Zhonya The Chrono Goddess

Iron Jarvis·12/14/2018, 10:10:41 PM·2 votes·1,615 views

this is Zhonya https://gyazo.com/5ffae83df62ebfd8a8aa7b94e22cb242 and this is her champ theme https://www.youtube.com/watch?v=L-r_9lVH6r4 ( i dont own the art or music involved here ) Little is known in the grand archives what type of creature or being Zhonya was , but a tired and brooding Aurelion sol once shared stories with a targonian he deems a friend (and later became one of demacia's scholars ) of the the being known as Zhonya , " Every once in awhile you come across ancient and strange beings in the universe but ive made sure to stear clear on the path of the Chrono Goddess... she is an intimidating entity , ive seen her true form once.. a beatiful woman exuding great brilliance that far surpasses the beauty of the galaxy i myself tread upon and created , she... stared at me with a blank expression which was very unsettling.. before i could do anything she clad herself in armor and for a moment i thought time stopped and she was gone.. leaving a trail of golden dust and particles in which some amount made its way in runaterra " some say she delights observing other world's way of life and events , some even believes that she governs the birth of important figures , beings , champions , heroes in various universe when she deems it fit .

( wont bother on stats but she's pretty run in the mill stats with morganna's basic attack range + a golden flashing orb as auto attack animation )

champ passive , " Universal Clad " : Zhonya gains 10 armor and magic res at lvl 1 and increases by 1.5 armor/Mr per level , upon 30% health gain " Temporal entity " : negates 15 % of all damage sustained and incoming for 2.5 secs , after the duration you will suffer all the damage negated as bleeding over 4 seconds

" Arbalest " ( Q ) : Zhonya Hurls a Golden diamond spear towards a line ( 825 range , also has the missile speed of Rumble's Tasers ) that damages all enemy units struck in its way dealing 115 magic damage + 60% of total ability power , if it kills a unit it warps back in zhonya's grasp immediately refresing the ability and can be hurled again ( will still cost mana ) 13.25 / 12.25/11.25/10.25/9.25 cooldown 95/115/135/155/175 Mana cost

" Entity of progress " ( W ) : by manipulating time , zhonya heightens a single unit's , structure's natural healing/regen by 300% / 350%/400%/450%/500% + 35% of total AP over 3 secs 21/20/19/18/17 sec cooldown , 225/275/325/375/425 mana cost also , upon self cast you will also regen your mana along side the HP by half of the health regen percentage , ( so 150%/175%/200%/225%/250% mana regen )

" Quetzalcoatl " ( E ) : passive permanent effect : gain affinity to stasis ( zhonya , Tempered fate , allowing her to retain movement while being in the effects and benefits of stasis , she may freely cast spells during this time ) active : zhonya beats her wings quickly dashing in a chosen direction ( 650 range ) 135/150/165/180/195 mana cost and upon arriving in her location sucks enemy units towards the center of a vacuum ( 450 circular radius ) from where she initially started her dash

" Farore Burst " ( R ) : after channeling for 1.25 seconds ( can be cancelled via enemy CC or death ) Zhonya compresses a universal amount of her golden temporal particles into a small circular bead ( the size of a pebble ) then breaks it with a flick of her finger , releasing a single blinding golden shockwave that ripples instantly across the whole map bathing everything in golden hue , immediately slowing all form of movement and map activities including ongoing skillshots , channeling or missiles by 85% for 1.25/ 2 / 2.75 secs ( zhonya is immune to all effects of this ultimate ability and everything moves in real time for her , including her regen her abilities and cooldowns also her quetzalcoatl vacuum will also work and finish its course when used during farore burst effectively manipulating their position but any ongoing champion ability would still run its course unless they die )

champion role : Mid laner , utility jungler , support , Adc / Apc

thats about it guys :D ill take a small break on making champs after this , to concentrate on some more league lore and its beastiary info wild life habitats etc . and beings like " zhonya " will be considered universal/unknown Tier in my book , which is more divine and surreal , stronger , more powerful beings compared to champions and creatures , beings normally found in runaterra .

anyways hope you like this champ concept and feel free to comment :D thanks and special mention to Mr.Voidling for his epic analysis tendencies and active demeanor in this part of the boards :D thank you and have a nice day .

8 Comments

Mr Voidling12/14/2018, 11:06:32 PM1 votes

Okay, so 1st thing first:

Passive: I don't think it is necessary to add in AR and MR in this fashion, as you can adjust the base stats and base stat growth to reflect this. However the bleed effect is rather unique for her passive. I would change it into more of just the bleed effect, with her having naturally stronger defenses. The bleed could probably scale with level at this point though, like 15-30% based on level, since you still end up taking full damage anyway. Keeping it more meaning in late game when 1-shotting becomes a thing.

Q: It is probably a little strong with refreshed duration on killing a unit, since it pierces. With a pierce I would instead lower the cooldown PER unit killed. So you don't get people specifically targeting 1 caster minion at a time to abuse the refresh(in lane phase). This would make you WANT to clear waves with it. Something like 4s off the cd per unit killed. So 3 casters would be 12s off. Personally I would make it 1s off per unit hit, and 4x if the unit is killed.

W is kind of confusing, is this only increasing regen for 3 seconds? Because champions end up with a typical 20 hp per 5 seconds at level 18. This is 4 per second, increased by 500% would just be 20 per second or 48 more life over 3 seconds... Not very strong. If it can apply for closer to 10 seconds with 1,000% you'll see return investment of 320hp. I would change it over to 10 seconds of 1,000-2,000%(10-20x)+(50% Ability Power) health regen. For 1,000 AP being 2,500 health% regen or 800 life over 10 seconds(FULL build). Increased by their bonus health regen of course. And increase cd to around 40-30s. Not sure about the self mana regen aspect. Since it costs mana? At that point you could just make it cost less on yourself.

E: Seems fine to me.

R: Honestly it's... difficult to judge how powerful this is. It doesn't seem to ignore allies, so on that note I would okay it 100%. Honestly it would make everybody except you basically have super reflexes xD Unless you are there and just wreck their slow day. Can possible increase the duration, if only you aren't affected.

Most Champs start with 400-500 and get to about 1,000-1,500 mana. So the mana ratios are definitely too high. Since increasing her base mana too much causes problems with Sereph's being too strong. So I'd lower costs of abilities.

Nice concept!!! [slayer-pantheon-thumbs]

Iron Jarvis12/14/2018, 11:25:21 PM1 votes

Heheh thanks bro , I made her Q that way because it is her only damaging ability and is made for damage Reset on kill potential when she uses her ultimate when enemies are clustered and E vacuum giving the right circumstance makes it possible for her to cluster enemies and score multikills from it , and given that she doesn’t Have any viable shield in her disposal except her passive I think a 1.5 per level resistance is balanced heheh , and her W can be crucial especially when you’re trying to keep turrets alive which regens naturally ( well I think the second or third tier turrets not sure with the very first tier 1’s I’d they have regen ) their own for like 3 - 6 HP per second heightening that aspect with your W would be amazing tactic and a good 35% AP flat heal to boot to keep turrets and champions alike ( especially ones with visage ) healthy . It’s made to be a utility useful spell heheh

ChaosReyn12/16/2018, 4:41:32 PM1 votes

You asked, and now, I Am Here! xD

Overall, a very interesting concept. Weird at first to see the flat armor/MR in the passive area, but you didn't make hard base stats, so I understand you needed to put it somewhere. The actual passive is actually pretty cool...like a pseudo zhonyas with the stipulation that you need to use your actual one or get healed well within the next 4-5 seconds to live the enemy team.

Q is possibly a little strong since it can reset, but as it's your only damaging ability, that's honestly not a bad thing. I'd suggest scaling your damage on this to be slightly weaker early, and have each level be significantly stronger in base damage. My suggestion: [75/90/115/130/165(+60%AP)] This makes getting your resets important early, and getting them in teamfights later down the road will make your damage relevant.

W is a great HoT (HealOverTime) effect, but I think it's actually a little hard to balance in its current state, as it will in particular benefit tanks far more than anyone else (tank items often can give bonus hp regen) and any attempt to try and balance it (in its current state, I think its actually a little weak) will make it pretty OP on tanks. I would suggest just making it a flat HoT effect, and giving a small, immediate shield at the start...also, those mana costs are WAY too high.

Now, remember what I said about your passive here, because your E's passive just completely removed my entire compliment. I don't believe that's necessarily a great idea to ignore the rules of stasis and get to move, because that's the entire point of stasis: to stall out, ignore everything, and deal with it later. It also completely ruins the concept of counterplay from your passive. I know you're going for aesthetic, but there are times where the aesthetic is just too much for the actual gameplay. I do, however, enjoy the active. It sort of reminds me of old Urgot ult, but as a skillshot/dash. Jumping through the enemy and forcing them to swap places with you is a neat idea. And honestly, if you give it a bit of a longer cooldown (maybe comparable with, but a little shorter than, a Blitz hook) I don't think this is all that OP. You're essentially trading with whatever enemy you pull to your team, but your passive allows you to not die immediately and possibly get back behind your frontline and zhonyas the bleed damage while the enemy you pull is probably boned. Early game it's a very high risk/high reward way of catching someone and burning them down. I'd just leave this at a constant 125 mana, as well. Make it risky, and expensive, but very rewarding to land.

Ult is interesting utility. I love how it doesn't particularly counter anything, but helps teammates stall for flashes and items, while also letting you yourself go manipulating everything. In its current form, I actually think it's a little weak. I feel like since it's a global, and it ripples outwards, it should probably last a little longer, and also deactivate in a similar ripple effect. This allows you to pop it in base if you have to, make significant progress towards your team while everything is slowed, and still have had relevance. Another alternative could be to keep it all as it is, but upon reverting everything to normal, deal some damage...but I feel like that goes against your aesthetics here.

Definitely not a bad concept, just a couple key things for the sake of balance and gameplay.