Azamuku, The Speacialist

White Wolf Ghost·1/15/2015, 5:51:56 PM·5 votes·3,072 views

Okay this is my first time coming up with an idea for a champion so go easy on me. I had this idea for champion that is a utility top laner fighter type guy that focusing less on how mechanically gifted you are (I have the reflexes of a dying old man myself) and more on the intellectual side of the game like planning ahead of time of how you want the fight to play out or being one step ahead of the enemy so to speak. With all that being said I bring forth Azamuku, The Specialist.

Abilities:

Basic Auto: His auto attack is a a close range melee attack from a medium sized dagger or small cutlass.

Passive: Adapting Combat

After four minions or monsters are killed by Azamuku the next minion or monster killed (this being the fifth minion or monster) killed by Azamuku will give him double experience gained from that monster and 1.5 times the amount of gold. (Would level up at level 6 and 11) lvl 6: gains 2.5 times experience and 1.75 times amount of gold lvl 11: gains 3 times experience and 2.0 times amount of gold

I believe this passive might works well with his kit and play style because you have to plan ahead for which minion or monster you want to kill and get the bonus exp and gold from.

Q: Silent Master

Azamuku rolls forward or backward out of harms way (think about graves or shen distance dash in terms of distance). After exiting from the roll Azamuku's next basic attack becomes an impowered ranged dagger that silences an enemy champion. (Think of shen's or gangplank's q distance in terms of the newly gained attack range.) Also note that during the roll if Azamuku can use his W Trap Master ability and the caltrops will automatically be thrown behind him when he is during/exiting his roll.

Type: Single Target Silence Duration: 1 second at all levels Damage: 20/35/70/100/155 (.60 ad scaling) Cooldown: 19/17/14.5/12/9

W: Trap Master

Azamuku can deploy three different kinds of traps on the field of justice (think like twisted fates cards where he can shuffle through for which trap he wants to lay down but you would have more time to choose the traps than you would picking a tf card like 1.5 - 2 seconds for each trap displayed then it would shuffle to the next.) Also Azamuku can only lay out a certain amount of each trap type totaling having 10 traps on the field at once (not including his ult).

The first trap is an invisble trip wire trap that when crossed detonates causing physical damage in an aoe circle with a diameter double the length of the trap wire also applying grievous wounds as well. (Think about the length of a yasuo wind wall for the length of the trip wire however it will only activate if you cross the the trip wire so technically you can be in its damage aoe circle and recieve no damage if the trip wire isnt crosses and broken). This trap will stay on the field for about as long as a Satan's Teemo's mushroom.

Type: Circular AOE
Damage: 25/50/80/110/140 (.55 ad scaling ) Cooldown: 15/13/11.5/10/8

The second trap is a similar to a cait trap in which it will snare the enemy for a set time duration reveiling the enemy's position, however it also applies a Armour and MR shred debuff on the enemy as well. (Debating if this trap should be invisible as well)

Type: Small AOE Snare: 0.70/0.85/1.0/1.3/1.6 Armour/MR Debuff: 8/15/22/30/40 Cooldown: 15/13/11.5/10/8

The last trap is an caltrops trap that Azamuku drops all around him in an aoe field that causes all enemies to be slowed and poisoned when walking through the trap. (note you cannot actually throw this trap you merely hit the w key and the trap deploys on Azamuku's current location, about the size of MF's slow or twitch's poison flask )

Type: AOE Slow: 20/25/30/35/45 (percents) Posion: 30/45/70/100/150 (.40 ap scaling) Cooldown: 15/13/11.5/10/8

E: Minion Master

Okay this ability is really unique but I don't know if it can actually be done but i believe in the Riot team so here I go.

Azamuku takes on the appearance of a nearby ally or enemy minion (merely a point and click type caster spell). While in this minion form his regular health bar and name are not visible to the enemy champion and instead he takes on the health bar visually of the minion he choose to become (think of this minion health bar thing as a shield that just gives extra health and win the shield is popped he goes back to his original form). Azamuku retains his same stats as in his regular form so if he selected a melee minion his auto attacks would be melee still and do his regular damage. If he selected a caster minion his auto attacks are the same range as the caster minion also do his regular damage as well. There are four ways Azamuku can be taken out of his minion form 1) The minion health bar he has is depleted thus rendering him back into his original form. 2) Azamuku can toggle the minion form off by himself before the time duration is up thus making the spell go on cooldown. 3) Azamuku uses the spell for the entire duration and at the end of the spell's time duration he returns to his original form 4) Finally if Azamuku uses another spell during his minion form his form will deactivate as the new spell activates.

Now that the confusing stuff is out of the way here is the cool thing that he does while in minion form.

While in Miinon form Azamuku grants all nearby ally minions additional attack speed and movement speed.

Type: Single Target/Self Cast Time Duration: Constant 8 seconds at all levels Attack speed: .05/.15/.25/.35/.50 (percents) Movement Speed: 15/20/25/30/45 (flat movement speed increase not percent increase) Cooldown: 21/18.5/16/13/10.5

R (Ult): NSIC (Never Saw It Coming)

Azamuku lays down an invisible glyph onto the ground (i think the size should be between fizz and ziggs ult sizes, somewhere in that range). The glyph can then be remotely detonated by Azamuku at any time. The glyph lasts for the same duration as one of his traps. Once the glyph is detonated enemy champions caught within the center of the glyph are knocked up while those on the edges of the glyph are knocked backed. All enemy champions caught in the explosion suffer magic damage and a burn from the explosion.

Magic Damage: 170/250/375 (0.65 ap scaling) Cooldown: 150/100/70

Note that cooldowns could be adjusted because eventually I thought in my head that with max cdr and max level ult that Azamuku should be able to have to ults on the field at once due to the fact that his ult doesn't do a lot of damage i think and is mostly used for cc and a mechanism to control objectives and set up team fights or fighting locations ahead of time.

Feedback:

Okay guys there my general idea for his kit let me know if i completely screwed up his damage outputs or scaling ratios because this is my first time doing this and I was mostly focused on making his kit unique to his type of play style.

Lore:

The nightmare that haunts Azamuku's dreams everynight he recalls the face of a young woman holding a small boy in her arms face crying as the sky rips open blackness dark as the abyss pouring down from the clouds. All around the boy hears the howling winds screeching through the air as sprays of ocean waves cold as death itself claw at his face, then nothingness. This is the first memory Azamuku can recall before he washed ashore Bilgewater Bay and life's cruel twisted sense of humor feel upon him. Alone with no one or nowhere to turn to the orphaned child grew up in the Devil's Den of Bilgewater where the most ruthless and dangerous men called home. Surrounded by these men he found no love or compassion most children would have accepted their fate and merely waste away but not Azamuku. He saw every conflict, every obstacle in front of him as a learning experience to help him thrive in that god forsaken place. He learned the ways of the thieves, bandits, and pirates that called that hell hole home. As the years passed by the young boy became a young man as his body grew in strength; his mind grew in wisdom. Training was not something he did for fun or entertainment like some lofty knights, it was merely a means to survive even a single day more in that place. Azamuku learned very quickly always focusing and planning one step ahead of anybody and everybody around him. He learned how to make things happen without being anywhere near the scene, always smiling from a distance as his plans and schemes come to fruition. As time passed Azamuku honed his skills to perfection mastering all his tools up his sleeves and set off into the world to show just how much these tools had to offer. Azamuku wandered throughout the lands selling his particular skill set to the highest bidder no task asked of him was too much for him to handle. During one of his jobs his client jokingly said that Azamuku may be the best at what he does but the real monsters of the world are held at the Institute of War facing each other in battles of strength and strategy. This peaked Azamuku's interest what better way to make a name for himself and showcase his perfected skills than against monsters. The next day Azamuku finished his job and left heading towards the Institute of War thinking to himself "they do not now what true monsters are, but soon they will." As Captain Gangplank once said about Azamuku "The man could destroy an entire fleet by himself all while happily smiling at the shore watching the ocean waves blanketed in a sea of flames."

Appearance:

When i first thought up Azamuku I wanted to create a champion that was unique in his play style and I think his appearance should match that. Azamuku wears a mask of sorts to hide his identity so that no man can every track him down for revenge against Azamuku for the deeds he's committed. In this aspect think like Jason Todd Red Hood type of mask the just shows the eyes and maybe some design around the mouth portion of the mask. As far as dress is concerned. I think Azamuku should wear like an overcoat of sorts where he hides all his gear at like the trap making materials and his daggers and stuff. His torso should be some kind of light plate mail of sorts that is easy to move around in because he has to be very agile and mobile on the field to leap in and out of battle not to mention crouching down to set up his traps. As for the leg and feet I think some kind of pants with pockets that he can store items in like military looking style would be cool along with some kinda of light but sturdy boots due to him having to trek across the country looking for new assignments. (Overall just make him look badass Riot don't turn him into a Taric, speaking of which whens that update coming along)

Concept Art:

Just had an idea for the concept art so this section has recently be added. Anyway to the main point I think it would look cool if he was sitting on a box of ammunition or explosives smoking a cigar tinkering with one of his traps in his hands looking down at a whole bunch of trap designs laid out on a bunch of scrolls or a notebook in front of him and the Bilgewater bay in the background with like a pub or something in the background as well.

Skins:

His regular skin would be described as above. His second skin could be like a black ops or special ops type skin kinda like the new Varus skin that came out (btw props to the designer on that one looks BA) He could also have a Hannibal type skin from the A team because Azamuku is all about planning ahead and being able to outplay your opponent in terms of strategy. Also I think it would be sick if he said after he killed an enemy champion "I love it when a plan comes together." (puts sunglasses on lights a cigar and walks away)

Animations:

His Q should look something like vaynes tumble I was thinking and if also uses his traps while he rolls he could have an animation where he throws it over his shoulder while rolling. Also if he rolls backwards it'd be cool if he did like a backhand stand kind of somersault and he tosses the caltrops (if he uses them during the roll) at the end of the roll while in mid air.

His trip wire trap should have him crouch down to set up even if its only for a spilt second because it would make sense and look cool. As for his cait like trap he can throw it just like cait does it would be fine. I already discussed how his caltrops could be throw but also if he was just running away without the roll he could like do a double throw over the shoulders with both hands I think that would be kinda neat.

His Minion Master ability I have no idea if it can even work or what it would look like I guess he could just turn into a minion kinda like how quinn turns into valor with her ult sorta of thing or how Zac turns into his blobs with his passive.

The ult could just be him chanting something or crouching down and scribbling something on the ground while setting up the gylph. I do think that his ult should be a short channel of some sorts not just boom automatically out on the ground I'd make it as long as a shen ult channel perhaps or maybe a galio ult channel.

Play style:

  • Azamuku is a passive laner during the early game as he suffers from no real way to safely deal damage to the enemy champion or cs well

  • Mid game power spike where he can control objectives and teamfights by preparing the area ahead of time to lure in the enemy team into an unfavorable fight

  • Shines as a off tank utility fighter with lots of cool down reduction to help him spam his traps before and during battle

  • Excellent split push potential late game with his Minion Master ability

  • Excellent base defense with all the traps he can prepare ahead of time to deal damage to incoming minions before they are even close to your base

  • Very hard early laning phase and is weak against all in type of champions like riven Riven , jax Jax , fizz Fizz , or any champ that just can randomly go in and out of battle on a whim and get away with it

  • Would suggest building one or two mix damage items like a tri force item 3078 (especially useful with the extra movement speed allows Azamuku to run around setting traps everywhere , rageblade item 3124 , or gunblade item 3146 then going tank and cooldown reduction items

Conclusion:

Welp theres my idea for Azamuku the Specialist I think he would be a unique addition to the league's rooster because he would be like a utility top lane assassin/fighter guy that doesn't work well by himself but shines when it comes to teamfights and thinking ahead of your enemies and baiting them into areas to fight your team where you have already set up your traps and other skills. Overall i think he provides a very interesting niche that has yet to be filled with our current top lane champions he focuses less on the mechanical outplay potential and more on the strategy intellectual outplay potential.

Anyway thats all I got would love any and all feedback from you guys tell me what you think any changes I could make or if anybody could do a design of what he would look like that would be awesome because I suck at drawing. Up vote the idea if you like it.

New Years Resolution:

  • Don't blow up the pub again tinkering with traps
  • Make traps deadlier then Teemo Shrooms
  • Make sure to avoid Miss Fortune she still hasn't forgiven getting her caught in one of your new invisible traps

The image below is not my own and I do not make any claim on it I just really like the look of Dishonored's main character I found this online at deviantart. I would think Azamuku would look something along these lines with the whole hooded mask with trench coat type look.

17 Comments

Solidair31/15/2015, 6:04:08 PM2 votes

I worry that a constant oracle effect might be a bit too good. Perhaps if it was put on a timer with only temporary activation?

Jragon Justus1/15/2015, 6:52:18 PM2 votes

I like the design and his kit sounds fun and innovative (he would put other champion traps to shame, maybe even Teemo's).

For his appearance, I feel there's something missing. Maybe have him holding a huge satchel full of traps (mostly hidden inside). Right now he looks like Rugged Garen in my mind (with a Jack-of-Blades mask [Fable reference hehe]).

EpicPrism1/15/2015, 9:33:24 PM2 votes

i love it

PureCancer1/15/2015, 6:03:00 PM1 votes

U have 6 times dmg on ur Q 20/35/55/.... there are only 5 lvls each spell

RavageRose1/16/2015, 2:39:18 PM1 votes

Hmm very interesting in deed, though I think 15 traps is a lil much lol. I'd say limit him to 3 traps of each and lower the scaling a little bit. over 200 damage with .5 AD scaling is way more than an ultimate.

Try this since it's a basic skill: Damage: 25/50/75/100/125 (.5 ad scaling ), just bringing down the base dmg but keeping the scaling high will balance this out more.

His E is very unique, though I think to unique. It would be very hard to intertwine that into a skill. Since it seems to be a sorta camouflage technique maybe have it where so long as there is 3 minions/monsters/ or 2 champions he can stay stealthed within a certain range of them for an ambush attack or surprise turn about team fight.

thats about it, but really nice design my friend :)

Gh0stEyes1/16/2015, 6:31:37 PM1 votes

Really like the idea of this champion its a different take on what the current meta and champions people come up with. The only problem i can see is his really weak laning potential and just getting steamrolled early but from what I can tell his team fight potential could make up for it. Hope someone at Riot takes notice of this and sees that champions don't have to be op tons of damage dealing champs they can be something different too.