Ze'ki, the Sly
Role: AD Fighter
Inspiration: I wanted to create a non-humanoid melee auto attack champion with a very specific mobility Ultimate in mind.
General Design Philosophy: Ze’ki (pronounced Zeh-key) is a slick and sly predator that uses incredible speeds and agility to constantly stick to enemy targets, slowly slashing away at their health bars until nothing remains. Ze’ki’s entire kit is built around catching up to and then sticking with a target, stopping at nothing to take them down. This is accomplished by speed boosts, a skillshot ranged slow, the ability to auto attack and move at the same time, and a means of removing slowing effects.
Risk Analysis: Moderate. Ze’ki is designed to do one thing and be incredibly good at it, similarly to Leona or Janna. His motivation and play style should be immediately clear and apparent to enemies and allies alike. However, this strong emphasis on a single attribute may end up being overkill, and creating a ‘monster’ Champion is always a very difficult obstacle to climb.
Appearance: A reptilian wolf-like creature from the Void. Copious amounts of sci-fi alien vibes. Runs on all fours and bites to auto attack. There is a living tear to the void on the creature's back, where it can summon tendrils from. Visually, this creature is reminiscent of the Pokemon Bulbasaur, with shadowy influence from the Heartless enemies from Kingdom Hearts.
http://i1298.photobucket.com/albums/ag47/Lutzburg/Shadow_Wolf_by_Lucky978_zpsf611b9d6.jpg
http://i1298.photobucket.com/albums/ag47/Lutzburg/Shadow_wolf_zps37ba0a8e.png
Lore: Missing
Strengths: insane sticking power, ability to snare, massive mobility during teamfights, ability to cleanse slowing effects, ability to kite as a melee fighter
Weaknesses: inconsistent snare, high skill cap, must sacrifice offensive capability for debuff cleanse, low base stats, no defensive steroid or sustain
Plays Most Like...:

Auto Attack: Ze’ki bites his targets in a notably short melee range of 125 units. While Ravenous Lashes is active, Ze’ki uses a pair of tendrils to attack from longer range (275 units).
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10986_btn_zps4e5b7cb2.jpg Passive- Fight or Flight: Ze’ki’s movement speed increases by .25% for every 1% health he is missing. Design Philosophy: As an auto attacking fighter, Ze’ki needs a way to either finish the job or get out of there by the skin of his teeth. This Passive accomplishes both of those things and is aptly named.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14931_pas_zps0d43722b.jpg Q- Sinister Reach (8 sec): Ze’ki summons a tentacle from the tear on his back, firing it as a 350 range skillshot (similar to Rumble's Harpoon). This tendril slams into the ground, dealing physical damage to all enemies struck along its travel path and slowing them by 15/18/22/26/30% for 1.5 seconds. Ze'ki can store up to two charges of this ability, which can be used within 1.5 seconds of each other. A charge of Sinister Reach is stored every 12 seconds. Auto attacks against enemy Champions reduce this cooldown by 1 second. Rank-ups increase damage and slow amount, as well as lower cooldown. Design Philosophy: Ze’ki must successfully land multiple skillshots to hamstring his prey optimally. This provides a bit of mechanical skill to a champion that otherwise relies heavily on auto attacks. Ze'ki can also choose to strike separate targets with his tendrils, slowing both evenly while his team capitalizes on their impaired movement.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_13692_btn_zps7aea7d54.jpg W- Shed Skin (24 sec): Passive: Ze’ki gains 1/1.5/2/2.5/3% bonus AD every time he auto attacks, up to 30% AD (10 auto attacks). These stacks slowly decay when out of combat. Active: Ze’ki sheds his skin, removing all current slow, stun and snare effects from him and increasing his movement speed by 20/22.5/25/27.5/30% for 1 second, but reducing his AD stacks to 0. Ze’ki cannot use this ability while silenced, suppressed or knocked up. Visually, Ze’ki's skin tone intensifies with each stack, and reverts when Shed Skin is cast. Rank-ups increase bonus AD and movement speed. Design Philosophy: Ze’ki is designed to stick to targets and auto attack over extended exchanges. By granting him stacking AD, he is able to continually increase his damage output over such an engagement. These stacks decay over time to promote the ‘sticking’ pattern and prevent players from arriving on the scene already steroid’ed up. The active component allows Ze’ki to survive and continue to stick against softer forms of crowd control, while still allowing harder forms to lock him down appropriately. Such a powerful form of self-serving utility is balanced around a heavy DPS loss to compensate.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_10374_pas_zpsc0b323ff.jpg E- Ravenous Lashes (14 sec): Ze’ki becomes ravenous for 5 seconds, extending a pair of tentacles from the tear on his back that increases his melee range by 150 (giving him a total range of 275). This causes his basic attacks to deal bonus physical damage, and allows Ze’ki to move and auto attack at the same time. Rank-ups increase damage and lower cooldown. Design Philosophy: This is Ze’ki’s auto attack steroid, allowing him to synergize well with attack speed and continue to deal damage even when just-out-of-reach of an enemy target. Yet again, his entire kit is based around sticking to a target no matter what, just like a ravenous creature would do in the wild.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14102_pas_zps8c9b412b.jpg R- Void Arena (80 sec): Ze’ki summons four evenly spread void tears around him (forming a square), which last for 8/10/12 seconds and exist roughly 1,000 units apart (Ze’ki’s current location acts as the epicenter for these four portals to spawn around). Right clicking on a tear from within 1,500 range of it causes Ze'ki to instantly teleport to it. Each tear can only be teleported to once, and becomes dulled and grey as a result of its use. This gives Ze'ki a maximum of four teleports per activation of Void Arena. The tears are untargetable by all other champions. Rank-ups lower cooldown and increase activation time. Design Philosophy: This ability is designed to give Ze’ki a limited window of insanely high and unpredictable mobility. With four void portals to choose from, Ze’ki can teleport past the enemy team’s tanky frontline and immediately start dealing damage to high priority targets in the backline. In addition, there is a great opportunity for jukes/mind games with this ability, as the enemy team won’t know which of the remaining void portals Ze’ki will emerge from next. For example, an entire team could be chasing Ze'ki down mid lane, who is trying to flee. He could cast Void Arena, placing a portal both in front of and behind him. As they continue to chase, the back portal conveniently overlaps with the enemy back line. Ze'ki could then appear on top of the enemy squishies, before using Fight of Flight to make a hasty retreat.
If you liked this Champion, you can find over 70 more of my original concepts HERE!
