[Champion Concept] Zael, the Displaced Magicite

Nikushimi Zero·1/20/2016, 5:23:02 PM·7 votes·1,956 views

Background Zael, born a lowly peasant. A worker. Different from the rest of the kids. Zael was born neither male nor female. Zael did not care whether he was called a she or he. For simplicities sake and that of conversation and documents it didn't matter. Her name usually sufficed well enough. This of course placed Zael apart from everyone else. Bullied and picked on Zael's family did their best to protect their child. However, it did nothing to stop the torment. It did however awaken something born inside of Zael. A power. Very strong. Ever since being born Zael had nightmares. Great catastrophes....that came true. One year it was a flood that ruined the crops. Another was a fire that killed the millers. A raid by bandits that destroyed the town, but most survived. So many nightmares all true. Some, of course, were pleasant. A wedding of two opposing families to break the feud. A bountiful season for harvest. Everyone ignored Zael's "visions". Though, when Zael was to the breaking point his power was unleashed. No one was harmed, but the children no longer bullied or picked on Zael.

Zael soon became well known in the village for being their seer. A position that landed his family a decent living. Zael was happy to help despite the previous interactions with the towns people. Zael did not care about the past and had a kind heart. It was when Zael turned thirteen that they came. People like Zael. Neither male nor female. People with powers much like Zael, but not. Zael's family knew what was to happen. They shared a sweet farewell, and Zael departed to become a part of something bigger.

These people, called Mages, were lead by the Magicite. The most powerful mages to exist. They lead the kingdoms together with the rulers. Acting as aids, guides, advisors, inventors, etc. Only those like Zael were ever born with these powers. None, however, were as powerful as Zael. At least, not since ancient times. They believed Zael to be a calling of something bigger. Though, those thoughts were pushed aside as Zael trained. Zael rose quickly in rank and renown. Their visions and powers becoming stronger....and controllable.

This control led to Zael's most powerful vision. A dark awakening. A city frozen in time with one sole survivor forever lost to time. A man ripped from his reality from betrayal as his beloved dies before him and their souls entertwined. Then, a dark brooding. A calling that was so strong....so sinister that Zael sweat for the first time since they were born. Awaking from the stupor of vision diving Zael breathed heavy. Something was coming....something sinister.

Zael took care and told the Magicite, of which they were the most powerful now and the leader. Discussing terms they prepared. A year passed and Zael began to wonder, along with others, if this was just a fluke. It never took so long for Zael's visions to take place. It was in this weakened moment it happened. Striking from the Grand City of Kaul'Odin the orb arose. Dark and imposing. Zael stood atop the Magicite compound in shock. The power it wielded was beyond anything they had seen.

The orb struck out, lashing at the surrounding city and chunks flew off across the horizon from its body. Fires soon arose and the sky was filled with red. Zael knew....their family had died. All across their world people were dying to this....this thing. Zael, in anger and desperation united the magicite compound together, using all of their power to banish the orb. A circular cage surrounded the orb. Their powers colliding and causing tremendous storms of magic causing destruction and death.

The cage opened to an oblivion. A place of nothing to send the orb. Just before it winked out of existence a voice rang out. So dark and cold it sent shivers down Zael's spine. "I will return. My slumber has been disturbed....my re-emergence hampered. My influenced stimied. I shall destroy you all." With that, the orb winked from existence, but not before it lashed out one more time striking Zael hard. Zael only had but one glimpse of their world and the other magicites falling dead before it was winked from existence. When Zael awoke they were in a strange land. Zael knew this land. They saw the other two...those men. The two from Zael's vision. Zael knew what they had to do, but before setting out he whispered a word. Zael would find a way to destroy that darkness. That....thing. Their world gone Zael knew they would have to find a new way, but not before finishing that thing once and for all.

"Darkness is coming...."- Zael, the Displaced Magicite.


The image used for the appearance is not my own and was found via google. It is an amazing piece of art that the original artist deserves credit for. I am simply using it as a reference to my champion as it is very close to what I imagined. So, thank you. ^_^

Appearance http://i.gr-assets.com/images/S/photo.goodreads.com/hostedimages/1389830591i/8058294._SY540_.jpg This is Zael. He/She is an Asexual being from another world. This is exactly as I imagined Zael except for the horns. Remove the horns and you have a pretty good representation of Zael. The one thing Zael can do, like all others like him/her is actually change to a full female form, full male form, or neither. Zael usually stays inbetween like the image, but this is just lore information and doesn't effect gameplay or look. Just a bit of trivia if you will.

Zael's eyes are covered because they need not see as they have the "Sight" which allows them to see the world without "seeing" it. If that makes sense. It is also due to enhancing Zael's "sight" when it comes to visions and senses. Not to mention it looks pretty damn fashionable. Underneath Zael's eyes are silvery white, like the moon.

Name Pronounciation Zael is said like eye/hi and eel put together, but with a Z at the beginning. So it's kinda like Zz-eye-eel or Z-hi-eel. Hope that makes sense. If not...do your best. :P I won't be mad.

Weapon, Voice, Personality Zael's weapon of choice (basic attacks) is a kinetic blast which looks like Zael moving their hand in a fluid motion and a purple blue streak/orb followed by that streak/orb expanding on hit like a wave.

Zael's voice tends to lean more towards a feminine tone rather than a masculine one. It is calm and calculating, but also strong and commanding. Zael tends to speak with whimsy rather than severity.

Zael's personality tends to be on the lighter side of things. Zael has always been a "tomboy" type person despite not affiliating with any gender. This is used to describer Zael's style and personality. Kind hearted and tough however Zael will not allow anyone to mess with their friends and loved ones. Taking great offense on their behalf. While having a temper Zael's kindness always shines through. Zael might give you a black eye, but then be the one to place the icepack on afterwards.

Other Information Zael is linked with Zoth and Valen, my other two champions. You can find links to them in Zael's "Friend" section by clicking on their name. They are part of a series I am working on. This one took me longer to finish than the others due to being unsure if I have everything ready for Zael and also due to real life interfering with me completing Zael. However, I have no released Zael. This will all come full circle with the final champion being released at a later date. The are all a part of a story. I hope you enjoy! Thank you! ^_^


Stats Health: 470-1980 Health Regen: 6-18 Mana: 450-1130 Mana Regen: 7-22 Armor: 25-87 Magic Resist: 30 Attack Damage: 60-105 Attack Speed: 0.65-0.97 Attack Range: 600 Movement Speed: 355 Primary Role: Mage Secondary Role: None

Quick Synopsis Zael is an agile powerhouse mage who excells in punishing enemies who get to close to their spells. Zael's abilities allow great pushing in the early phases of the game, but once late game hits the opponents magic resist can put a hamper on this. It's best to keep Zael safe behind bulkier enemies as they are exceptionally squishy.

Zael can be placed in Mid or Bot lane as an AP powerhouse to put the pressure on enemies. In team fights Zael's abilities put great strain on the enemy team as their hits are like artillery. Zael, however, has the effects most mages have, and that is lack of decent AA. Locking down the abilities of Zael greatly weakens them and their squishy status makes them easy to dispatch afterwards.


Passive http://www.hiveworkshop.com/forums/resource_images/15/icons_14009_btn.jpg Attunement Zael is in tune with their magic. The more power Zael has the more intune they become to their powers and thus becoming even stronger for it.

For every 50 Ability Power Zael is granted 5% Cooldown Reduction and 5% Movement Speed.

Zael gains stacks of "Attunement" for every spell that hits an enemy up to a max of 100 Attunement. Enemies killed by Zael's abilities grant 2 Attunement for Minions and Small Monsters, 5 for Champions, and 10 for Dragon and Baron. Just hitting an enemy, but not killing them with a spell grants 1 Attunement. If multiple enemies are hit, but not killed, they stack up to a max of 5 Attunement even if more than 5 were hit. If multiple enemies are killed then all of the points stack with no limit.

Attunement grants bonuses at certain thresh holds. These bonuses are Spellvamp, mana regen, and magic penetration which increase in power at each threshold. At 100 Attunment Zael's spells gain an extra effect. Attunment is halved upon death.

Attunement Thresholds 10: 3% Spellvamp, 20% Mana Regen, 5% Magic Penetration. 20: 6% Spellvamp, 30% Mana Regen, 10% Magic Penetration. 30: 9% Spellvamp, 40% Mana Regen, 15% Magic Penetration. 40: 12% Spellvamp, 50% Mana Regen, 20% Magic Penetration. 50: 15% Spellvamp, 60% Mana Regen, 25% Magic Penetration. 60: 18% Spellvamp, 70% Mana Regen, 30% Magic Penetration. 70: 21% Spellvamp, 80% Mana Regen, 35% Magic Penetration. 80: 24% Spellvamp, 90% Mana Regen, 40% Magic Penetration. 90: 27% Spellvamp, 100% Mana Regen, 45% Magic Penetration. 100: 30% Spellvamp, 110% Mana Regen, 50% Magic Penetration, Abilities become "Attuned" and gain effects.


Q http://www.hiveworkshop.com/forums/resource_images/11/icons_10295_btn.jpg Sol's Fury Zael summons a 200 unit meteor within a 700 unit cast radius. The meteor slams down at target area after a 0.25s delay dealing 40/70/100/130/160 (+50% AP) magic damage to those in its radius. Within the center of the meteor is a 50 unit radius and those within this radius also take 2/4/6/8/10% of their current health as true damage over the next 3s. This true damage does not stack, but can hit multiple enemies if they are within this 50 unit radius.

Mana Cost: 50/55/60/65/70 Cooldown: 13/11/9/7/5s

http://www.hiveworkshop.com/forums/resource_images/7/icons_6908_btn.jpg Sol's Wrath Attuned version of Sol's Fury.

The initial impact expands outwards for a total radius of 400 before collapsing back on itselfs after a short delay. Those within this expanding radius take half damage. After 0.25s this wave collapses back into the original 200 unit radius. Upon collapsing all enemies caught within it are dragged back with it.

NOTES Sol's Fury/Wrath is Zael's way of controlling the field with artillery. Well placed shots cause serious havoc in the enemies rank. However, the ability shows a shadow the moment it is cast where the 50 unit radius is (after all it is an approaching meteor) and thus allows it to be avoided with quick reflexes.

The true damage is only applied for those hit within the 50 unit radius and is applied on current health, and thus gets weaker the lower the health.

Sol's Wrath is much darker than Sol's Fury in color.

OTHER NOTES This ability may be seen as a copy of Veigar's W. This is not what I was going for and I apologize in advance. Since it is a meteor it was hard not to have some similarity to Veigar's Dark Matter in that it crashes to the ground at target location. Other than that they are different in a variety of ways. Color, Size (roughly Zael's meteor is bigger), Damage, and Effects. So please keep this in mind when judging this ability. Especially since there are abilities that are similar already in league, but do different things as well. Thanks.


W http://www.hiveworkshop.com/forums/resource_images/16/icons_15492_btn.jpg Storm Hand Zael channels lightning through his fingers into the ground before him in an increasing 400 unit cone and sending him in the opposite direction for 200 units. Enemies caught in the lightning take 40/60/80/100/120 (+30% AP).

Mana Cost: 40/45/50/55/60 Cooldown: 16/14/12/10/8s

http://www.hiveworkshop.com/forums/resource_images/12/icons_11623_btn.jpg Storm Claw Attuned version of Storm Hand.

Those struck by Storm Claw have their armor and magic resist sundered for 5/7/10/13/15% for 3s. Storm Claw overloads, causing an electrical storm in the area causing the lightning to stay in the area for 1/1.5/2/2.5/3s after being cast causing 10/20/30/40/50 (+10% AP) in magic damage every 0.5s to those within the electricity.

NOTES This is Zael's main utility spell allowing for escape. The Attuned version is excellent to help teammates rip through the enemy with a well placed Storm Claw. An excellent kiting tool for Zael's who find themselves in melee.

Storm Hand looks like blue crackling electricity, but Storm Claw is a lot more "dense" having more electricity in the area and instead of pure blue it now crackles with purple in it.

Animation Description/Explanation This ability may sound confusing with the wording I gave it. I hope this helps: Upon activation a cone appears locked on Zael (like Talon's Rake). Activating has Zael shoot lightning in that direction which causes him to be sent backwards and for lightning to shoot out of the ground starting at the base of the cone (near to Zael) then proceeds to extend the full length of the ability. This allows time to move out of its way. Much like how Viktors Death Ray takes time to reach its full length. Hopefully that gave an insight to this abilities mechanics.

If any of you have played Kingdoms of Amalur and used a Mage or Staff then you know a similar animation. It is much like the end combo of the Staff's regular attack (where it sends out all that magic in the pyramid like pattern). It is a combination of that and the Chakram escape move. For those who know. For those who don't then I hope my other explanation worked.


E http://www.hiveworkshop.com/forums/resource_images/12/icons_11891_btn.jpg Icy Winds Zael channels for 0.5s before sending an icy wind in target 600 unit direction and freezing those caught in the wind slowing them by 10/15/20/25/30% for 3s. These winds are so cold they stay in the area freezing the ground for the next 2/4/6/8/10s. Those that pass through this area become slowed as well.

Mana Cost: 70/75/80/85/90 Cooldown: 20s Width: Icy and Arctic Winds both have a width of 300 units.

http://www.hiveworkshop.com/forums/resource_images/7/icons_6712_btn.jpg Arctic Winds Attuned version of Icy Winds.

These winds become so cold that they are continually slowed while inside the storm and enemies caught inside the storm after 3s become stunned for 1/1.2/1.3/1.4/1.5s.

NOTES This ability is Zael's main support spell and one that allows good combos of his abilities. This combined with W followed by a Q can cause serious damage to the enemy. The combined effects allow for serious control in the field and of the lane. Casting E at an enemy followed by their W to weaken their magic resist and a Q to hit right after allows for an almost assured hit and serious damage.

This ability is also good to use in a team fight to slow enemies down and rain artillery from the skies. Attuned spells allow for bad team fights to quickly turn in favor of Zael with a well placed E, W, Q or E, Q combo.

Icy Winds is snow being blown across the area by wind. Arctic Winds is denser, bigger snow being blown across the area. The sound from Icy Winds to Arctic Winds also becomes stronger.


R Zael's ultimate has two unique effects. A passive that allows close-medium range stealth detection, and an active skillshot beam which creates a prison.

Seers Sight Passive Invisible enemies and traps are revealed to Zael within a 500 unit radius of them. An exclamation point is put over Zael's head if an enemy is nearby within a bush. Zael has to be within 500 units of the bush for this to take effect. Silence status nullifies this passive during its duration due to Zaels sight being magical and Silencing Zael is like cutting them off from their powers.

http://www.hiveworkshop.com/forums/resource_images/14/icons_13981_btn.jpg Oblivion Gate Active Upon activation four apparitions that look like casters in flowing robes and masks appear, two to each side of Zael. Together they cast a beam in target 700 unit direction. Upon contact with an Enemy Champion or at max range a 500 unit circular prison appears. The end of the beam is the center of the prison if it doesn't connect with an Enemy Champion. If it connects with an Enemy Champion then they are the center of the prison.

Those caught inside the prison are trapped and cannot escape unless Zael's channel is stopped. Anyone can walk into the prison, and if that is an enemy then they are now trapped as well. Those within the prison can still attack, cast abilities, and move within the prison. Once the prison is cast, Zael and the apparitions begin channeling for 1.5s. During this time a black hole above and below the prison forms. Upon completing the channel the top black hole descends instantly.

Upon both black holes colliding, those within the prison take 100/200/300 (+100% AP) and disappear to oblivion (becoming untargetable) for 0.5s before reappearing at the same location they were previously at.

Moving causes the ability to detonate prematurely causing the prison to explode dealing only half damage and not sending the enemies to oblivion. Becoming silenced, stunned, or killed breaks the prison instantly causing no damage. Being knocked up, knocked back, or charmed breaks the prison, but causes it to explode causing half damage. Being snared or blinded does not interrupt the ability. If this ability is interrupted its cooldown is put at 80s.

The beam goes through enemy minions causing 25/50/75 (+10% AP) worth of damage for every 0.5s they stay within the beam.

Mana Cost: 100/125/150 Cooldown: 150/130/110s

http://www.hiveworkshop.com/forums/resource_images/10/icons_9867_btn.jpg Oblivion Passage Attuned Version of Oblivion Gate.

Oblivion Passage leaves marks from the other dimension causing 5/7/10% AP magic damage every 0.5s for the next 3s.

NOTES The icons are the closest I could find to what I was hoping for. The color fits what the prison is almost, but it doesn't show the true prison or the beam to which it is attached to. So instead I use icons that represent the symbol for each, or close to the symbol. I do apologize for the lack of a good icon.

Also, this ability is a dumbed down version of the one used to trap the orb in Zaels lore.

The prison looks like two aquamarine colored circles with dark purple interwtined, one on the floor, and the other above in the air. Connecting these are bars of the same color all around them. The black holes look like dark circles with stars twinkling in them. Upon collapsing they collide and let out a "boom" and then they explode outwards like a supernova.

Teleports, flashing, dashes, switching (azir and urgot, looking at you :P), or anything that would allow a champion to escape the prison will always fail and in fact be blocked by the prison. Once inside you cannot leave if you are an enemy, but you can enter the prison, so beware. Only silences, stuns, charms, knock ups, and knock backs will break the prison and free those inside. Those inside can still attack and move while inside and cast abilities so they aren't helpless. This allows them to try and silence Zael or do enough damage to kill them before the cast is finished.


Quotes and Stuff "There is a darkness coming..." Upon selection.

Attacking "Feel natures fury!" "Must we fight?" "If we must, then so be it." "Burn!" Casting any form of Sol. "Electrify!" Casting any form of Storm. "Freeze!" Casting any form of Wind. "There's bigger issues..." "If I must." "Out of my way!" "To Oblivion!" Casting Oblivion Gate. "Elemental Might!" Upon any spell cast except for Oblivion Gate.

Moving "A breeze on the wind...such a lovely day." "It's so peaceful..." While no enemies are around and they're standing idle. Neutral monsters don't count as enemies since they're not hostile until you attack them. "Danger is around the corner. I must move." "The darkness draws ever closer..." "I must make haste!" "Onwards, I must rejoin them," When moving towards allied champions. "Push them back!" When moving toward fleeing enemy champions. "They're on the run!" When an enemy champion runs away. "Quickly, show them our might!" When chasing a fleeing enemy champion. "Our allies are in danger!" When moving towards allies who are fighting enemy champions.

Quotes "We must band together if we are to win," Calm voice towards either Valen or Zoth on the same team. "Now is not the time to squabble amongst ourselves," Annoyed voice towards Zoth or Valen on the opposite team. "My lady Karma, you show admirable clarity." "My, my. Aren't you an energetic one." Ryze interaction based upon him reaching 2500+ mana and upon him activating his ultimate while near Zael. "I sense...darkness in you, but not like the darkness which is coming." Towards those who are void touched. "Your skill with a sword is...astounding," Awed voice towards Fiora. "I hope I can count on your wisdom and sword when the darkness finally arrives," Towards Master Yi. "Your wars...it only weakens you for the final blow. Please, come to your senses." Towards Demacian and Noxian forces. More prominent if Darius, Garen, Jarvan, or Swain are on either team, and more so if on opposite teams. "Your power is immense, but at what cost?" Towards Xerath. "Your skill...the way you move...Breathtaking." Admiration towards Riven. "I see your master as taught you well," Towards Wukong. "You know they are there...with you, right?" A question aimed at Zoth or Valen, and even both should they be together in the match. A reference to their beloveds who Zael can see next to them due to Zael's power.

There are more, but these are but a few interactions.


Friends Zoth , Valen , Karma Enemies The Darkness and those who perpetuate the war.

Zael holds no allegiance to anyone, and so takes no part in their war, and instead fights in hopes that they will unite everyone when the time comes. Zael respects Karma in that Karma has achieved what people back in Zaels home call "The Singularity". It is a oneness of body, mind, spirit, and everything of the world. In other words, Enlightenment. Zael respects her for this. For Zael, Zoth and Valen hold a part in the coming darkness as they too were touched and impacted by it. That Zael's vision showed them to be men of worth and great promise in the coming battles is enough for Zael to befriend them, and in turn they trust Zael for some strange reason and work together with them against whatever force is coming.


Possible Item builds

  1. item 3027 item 3089 item 3174 item 3135 item 3020 item 3157
  2. item 3027 item 3151 item 3116 item 3040 item 3020 item 3165
  3. item 3027 item 3285 item 3152 item 3115 item 3001 item 3020

And of course you could mix and match various items here. These are just examples. The Rod of Ages is a must for most the builds due to how squishy Zael is normally, and with the extra health and the heal on level ups it helps Zael survive a lot long, and same with the other health items. Feel free to make your own builds of course. These are after all just examples.


There you have Zael, the Displaced Magicite! I hope you enjoyed. Please leave constructive feedback if you have any, and feel free to converse with me about things as I will most likely do so. Any questions feel free to ask! If you have nothing but hate however, you can take that elsewhere. I accept feedback and criticism, but not outright hate and rudeness. You can talk things calmly over with me, or you can leave.

I appreciate those who took their time here and if you liked Zael then please upvote or leave a comment if you wish! Thank you! ^_^

I do want people to remember, this is simply a draft. Things can be changed within the confines of Zael's identity for their kit. I understand that some things might not fit, and they might need revising, but that's the beauty of this board. So, once again, thank you for your time. ^_^

18 Comments

Vanic9981/21/2016, 2:48:36 AM1 votes

+1 pour toi! Very detailed! It's a good thing he doesn't get a stack of his passive on an assist! Have a look at mine! Zolt, The Anti Mana

Nikushimi Zero1/24/2016, 5:00:11 PM1 votes

Bumping once since this got buried pretty fast. Give me feedback if you wish or vote appropriately up or down. Thank you.

toZenToArgue1/25/2016, 8:26:40 PM1 votes

I really loved your ideia and the awesome art design. It is very sad that this community didn't upvoted it as deserved. As a digital artist who has posted here a few big time consuming paintings with so little feedback, I know the feeling.. Wish you the best of luck on your ideia to get successful. You got my upvote :)

Hakan Akdemir1/25/2016, 8:46:39 PM1 votes

As a mid laner main, I'd love a champion like Zael. I belive he/she/it (lol) is amazing because of the abilities and combos I imagined I could use. But, nerf passive pls. Let me know if I got it well... Is it like cassiopeia? Those stacks are permanent? I didn't get that part at all. Because if it is, such an op passive. If not, if you can use it only with the next spell, I think it should be stacked faster. Dunno, just some thoughts. But in general, amazing concept dude.

cinomenapplebae1/26/2016, 8:50:25 PM1 votes

Maybe make them one gender since i see alot of people having trouble of saying "them" for kindred and some people get bothered by it

ModEchoing1/26/2016, 10:34:57 PM1 votes

Ability artwork is always neat.

You hamstring the whole asexual bit by referring to Zael as male during the lore. If you're not consistent with pronouns, it's meaningless.

Your passive is straight-up overpowered, offering oodles of free stats, including the otherwise-ridiculously-rare spell vamp, just for hitting things. Not even champion things, just things. It makes you literally impossible to dislodge in the lane due to regenerating all your mana much faster, hitting the other guy even harder, and getting all your health back from the spell vamp. Holy cow. Just gut it and replace it with something else.

The Q doesn't need to deal true damage. It's also not really artillery range at 700 - Xerath outranges you with literally all his spells. It's also honestly ludicrous with its vacuum effect at max attunement (which is going to happen easily), adding way too much CC in conjunction with the E.

The W, meanwhile, shouldn't even be on the kit. It has no relation to anything you're trying to do and just exists to cover a logical weakness.

I don't know about the width of the E, but that is still a crazy huge area to cover with a slowing effect, on par with a more-spammable Braum ult. The duration scaling is incredibly off, as well - I'd expect it going from 4 to 6, maybe, but not 2 to 10.

The ult should not require three paragraphs to describe it. If you can't get it done in one paragraph, either it's too complicated and you need to trim off the parts that don't matter, or you're using too many words and you need to trim off the parts that don't matter. As an example of what it would look like:

Fires a beam out to 700 range, creating a circular prison centered either at the end point or the first enemy champion hit. Channels for 1.5 seconds while the prison is up, allowing anyone inside but preventing enemies from leaving. At the end of the channel, deals damage and briefly makes all enemies hit untargetable.

Brevity is the soul of wit and not getting docked points because someone misunderstood what you were saying.

The ult doesn't need to make people untargetable, by the way. It also doesn't need separate conditional effects for breaking the channel depending on the CC being used - that creates inconsistent feedback and a silly burden of knowledge on the other players. It should just cancel the whole thing if your channel is broken.

You could probably make your champion work once you removed the passive and gave the ult another runthrough. Focus more on what, exactly, you want to bring to the team with this champion. If it's just raw damage, you're now in competition with every other mage, but especially Brand, Vel'Koz, and Xerath. That's bad - they do it better than you. You know, barring the passive.

Which is broken.

If nothing else, please replace it.

Hairzo2/12/2016, 10:14:02 PM1 votes

Lore - It is a descent lore, I enjoyed a large portion of it and was hooked all the way through. Good, solid description and flow, with a cool underlying tone left me wanting more. It is, however, a really overused trope of someone being born with ultimate power, before having it awakened, but I think you handled it very well.

Passive - This is down right OP. You first get that cooldown reduction which is really strong, meaning he doesnt really need to consider going cooldown reduction masteries or anything, and can just take full damage. Secondly, you gain an extremely large amount of spellvamp, with that cooldown passive, and high damage, meaning you are going to be nion impossible to kill. If you are good, you will never really have to bother about losing half stacks upon death, because you just get it all your life back with the spell vamp. You also have ludicrous magic penetration which is so powerful o. Overall, this passive needs to be nerfed pronto.

Q - Practically all your abilities will become OP because of your passive. Anyways, being able to deal 10% current health damage is super strong over 3 seconds. Inately, damage over time is more annoying to a player than straight out burst, even though it is more balanced. However, this will completely wrck the front line of any game, and will make you immortal if you just use this at the beginning of a fight. the upgraded version is also really powerful, giving some pretty strong CC, even if you dont get them with within the 50 range for the extra damage.

W - With your ridiculous damage, you don't deserve to have mobility. you can get the strong CC with up Q, and this just gives you better kiting potential, which should be a MAJOR!!! weakness in his kit. The upgraded version is also really powerful. If you incorporate a crystal scepter, he has even better kiting. With the passive also making him unkillable, you are always going to have the upgraded abilities. This is just insane.

E - Once again with the kite. If you have a 400 movement speed champion being slowed by like 30%, that goes down to like 280 movement speed. You are going to be slowing them for 2.5 seconds if they want to chase you. With the upgraded version, that is pretty much 100% stun portential. I feel you didn't have a good ground when designing Zael. You just wanted to make a cool champ with cool abilities, without ever thinking about balance, flow/fun, and thematics.

R - This is a cool ability, but in conunction with the res of your kit, it provides, literally, perma snare. If you have crystal scepter, with 45% cooldown reduction and upgraded abilities, you have a 3 second meteor, with an extremely long lasting slowing field, and slowing lightning. If you need, you can just cast this to get your cooldowns back. Don't get me wrong, bad abilities are healthy for the game. Being locked down by a warick with very little counterplay 1v1 is annoying, but that means you might have to build a Qss, and play differently. Because of the way you describe it, it isnt a debuff, so it can't be qss'd, they have to flash out of it.

Overall, you really need to turn this champion down big time. Either nerf the passive or COMPLETELY remove it and make a new one.