[CUSTOM Concept] Nenetl, the Dark Summoner (Pet-controlling champ)
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The concept is nice, but how exactly do you control the demon? Tibbers, Daisy, and even Mordekaiser's old ghosts could be repositioned by clicking the mouse button whilst also keeping R pressed. How can you do that with Zur'goth? Because he needs a mechanic like that to be even remotely viable.
This concept looks pretty damn good, though you should probably include the cooldowns for all levels because it looks like you're only showing level 1 right now. On the abilities themselves they're pretty good overall, but I think there needs to be a way for Zur'Goth to heal. Perhaps if he kills a unit he heals himself for a small amount, doubled against large monsters and minions and tripled against epic monsters and champions?
On the abilities themselves, I'll go through them specifically.
Q: Seems fine, but the cooldown should be a lot shorter if it's not going to have any CC or do a lot of damage. Perhaps also make all enemies hit get inflicted with a debuff that makes Zur'Goth's next attack do bonus damage against them.
W: I think this would work better as the main CC ability, make it a moderate delay instead of a smaller one and the ability can be more powerful in order to zone enemies into fighting Zur'Goth as well as acting as peel for Nenetl.
My idea would be after a moderate delay, Zur'Goth conjures a volcanic eruption at the target location, knocking up and damaging enemies caught in the initial eruption. Lava will continue to spew from the site of the eruption for 3 seconds afterward, slowing and damaging enemies that remain inside every 0.5 seconds.
E: I can't say I like this ability, it's extremely telegraphed CC when used on Zur'Goth and the requirement of only being used on champions below 10% health is way too situational.
I think it would be better if this ability was some form of mobility for Zur'Goth which could also work as slight peel for Nenetl. My idea would be this:
Infernal Onslaught:
Cost: 70
Cooldown: 18/17/16/15/14
Range: 600
Zur'Goth engulfs himself in flames and charges in a target direction, dealing physical damage and slowing enemies hit for 1 second. Zur'Goth leaves behind a trail of fire as he dashes that remains for 5 seconds. Enemy champions or epic monsters that come in contact with the trail of fire are lit ablaze and take magic damage every second for 4 seconds.
Charge Damage: 40/85/110/135/160 + (40% bonus AD)
Charge Slow: 20/25/30/35/40%
Fire Trail DoT Damage: 2/2.25/2.5/2.75/3% (+ 0.5% per 100 bonus AP) of target's current HP
R: Not terrible, but I don't like abilities that are just gaining stats. It doesn't need to change too much, but if you went with my idea of Q marking enemies so Zur'Goth's next attack does bonus damage against them I'd change it so Zur'Goth only gains 10/15/20% bonus move speed, and it's doubled against enemies marked by Q. Increasing the duration to 8 seconds would probably also be better if Zur'Goth is meant to be tanky at all and good in extended fights.
Increased AD for Zur'Goth instead of cooldown reduction would also work better when it comes to late game since you'll probably want a lot of CDR anyways to effectively peel for Nenetl. Also, not sure about the Mercy part. It could work but I'm not sure if Zur'Goth is intended to be closer to a diver or juggernaut.