[Champion Concept] Zanril, the Eternal Contestant

showcase25·6/1/2018, 2:50:08 PM·1 votes·2,595 views

#Zanril, the Eternal Contestant


##Splash Art https://pre00.deviantart.net/14e2/th/pre/f/2015/055/2/5/cyber_monk_by_tatarskiskandal-d8jeaf7.jpg

######Photo Credits: TatarskiSkandal.deviantart.com



##Theme Music https://youtu.be/PPE4VLuxpLU

#Overview

##Class Primary: Slayer Subclass: Skirmisher

##Position Primary: Top

##Attack Form Melee

##Resource Mana

##Generic Playstyle Duelist

##Profile |      | | |- | Attack Power  | ■■■■■■■■□□ | | Defense Power  | ■■□□□□□□□□ | | Ability Power  | ■■□□□□□□□□| | Difficulty  | ■■■■■■□□□□ | |  | |

##Statistics

|   |Base  | Growth Per level | |- | Health  | 584 | +86 | | Health Regeneration  | 4.95 | +0.79 | | Mana  | 316 | +68 | | Mana Regeneration  | 7.9 | +0.7 | | Attack Damage  | 61.55 | +3.6 | | Attack Speed  | 0.625 | +3.5% | | Armor  | 32.5 | +3.7 | | Magic Resist  | 32.1 | +1.25 | | Movement Speed  | 340 | | | Range  | 150 | |

#Basic Information

Full Name Zanril Wantaygo

Pronunciation Zane • roul | wan • tay • go

Gender Male

Race Cyborg

Birthplace Piltover

Allegiances Piltover & Ionia

Residence Piltover

Occupation Former: Laboratory Aide Current: Biophysicist and & Martial Arts Student / Prize Fighter

Weapons Polarized Hextech Explosive Energy Ionian Taught Hand Combat Martial Arts Techniques

Armor Self Made Bodywide Hextech Metal Plating

#Lore

The once younger and clean shaven Zanril thought he could prove himself great of body and great of mind. A young biophysicist from Piltover traveled to Ionia to spar with the disciplined warriors there, without asking much in returned, but always offering either food or coin to those who participated. He at first tried to utilize some hextech, looking to stun the opponent and get a few shots in, or to blast them into poor positions to gain a movement advantage, but yet the skill of Ionian warriors proved too much.

With every defeat, and all his attempts were defeats, he took lessons from it. At first, he always learned the way he was defeated from a mental perspective from the fellow combatants; either he never had true faith in his tools or hid his cowardice with unintimidating screeches as he fired his Hextech weapons. With these lessons learned, he made a return to Piltover, and upgrade his technology to adapt to those mental weakness. His growing knowledge of being a young biophysicist added to more shaping these weapons to the man.

After gaining much more mental confidence, he sought to learn physical lessons from his losses; either he was unable to move swiftly and attack swiftly though the evolving battlefield, or unable to keep more agile warriors near him for the few times he would gain a small advantage to press the attack. But with his technology as advanced as he could make it, he could not advance that – instead he used his biophysical knowledge to instead shape the man to the weapon. He would replace the physical aspects that caused him the lost. A weak leg here, and a low range of motion shoulder there; even an accidental eye gauge caused a stoppage to a spar. These were all replaced with his stronger, faster, and more agile mechanical parts aided by his polarized Hextech energy.

With the change in body, and learning much over the years of sparing, he was encouraged after a hard fought but graceful defeat to a leader of a fighting school to enter the Kumite Tournament, where 100 fighters will spare one person in single combat one after another. Each entry cost a small fee, but the winner, if any, gets a cut of the entry fee pool. Zanril, very much interested in reclaiming all of his prior handouts to learn over the years, he quickly enrolled in the tournament.

He feels he has the advantage, both mental and physical – and especially technologically, to win. And he did, even beating the leader of the fighting school who bested him before in one of the final rounds.

Using the funds to reinvest in himself and the technology, he found a new source form of Hextech which can be more safely contained through proper ventilation through polarizing the energy. He now looks to place bets on any fight he enters, only funneling the funds back to making himself stronger and more advanced. Now fights are mean to further his research on the Hextech energy fully containing it without the need for constant ventilation or any other safeguards or concerns.

He takes the selfish gains now to maybe one day give back to the world – but only after he is defeated. Until then, every able body or mind is a possible combatant, and one that he will continue contesting for perpetual self gain.

#Abilities

##PASSIVE: Upsurge Spell Modifier Cooldown: None

Zanril gains Capacity stacks while moving and auto attacking up to a maximum of 100 stacks. At 100 or more Capacity stacks, his next casted ability is casted at the next level higher than its current rank, using 100 stacks. If the ability is at max rank, it instead casted at a stronger version, detailed in each ability. Casting at a higher level comes with all cost and benefits of that level, also including resource cost and cooldowns.

Zanril will lose 25 Capacity stacks per second if he stands still after being out of combat after 7.0 seconds. This effect is ignored if Zanril is on his base fountain platform.

Additionally, Zanril gains 25 / 50 / 75 / 100 Capacity stacks on an enemy champion kill, and half as much rounded up, on a assist (at levels 1 / 6 / 11 / 16).

  • There will be an additional resource bar below his mana bar in the UI, with a small divisor every 25 stacks, and a larger divisor every 100 stacks.
  • Zanril's gears on his elbows spin and the blue lit energy exhaust all over his armor glow brighter when he holds 100 or more Capacity stacks.


##Q: Ventilated Assault Barrage | Linear Collision Skill Shot | On Spell Debuff / Effect Barrage Count: 3 Barrage Reset Timer: 3.0 seconds Charge Time: .5 seconds Range: 300 (1st Cast) / 400 (2nd Cast) / 500 (3rd Cast) Width: 100 Cooldown: 14 / 13.5 / 13 / 12. 5 / 12.0 / 11.0 (Upsurge) seconds Cost: 40 / 50 / 60 / 70 / 80 / 100 (Upsurge) Casting Time: .5 seconds (Each Attack) Interrupts Movement: Yes

Zanril attacks in a 3 hit series, with all attacks in a line. Holding the spellcast vents excess energy and applies an additional effect to the enemy unit hit based on the attack, but ends the barrage effect at full cooldown. Attacking the full series without the charged and vented effect or letting the barrage reset timer runs out puts the ability on cooldown reduced by 25%.

First Cast Zanril crouches low and throws a knee targeted low kick out in a line for a short distance away, colliding with the first enemy unit in the attacks path, dealing 25 / 55 / 85 / 105 / 125 / 165 (Upsurge) (+30% AD) in physical damage, using a bit of his polarized Hextech energy to assist in the attack.

If Zanril charges and vents the attack, the enemy is slowed for 30% / 40% / 50% / 60% / 70% / 90% (Upsurge) rapidly decaying over 1.0 second

Second Cast Zanril leans forwards and throws a gut targeted uppercut punch out in a line for a medium distance away, colliding with the first enemy unit in the attacks path, dealing 25 / 55 / 85 / 105 / 125 / 165 (Upsurge) (+30% AD) in physical damage, using a bit of his polarized Hextech energy to assist in the attack.

If Zanril charges and vents the attack, the enemy is Grounded for .5 / .75 / 1.0 / 1.25 / 1.5 / 2.0 (Upsurge) seconds.

Third Cast Zanril does a one legged leap and throws a head targeted jumping axe kick out in a line for a long distance away, colliding with the first enemy unit in the attacks path, dealing 25 / 55 / 85 / 105 / 125 / 165 (Upsurge) (+30% AD) in physical damage, using a bit of his polarized Hextech energy to assist in the attack.

If Zanril charges the and vents attack, the enemy is Immobilized for .5 / .75 / 1.0 / 1.25 / 1.5 / 2.0 (Upsurge) seconds.

Total Maximum Damage: 75 / 150 / 225 / 300 / 375 / 525 (Upsurge) (+30% AD)

  • This ability uses only 100 stacks for a Upsurge cast once, and not for every additional cast.
  • The charge and vent animation is as long as the casting time, to allow for smooth gameplay and animations.


##W: Phasic Scan Lined Passed Through Area of Effect | On Spell Mark | Auto Attack Damage / Spell Damage Modifier Versus Marked Units Range: 600 Projectile Width: 150 Projectile Speed: 1800 Cooldown: 15 / 14 / 13 / 12 / 11 / 9 (Upsurge) Cost: 50 / 60 / 70 / 80 / 90 / 120 (Upsurge) Casting Time: .75 seconds Interrupts Movement: No

Zanril uses his bionic eye to scan in a direction in front of him with a concentrated beam, with the beam being blocked by any terrain. If an enemy champion is scanned with this beam, they will be Sighted and Marked with Scanned for 5.0 seconds, being analyzed for their weakness.

Auto attacks or damaging abilities by Zanril against the targets marked with Scanned deal additional 10% / 12.5% / 15% / 17.5% / 20% / 30% (Upsurge) damage, with the damage type based on whichever resistance stat is lower – physical damage if armor is lower, and magic damage if magic resist is lower.

  • The cooldown for this ability begins at the end of the duration or until all marked targets are killed or removed from game.


##E: Conducted Discharge Self Targeted Buff on Cast | Conic Area of Effect | On Spell Unit Targeted Area of Effect Range: 400 / 200 Radius: 150 Conic Degrees: 30° Cooldown: 11 / 10 / 9 / 8 / 7 / 5 (Upsurge) Cost: 30 / 45 / 60 / 75 / 90 / 110 (Upsurge) Casting Time: .5 seconds Interrupts Movement: No

Zanril charges for a brief period then lets out a blast of polarized Hextech energy in a cone from his palms, dealing 30 / 55 / 90 / 130 / 170 / 220 (Upsurge) (+40% AD) in physical damage. If the enemy units damaged by this ability are close to Zanril (200 units) as he fires, they will be overcapacited, and have the unit explode for 50% of the damage in a small area around them after 2.0 seconds.

Total Maximum Damage: 60 / 110 / 180 / 260 / 340 / 460 (Upsurge) (+80% AD)



##R: Potential Energy Passive Additional Resource Modifier

Zanril now has an increased maximum of 150 / 175 / 200 Capacity stacks.

Active Linear Collision Skillshot | Dual Tether | On Spell Debuff Range: 600 Tether Range 750 Pull Distance: 200 Projectile Speed: 1600 Cooldown: 110 / 100 / 90 / 70 (Upsurge) seconds Cost: 100 / 150 (Upsurge) Casting Time: .5 seconds Interrupts Movement: Yes

Zanril opens both of his pauldrons on his shoulders and shoots 2 tendrils of polarized Hextech energy to one target, colliding with the first enemy champion in its path. Hitting an enemy champion creates a double tether for 3.0 / 4.0 / 5.0 / 7.0 (Upsurge) seconds.

Every .5 seconds while the enemy champion is tethered, they will be dealt 30 (+30% / 40% / 50% / 70% (Upsurge) AD) in physical damage, while gaining 5 / 10 / 15 / 25 (Upsurge) Capacity stacks each tick.

Additionally, recasting Potential Energy while at least one tether is connected pulls the enemy champion back towards Zanril a short distance, removing one of the tethers, and reducing the Capacity stack gain per tick by 50%.

  • This ability uses only 100 stacks for a Upsurge cast once, and not for every additional cast.

Total Maximum Damage: 180 / 240 / 300 / 420 (+30% / 40% / 50% / 70% (Upsurge) AD) Maximum Two Tether Capacity Stack Gain: 30 / 80 / 150 / 350 (Upsurge)

#Trivia

The beard and one eye are all that Zanril is willing to keep from his human body, as everything else he feels is replaceable to gain a fighting advantage. He feels that there are things that only a human eye can see, while the beard is a sign of life experience; the bigger the beard, the more experience.

#Personal Notes

  • I’m always happy to hear any form of constructive criticism. I make changes on agreeable suggestions and give credit where credit is due too. Comment freely.

  • You liked this concept? You can check out the full collection of my other concepts on my Champion Concept Mega Thread

#Patch Notes

##Version 1.1 - 06/06/2018

Abilities

  • Q: Ventilated Assault

    First, Second and Third Cast [...] colliding with the first enemy unit in the attacks path, dealing 25 / 55 / 85 / 105 / 125 / 165 25 / 50 / 75 / 100 / 125 / 175 (Upsurge) (+30% AD) in physical damage, using a bit of his polarized Hextech energy to assist in the attack.

    Total Maximum Damage: 75 / 165 / 255 / 315 / 375 / 495 (Upsurge) (+30% AD) Total Maximum Damage: 75 / 150 / 225 / 300 / 375 / 525 (Upsurge) (+30% AD)

    Fixed growth per level amounts to a linear factor.

    ######Patch Credits: DearPear

  • W: Phasic Scan

    Auto attacks or damaging abilities by Zanril against the targets marked with Scanned deal additional 10% / 15% / 20% / 25% / 30% / 40% 10% / 12.5% / 15% / 17.5% / 20% / 30% (Upsurge) damage, with the damage type based on whichever resistance stat is lower – physical damage if armor is lower, and magic damage if magic resist is lower.

    Scaling was a bit too high.

    ######Patch Credit: StOrmFOx7

  • E: Conducted Discharge

    Cost: 30 / 45 / 60 / 75 / 90 / 110 120 (Upsurge)

    Zanril charges for a brief period then lets out a blast of polarized Hextech energy in a cone from his palms, dealing 30 / 55 / 90 / 130 / 170 / 220 (Upsurge) 30 / 70 / 120 / 180 / 250 / 340 (Upsurge) (+30% AD) in physical damage. If the enemy units damaged by this ability are close to Zanril (200 units) as he fires, they will be overcapacited, and have the unit explode for the same damage 50% of the damage in a small area around them after 2.0 seconds.

    Total Maximum Damage: 60 / 110 / 180 / 260 / 340 / 460 (Upsurge) (+80% AD) Total Maximum Damage: 45 / 115 / 180 / 270 / 375 / 510 (Upsurge) (+60% AD)

    AD Ratio being reduced since base damage is increased and reverb damage is being decreased to 50% of base damage due to increase in base damage as well. Also fixed cost scaling.

    ######Patch Credits: DearPear

9 Comments

KnightFalll6/1/2018, 4:32:14 PM1 votes

Damn this is very cool. Also, mind explaining the Q a bit to me cause from what i can tell it's just a Riven Q

St0rmF0x76/4/2018, 12:15:29 AM1 votes

Okay, I see you put a lot of work into this and that's all really great, but

A) Some of your verabage does not apply to League of Legends.

Slayer and skirmisher are not roles.

B) Your passive is really cool, at least until you go into the losing/ gaining mechanism based off being out of combat and killing enemy champions.

I think it should stack from using abilities, and be consumed specifically by an ability used on a champion after 100 stacks.

C) Your Q is so complicated I feel like there is enough meat there to fill a whole character.

I think a fair compromise would be to tap it for damage up to three and hold it for a slow which would reset the cooldown.

D) If you think you are going to be given a 40% damage bonus for any amount of time, you are crazy!

The only way to work that is to is settle at something like 20% and extend the time-limit for extra damage instead of the actual percentage itself, and honestly, that is just better than starting off under-powered and ending up overpowered from your bonus.

E) Your reasoning for the extra E damage does not make sense, and just sounds like an excuse for another attempt at ridiculous damage.

F) Your R is literally a stun-gun that keeps pour out damage as long as it's connected.

The cauldron-style release is neat, but unnecessary, and I expected it to scale of ( a lower % amount of) AP and not AD. Still, a DOT ult sounds refreshing.

DearPear6/5/2018, 7:39:43 PM1 votes

You put some real effort into this, I can appreciate it!

I'll just point out some mistakes in the values :

{quoted}

##Q: Ventilated Assault Total Maximum Damage: 75 / 165 / 255 / 315 / 375 / 495 (Upsurge) (+30% AD)

This is of course a repercussion of the base stats of each casts.

Damage growth per cast : 30/30/20/20. It's a highly improbable stat growth in LoL as I'll explain further, and should be heavily justified.

##E: Conducted Discharge Cost: 30 / 45 / 60 / 75 / 90 / 110 (Upsurge)

Last level Upsurge cost should be 120, not 110. Last level Upsurges add 2 levels to the spell, therefore 2 mana cost growths, therefore 15x2 more mana. 90+30 = 120.

##E: Conducted Discharge Total Maximum Damage: 60 / 110 / 180 / 260 / 340 / 460 (Upsurge) (+80% AD)

Stats growth per level : 50/70/80/80/60x2(Upsurge)

There is simply no consistency. To elaborate : the derivative function of stats growth per level is in the large majority of the time equal to 0, meaning the stats growth per level is constant. In some rare cases that derivative function can be a constant itself, meaning that the stats growth per level will itself grow each level by a set value. In some really rare cases the derivative function will be a function itself, but a linear one. And in exceptionnal cases it's going to be a non-linear function, but the derivative's derivative cannot change sign, meaning that the evolution always goes one way.

In the case of your spell, we COULD be in the last absolutly exceptionnal case (which would need major justifications) of a stats growth per level having a non-linear derivative function. But the Upsurge value is simply not acceptable, as it would mean that suddenly the stats growth per level that has been increasing with each level is now decreasing, making the derivative second change its sign. There is no occurrence of that EVER in LoL.

Also, as I said, even with the Upsurge value fixed, you would still need to heavily justify that choice of stats growth, which doesn't seem to fit your spell at all.

##R: Potential Energy Cooldown: 110 / 100 / 90 / 70 (Upsurge) seconds

Same as Q values. Also, I'm pretty sure there are no ultimate spell that has a stats growth per level that is non-linear.

Maximum Two Tether Capacity Stack Gain: 30 / 80 / 150 / 350

You could explain those numbers with an Upsurge value of 330 instead of 350 (+50/+70/+90x2). But it would still need heavy justifications as to why it is not linear.


Good luck on this, and good job on your concept (: