[Champion Concept] Oznat, Heir Apparant

Hildebrand·3/27/2018, 1:07:49 AM·1 votes·505 views
https://i2.wp.com/samurai-gamers.com/wp-content/uploads/2016/12/15423513_10207906281599635_661926148_n.jpg?resize=326%2C245&ssl=1]

HP 400-1800 AD 55-180 HP/5 4.5-18 AS 0.644 (+0-42.5%) MP 0-0| MP/5 0-0 AR 22-75 MR 28-40 Range 125 MS 343 Oznat's Passive is Unrestrained Bloodlust: Using his resource, (aptly named Bloodlust,) Oznat gains Crit Chance equaling up to 100% at full resource, Bloodlust is gained whenever Oznat auto-attacks an enemy unit, (minion, tower, etc,) neutral monster, or when he kills a unit. [With reduced generation against neutral monsters.] However, upon auto-attacking a enemy champion or critically striking, Ozant loses Bloodlust, This loss comes with the benefit of increasing Oznat's Damage on that hit. Oznat does not benefit from Crit Chance on items directly, instead gaining a bonus to lifesteal and attack speed.

Oznat's Q is Skull Sunder: At the cost of 15 Bloodlust, Oznat's next Auto-Attack will deal increased damage. Now, this has no Base Scaling, but, instead has a Max Health Scaling and an AP scaling. This resets the Auto-Attack timer. Note this does not disable the passive cost on Bloodlust, so against champions this will essentially cost 25 or 1/4 of your max bloodlust, so use sparingly. Also note that without base scaling, maxing this first is not recommended unless you really need the CD reduction on it.

Oznat's W, Bloodbath: Has him exploding out at the cost of his own health, dealing damage and increasing his Bloodlust for every enemy hit. Short, simple and to the point, has the best Base Scaling and HP scaling making it an excellent choice to max first.

Unchained, Oznat's E: Will see him becoming Spell/CC immune for 1-2 seconds, depending on skill level, during this time, any cc that is nullified by Oznat will instead feed his blood lust as well as Healing him for a portion of his health scaling with Bonus HP and % of missing HP. While this is a utility spell, I would recommend maxing this second in lane to give you a far safer time, especially against ganks and initiations. It is important to note that besides the lifesteal from your passive, this is effectively your only way to restore your HP cost from Bloodbath, therefore maxing it first is a possibility as well.

Finally, Oznat's Ultimate Ability Has a passive and an active. ☻Passively, Oznat's auto-attacks against the same enemy unit will give him stacks of Abandon, these stacks give Oznat 2% increased crit damage per stack. These stacks fall out when not attacking an enemy for 1-5 seconds based on level. ☺Oznat's Active Has 4 Different Forms, (and therefore Names,) based upon how many stacks the passive has generated. ♥ At 0 stacks, <Maim> Oznat may activate his ultimate to greatly increase his Auto-attack range, allowing him to "hop" to an enemy champion on hi next Auto attack, dealing increased damage, and giving a movement speed debuff that slowly decays. This is pretty much how you will see a lot of Oznat's ganking, as besides this his gap-closers and cc are rather limited. ♣ A single or a couple of stacks will see <Inner Beast> Oznat performs another Auto attack reset that guarantees as Crit. This is good if you are needing a quick burst of damage, but haven't had a chance to build up your bloodlust, you know in case your caught out or something like that. ♠ Activating the skill after attacking the same unit 3 or 4 times will have Oznat channel <Blood Cyclone> a vortex around himself that slows enemies around him who attempt to run away, at the end of the channel, any enemies remaining in the effected area will be stunned. This skill will make your enemies fear you and your allies love you, mind that you are still susceptible to burst in this time, so using this early and often is recommended. ♦ 5 or more stacks will be having Oznat performing <Fell Cleave> a singular blow, dealing True Damage that scales proportionately to how many stacks Oznat has at time of activation.Remember Edgy Riven? It's like that, but less execution at 50% HP.

Given enough time, or enough enemy units Oznat can output a tremendous amount of damage while staying relatively safe, despite being melee through the use of his E. While he does have some tools to initiate with, this will leave him rather weak, and he is best used in taking out priority targets or catching them out entirely. If initiated on Oznat is no stranger to trades, as if he has build up enough bloodlust he will most likely win any short term trades in the lower levels. Longer fights, however, can be problematic in the early levels; firstly because of your low base damage, and secondly as you wont have many ways to generate Bloodlust outside of attacking minions, and you will most likely blow a lot of bloodlust quickly. Mid-game is where Oznat starts to come into his own. Once he gets some of his core items, (Mallet and Sheen recomended,) his short term trades and burst will get stronger, as his sticking power and sustain climb steadily. and if he gets ahead he can be a monster at snowballing as he scales well into the late game. As such when late-game rolls around, assuming your enemies make it that far, he will get the chance to cover some of his more glaring weaknesses, being his relatively small HP pool, and armor/mresist, while he can continue to scale damage, he will quickly find himself being blown up due to his naturally low stats.

Playing Oznat in lane is all about balance, balance your need for bloodlust, with the danger proposed by extending to far or too hard, your weak escape tool leave you at risk to strong damage gankers like Lee Sin and the like. Look for oportunities to trade in the short term and avoid drawn out brawls, you will gradually get weaker as the fight progresses and that isn't worth while. To pick up an early kill in lane a strong cc jungler is recommended. As you start to pick up some health and AP from some of your core items you can start going for trades yourself, as long as you are careful and plan accordingly, you should be able to come out on top, or even score a kill or two, roaming is possible, but try to maintain your bloodlust by stealing an enemy camp or two along the way to maximize your options. Choosing which ultimate form is integral to how well you can perform as Oznat, sometimes holding off on that Auto attack to do Blood Cyclone is more useful than going straight for the True damage. Finally, Oznat works great with allies that can initiate against multiple enemies, ( Yas, Leona, Malph, etc,) as that gives him the time he needs to not only choose his targets but also to choose his ultimate.

Tell me what you guys think and I can do a mock-up lore for him if you want as well!

2 Comments

You Disgust Me3/27/2018, 8:41:33 AM2 votes

Hey Hildebrand. I'll be willing to comment on this, but I'm going to have to apologize in advance. I'm not going to sugar coat anything pertaining to this champion design because in its current state, it's a mess.

###Base Stats: Oznat's HP and HP regen are really low compared to traditional top laners. On the other hand, his AD per level is phenomenal but his starting base AD is pretty poor... Having all this extra AD is great, but damage by itself means nothing if you have no survive-ability. Most top laners nowadays have some kind of sustain mechanic and heavy harass capability. If your champion cannot survive this kind of abuse, then he won't survive the laning phase to be able to transition to mid or late game. I recommend shifting some of the AD power to his HP or HP regen or increase his defenses slightly to allow him to have a chance early game.


###Passive - Unrestraint Bloodlust: I'm not going to lie, this passive reminds me a lot of Tryndamere's. But, this one is a mess. First of all, the only way this champion can reliably gain Crit Chance is by auto attacking or landing his W; items cannot contribute to this factor in any way. Secondly, all Bloodlust is consumed when he critically strikes any target or auto attacks a champion (regardless if it crits). These two factors are "bad" for a number of reasons:


Scenario 1: When Oznat is CS-ing, this become a burden, as the player will not know when the Critical Strike chance will activate. Let's say you're at roughly 70% Bloodlust and you are generating Bloodlust to get a guaranteed critical strike on your opposing laner. Instead, RNG decides to proc on a minion. Now all your Bloodlust is gone, and you have to generate it back up again. Scenario 2: Pretty much the same scenario as before but instead of auto attacking the minion, you auto attack the champion, but you don't critically strike. Again, all your Bloodlust is gone and you need to generate it back up again. Scenario 3: Oznat is attacking his opposing champion, but none of his auto attacks crit, but keep refreshing his Bloodlust which means they will crit at an extremely low percentage chance or not at all.


There are quite a few more bad scenarios, (especially while being grouped for teamfights) but you get the idea. Gameplay-wise, this passive feels awful and is too RNG reliant to deal damage. As for the Lifesteal/Attack Speed conversion, you never gave a ratio for it; so I cannot critique it. This passive needs to be reworked ASAP. If you want to keep the crit mechanic in the kit, you can explore the following recommendations:

  1. Remove the Bloodlust consumption mechanic when the auto attacks a champion. Only consume Bloodlust when it crits. Optional: If the auto attack crits on a minion, Bloodlust consumption is halved.
  2. When the auto attack does crit, make it so Oznat deals additional critical damage (based on level) or he gains a temporary burst of attack speed and a small heal or lifesteal.
  3. When all Bloodlust is consumed, it resets back to a base value equal to Oznat's Critical Strike chance from his items. (This means he does benefit from Crit Chance directly.)

###Q - Skull Sunder: This skill is not very interesting, it's just an attack reset that deals % HP. I know you can do better than that. Additionally, the skill is very counterintuitive. First of all, why does it cost Bloodlust to cast? This just lowers your chance to deal a critical strike and your overall damage output. Secondly, why does this skill have an AP scaling? Why would this champion ever buy AP? It doesn't make sense and only hinders the champion's build order. Thirdly, why is there an additional note stating it consumes 25 Bloodlust, when you stated earlier it consumes 15? Does it cost 15 or 25? Design-wise, this skill doesn't make sense. Thematically, this doesn't feel like a "Skull Sunder." If anything, I thought this would be stun or something that works with/amplifies crit.


###W - Bloodbath: Like many of the other skills before this one, the W is counterintuitive. Maxing and spamming this spell is dangerous considering that Oznat's base HP and HP Regen. are subpar. Be careful as he might actually do more damage to himself than his laners will. As a Bloodlust generation tool, I'm pretty sure there's a better way of doing this visually and thematically instead of it being a Vladimir E that doesn't slow.


###E - Unchained: This ability is very hit or miss. What happens if you are fighting a laner who has no CC? Then the skill is useless. What happens if the enemy has CC, but chooses not to use it when this ability is up? Again, it's useless. In terms of balance, this skill will need to have a high cooldown considering its utility. These qualities make this skill pretty unappealing as a smart enemy will know how to bait this skill out and punish you for it. Optional: I recommend changing either your Q or E to a mobility tool. As is, your champion will suffer immensely from being kited or harassed from range. Additionally, I suggest you move the healing aspect of this skill somewhere else. Relying on your opponent to land CC is too hit or miss.


###R - Ultimate: The Abandon stack generation is unnecessary. Just find a way to incorporate it in some way into your innate passive. Why does this ultimate have so many forms? Does each form have its own cooldown? What's the cooldown on this skill? The cooldown factor is especially important to know since you don't want to waste your ult on one of its lesser forms.


Anyway, I'll critique each form individually: 0 Stacks: A mobility tool, this would have been better as one of his base abilities. 1~2 Stacks: This too could have been part of your base abilities, particularly your Q 3~4 Stacks: This should have been your ultimate. 5+ Stacks: This should be the finishing blow of your ultimate.


Overall, this skill uses alternate forms and an additional resource to present a unnecessary layer of complexity in its gameplay. To me, this is an inefficient way of designing a skill, as most of its components could have been added to the other basic abilities.


###Synopsis: It's hard to completely critique this champion and fully explore the depth of its design as its thematic and lore haven't been provided. Right now, this champion requires a lot of work, particularly in minimizing its counterintuitive abilities. But there is potential here for an interesting champion design.

Anyways, good luck out there Summoner!