Zula, the Eye of the Sands

Bârd·11/14/2016, 5:16:41 AM·1 votes·394 views

Range: 515 Movement Speed: 335

Passive: Mirage Zula does not interrupt his movement to perform basic attacks or ability casts. Upon casting an ability, Zula leaves behind an untergetable afterimage of himself to channel/cast it for him, lasting until the channel is completed and the spell is cast. You may reactivate an ability during the channel time to return to the mirage and take over the cast, healing yourself for 25% of the damage you have taken since conjuring it, but putting that spell on a 25% increased cooldown. Entering an attack command summons a mirage which will go through a 0.75 second attack time before firing a beam of energy through the target, dealing (100% AD) magic damage to all enemies struck, applying on hit effects to the closest enemy. Zula can have multiple attack mirages active at once.

Channels being performed by Mirages cannot be interrupted save by Killing Zula, but channels by Zula can be interrupted as normal.

Mirages will only be summoned for spells native to Zula's kit. No illusions will be channeling your summoner TP or Recall for you.

(Note: all cooldowns begin AFTER the channel has ended)

Q: Burning Sands 60/70/80/90/100 mana, 9 second cooldown Channel for 6 seconds. For the duration of the channel, deal 40/60/80/100/120 (+.2 AP) magic damage per second to all enemies standing within 250 units of the cast location.

W: Sandstone Grip 80 mana, 20 second cooldown Channel for 1.5 seconds, after which all enemies in a target area take 50/60/70/80/90 (+.3 AP) magic damage and are rooted for 1-2 seconds (based on level).

E: Ancient Gust 70 mana, 12/11/10/9/8 second cooldown After a 2 second channel, send a gust of sandy wind in a target direction (approximate dimensions of Galio E). Zula, his mirages, and any enemies caught in the gust will be blown 500 units in its direction. Enemies caught in it take 50/100/150/200/250 (+.4 AP) magic damage. If Zula or a Mirage is caught in the gust while channeling, they will continue channeling their spells.

R: Sand Pit 100 mana, 140 second cooldown. After a 2 second channel, sink the ground around you (450 radius), dealing 150/250/350 (+.5 AP) magic damage to all enemies hit. You will continue channeling for 4 seconds to deal 20/40/60 (+.15 AP) magic damage per second to all enemies caught in the pit. Pathing into the pit is unaffected, but the walls count as impassable terrain to anyone within it. After 4 seconds, the pit will rise back to normal ground level.

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