New Champion please watch !

Zurgotonic·11/30/2015, 9:31:09 PM·1 votes·324 views

I didn't knew which name to give it so... let's call him Zurgotonic xD, you guys come up with another name. The Champion is inspired on "The Spot" from Spiderman's old cartoon episodes. The mechanic of going through portals has always interested me, so I thought I could make a champion out of it to share some ideas with you guys. The champion would have control of some sorf of a black hole, which would be his core energy source, as well as his doom xD, see ahead ! The dark hole controls a ton of matter, giving him infinite power and potential. The point is to add some randomness to the rift and some possible paradoxical ideas that would make this game and this champion very interesting. Do remember that everything can obviously be changed, as it's just a concept. Let me also thank you on this preseason amazing patch, spot on ! Having him being a melee is probably more interesting, but I don't like to leave way too much things. At a certain point I just started freestyling and things got a little out of hand so... hope you enjoy !

Zurgotonic, the void doomed !

Passive: Zurgotonic cannot execute himself, everytime he dies without being damaged from enemy champions, his kill gold will be shared by the entire enemy team, or randomly given to one of the enemy champions. Zurgotonic's energy is originated from his core, the black hole, which is controlled by a powerfull mechanism. Because the black hole is constantly sucking energy, it requires the champion to constantly be feeding himself from either farming cs, lifesteal or spellvamping, or harassing opponents. Zurgotonic looses a percentage of his health every second. The mechanism stabelizes the core below 25pc health, so that Zurgo doesn't randomly execute. Damage dealt by Zurgotonic will cause him to heal and overheal if full health, to him, his allies and sometimes even his enemies and neutral monsters. Whenever Zurgotonic dies without triggering his ultimate, his mechanism breaks and will trigger Dark Matter Blow with reduced damage, cast range, and radius.

Q - Dark Grip - Zurgo bends matter from his arms, extending them in reach of his enemies or allies, grabbing an enemy will deal damage and stun him for a while, grabbing an ally energizes them, increasing their movement speed. Allies hit by Dark Grip are healed or overhealed for a portion of the damage. Dark grip cannot be cast on allied minions. (Dark Grip would be a skillshot similar to thresh's death sentence, but with the difference that, if not cast again, the target would be pulled to Zurgotonic.) Or the other way around, whereas if you let go you'll end up going towards him. The most important is that you get enough stun time to cross the distance.

W - Two Way Street (where the fun begins ) - Zurgotonic opens a portal (I'd say best was if the portal would open right in front of him, like yasuo's windwall for example, cause otherwise it would just be too op), the portal will suck everything that touches it (skillshots, autos, minions, champions, monsters,...). If not cast again in a period of 2.5 seconds ??? The portal will explode, dealing aoe damage to allies nearby and healing and/or overhealing the enemies nearby (Zurgo could be punished wth damage if he failed to cast the portal, the shields decay after some time, even in enemies,this is ment to make the portal a bait tool, interrupting the second cast by the enemies would make it interesting). On second cast, (the spell would work like viktor's Death Ray, in order to determine the direction of the second portal), a new portal will be opened, spilling every spell, auto attack or unit absorbed by the first portal (notice that portals work both ways, and that time can be bent between the opening of the second portal, all spells absorbed by the first portal could be throwed in once, right after the second portal is spawned, or they could have the same time delay as they took to enter the portal in the first place), units spilled are thrown over with high movement speed (like leaving tahm's mouth). Enemy auto attacks who cross the portals (either one way or the other) will heal their targets, the same goes for all enemy spells that cross the portals. However, if the enemy spells that cross the portals return back to them, they will deal damage and affect them the same way they would as if they hit our allies (just imagine death sentencing thresh xD. Obviously these damage and healing effects should not be applied to full scaling or else it could make things too chaotic, imagine a fed vayne healing full scale) The portal cannot be sustained for long or if too many units (like a total of 7 units) cross the portal, it will become unstable and close, exploding after a while, having the same effect as if no second portal would be opened, the damage will heal enemies and damage allies. The damage dealt would be a percentage of all the damage who crossed over. Zurgotonic could be able to click two way street a third time in order to close the portals, but I guess that would make it too op xD, the portals should close after a while unless they are destroyed, that's really up to you, you can even make the portals to stay for a long time, enabling a mechanic that would multiply units xD (entering one side and exiting in 2, like the prestige movie), or just allow people to choose in which portal they would like to travel from, giving the champion an enourmous mobility.

E - Cosmic Discharge - Zurgo Charges his void fists with dark energy absorbed from his shields and maybe max or current hp for a while, having his next 2 basic attacks (or 3) highly increased attack speed, reseting auto attack and dealing flat (magic or physical, up to you... ) damage, plus an ammount of damage from his absorbed shields (lets say the shield ammount equaled 10 percent of his maximum health, he could deal that damage over the two attacks). On his last attack, Zurgo knocks back his enemy. Upon reaching full range, the enemy stops and releases all the energy he took from the blast, dealing aoe damage according to flat damage and the shields taken into consideration and getting stun for a very brief moment and slowed for 1.5 seconds. If cast on an ally, Zurgo can auto attack an ally without dealing damage, in his last auto, he will transfer his shield to the ally, as well as the ability itself, the ally will have his next attacks empowered just the same, and he will heal for the damage dealt. If the target had a shield, the shield will stack with Zurgo's shield to deal more damage. Aoe damage from this spell will heal allies as it will heal Zurgo on single target. Notes: Notice that Cosmic Discharge consumes the shield, so a percentage of his current health or max health could be converted into a shield and then slipped away sa he would attack, allowing for counterplay and enabling the boosting of shields to affect this champion for a whole lot on his masteries. The shield dissipates as the attacks come in.

R - Overload/Pulsar/Dark Matter Blow

Overload- on the first cast - Zurgotonic absorbs all the surronding dark matter shields he gave to either ally, enemy or neutral units. the energy dashes quickly to the carrier, as it hungers for joining back to the black hole.

Pulsar - on second cast- Zurgotonic triggers the ultimate power of his mechanism, the black hole starts to suck in all matter besides the mechanism itself ( the mechanism would supposely control the black hole, it could have a triangular form, so that the missile it fires goes from the center of it, making it look cool), after a short channel a powerfull missile is fired that deals damage according to a percentage of his maximum health plus a percentage of all the dark matter shields he absorbed and a percentage of all units maximum hp's absorbed. People inside the channeling area are pulled severely inside the core, only being able to escape if they stay in it's edge, if they hit the core before the channel is over, they enter the void, being untargetable. People outside the core, in a larger area, will be slightly pulled to the center, until the channel is over, where everyone inside the area of the big pull, will be absorbed by the black hole. The missile fired, deals an enourmous ammount of damage and walks through the entire map, however, units caught by the void will be released as the missile collides with terrain, although the missile will continue travelling until it leaves the map. Units realeased are thrown randomly around the area after a brief moment of the missile collides with the first terrain found (so it doesn't hit the units caught by the void). If the projectile hits an ally, it will heal him and/or overheal him xD by the same ammount.

Dark Matter Blow - on second cast (if self-cast) - Zurgotonic breaks the mechanism by punching his chest, the dark hole becomes free and starts to suck in all matter, during a longer channel time, but all effects will be the same, except for the targets inside the second range area, which will still be pulled lightly, but when the channeling is over, they are pulled to the center, although they do not enter the void, as they were not close enough. After 2 seconds or by right clicking on the map (the area of the spell is up to you), the black hole will appear again, exploding, dealing aoe damage and throwing all units in random directions in a short range (like tahm's spitting). The damage is inferior to Pulsar (although it has great potential for team fight).

Second casting one of these abilities will cause Zurgotonic to instantly die, as he is the first to be sucked in by the dark hole, although he will still be able to cast two way street. A Sacrifice in order for the dark hole to deal massive damage.

The 1st and second area are like darius q, where the area closer to darius is where the pull is the harderst, enabling only champions to leave, by either gap closing, flashing, or by luckily being on it's edge as they attempt to leave. The 2nd area is the light area, the slow is way inferior, but still works good on dark matter blow, pulling everyone to the center, like ori's ult, or viktor's w spell. Pulsar's channel should last very short, like 0.5 sec min, but Dark Matter blow, could last a min of 1.5 secs. Pulsar is ment to be a one shot spell, or a fight provoker in another side of the map. By thorwing it to an ally he could abuse the healing to start a fight. Pulsar can also be used to peel for an ad carry. As this champion plays super well as support.

Just a pinch of salt: The fighting combinations is what could make this champion super interesting, so here it goes: You can open a portal to fire mf's ultimate from a longer range, or even change it's direction once people dodged away from it. You can open a portal, pull an enemy champion, harass him with ur e, then push him back in. He comes out the portal slowed and stunned, unnable to get revenge as the portal closes in front of him. You can INSEC PEOPLE INSIDE THE PORTAL OMG !!! You can initiate a fight, by simply entering a portal clost to an enemy, then punch him forward into the enemy team, as you grip back to him and press ur Ultimate quickly, bringing 2 or 3 targets with you to the void, as the rest of the enemy team is left alone to die ! Then you spawn them back inside the baron pit as your team rushes to the enemy base. You can throw people inside turrets once you've died. Plus you can deal massive damage with your ult if you feed portals to the enemy team and allied champions and minions and monsters xD. You can peel for your ad carry. Just imagine Hecarim trying to jump on your jinx, just press Two way street so he enters the void, then throw him back to the enemy team xD. You can still channel all the shields to you, then give them to the ad carry as you say goodbye to your team and die with honor xD.

0 Comments