper-Regenerative Gene- ** Gol'Zar will gain permanent Genetic Stacks for kills or assists. Gol'Zar will gain 1 stack if a champion he is Fused with kills a minion, will gain 2 stacks if he kills a minion, will gain 3 stacks if he gets an assist on a champion kill, and will gain 5 stack for a champion kill, large monster kill, or large minion kill. Gol'Zar will regenerate .01% of his maximum health each second for each Genetic Stacks he has.

Skill 1: Void Barb- Gol'Zar spits a barbed spike forward as a skillshot, dealing true damage-over-time and shredding magic resist and armor, decaying over 2 seconds. This ability will deal 4% of the target's current health as true damage over 2 seconds, and will reduce 10 / 15 / 20 / 25 / 30 of the target's armor and magic resist for 2 seconds. This will have a cooldown of 10 / 9 / 8 / 7 / 6 seconds. This will cost 60 / 70 / 80 / 90 / 100 health to use.

**Skill 2: Siphoning Slash- **Gol'Zar flails his whip-like arms around him, dealing damage to all enemies in a circle around him. Gol'Zar will also grant himself a shield, increasing the more damage that he dealt with this ability. This ability will deal 6% of Gol'Zar's maximum health as magic damage. It will also give him a shield equal to 4% / 5% / 6% / 7% / 8% of his maximum health for 4 / 4.5 / 5 / 5.5 / 6 seconds, the amount of which is increased by 50% for each champion or large monster he hits with this ability. If Gol'Zar is Fused with an allied champion, the allied champion will receive the shield instead. This will have a cooldown of 10 seconds, and will cost 4% of his current health to use.

**Skill 3: Parasitic Bonding- ** Gol'Zar Fuses with an allied champion. While fused, Gol'Zar cannot freely move, auto-attack, and will not regenerate any health. Gol'Zar will simply be "riding along" with the champion as long as he is fused (similar to Kalista's Oathsworn when she ults, or when Tahm Kench devours a champion). Gol'Zar's fused partner will regenerate .1% / .2% / .3% / .4% / .5% of their maximum health each second as long as Gol'Zar is fused to them, plus the amount that Hyper-Regenerative Gene would give Gol'Zar. In addition, Gol'Zar will lose the same amount of health that his fused partner is gaining. Gol'Zar can still use all of his other abilities while fused. If his partner is at full health, Gol'Zar will lose half the amount of health his fused partner would have gained, even though his partner isn't gaining any health. If Gol'Zar goes below 10% of his health, this ability automatically ends. If Gol'Zar's fused partner takes lethal damage and dies, then this ability will automatically end and Gol'Zar will lose half of his current health. You can also reactivate this ability while fused to end it manually. Gol'Zar becomes completely immune to all crowd control while fused, and can use any of his abilities while fused. When this ability ends, Gol'Zar's next basic attack within 4 seconds will double his passive's bonus for the next 8 seconds. Gol'Zar will spawn 50 units behind his previously fused ally when this ability ends. This ability has a cooldown of 8 / 7 / 6 / 5 / 4 seconds.

**Skill 4: Genetic Overload- ** This ability has a passive and an active: Passive: Gol'Zar gains a resource bar called Leech. If Gol'Zar is fused with an ally, Gol'Zar will lose 10 Leech instead of health if his bonded ally is at full health, as long as he has Leech. If his Leech reaches zero, his health will deplete while bonded as normal. Gol'zar gets 100 / 200 / 300 Leech, and regenerates it at a rate of 10 / 20 / 30 per second. Leech will not regenerate while bonded to an ally, or while this ability is toggled on. Active: Gol'Zar powers himself up, granting him boosted stats. Gol'Zar gains 30 / 45 / 60 movement speed. His passive will also double / triple / quadruple in value while active. In addition, Void Barb will shred an additional 20 / 25 / 30 magic resist and armor. If he is fused with an allied champion, the allied champion will receive the stats instead. This is a toggle ability, and will cost 15 / 20 / 25 Leech per second.

**Playstyle: **Gol'Zar thrives with a lane partner, making him heavily suited for the support role. A lane partner can help him build up Genetic Stacks, which gets more powerful later in the game, and can heal and shield the lane partner, as well as shred enemy defenses to help deal heavy burst damage. In a teamfight, Gol'Zar is very efficient at keeping key allies alive with his regenerative powers, and can also help allied champions hunt down fleeing enemies with his ult. Gol'Zar is fairly vulnerable on his own, as he doesn't have very high damage output, and one of his abilities is literally useless without an ally. However, Gol'Zar, while having no real peeling abilities, can do an exceptional job at buffing high damage output allies to completely overwhelm enemy teams.

**Attack Power: **4 Defense Power: 10 **Ability Power: **3 Difficulty: 7

Overall Stats

**Health: **Base (605) Growth (+95) Health Regen: Base (10) Growth (+.75) Movement Speed: 340 **Attack Damage: **Base (50) Growth (3.5+) Attack Speed: Base (625) Growth (+0% – 45.1%) **Armor: **Base (28) Growth (+3) Magic Resist: Base (32.1) Growth (+1.25) Melee: 150 Mana: N/A **Mana Regen: **N/A

Miscellaneous: Taunt: "I will eat you from the inside out!" Gol'Zar snarls Joke: Gol'Zar intertwines his arms, then starts "jumping rope" with them Dance: Gol'Zar will do "the wave" with his arms Laugh: Gol'Zar laughs raspily

Also, feel free to check out my other champion concepts, Magnus, the Titan General, and Zeta, the Cyborg Wonder.

6 Comments

Horidas4/17/2016, 12:33:20 AM2 votes

Really nice concept, this actually seems much more like it'd be in the game than my concepts.

Funce4/17/2016, 11:53:45 AM2 votes

I don't usually comment on concepts like these. But I see something going quite nicely here.

You definitely don't need true damage for Void Barb. For it to have that much damage and shred armor and MR, is pretty strong. It does need a way to counter it other than dodging. An alternate ability would be instead to do low instant damage, but instead buff your, or your fused ally's, damage against an enemy champion for one basic attack.

In regards to Parasitic Bonding Gol'Zar will act like a healing battery. Meaning charge up, use it to power your toys, or in this case, allies. Gol'Zar is being built like a support. He seems to be built around the standpoint that being fused is the way he should be. But taking damage while being fused is not the best thing I do not think. If it is then the passive needs to be increased. and the base health needs to be a lot smaller so that Gol'Zar is still vulnerable to burst damage.

I suggest, instead of healing taking damage equal to said healing, a shield would placed on the ally (with a cap, and a regen delay) that regenerates at the rate of the passive does. Also that Gol'Zar would instead take a portion of the damage that the ally takes to their health like the mastery bond of stone. If you consider this, might I also suggest that you do not cancel the ability and instead allow Gol'Zar to die if he takes too much damage inside an ally. To provide some counterplay.

Siphoning Slash is a strange ability. You gain a shield when you use it, and you get more if you damage things. This is an ability centered around Gol'Zar. I don't think we want the relatively squishy support or the marksman that he's protecting right in the middle of the team. You might want to move the defenses shred into this ability to instead steal the defenses as the parasitic bonding will be the one that is shielding and make it a targeted ability.

Some questions to think about: After Parasitic Bonding ends, where does Gol'Zar go? Where do you put him? Similarly what happens when the player ends Parasitic Bonding?

I am shamelessly stealing from something once played, but never forgotten. Mina

and I forgot what I was saying.

Probs feeding4/17/2016, 2:36:24 PM2 votes

What'd be cool is if his E could be used on enemies, dealing slow damage instead and having alternate effects for his abilities.

Great concept though, I saw a comment about it already, but Void Barb would be a too bit strong imo. Make it magic damage, maybe make the Armor/MR shred scale with his own armor and MR instead, seeing as the rest of his kit obviously enforces tanky builds, the hybrid scalings make it seem out of place.

Nonetheless, I really like this concept. The idea of a bio-based void monster, who helps allies by literally becoming a part of them is pretty damn cool.

Ability rating: 7/10, really cool but his Q and R feel out of place. Design rating: 10/10, absolutely love the idea and feel to death. Overall: 10/10

Keep it up, man!

Mind taking a look at my champion concept, Vertigo, the Faceless Stalker? He's an assassin that relies on a Stalking System for immense single target damage.

Seanical4/17/2016, 4:28:42 PM2 votes

From my 1st draft, these were my thoughts: I didn't want this guy camped out in a champion the entire game, which is why I had him lose health even if his partner is healthy. However, it's still weird because that also conflicts with him getting stacks for his passive, basically mooching off of a carry for those precious stacks. An idea that came to me is that perhaps he can have a resource bar, one that depletes before his health or something?

His Q I only had true damage because all of the other void champs had true damage, and I kind of wanted to keep with the theme. However, the damage, I agree, is far too high, and will lower it.

The Siphoning Slash I had in mind for more of a diving tool, or for trying to escape. It can be used to protect from poke, but not as well as combining with an assassin or tank, then using this to power up your closer-ranged buddies.

As for his ult, I did want a self-buff that could be transferred to his partner, but I didn't put an incredible amount of thought into it. It will still give self-buffs, but I'll change it up a bit.

Edgelord90004/17/2016, 1:52:28 AM1 votes

Cool concept. Very unique play-style.

Lonely Flame4/17/2016, 8:35:05 AM1 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 they're your champ and not my champ, so make them however you want :)

{quoted}

**Passive: Hyper-Regenerative Gene- ** Gol'Zar will gain Genetic Stacks for kills or assists. Gol'Zar will gain 1 stack if a champion he is Fused with kills a minion, will gain 2 stacks if he kills a minion, will gain 3 stacks if he gets an assist on a champion kill, and will gain 5 stack for a champion kill. Gol'Zar will regenerate .005% of his maximum health each second for each Genetic Stacks he has.

So first off, I've seen a lot of parasitic Void Champs suggested before, and yours is one of the more simple ones I've seen. That's not a bad thing, and honestly I wouldn't be reviewing your champ if I didn't think there was potential in it.

How long to stacks last for? Are they permanent, or do they last for a set period? While I typically don't look at numbers, 0.005% is incredibly low. You would need 200 stacks in order to regen 1% of your max health. This wouldn't be as bad if there was something in his kit that could also help him regain health. Compare him to other champs who use health as a casting cost: Aatrox can heal off basic attacks with W, Mundo's Q refunds the health cost if it kills the target and his R regens a portion of his health, almost all of Vlad's kit. I would consider raising it to something like 0.01% per stack.

Skill 1: Void Barb- Gol'Zar spits a barbed spike forward as a skillshot, dealing true damage-over-time and shredding magic resist and armor over 2 seconds. This ability will deal 4% / 5% / 6% / 7% / 8% of the target's current health as true damage over 2 seconds, and will reduce 10 / 15 / 20 / 25 / 30 of the target's armor and magic resist for 2 seconds. 50% of his bonus attack damage will also be added to armor shred, and 50% of his bonus ability power will be added to magic resistance reduction. This will have a cooldown of 10 / 9 / 8 / 7 / 6 seconds. This will cost 60 / 70 / 80 / 90 / 100 health to use.

Waaay to high in terms of damage. Percentage max health as true damage is devastating as is, with armour and magic shred on top this is just overkill. Also, at 5 points you have 8% max health true damage on a 6 second cooldown. Even the tankiest of tanks get torn apart. Granted, I will give you it is balanced out by the fact it is a skill shot, it offers way too much damage for a Q. Play around with the numbers a little bit more. The shred is nice for supporting in lane, perhaps you could add a bonus for your Fused ally during that shred.

**Skill 2: Siphoning Slash- **Gol'Zar flails his whip-like arms around him, dealing damage to all enemies in a circle around him. Gol'Zar will also grant himself a shield, increasing the more damage that he dealt with this ability. This ability will deal 8% of Gol'Zar's maximum health as magic damage. It will also give him a shield equal to 2% / 3% / 4% / 5% / 6% of his maximum health for 4 seconds, which is doubled if he deals any damage with this ability. If Gol'Zar is Fused with an allied champion, the allied champion will receive the shield instead. This will have a cooldown of 10 seconds, and will cost 4% of his current health to use.

The premise of this is nice, but it can be a little bit cleaner. The dealing damage and converting that to a shield is good, and the increased based of hit is also good but could be better. You state that "if he deals any damage", so this procs off hitting minions correct? Rather than a straight "doubled", I would suggest you get a percentage increase equal to the amount of people hit. So for example: shield equal to 2%, plus and additional 1% for each enemy champion hit" or something like that. Or you could increase the duration for each enemy hit.

**Skill 3: Parasitic Bonding- ** Gol'Zar Fuses with an allied champion. While fused, Gol'Zar cannot freely move, auto-attack, and will not regenerate any health. Gol'Zar will simply be "riding along" with the champion as long as he is fused (similar to Kalista's Oathsworn when she ults, or when Tahm Kench devours a champion). Gol'Zar's fused partner will regenerate .1% / .2% / .3% / .4% / .5% of their maximum health each second as long as Gol'Zar is fused to them, plus the amount that Hyper-Regenerative Gene would give Gol'Zar. In addition, Gol'Zar will lose the same amount of health that his fused partner is gaining. Gol'Zar can still use all of his other abilities while fused. If his partner is at full health, Gol'Zar will lose half the amount of health his fused partner would have gained, even though his partner isn't gaining any health. If Gol'Zar goes below 10% of his health, this ability automatically ends. If Gol'Zar's fused partner takes lethal damage and dies, then Gol'Zar will also take lethal damage. You can also reactivate this ability while fused to end it manually. Gol'Zar becomes completely immune to all crowd control while fused, and can use any of his abilities while fused. When this ability ends, Gol'Zar's next basic attack within 4 seconds will double his passive's bonus for the next 6 seconds. This ability has a cooldown of 8 / 7 / 6 / 5 / 4 seconds.

So I was waiting for this effect to show up, and typically I see this on the ult. There's some nice ideas in here, but honestly it falls very flat and isn't as useful as it could be. Why does he lose health when fused with someone, even when at full health? Thematically, it makes no sense for a parasite to die when the host is healthy. If anything, a parasite wants a strong, health host because then the parasite stays strong and healthy. The dying if you ally takes lethal damage, while thematically good, also makes no sense and quite honestly incredibly dumb. Think of this scenario: Your ally gets Zed ulted and is running away from the fight on low health and taking damage over time from Ignite. You, on full health, manage to make it to them and you fuse to them trying to save them with your regen. It's not enough and they die. You would also die, at full health. See how dumb that is? The enemy team got a 2 for 1 simply from you trying to save an ally. If he is immune to CC while fused with an ally, wouldn't is ally also be immune to CC? How exactly would you be able to target Gol'Zar over the ally he is fused to? I would strongly recommend rethinking how this ability functions.

**Skill 4: Genetic Overload- ** Gol'Zar powers himself up, granting him boosted stats. Gol'Zar gains 30 / 45 / 60 attack damage, ability power, and movement speed for 8 seconds. If he is fused with an allied champion, the allied champion will receive the stats instead. This will have a cooldown of 120 / 105 / 90 seconds, and have no cost.

This is pretty basic in terms of an ult. I understand its purpose, but it honestly feels pretty lackluster. I will again point out that you have no source of life gain in his kit, so I would strongly recommend that here of all places you should have it. This can be done in any number of ways. You have essentially 2 champions worth of health, health regen, life steal, and spell vamp to play with. It needs something.

Overall, there is a nice idea for a champion here, but still needs some work. Good first draft, will be happy to help more in the future (I honestly want to see a parasite Void champ as much as everyone else).