[Champion Concept] Viz’roth, the Swarm Lord

AHarmlessTaco·11/3/2016, 3:41:05 PM·4 votes·908 views

Cleaned things up a bit and added some more content. Lemme know what you think.

Viz’roth, the Swarm Lord

Lore

Once a compassionate and nurturing forest wisp, Viz’roth oft spent his days travelling between prosperous Ionian leylines and regions touched by disease and calamity. The wisp had a talent for collecting and shuttling essence from healthy flora and fauna to those sick or otherwise unable to fend for themselves in their times of need. Over the centuries, legends spread of a spirit capable of bringing life to forsaken groves and fields, and to herds of sickly beasts stricken with disease. One fateful day, a cruel sorcerer sought to lure the wisp by riddling a prosperous farmer’s family, crops, and livestock with crippling ailments. The sorcerer, having procured a sacred swarm of dreadful insects from the Shuriman Desert, had devised a ritual that would allow him to control this swarm, if only he could muster the energy to do so.

Feeling the sudden draw of an ill estate, Viz’roth vigilantly mustered the strength needed to sustain such an acute outbreak. Unaware of the looming threat, Viz’roth rushed to the farmer’s plot, only to find the unraveling of another’s. Before he knew it, Viz’roth had been captured and within the hour, the sorcerer plunged the wisp and the sacred swarm into a vile cauldron of potions.

What the sorcerer did not expect, however, was that Viz'roth had spent aeons nurturing the smallest of insects, and thus was able to overcome the will of these creatures with ease. Full of anger, Viz'roth commanded the insects to consume the man, and alas, he was no more. After a time, Viz'roth realized that the sorcery committed by the man had left its mark, for the wisp alone was no longer able to consume essence as he once did. The swarm that had consumed the sorcerer were now a part of him, and so was their hunger. From that day on, Viz'roth determined himself to continue his passion for sustaining those creatures unable to help themselves, but instead of taking from the noble organisms of the forest, Viz'roth now sought to use the essence of those he deemed too cruel to continue living as sacrifices for the greater good.

CHAMPION MODEL

More or less a blue wisp surrounded by a cloud of greenish/black insects. The two move somewhat separately, with the wisp leading and the insects trailing slightly. Viz’roth is the wisp itself and his size is static, however the swarm’s size changes based on his current health.

STATISTICS

HEALTH 502 – 2015 HEALTH REGEN. 8.4 – 17.75 RESOURCE TYPE USES HEALTH RANGED/ MELEE 525 ATTACK DAMAGE 52.5 – 103.5 ATTACK SPEED 0.625 (+ 0 – 23.1%) ARMOR 19.2 – 83.8 MAGIC RESIST. 30 MOVE. SPEED 330

INNATE – Prime Swarm:

STATIC COOLDOWN: 300

Upon taking fatal damage, Viz’roth splits his remaining swarm in two for up to 10 seconds, during which he cannot act and remains in place. These swarms are untargetable and move in different directions for up to 6 seconds, stopping early if there have been no enemy champions nearby for at least 3 seconds. At any point that a swarm is stopped, Viz’roth may choose to regenerate from his chosen swarm, though doing so will cause the other swarm to dissipate. If Viz’roth fails to choose a swarm within 10 seconds of taking fatal damage, the swarm with the most health will be chosen for him.

Q – Locus of Dimunition:

RANGE: 1000 COST: 15% Current Health COOLDOWN: 14

ACTIVE: Viz’roth lobs a ball of ravenous insects at target location, creating 3 swarm clouds on impact. Each swarm cloud then chooses a different enemy (prioritizing champions with the highest percent current health) and chases them for up to 4 seconds, harming all nearby enemies for (3/4/5/6/7% of their current health) physical damage each second. Enemies take 2% increased damage for every 1% of their current health remaining. At the end of the duration, the swarms return to Viz’roth, healing him for 15% of the damage dealt by each swarm, up to 5% of his maximum health per swarm.

W – PENDING NEW ACTIVE

SIGHT RANGE: 500 COST: ??? Health COOLDOWN: ???

PASSIVE - Leering Larvae: After standing still in brush for 2.5 seconds, Viz’roth's swarm deposits a larval colony at his feet for up to 40 seconds. While feeding on vegetation, this colony provides vision of the surrounding area. At the end of the duration, if it survives, the colony matures into an untargetable swarm that returns to Viz’roth. This swarm provides vision along its journey and heals Viz’roth for 8/9/10/11/12% of his maximum health on arrival. This effect may only occur once every 25 seconds.

ACTIVE: Nearby larval colonies rapidly mature and fly to target location, becoming swarm clouds on arrival. These swarm cloud behaves identically to those of Locus of Dimunition.

E – Pestilent Tidings:

RANGE: 650 COST: 12/11/10/9/8% Maximum Health COOLDOWN: 6

ACTIVE: Viz’roth’s swarm explodes forward, dealing physical damage to all enemies hit and applying a 20/25/30/35/40% slow and nearsight for 2 seconds.

R - Chitinous Carapace:

RANGE: 600 NO COST COOLDOWN: 140/130/120

PASSIVE: Increases the range of Locus of Dimunition by 200/400/600.

ACTIVE: Viz’roth becomes untargetable and dashes to target allied champion, wrapping their body in his swarm for up to 6 seconds. During this time, Viz’roth becomes untargetable, grants his ally 10% of his armor and magic resist, and takes 30/40/50% of all incoming damage that would be dealt to them. While bound, Viz’roth cannot move or use basic attacks, and all healing that that would be received is applied in full to his ally and replicated at half value for himself. This effect ends if Viz’roth takes fatal damage.

For the duration, Viz’roth’s health bar is fused with his ally’s health bar akin to Kled and Skaarl. If Viz’roth’s ally dies, Viz’roth reforms as a targetable entity after a short delay.

Intended Role / Niche :

Viz'roth is intended as a physical damage support who specializes in long range harass and sustaining himself until such a time that he can throw himself on the line for someone he deems worthy. In lane, Viz'roth uses his natural bug powers to provide vision and short range slows and nearsight to those looking to engage. His harass is limited to chipping off the tops of his enemies' healthbars, but boy does he do it well, sustaining himself in the process. Late game, when he decides to pick up a Black Cleaver, Viz'roth excels at setting up fights by knocking off health and armor before his primary initiator dives in. Once in the fray, Viz'roth looks to protect his most valuable allies via the cocoon approach. I mean, it's only natural when you have Caterpillar Kog'Maw to look after.

EDIT HISTORY: Lore updated; I'm not a poet INNATE: cleaned up, overall time reduced to 10 seconds from 15 Q damage changed to 2% increase for every 1% current health from 33% reduced damage for every 10% missing health Q range changed to 1000 from 900/1100/1300/1500/1700, but now increases with R rank (TENTATIVE) Q cost changed to 15% current health from 10% W grub vision changed from an active to a passive; new W active E range down to 650 from 800 E cost up to 12/11/10/9/8% maximum health from 5% R reworded a bit to leave healing effects unchanged on his ally, whilst garnering some healing for himself.

Stuff for self: I: Mourning_Mist.png Q: Torment.png W: HoneyfruitSquare.png ; Noxious_Blast.png E: Caustic_Spittle.png R: Petrifying_Gaze_old.png Character Model: Rift_Spirit.png

10 Comments

Khorius11/3/2016, 7:45:13 PM2 votes

I like this quite a bit. I can't think of anything that looks even remotely -iffy- about this concept, and I'm definitely going to steal that formatting style you've used here, its very well done haha.

gemini33311/3/2016, 8:44:53 PM2 votes

A well developed champion, with a coherent theme and gameplay design. There's only a few things I will suggest here, to balance the concept:

  • I'm not sure why there's 2 versions of Q and W, but I'm assuming you're asking which one is better. If that's the case, I prefer the second version of Q. It feels more balanced than the first and isn't so cluttered. Also, the cast range should probably be constant rather than increased over levels. Keeping it at about 1000 should be enough for good poking range anyhow. Also, keep in mind that supports are very resource-oriented, compared other roles. Being able to stay in lane forever automatically gives him a leg up over other supports, so make sure this doesn't become OP.

  • I think W should do something other than sustain. It feels very lackluster at the moment, and there's really no good decision-making to be had here. You'll always use it when it's up, and it does very little to interact with enemies aside from providing vision. Maybe a more trap-oriented approach, or another swarm ability?

  • E is good, though The range seems to be a bit big, with not much counter-play. Reducing the range might be necessary here, if you're going for a more defensive spell. Aside from that, this is solidly built.

  • R is an interesting ability that feels the most balanced. Not much to say here.

A fluid champion with lots of potential. There's a few things that needs tweaking, but overall, it's a pretty good concept.

CrazyBear198711/4/2016, 10:17:25 AM2 votes

Reading his passive i assume it works similar to a mix of Aatrox and Zacs. Where he doesn't die (YET) and instead 2 swarms come out for 10 seconds, they cannot be target or destroyed, but can be seen by enemy champions and they patrol in a semi random patrern. (10 seconds is a looooog time and how far do they roam?) AND THEN, assuming the enemy has died or chased away, you can select (right click) which of the two swarms to regenerate from. life is before fatal damage or half from max hp? BUT it the enemy lingers, you get another 5 seconds (10+5=15) to pick before it is auto picked for you.

To there is no counter play to your passive, at most "undying" passive like Sion, Aatrox, Zac,Anivia, karthus etc the ability doesn't last that long and there are ways the opponent can still ensure the kill. Maybe instead of just two, there is 6 small flying hard to target swarms that travel in an equal distance for 5 seconds, in that time you can decide which direction is closer to safety to regenerate from. it makes it difficult for a single opponent to linger around for you to pick. and if you were ganked you can pick the swarm that is furthest from the camping enemies. but that's just my opinion.

I actually like your Q, fits with his theme. no synergy with his kit yet. so how about he is able to keep stacks of swarms? helps with his passive and Q and comes from his W.

Here's an idea for your W: PASSIVE - Leering Larvae: Every 20 seconds, Viz'roth gains 1 Larvae charge. Viz'roth can "lay" his larvae in brush for 2.5 seconds, this larvae provides vision (ward) of the surrounding area. after another 20 seconds, the larvae is ready hatch.

ACTIVE - Hatch Larvae: Viz'roth commands his Larvae in an area to hatch(similar to Twitch activation size) , the larvae hatches into an untargetable swarm that returns to Viz’roth add 1 stack of Swam for him to use.Upon combining with Viz'roth, new swarm heal Viz’roth for 8/9/10/11/12% of his maximum health on arrival. This effect may only occur once every 25 seconds.

or something like that. so the Swarms are not like a mechanic, similar to bards spirits. that way your Q will be like:

ACTIVE: Viz’roth releases one of his Swarms to a target location. The swarm cloud then homes in on an enemy champion (prioritizing champions with the highest percent current health) and chases them for up to 4 seconds, harming all nearby enemies (like sions poison trail) for (3/4/5/6/7% of their current health) physical damage each second. Enemies take 2% increased damage for every 1% of their current health remaining. Only one swarm per champion, can have up to 5 swarms at once, swarms without a target return to Viz'roth. At the end of the duration, the swarms return to Viz’roth, healing him for 15% of the damage dealt by each swarm, up to 5% of his maximum health per swarm.

as i write these, i really think having your "Swarm's" as a resource pretty kool XD

work with these ideas, the more swarm stacks you have up to 10? the more your ult damage etc

You can check out some of the stuff i've done too, easier on the eyes ;)

[slayer-pantheon-thumbs]