Champion Concept [Creative Kit Conceptualization] Zver, the Wrath of the Wild

Mhyscha·9/3/2014, 10:49:52 AM·3 votes·1,930 views

Champion

Zver, the Wrath of the Wild

|Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . |Values| |- |Attack|●●●●●●○○○○(60) |Defense| ●●●●●●○○○○(60) |Ability| ●●●●●●○○○○(60) |Difficulty| ●●●●●●●●●●(100) |Primary Role| Tank, Jungler |Secondary Role| Support |Other Possible Roles| Fighter, Mage

Statistics

|Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . |Base . . . . . . . . . . . . |Per Level| |- |Health| 450| (+90)| |Health Regen| 7.45| (+0.75) |Energy| 200| 5.55 |Energy Regen| 50| 1.389 |Range| 125| --------- |Attack Damage| 45.90| (+3.6) |Attack Speed| 0.658| (+3.1%) |Armor| 18.75| (+4) |Magic Resist| 30| (+1.26) |Movement Speed| 355| ---------


Abilities:

His abilities is divided into three stances, using an ability when in a stance will remove the stance and it will go on cooldown, but the buff or the persistent effect of the stance is still intact, unless you switch stances. The Dragon specializes in offensives, the Buffalo in defenses and the Lizard for health and regeneration. Each ability inside a stance have different cooldowns, but it will tick nevertheless of your current stance.

The abilities inside his stances are called "combos". What it does is it combines two stances into one ability, prioritizing it's current stance. The cooldown of each stances is fixed and cannot be affected by cooldown reductions, only his combos.

Using a combo or switching stances sets off a 2 second global cooldown.

(You can press B - Recall while in a stance to manually cancel the stance, but this will make the stance into an extended 12 second cooldown)"

Innate/Passive:

Way of the Owl

When out of sight, his line of sight is increased. Targeting enemy champions (via ping) from different lanes grants new passive:

Way of the Eagle

When targeting an enemy champion from a specific lane, that target is revealed to Zver only and gains a debuff: *"Hunted - This unit is being hunted. Watch out!" *

When an enemy champion is Hunted, Zver gains a bonus from his passive: Bird of Prey - "The Hunt is On! - This unit is stalking its prey"

  • When moving towards a Hunted enemy champion, his movement speed is increased when out of sight from the enemy. If an enemy or an enemy pink ward sees you, Zver gains a debuff (Also works with stealth wards if he stays within ward vision range for 5 seconds):
  • "Spotted! - You have been spotted!"
    Removes the Hunted debuff from the enemy champion, and the Bird of Prey buff from Zver and reverts back to the Way of the Owl, revealing Zver for a short duration.
  • The Way of the Eagle goes on cooldown and cannot be triggered until after 60 seconds after he has been spotted or when he lands his first basic attack to the Hunted enemy champion.
  • Landing an autoattack from a* **Hunted ***enemy champion will reveal it for a short duration and amplify the damage dealt to it by Zver and/or his allies.
  • Zver cannot receive the debuff Spotted! if he is within 1250 range and/or if he is moving towards the Hunted enemy champion. He can only be Spotted! if he is within 1250 range when his hiding place is warded and he stayed there for 5 seconds or more.

Q - Way of the Dragon - - - - - - - - CD - 8, Energy - 50

Active: Every second subsequent auto-attacks, his next basic attack will deal bonus magical damage based on 15% / 20% / 25% / 30% / 35% of his attack damage and leave small circle of Scorched Earth. Enemies that pass through the Scorched Earth are affected with a slow that increases every second up to 15% / 17% / 20% / 22% / 25% and receive 9 / 18 / 27 / 36 / 45 (+9% AP) magic damage per second. Scorched Earth lasts for 1.75 seconds.

Aura: Nearby allied champions gain 2 / 4 / 6 / 8 / 10 Attack Damage and 3 / 6 / 9 / 12 / 15 Ability Power while in this stance.

Stance Combos: Energy - 25 / 37 / 50 / 62 / 75

  • Dragon's Roar - - - - - - - - CD - 12 / 11.5 / 11 / 10.5 / 10 (Combo: Q>Q) Engulfs all units in a cone in a target direction, dealing 40 / 80 / 120 / 160 / 200 (+50% AP) and scorching the earth. Scorched Earth lasts for 5 seconds.
  • Phoenix Dive - - - - - - - - CD - 18 / 16 / 15 / 14 / 13 (Combo: Q>W) Dives forward in a target direction, enemies hit are knocked back to the side and are dealt 55 / 85 / 115 / 145 / 175 (+50% bonus AP) magical damage and leaving a trail of Scorched Earth behind him.
  • Shark Bite - - - - - - - - CD - 13 / 12 / 11 / 10 / 8 (Combo: Q>E) Bites a nearby target enemy, dealing 75 / 105 / 135 / 165 / 195 (+ 70% AP) magic damage and healing him for 80% of damage dealt. If it is a champion, it bleeds for 10 / 12 / 15 / 17 / 20 + (40% AD) for 3 seconds, leaving a trail of blood that leads to their current location. Walking in the trail of blood after using this combo and not using any other stances or combos yet will grant him +10% Movement Speed.

W - Way of the Buffalo - - - - - - - - CD - 8

Active: Every second subsequent auto-attacks or after 3 seconds after his last auto-attack, his next basic attack will taunt all nearby enemies not attacking him for 0.1/0.15/0.2/0.25/0.3 second in a 375 unit range and breaks the armor and magic resist of his target by 2% for 4 seconds. This effect can stack three times for maximum of 9% broken armor and magic resist and leave the target Dazed. Consecutive blows to the target will refresh the duration of the broken defenses and Dazed

Aura: Nearby allied champions gain 1 / 2 / 3 / 4 / 5 Armor and 2 / 4 / 6 / 8 / 10 Magic Resist.

Stance Combos: Energy - 25 / 37 / 50 / 62 / 75

  • Stampeding Kodo - - - - - - - - CD - 15 / 14.5 / 14 / 13.5 / 13 (Combo: W>Q) Charges forward after a short delay, dealing 60 / 90 / 120 / 150 / 180 (+60% bonus AD) physical damage and knocking them back for 250 units over 1 second. Enemies hit are applied with "Dazed - This unit is slowed momentarily."
  • Buffalo's Rage - - - - - - - - CD - 25 / 24 / 22.5 / 21 / 20 (Combo: W>W) Performs a deadly roundhouse kick in your current location, dealing 30 / 60 / 90 / 120 / 150 (+60% bonus Armor) physical damage to all enemies nearby in 375 radius, knocking them back away from your nearest ally for 400 units over 1 second and leave them Dazed
  • Charging Ram - - - - - - - - CD - 12 / 11.5 / 11 / 10.5 / 10 (Combo: W>E) Charges forward on a linear direction to a targeted enemy, damaging the first enemy champion hit by (+15% target's missing health) (+20% bonus Armor) physical damage and (+20% bonus MR) magic damage, placing the unit behind himself and applying Dazed. Minions hit are knocked aside and whilst charging, he gains a bonus percentage of his movement speed that increases each second until he hits an enemy champion or until he reached the maximum distance.

E - Way of the Lizard - - - - - - - - CD - 8

Active: Gain 300 Attack Range and he becomes Ranged but his basic attacks deal magic damage based on 35% of his attack damage instead. His basic attacks apply "Intoxicated: This unit's healing capacities is reduced by 10%" (this can stack for up to three times and lasts for 1.5 seconds.)

Aura: Nearby allies gain plus 2 / 4 / 6 / 8 / 10 Health Regen and 1 / 2 / 3 / 4 / 5 Mana Regen and 0.5 / 0.75 / 1 / 1.25 / 1.5 Energy per second.

Stance Combos:

  • Viper's Sting - - - - - - - - CD - 14 / 13 / 12 / 11 / 10, Energy - 25 / 37 / 50 / 62 / 75 (Combo: E>Q) Sends out a fast-moving viper that seeks the first nearby enemy, prioritizing enemy champions, in the target linear direction as a homing projectile after a short delay, dealing 75 / 105 / 135 / 165 / 195 (+70% AD) physical damage and applying Grievous Wounds for 4 seconds. If the enemy hit is an enemy champion, poison them for the duration, dealing 12 (+20% AP) damage per second for five seconds. The viper can be intercepted by any other enemy units or champions that are in the way of the viper and the damage is dealt to them instead.
  • ** Leech Swarm** - - - - - - - - CD - 40 / 36 / 32 / 28 / 24, Energy - 50 / 62 / 75 / 87 / 100 (Combo: E>W) Calls out the power of Mother Earth and summon waves of leeches from the ground, attaching themselves to the first enemy they get close to. Each leech deals 15 / 20 / 25 / 30 / 35 (+15% AP) every 1.5 seconds for 3 / 6 / 9 / 12 / 15 seconds or until killed. Leeches have 5 Health and cannot be damaged by spells, but they can be killed by 2 attacks from an another champion, or 10 attacks from minions. Leeches can only be killed by other units and cannot be killed by their hosts. Leeches heals themselves from 1% of their damage dealt and the excess healing heals Zver instead [(multiplied by 10)]. Leeches reduces their host's movement speed by 5% for 2 seconds, stacking up to three times. and reveals them for the duration. Leeches also applies Intoxicated each time they deal damage.
  • **Lizard's Tail ** - - - - - - - - CD - 50 / 45 / 40 / 45 / 40, Energy - 50 / 62 / 75 / 87 / 100 (Combo: E>E) He uses his tail to lash through enemies, pulling them closer to Zver. After a short delay, the tail sweeps across all enemy units in front of him in a cone with 540 Range, pulling all units affected by the tail. After the skill has commenced, his tail comes off as a clickable object. His regenerative capabilities is cut in half if he do not have his tail, he can get it back by waiting for this skill's cooldown, or picking the tail himself. He can right-click the tail so that a third of the cooldown will be refunded and heal nearby allies for 15% of their missing health OR his allies can right-click the tail and heals all nearby allies for 25% of their missing health and 35% of their missing mana. All allied champions except Zver, when near the tail, gain bonus health regeneration depending on their missing health. An enemy champion can try to destroy the tail by stepping on it but it will apply three stacks of Intoxicated to them for 3 seconds.

R - Way of the Spirits - - - - - - - - CD - 0.9

Passive: Decrease his combo costs by 10% / 20% / 30% and his stance's cooldowns by 5% / 15% / 25% Zver begins with one rank in the Way of the Spirits and can increase it at levels 6, 11, and 16.

Unique Passive: When he is in his Dragon Stance, his offenses (attack, attack speed, ability power) are increased by 1% / 2% / 3%. The same happens with his Buffalo Stance (Armor, Health, Magic Resist) and his Lizard Stance (Movement Speed, Attack Range, Regeneration)

Active: Zver meditates on his current location, calling upon the Spirits of the 12 Elements. Zver is rooted up in his place for as long as he wants until he moves or when he press B - Recall. While in this state, he can cast any of his three stances for free but without it's effects just to see his combo's cooldowns. He can go back and pick a different stance just by pressing R again.

  • When his passive, the Way of the Eagle, is in cooldown, there will be a white trail that will travel around the icon starting from the bottom center up until it reached it's starting point, only then the icon will flash and would notify the player that the Eagle is ready. (The Owl and the Eagle is not included while in this state because it is considered as a passive/innate, therefore it is just the Spirits of the 12 Elements, not 14.)
  • For quick maneuvering, while in this state, each stance's icons look like this:
  • http://imgur.com/v1n90WE (example)
  • The first orb (bottom-left) will light up if the first-most combo is ready, The second orb (upper-middle) will light up if the second-most combo is ready, The third orb (bottom-right) will light up if the third-most combo is ready. If they are not ready yet, they are simply just plain black.
  • Each colors represent different combos: [Red] Dragon ...........................[Brown] Buffalo..................[Green] Lizard [Fiery Red/Orange] Phoenix.....[Orange] Kodo....................[Dark-Olive] Leech [Sky Blue] Shark.......................[Golden Yellow] Ram.........[Light Green] Viper

-Special Item- Spirit Beads (red/blue/yellow/green)

[You can upgrade it like regular trinkets OR you can upgrade it into different beads, each giving additional effects. You can always switch from trinkets to beads but the previously spent gold will not be refunded)

Upgrades:

  1. **Manipulation Beads **- Each time you cast a stance or a combo, you gain 1 charge of Spirit Bead. [(maximum of 12 charges)]
  1. Desecration Beads - Deals [[10/15/20 + character level]+number of charges] True Damage each second to an enemy champion for 5 seconds, and inflicts Grevious Wounds. CD - - - - - - - - 100.
  2. Preservation Beads - Shields a target ally for [character level x number of charges] Mixed Damage for 2 seconds. CD - - - - - - - - 100
  3. Revitalization Beads - Heals a target ally for [[1.11/2.22/3.33/4.44/5.55/6.66/7.77/8.88/9.99/11.1/12.21/13.32/14.43/15.54/16.65/17.76/18.87/19.98 x number of charges]. CD - - - - - - - - - 110
  4. Meditation Beads - Increase your overall stances and combo's effectiveness. [(after upgrade)]
  5. Desolation Beads: Increase your Dragon Stance's effectiveness and all of your offensive-based combos by 1% / 2% / 3% 1. Upgrade - 2% / 3% / 4% 1. Upgrade - 3% / 4% / 5%
  6. Fortification Beads: Increase your Buffalo Stance's effectiveness and all of your defensive-based combos by 1% / 2% / 3% 1. Upgrade - 2% / 3% / 4% 1. Upgrade - 3% / 4% / 5%
  7. Rejuvenation Beads: Increase your Lizard Stance's effectiveness and all of your regenerative/health-based combos by 1% / 2% / 3% 1. Upgrade - 2% / 3% / 4% 1. Upgrade - 3% / 4% / 5%
  8. Manifestation Beads - Doing actions towards enemies/allies grants bonus buffs
  9. Destruction Beads: Killing an enemy unit grants Fury - This unit's attack speed is increased for 3 seconds. 1. Upgrade: Killing an enemy unit that attacked you grants Enrage - This unit's damage is increased for 3 seconds. 1. Upgrade: Killing an enemy unit from a group of units that is attacking you grants Fury - This unit's basic attacks splashes and deal bonus magic damage for 3 seconds. 1. Upgrade: Killing an enemy champion grants Entropy - Each basic attack deals (1 * character level) true damage for 3 seconds.
  10. Protection Beads: Taking damage from an enemy grants Fortitude - This unit have increased regeneration for 3 seconds. 1. Upgrade: Taking damage from multiple enemies grants Perseverance - This unit receive less damage for 3 seconds. 1. Upgrade: Being near two or more enemy champions grants Courage - This unit's defenses increased by how many enemy champions there are nearby for 3 seconds. 1. Upgrade: Being attacked by a group of enemy champions grants Resilience - This unit's tenacity is increased based on how many debuff this unit have for 3 seconds.
  11. Restoration Beads: Healing an allied unit grants Mend - This unit's healing capabilities is increased 1. Upgrade: Healing a grievously hurt ally grants Remedy - This unit's healing capabilities is increased based on how much health the target is missing for 3 seconds. 1. Upgrade: Restoring a wounded ally into full health grants Favor - This unit's health is also healed by half the amount of how much he healed his ally for 3 seconds. 1. Upgrade: Healing a death-assured/near dead allied champion grants Savior - This unit now possess an aura that heals nearby allies by 1% of their missing health each second for 3 seconds.

Background

Lore:

Back before the Era of the Shurima, when the Freljord was still not in existence, there's only but the land and the seas. People thrived living by themselves, each following a path they partake once they reach adolescence, each following a path in nature. These people do not have a certain community, but they still regard the wisest of them all as The Elder and the strongest of them all as The Chieftain with equal respect.

One time, when the wife of the Chieftain gave birth in a grassy clearing under a red moon, the heavens shuddered, the trees faltered, and the animals grew restless. Both the Chieftain and the Elder knew what was about to happen, their offspring would be a bad omen for the tribe. The Elder had no other choice but to kill the baby upon birth, but the Chieftain had a stupid, yet brilliant idea. He told the Elder to come at a later time to fake the birth of their offspring. He replaced the baby with a newborn monkey and when the Elder delivered the final blow, peace calmed the whole tribe, or so it was. The Chieftain secretly trained Zver to control his primal drive within him, as just one gaze upon dire wolves would turn them into harmless puppies.

As a boy, Zver persevered and trained to have a deeper connection to the forest, to the nature itself, so that one day, he may prove his tribe as not a bad omen, but a sigil of hope to fight the bad omen that is yet to come. On the day of his sixteenth birthday, Zver was introduced to the tribe as 'a pitiful child lost in the forest' and were adopted by the whole tribe. Astonished with his skills, the whole tribe admired him and made him their leader, but the Elder did not approve of this, for more leaders may result for the whole tribe to divide. That said, he abandoned his tribe in seek of a worthy place that will deem him as one of their own. As he wandered through the vast forests, he met different beasts and animals, carefully reading their ways and meditating upon those paths.

By the time he reached civilization, he already mastered several ways of different animals he encountered. In that civilization, he met Udyr, fascinated as he too commands the power of nature, they both trained together in the Hirana Monastery and as a child protege, soon he was adopted by the Institute of War and was entered in the League of Legends. There, he learned that many things were different, modernized things that are foreign to him, but as the son of the Chieftain of their tribe, he followed the tribe's creed: To follow the old ways.

Shifting sands have passed, the Ascension is at dawn. The people are living within civilizations, and yet, they forgot where they came from. - Azir, while observing modern civilization.

Quotes

Upon Champion Selection:

  • I will bring order upon the land.

Attacking:

  • The nature will rise against them.
  • Fear upon the nature's wrath!
  • Slay the beast!
  • Pathetic creatures!
  • Humans should never have existed!

Movement:

  • Ah, I sense something.
  • Nature, hear my call!
  • The forest guides us.
  • I will not dishonor my father!
  • The will of the forest flows through me.

Taunt:

  • It is unfortunate that Mother Earth even created you!
  • I've seen monkeys fight better than you!
  • The Elements will destroy you.
  • And you call ourselves, 'beasts'? [proceed to this line below in the next taunt]
  • Who do you think the true beast is?

Joke:

  • And you call yourselves "superior beings", huh!
  • What technique do you use, The Way of the Chicken?
  • Doge ?? ... hmphh ... ughh
  • What came out first, the chicken or the egg?
  • What does the fox say?

Strategy Synergy

Works well with:

  • Udyr Udyr - As his teacher, Zver learned alot on how to control his primal instincts, more so his synergy to all primal life forces, this of course, includes Udyr. If Zver and Udyr are joined in the same lane, they are basically unstoppable because of their ridiculously High CC and Mobility. Once you are stunned by Udyr, there is no escape. He also works well with Maokai and Malphite
  • Gnar Gnar - But of course, more CC means more fun! Once again, if Zver caught an enemy champion when Gnar's about to transform, there will be again, no escape. He also works well with Shyvanna, Elise and Jayce
  • Volibear Volibear - Same reason with Gnar. When Volibear catches an enemy champion, Volibear can now cast his Thunder Claws while leaving Zver onto keeping the enemy close with his High CC, allowing Volibear to free-hit and end up with a Frenzy bite. He also works well with Xin Zhao
  • Blitzcrank Blitzcrank - If Blitzcrank pulls an enemy champion and coincidentally, Zver is there, then it's farewell. It's sure death, no escape unless you're tricky enough to pull out a trick in your sleeve. He also works well with Leona, Tresh, and Nautilus.

Struggles against:

  • Talon Talon - his pesky invisibility ultimate, his AD assassin burst and his silence will leave you frustrated and irritated. Without stances and/or combos, Zver is practically useless.
  • Rammus Rammus - he is the best pick to counter Zver, because he has the ability to chase Zver even if he uses all his dash-charges. He also has the ability to render Zver useless while taking return damage and available for free hits to nearby enemy champions. He also struggles against Shen *Leblanc LeBlanc - she has too many tricks up in her sleeves that Zver can't even keep up! With those confusing dashes, and slow tethers with root, Zver may not be able to fight LeBlanc alone. Once he misses his chance to maim LeBlanc with one of his charges when she still doesn't know yet, there is low-to-no chance that Zver would be able to catch LeBlanc again. He also struggles against Ahri

Initiate

  • At early game when ganking, start off with Phoenix Dive/Charging Ram to get close to the target enemy champion. Several basic attacks and then cast Lizard Tail to pull them back in or you could use Leeching Swarm to slow them instead. Doing this combo in order would allow you to cast Phoenix Dive to push enemies aside and slow them with the Scorched Earth or Charging Ram again to put them back onto your teammates. You can also try the "Pincer Formation" where your teammates would strike the enemy on the front and you with Stampeding Kodo at the back. A little help from your team mates and it would be a successful gank.
  • When saving an ally from an enemy gank, you can use Phoenix Dive to rush at your ally and push the enemies aside and Stampeding Kodo/Buffalo's Rage to push them even further. Casting Leeching Swarm also helps to slow the chasing enemies down, making them unable to do the chase.
  • To start off a fight, first, try to take down the most squishy enemy champion using Charging Ram. Once you got inside, you can cast Lizard Tail to gather all enemies up for ally AoE to burst them down and then use Dragon's Roar to deal the most damage that you can. You can then finish of remaining enemies with Shark Bite and Viper Sting and let one of your teammates to pick up that tail for that health boost. Once you knew you've made a mistake on engaging, don't worry, you can still turn back.
  • If the tide of battle goes utterly wrong, you can cast Buffalo's Rage to protect your teammates from incoming enemy assassins, next, casting Phoenix Dive to escape will help you to get out of the fight and leave a trail of fire that slows enemies. Casting Leech Swarm will also help your team to escape, slowing down enemies and distracting them to the leeches.

Item Build

Core Items

  • item 3205 item 3065 item 3025

Offensive Items

  • item 3074 item 3022 item 3071 item 3156 item 3005 item 3043

Defensive Items

  • item 3207 item 3110 item 3083 item 3075 item 3143 item 3102

Magic Items (AP Build)

  • item 3128 item 3165 item 3116 item 3001 item 3151 item 3100

Hybrid Items

  • item 3508 item 3078 item 3146 item 3124 item 3041 item 3141
  • item 3041 item 3141 replaced for item 3089 item 3072

Support Items

  • item 3504 item 3190 item 2045 item 3401 item 3023 item 3060

Mobility

  • item 3278 item 3275 item 3270 item 3282 item 3266 item 3261

Bonus - Doom Mode *NOTE: Zver can be unlocked only if all (5) of the players have beaten 5 Bombs once and typed "Zver" at the chatbox. A special animation will reveal that Zver has been unlocked at the enemy team. Zver can only be played against in 5 Bombs and cannot be unlocked at 1 Bomb and 2 Bombs

Way of the Owl

  • He sees all nearby enemy champions in a 2000/3000/4000 radius, targeting an enemy champion would reveal it up until he lands a basic attack to it. He loses the ability to see all nearby enemy champions once he marks an enemy champion with Hunted

Way of the Eagle

  • He moves as fast as Quinn Valor's out of combat movement speed from Tag Team when approaching a Hunted enemy champion
  • When he is Spotted, he casts Quinn Quinn's Skystrike.
  • When he lands a basic attack to a Hunted enemy champion. he casts Trundle Trundle's Subjugate, while amplifying the damage done by Zver and/or his allies. Hitting an ex-Hunted enemy champion within 5 seconds after he has been Hunted will slow it down by 5%, this stacks up to 5 times.

Way of the Dragon - On the initial cast, he ults all nearby enemies with Brand Brand's Pyroclasm.

  • Persistent Effect: Every second subsequent auto-attacks, his next basic attack will deal AoE Magic Damage equivalent to Annie Annie's Summon: Tibbers! It will leave a Scorched Earth within 290 radius.

1.Dragon's Roar - On the initial cast, he ults Cassiopeia Cassiopeia's Petrifying Gaze. He breathes fire continuously for 3 seconds non-stop in front of him, following him anywhere he goes until he switch stances or until after the duration. Scorched Earth lasts for 1 minute and affects buildings

2.Phoenix Dive - On the initial cast, two Shyvana Shyvana's Dragon Descent follows him in his wake side by side, dealing damage, dragging enemies and also leaving a trail of Scorched Earth. The dragons will attack nearby enemies, prioritizing enemy champions, while still leaving a trail of Scorched Earth. The dragons last for 10 seconds.

3.Shark Bite - If the target enemy champion's maximum health is lower than Zver's maximum health, if target's current health is below 40%, kill the target instantly. If target's max health is higher than Zver's max health, if target's current health is below 20%, then kill the target instantly. If it kills an enemy champion, randomly summons Darius Darius and Garen Garen that will seek the nearest enemy champion, and cast their Noxian Guillotine and Demacian Justice at them. Way of the Buffalo - On the initial cast, summon multiple MonkeyKing Wukong's *Cyclone *depending on the ability's rank. (Max rank = 5 Cyclones)

  • Persistent Effect: While in this stance, he casts Rammus Rammus'* Tremors*

1.Stampeding Kodo - On initial cast, multiple Hecarim Hecarim's Onslaught of Shadows follows him in a V-formation, dealing damage and fearing enemies hit. Multiple spectres of Sejuani Sejuani starts charging forward using Arctic Assault, dealing damage and knocking enemies up. The spectres of Sejuani lasts up until Zver reached the maximum range limit of Stampeding Kodo

2.Buffalo's Rage - On initial cast, if enemy champions are near terrain, summon multiple Gnar Mega Gnars that casts GNAR! to that enemy champion into the terrain. The knockback done by Buffalo's Rage to all enemy champions hit is increased to Gragas Gragas' Explosive Cask.

3.Charging Ram - All enemies hit are placed behind him and are Dazed. He doesn't stop charging until he reached the maximum range limit. He charges with one HUGE Braum Braum's Glacial Fissure at his wake.

Way of the Lizard - On initial cast, sends out Varus Varus's Chain of Corruption to all nearby enemy champions.

  • Persistent Effect: All of his basic attacks are replaced by Karma Karma's Soulflare instead.

1.Viper's Sting - On initial cast, deal damage equivalent to Chogath Cho'Gath's Feast. If it kills a unit, summon multiple Teemo Teemo's Noxious Trap at random in 1250 radius. Allied champions can step on Teemo Teemo's Noxious Traps and heal them based on the amount of the supposed damage instead.

2.Leech Swarm - On initial cast, summon multiple Elise Elise's Spiderlings, Malzahar Malzahar's Voidlings and Yorick Yorick's Omens to target all nearby enemies with leech, proritizing enemy champions. These pets gain bonus attack speed and deal more damage against enemies with leech. If an enemy champion with a leech dies, heal Zver based on that enemy champion's maximum health.

3.Lizard's Tail - On initial cast, he ults Soraka Soraka's Wish. When his tail comes off, it automatically heals all nearby allies with Sona Sona's Aria of Perseverance each second. If an enemy champion tries to go near the tail, cast Sona Sona's Crescendo to that enemy champion and the tail disappears. If a low-health allied champion picks up his tail, cast Janna Janna's Monsoon on that allied champion.

Way of the Spirits - On initial cast, he ult's Galio Galio's Idol of Durand until he cancels the Way of the Spirits. When he uses a stance during this state, he summons a spectre of Udyr Spirit Guard Udyr depending on what stance he used, Phoenix for the Dragon, Bear for the Buffalo, and Turtle for the Lizard. These spectres attack nearby enemies, prioritizing enemy champions while applying their effects. They last until Zver cancels the Way of the Spirits

  • If Zver stays at this state for 10 or more seconds when there are enemy champions nearby, he casts Nasus Nasus' Fury of the Sands and Renekton Renekton's Dominus altogether.

Miscellaneous Early Access Skin Ideas:

  1. **Spirit Guard Zver **

  2. Woad King Zver

Visuals for Woad King Zver

  • Q>Q: Instead of a dragon breath, he calls upon Quinn Woad Scout Quinn's Valor, making a quick gust of cold wind, freezing the land below. (Scorched Earth now looks like Arctic Varus' Hail of Arrows.)
  • Q>W: Instead of a phoenix, he calls upon a small black boar to aid him in charging his enemies.
  • Q>E: Added with special effects like glitters and snow particles, etc.
  • W>Q: Instead of a kodo, he calls upon Sejuani Bristle that knocks back enemies
  • W>W: Added with special effects like glitters, snow particles, etc.
  • W>E: Instead of a ram, he calls upon a goat, a mountain snow goat.
  • E>Q: Added with special effects like glitters, snow particles, etc.
  • E>W: He summons a gust of wind with ice crystals as the leeches and when it got up close to an enemy champion, it becomes a chunk of ice on their foot.
  • E>E: Instead of a lizard tail, he just uses cold winds to sweep the enemies and fall out as a Sigil of Frost instead (that looks just a bit like item 3112 Winter's Orb)
  • R: Instead of just meditating in place, he kneels down and look in his surroundings like he's tracking an animal. When he casts the Dragon while in this stance, Quinn Valor also appears, Sejuani Bristle appears when he casts the Buffalo and http://imgur.com/swHtD02 The Freljord Crest appears when he casts the Lizard.

7 Comments

Fahrside9/3/2014, 4:40:02 PM2 votes

Do I count three passives and four ulimates?

I don't think a clearly incomplete kit can be adequately judged... ?

dialMARK4acti0n9/3/2014, 11:02:11 AM1 votes

So wait... if you uses an ability in quick sucession to another one the ability changes?!? SUPER COOL!!

I'd just say though, the layout of the post is kind of confuzzling to me xD But, nevertheless, I'm a huge fan of complex champions that need time to master. Good job!

EDIT: Oh boy... I just realized he had that special item xDDDD I LOVE Special Items

Mindworm Jim9/6/2014, 10:59:05 AM1 votes

Okay, wild man drawn into the modern world from an ancient and hidden primeval part of the world? Awesome.

Stances triggering new effects in other stances for crazy combo-fights? Awesome.

Twelve separate abilities all with their own cooldowns plus four(?) potential-but-undecided ultimates? Absolutely unacceptable.

That's a little harsh, but you've got a good thing going here and right now it's buried underneath all of this wonky extra text. I should stress that I REALLY like the whole "each stance affects what your next ability does" thing. In fact, I almost implemented a similar effect on my own champion but decided to discard it because something that rad should be the focus of the champion rather than an add-on.

Having so many different effects all on their own cooldown is pretty much impossible. Players need to be able to see when their abilities are available, not to mention that a champion having 12 abilities on top of a full ultimate is a bit silly. My suggestion would be to decide on what one thing his Q, W, E are all supposed to focus in, and then modify that primary effect based on which two abilities are being combined.

For example, his Q is supposed to be about offense, and several of its effects create a "scorched earth" debuff, where the ground is on fire (at least, I think they do, the formatting is a bit rough). W is about defense and all almost all of its effects involve knock-ups or knock-backs, and E is pretty clearly about healing and preventing enemy healing.

If triggering his Q made him breath fire in a cone, then perhaps his combos might look something like this:

  • Q-Q also burns the ground, inflicting damage over time to anyone who stands in it
  • W-Q pushes enemies away from him as well as scorching them with his fire breath
  • E-Q inflicts grievous wounds, hindering their ability to heal from the damage just inflicted

Now, these are just some random examples. I certainly don't expect you to actually use them, but you have something really cool here and I'm excited to see what you do with it.