[CHAMPION CONCEPT] Jur'Zug, the Void's Mind
This champion is going to the beginning of a series of champion concepts of characters who don't play like other champions and are therefore unique to others. They won't have any specific role, but I will post a new type of role under their name to summarize what they do. This guy is going to be based on a post I made earlier and the first idea I posted there was someone with restricted global manipulation of the map. With this approach, I used the concept of a General type character that commands multiple units and hides behind them while he manipulates the entire battlefield.
http://fc03.deviantart.net/fs71/f/2013/102/a/a/baby_abathur_by_phill_art-d61e25k.jpg This picture is art of Starcraft made by Blizzard.
LORE Jur'Zug is the mastermind of the Void who works closely with Vel'Koz. One of the few vastly intelligent void creatures, Jur'Zug is sent into a world to search out it's weaknesses with Vel'Koz. While Vel'Koz takes direct contact with the world to analyze it, Jur'Zug instead uses somewhat of a sixth sense to see what secrets the world holds and then manipulates them to slowly destroy them over time, unlike Vel'Koz's approach to instantly analyze the world by force. Basically, Jur'Zug does his work in secret while Vel'Koz is in the front lines. Either way, Vel'Koz and Jur'Zug work closely together to rip a world apart by exposing its weaknesses. Along with analyzing and chipping away it the Void's enemies, Jur'Zug is also responsible for modifying and evolving the more basic units of the Void such as small voidlings. He also uses the information to evolve himself for combat when he is forced to. With all of this going on, Jur'Zug has proven himself to be a worthy component of the Void in its conquest of dimension domination.
KIT Jur'Zug, the Void's Mind Manipulator Health- 125 (+25 per level) Health Regen- 5 (+1 per level) Mana- 435 (+75 per level) Mana Regen- 13 (+0.65 per level) Armor- 3 (+2 per level) Magic Resist- 30 (+0 per level) Movement Speed- 325 Attack Damage- 30 (+2 per level) Attack Speed- 0.625 (+1% per level) Attack Range- 125 (Melee)
Passive- Matter Conversion Innate- Void Alchemist: After standing still and not taking damage for 12 seconds, Jur'Zug begins to gain 1 extra gold every second. After taking damage or not having this passive active for at least 12.5 seconds, Jur'Zug gains no passive gold per second. Innate- Void Consumption: Enemy units and monsters that die near Jur'Zug's Void Drone grant Jur'Zug 70/75/80/85/90/95/100% normal experience. Innate- Matter Manipulation: Jer'Zug converts bonus health he gains into different stats, reducing bonus health gained in favor of other stats. Ability Power- 5% of bonus health Armor- 10% of bonus health Magic Resist- 10% of bonus health Mana- 25% of bonus health
Ability 1- Void Drone Active: Jur'Zug creates a drone that ignores impassable terrain and unit collision. The drone is ranged and gains 30/35/40/45/50% increased movement speed after being out of combat for 4 seconds, losing the speed boost upon being damaged. The drone is controlled by clicking the assigned key for this ability again. Health- 285/335/385/435/485 (+20% max health) Health Regen- 10/15/20/25/30 (+Any bonus regeneration from items) Armor- 10/15/20/25/30 (+5% armor) Magic Resist- 30/35/40/45/50 (+5% magic resist) Movement Speed- 335/345/355/365/375 (+Any bonus movement speed from boots) Attack Damage- 45/60/75/90/105 (+40% AP) Attack Speed- 0.8/0.95/1.1/1.25/1.4 Attack Range- 350/375/400/425/450 Upon dying, the killer is granted 22/24/26/28/30 gold and 28/30/32/34/36 experience. Only one drone can be made at one time. Mana: 80/90/100/110/120 mana Cool Down: 30/27.5/25/22.5/20 sec. Creation Range: 300
Ability 2- Irregular Fusion Active: Jur'Zug modifies the target allied minion to gain increased stats and transform into an Adult Voidling. Genetic Code- Whenever this unit deals damage to an enemy champion, it will see if the target has either higher armor or magic resist and send that information back to Jur'Zug. If the unit has higher armor, Jur'Zug's pets will deal magic damage. If they have higher magic resist, Jur'Zug's pets will deal physical damage. Jur'Zug can control the unit by reactivating this ability. Health- 120/140/160/180/200% health Health Regeneration- 100/110/120/130/140% health regeneration Armor- 15/20/25/30/35 Magic Resist- 30/35/40/45/50 Movement Speed- 120/130/140/150/160% movement speed Attack Damage- 100/110/120/130/140% attack damage Attack Speed- 115/130/145/160/175% attack speed Attack Range- Equal to modified units Enemy minions killed by the Adult Voidling also have their genetic code to be transferred to Jur'Zug causing him to analyze the most recent minion transferred to him and create a copy of the minion to march down the nearest lane for his team after a 19/18/17/16/15 second delay. Multiple units cannot be analyzed at once. Upon the Adult Voidling dying, the killer is granted 15/18/21/24/27 gold and 20/24/28/32/36 experience. Upon modified units dying, the killer is granted 4 gold and no experience. Cost: 90/95/100/105/110 mana Cool Down: 40/37.5/35/32.5/30 sec. Range: 400
Ability 3- Expose Fault Active: After a 3 second delay, the target enemy minion explodes, dealing 300/350/400/450/500 (+100% AP) true damage to the target and causing units around it to be dealt 50/75/100/125/150 (+50% AP) magic damage and become infected with Weakness for 4/4.5/5/5.5/6 seconds, reduced to 2/2.25/2.5/2.75/3 seconds if the unit is a champion. Enemy units affected with Weakness take 2/4/6/8/10% increased damage from all sources and will explode upon death, dealing 40/65/90/115/140 (+40% AP) magic damage to enemy units around them and infecting them with Weakness. Genetic Code- Any units killed by the damage from this spell will have their genetic code transferred to Jur'Zug, causing Jur'Zug to analyze the killed unit's strengths. With this information, Jur'Zug causes his units to either gain 10/12.5/15/17.5/20% increased armor or magic resist based on how much damage of each type the unit dealt in it's lifetime. Genetic code of champions is prioritized for this decision. Cost: 70/75/80/85/90 mana Cool Down: 19/18/17/16/15 sec. Range: 6000/7000/8000/9000/10000 Initial Explosion AoE Radius: 300 Weakness Death Explosion AoE Radius: 200
Ultimate- Void Evolution Active: After channeling for 4 seconds, Jur'Zug causes the target allied structure to gain 30/40/50 bonus armor and magic resist and gain a Void Mortar along with it's normal attacks for 45/50/55 seconds. Void Mortars will shoot at enemy units within 1500/2000/2500 units of the tower every 15/12.5/10 seconds, dealing 100/140/180 (+40% AP) magic damage per shot and spawning 1/2/3 Voidling(s). Mortar attacks can miss. Jur'Zug will be notified when Voidlings have been spawned and can Alt Click the assigned button for this ability to control the Voidlings. Otherwise, the Voidlings will randomly attack the nearest enemy units. There can only be one modified structure at a time. This ability can target the allied Nexus. Health- 200/250/300 (+10% bonus health) Armor- 10/15/20/25/30 Magic Resist- 30/35/40/45/50 plus 30% reduction to AoE damage Movement Speed- 370/385/400 Attack Damage- 20/25/30 (+4% AP) Attack Speed- 1.2/1.35/1.5 Attack Range- 125 (Melee) Enemies that kill Voidlings are granted 2/3/4 gold and no experience. There is no maximum amount of Voidlings, but each Voidling only lasts for 25/30/35 seconds. Cost: 200 mana Cool Down: 150/135/120 sec. Structure Modification Range: 400 Mortar Attack AoE Radius: 300 Mortar Attack Projectile Speed: 1000
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TRIVIA
- This character's personality and background was inspired from Abathur from Starcraft.
- Jur'Zug has the most potential pets in the game.
- Jur'Zug is the only champion with a global ability that isn't an ultimate or passive.
- Jur'Zug is the only unit who converges one stat into multiple stats.
- Jur'Zug has the highest base mana and mana regeneration in the game, while having the lowest health, armor, and attack damage in the game.
- Jur'Zug went through 5 different kits before this post.
CHANGE LOG
January 24th, 2015
- Thread and Concept Are Created
January 25th, 2015 8:00 AM EST
- Bolded all beginnings to passives, actives, and Genetic Code sections for abilities
Void Alchemist
- Jur'Zug now also loses all passive gold per second when this ability has been deactivated for at least 12.5 seconds
All Normal Abilities
- Removed all passives from Jur'Zug's normal abilities
Void Drone
- Changed base attack damage to 45/60/75/90/105 from 40/60/80/100/120
- Reduced AP Ratio to 40% from 45%
Irregular Fusion
- Simplified Genetic Code explanation; also added Genetic Code's own section in the ability
- Reduced attack damage modifier to 100/110/120/130/140% from 100/115/130/145/160%
- Increased needed unit conversion time to 19/18/17/16/15 seconds from 18/17/16/15/14 seconds
- Increased cool down to 40/37.5/35/32.5/30 seconds from 35/32.5/30/27.5/25 seconds
- Reduced range to 400 from 450
Expose Fault
- Simplified Genetic Code explanation; also added Genetic Code's own section in the ability
- Initial Explosion AP Ratio reduced to 50% from 55%
- Weakness Death Explosion AP Ratio reduced to 40% from 45%
- Increased Mana Cost to 70/75/80/85/90 mana from 65/70/75/80/85 mana
Void Evolution
- Increased channel time needed to 4 seconds from 1.5 seconds
- Reduced armor and magic resist given to 30/40/50 from 30/45/60
- Reduced Mortar Shot Base Damage to 100/140/180 from 100/150/200
- Reduced Mortar Shot AP Ratio to 40% from 45%
- Reduced Voidling Health Bonus Health ratio to 10% from 15%
- Reduced Voidling Base Damage to 20/25/30 from 20/30/40
- Reduced Voidling Damage AP Ratio to 4% from 5%
- Increased Mana Cost to 200 mana from 150 mana
- Range changed to Structure Modification Range for better clarity
- Structure Modification Range reduced to 400 from 450
- Mortar Attack Projectile Speed increased to 1000 from 750
By manipulating the lesser units of the map and creating his own, Jur'Zug can adapt and modify his units to kill his enemies and have global domination. Re-positioning himself will cost himself gold, but will allow him to function from a new area. He will naturally gain less experience than other champions however, so he will be behind in levels majority of the time until about Level 13, when he will catch up. His ultimate can be used to make a safer position for him to hide at while also giving him more units to manipulate and use to his advantage. Majority of his power throughout the game will come from his Void Drone however. With this, he can manipulate the lanes by harassing foes out of lane or split pushing without the worry of death. However, after enough killing, the gold given from Jur'Zug's units will rack up to a decent amount, so he has to manage his units if he wants to be successful.
Thoughts and suggestions?
Essential Items
Offensive Items
Defensive Items
Consumables
