[Champion Concept] Ora'Thul - Herald of the Void

Dayvigilante·9/26/2015, 4:20:12 AM·4 votes·3,094 views

http://fantasyinspiration.com/wp-content/uploads/2011/08/mages-11.jpg (Credit is due to Pyko; http://fantasyinspiration.com/artists/mmorpg-class-review-the-art-of-the-mage/)

Ora'Thul is a zone control support/mage champion that builds structures that remain on the map for long periods of time, creating pockets where him and his team have the advantage. If the enemies are not vigilant about toppling his structures, they will find the whole map slowly being taken over by the void, and will have nowhere left to run. Ora'Thul excels at teamfighting and defense, but lacks the tools to duel or siege properly, and must rely on his teammates to stay safe so he can continue constructing his empire.

Categories: Support, Mage

Auto-attack: Shoots a purple orb from his hand. Range: 400

Abilities Passive: Empire of the Void http://www.hiveworkshop.com/forums/resource_images/19/icons_18332_btn.jpg Ora'Thul will construct void towers on the map; if two or more towers are within 800 Range of each other, they will construct a void structure that has the following effects.

  • Two Void Towers: The towers will create a link, when Ora'Thul or his allies move through that link, they gain 40% +(10%AP) movement speed that decays over 1 second. (Similar to Jayce Acceleration Gate)

  • Three Void Towers: The towers will create a triangular zone. In addition to gaining the movement speed bonus, Ora'Thul's basic attacks will also deal 40 + (10xLevel) + (60%AP) bonus magic damage while he is in that zone. (40(+60%AP) - 220(+60%AP))

  • Four or more Void Towers: In addition to the previous effects, the zone in between the towers will become a Void Gateway, and will deal 20 + (5xLevel) + (20%AP) (20(+20%AP) - 110(+20%AP)) magic damage per second to any enemies in the zone.

Q: Destroy. http://www.hiveworkshop.com/forums/resource_images/7/icons_6237_btn.jpg All Void Towers within 1000/1500/2000/2500/Global range will fire a linear skillshot laser towards the cursor, dealing 50/65/80/95/110(+50%AP) damage to all targets hit. Enemies hit by multiple lasers take 50% damage from each laser beyond the first, and lasers will also deal 50% damage to minions and monsters, who do NOT take damage from additional lasers beyond the first. If Ora'Thul is within 800 units of a void tower, it will deal full damage to minions and monsters. Cooldown: 15 Range: 800 from each tower. Mana Cost: 80/75/70/65/60

W: Fabricate. http://www.hiveworkshop.com/forums/resource_images/17/icons_16522_btn.jpg After a 0.75 second delay, Ora'Thul creates a Void Tower at target location within 800 Range. This ability holds three Charges and is automatically learned at level 1. Void Towers expire after 5/10/15/20/- minutes have elapsed. At Rank 5 this ability unlocks, and Void Towers do not time out.

Void Tower Stats Health: 100/150/200/250/300(+10% of Ora'Thul's Maximum Health) Armor: 30/40/50/60/70 (+30% of Ora'Thul's Armor) Magic Resist: 30/35/40/45/50 (+20% of Ora'Thul's Magic Resist) Immunity to ground-targeted area of effect spells.

Cooldown: 12/11/9/8 Recharge time. Range: 200 Mana Cost: 40

E: Search. http://www.hiveworkshop.com/forums/resource_images/15/icons_14013_btn.jpg Ora'Thul activates all void towers on the map, sending a pulse from each of them that gives vision in a 400/450/500/550/600 unit radius for 4 seconds. Any enemies hit by the pulse will be slowed by 30/35/40/45/50% and revealed for 2 seconds. In addition, any enemy in a Void Gateway will be stunned instead of slowed. Cooldown: 15 Range: Global Mana Cost: 40

R: Beckon the Void http://www.hiveworkshop.com/forums/resource_images/15/icons_14102_btn.jpg Passive: Ora'Thul's basic attacks will mark targets. If a marked target dies in a Void Gateway, a Void Horror will emerge from the center of the Void Gateway and will move down the nearest lane. Void Horrors are shambling monsters made of black void energy, and attack minions and structures by biting them with their massive mouths.

Void Horror Stats Health: 800/1000/1200(+40% of Ora'Thul's Maximum Health) Armor: 60/80/100 Magic Resist: 0 Attack Damage: 60/80/100 (+80% of Ora'Thul' AP) Void Horrors deal full damage to their primary target, and 50% damage in a 125 radius AoE to all other targets. Range: 100 Attack Speed: 0.7

Active: Ora'Thul targets a Void Tower, then targets another Void tower. The two towers can be clicked on by allies and enemies alike to travel between them after a short delay that can be interrupted by damage. The passage is two-way, and fades after 8/10/12 seconds. Cooldown: 200 Range: Global Mana Cost: 100

Lore: It was a cold, misty night, so thick that you couldn't see much past your own feet. A farmboy scurries home, but feels something cold on his shoulder. He looks back to the see a dark shape, perhaps a man lurking in the mist. It quickly disappears without a trace. These are the kinds of stories told about the figure known as Ora'Thul, a mysterious man that appeared one day, and was quickly seen at many different locations across Valoran; much too quickly to have traveled there by normal means. He enters cities, always covered with thick robes and scarves; enough to hide his identity, yet not enough to hide his piercing eyes. He wanders wordlessly, observing the people and places, methodically walking up and down every street before leaving. When pursued, he always seems to slip away, vanishing into thin air. Ora'Thul was only ever able to be followed once, the chase led the pursuers into a dark and twisted part of the forest, where they emerged to find Ora'Thul amid a veritable city of sickly black spires. The ground shifted and cracked as void energy spilled out through the dirt. Ora'Thul turned to them and said only this.

We are coming, and there is nothing you can do.

Quotes

Champion Select "We... are coming."

Moving "Making ready." "Always... observing." "Optimal... location." "The Void... will arrive." "This world is already gone."

Attacking "You cannot stop us." "You... are nothing." "Be consumed." "Weak." "Save your strength."

Taunt - "I am not a warrior... and yet you struggle." "This is a shadow of what's to come." Near Kassadin "Your protection means... nothing." "You have no control over The Void." Near Malzahar "You have seen..." "Your visions will become reality."

Joke - "The Void does not laugh."

Dance - Fabricates a stereo, then begins bopping his head. (Similar to Aatrox.)

6 Comments

Enshaedn Embrula9/26/2015, 6:40:27 AM1 votes

I like this concept. A good thought, but I think there are some flaws. First, Ora'Thul's passive seems too op. It's a random chance of the towers going next to each other, but late game there would be towers all over. Also, with Ora'Thul's E ability, the passive seems kind of useless, accept for just double the turrets. Next I want to go through the lore and connection with the abilities. The lore says that Ora'Thul seems to vanish out of thin air when being pursued. Maybe a flash like ability much like a kassadin ult or Ezreal e? I like the concept and thought behind this, however, I think a few tweaks could be made to further balance and make the champion more fun and connectable with its lore.

Dayvigilante9/27/2015, 12:40:04 AM1 votes

bump

Dayvigilante9/28/2015, 12:40:28 AM1 votes

bump

Vorazun9/29/2015, 6:10:29 AM1 votes

** CCOS Bonus**

Summary: Seems like a pretty interesting concept overall. Pretty creative and I can tell that there's quite a bit of thought put into it, but there are also a few points I'd like to bring up. This character needs some kind of weakpoint. Vs mages like Lux or Syndra, there is little they can do against him, and Orathul's mana costs are low enough such that his early isn't a weakness. However, he shines mid-late, where he can splitpush lanes with ease, provide global vision presence (and conditional CC) and force a slow, but ultimataely deadly push against the enemy.

Passive: The effects shouldn't stack If they do stack, it would mean that you could essentially 'pave' a runway from which you could always get all the bonuses. Pre-6, this just boils down to being nigh-on ungankable (40% +10% AP) MS is a lot and would make it very hard to land skillshots/catch you.

Empowered Autos seemed fine, though it's a bit awkward for a mage, unless you intend to build a Nashor's or similar.

Void Gateways feel like an enormous Tormented Soil. Furthermore, it scales with Level, not rank, meaning that it effectively creates a huge 'nope' zone, and they can't actually push against you because minions simply die while walking to lane.

Q: Pretty decent. I feel that it would be better if only towers within a (say) 2000 range of you activate, because frankly, you won't be hitting much outside of it if they all arc towards one point. Jumping from 2500 to Global range between 4th and 5th rank also seems random because you've effectively jumped from 2500 range to 25000 range. Would also create an effect where you could shut down any wave pushing even if Void Gateways were not present. One last thing. Mana costs often scale upwards instead of the opposite way around. Inverse costs often only apply to energy, which has a static pool and regeneration.

W: First thing I'd recommend changing would be the immunity to ground-targeted AoE. It'd make laning impossible vs some mages, such as Syndra or Lux, who depend on those spells for waveclear. That would leave them effectively no way to clear them except for long CD spells/ AAs, but also remember that their AA puts them in range of Q, so it would nearly be impossible for them to destroy. I would instead recommend giving it a % reduction from damage. Furthermore, they last way too long. 5 minutes is a pretty decent duration for one, anyway, and is a bit on the long side already. Shifting power away from the duration could allow you to place power somewhere else. Max CDR would also allow the placement of a ridiculous amount of towers as each charge would be on a 5 sec CD.

E: Interesting ability. I'd argue that the cooldown is relatively short for what it provides. Gaining vision in a 600 radius around a tower is fine. Gaining vision in a 600 radius around every tower every 15 (9 with CDR) would give the enemy team very little freedom of movement. I have 2 ways in which I think this could be improved. Either add a charge system, but only allow the selection of one tower (if that tower is part of a zone, then all towers which form the zone give vision, and consequently stun) or base the cooldown on a flat rate + bonus for every tower which lights up. This would place some choices as to when to use it, as it is a very powerful tool.

R: Passive

Seems quite strong, compared with the Global Qs. It would not only shutdown any attempt at split-pushing, but also counterpush the waves. I would recommend to either tone down the AD (100 (+0.8 AP) is a ton, especially considering you can mid pretty effectively as well as having multiple guys per wave) and/or giving them a timer so they eventually do die. Would also make really strong passive lane harass after 6, which this character doesn't need.

Active: Seems pretty cool. I think this ability is fine.