[Champion Concept] - The Void Elementalist (Zar'Otak)
Zar'Otak The Void Elementalist
Every Value and champion/skill names suggested here is purely experimental to illustrate the points of the skills.
(concept idea: a champion with a high risk high reward build or 'loan' style. being able to loan items from the store for a set time and at a reduced rate means he could show up to lane with a more advanced build than his opponent, with the risk of loosing his items if he does not renew in time. Ofcource the loaned items can not be sold as regular (but you can cancel the loan if you need the space in your inventory for actual items or new loans, none of the original loan price will be refunded) and loaned items can not be used in upgrading to higher build path items seen as the player does not technically own the item.
The champions ratios (Hybrid champion) will have to be fairly high as the idea of him coming back with stronger items for a set period of time will be useless if the items dont actually give him a strong advantage from poor ratios.
Visually (im not an artist so I'll describe briefly), the champion is a male, teenage-young adult looking guy, with his arms being the source of his power, elementally fused by void energy, they change based on his last ability used.
Passive: Adaptive/Loaner
Adaptive: Zar'Otak last ability cast changed how his basic attacks work. if no ability is cast within 10 seconds (possible less), he reverts back to his standard void based attacks (ranged, fairly short range)
Loaner: Zar'Otak is aloud to loan items from the shop keeper for a third of its original cost and can keep the item for 1 minutes per 100gp of the original item cost being rounded down to the nearest 100 (an item that costs 550gp will give 5 minutes as it is rounded to 500gp times by 1 minutes per 100gp). Zar'Otak can renew his contract for the exact same cost (1/3 original item cost) to keep the item contract going. the timer does not begin to decay until Zar'Otak enters combat (attacking or attacked, to and by anything). this is because if he insta loans items, he wont be able to use them in lane until 1:50, for an item with a timer of 4 mins, that gives him 2:10 of item effectiveness. (obviously if he attacks someone in the river then the timer decay starts, so early on keep him with the rest of the team, and only let him attack if it will lead to kills or if hes attacked first). the decay rule applys at all stages of the game. the loan timer will not begin to decay until Zar'Otak has entered combat
example: Doran's Ring: 400gp. Loan cost = 135gp (133.3 so value would need playing with) loan duration = 4 minutes
Zar'Otak can renew his contract from the shop, or globally with his E. he can also buy the item for the items intended price or glabally with his E for the indended price + the loan price of the item
(to put into context, a player who buys a loan item, renews his loan once to increase the duration of the loan, then buys the item from lane using his e, will have spent double the intended price of the item, in the hope to have had some early game presence with the item since he could out buy his opponent very early in the game, fitting into this high risk high reward play style. a player who can use his item advantage and win lane early, will be able to snow ball, buy items from lane and keep his pressure going and going. an unskilled player, or a player who fell behind early, will either keep spending money renewing items, hoping for a pay out, and getting nothing in return, leaving him out of items in the mid and late game. or if the player knows he isnt going to make renewing his items worth it, he can opt out of renewing, buy some items out right, still be put behind due to loosing his initial item advantage, but atleast not waste more money)
Q: Earth Breaker
Zar'Otak Slams the ground and creates a 3 part straight lined aoe out in front of him.
the first section is a knock back, a big slab or shard of earth comes out the ground where Zar'Otak first struck the floor and forces enemies back away from him. the rocks shards hitting the enemy causes damage on impact. the shard will stay above ground for 2 seconds after cast, being part of terrain creation (similar to jarven ult or anivia wall) which allies and enemies will have to walk around. can be dashed through.
the second section of the ability is a slow. Zar'Otak crumbles the ground under the enermies feet reducing move speed. enemies knocked back from him will land in this section. the slow is immediatly removed apon leaving the destroyed area. where as staying in the area cause the slow to gradually increase to a max cap (roughly +30% of original slow value). this section is non damaging.
the Final section of the ability is a root or stun. the ground in the final section was so badly damaged that enemies submerg into the secion unable to escape while parts of surrounding rock fall at them from the crumbling floor. this section will be the most damaging part of the ability with initial damage then slight damage over time.
Adaptive: Earth: Zar'Otaks Hands get encased within Solid stone, turning him into a melee fighter and giving him increased damage on hit. hitting an enemy 5 times consecutively will concuss the enemy stunning them very briefly
W: Ring Of Fire
Zar'Otak can cast this ability in 2 different ways, either as a target cast or as a self cast to give an auto attack steriod.
Target cast: targeting an enermy unit starts the cast for this ability, starting from where the ability was cast, thin fire pillars shoot out of the ground in a circle around Zar'Otak, with the radius of the ability being equal to the distance between the targeted unit and Zar'Otak (if the ability was cast at 200 units away from Zar'Otak, the a 400unit diameter ring will circle Zar'Otak), starting from the targeted unit, traveling in both directions, height and damage decreasing until it fades to nothing the the opposite end of Zar'Otak. fairly short range on this ability. targets can be hit by multiple pillars but take reduced damage. the further away this ability is cast, more pillars will be summoned, but the travel speed of the ability will remain unchanged per pillar. (so a pillar cast 200 units away will complete faster than a pillar 400 units away cause the 400 unit one will have to create more pillars to get to its completed point. there is a minimum distance the target cast is aloud to be used, any closer to Zar'Otak will make the ability a self cast. Zar'Otak casts the ability instantly, but channels the power for 1 second, then is free to move. Zar'Otak moving does not effect the position or size of the fire ring once cast.
Self Cast: casting this ability on Zar'Otak instead gives him an attack steriod. making his auto attacks turn into a combination of ruinaans hurricane and help pix. (visually, he holds both his hands out infront of him, covered in fire as he casts auto attacks) his auto attacks now fire two additional flaming attacks. his standard attacks now deal 5% of the damage dealt as extra magic damage over time within 2 seconds, this damage is reset apon following auto attacks and is based of the last auto attacks damage. (if auto did 100 damage. dot damage would be 5 over 2 seconds. if another auto attack (hitting 120) hits within the 2 seconds. it will reset and now deal 6 damage over the next 2 seconds) the two additional attacks from Zar'Otak, bend out in a curve to reach the same target that Zar'Otak is Auto-attacking. this damage is 40% of the standard damage that Zar'Otak is dealing (not the dot damage) but can be blocked by other units (if fighting in a minion wave, potentially because of the curve of the other 2 attacks, minions can block the autos' reducing the potential damage of this ability significantly) there is no reduced damage between the standard auto attacks and one secondary attack but there is a 50% reduction by being hit by 2 of the secondary auto attack bolts (being hit by both bolts will in total do 60% of the standard auto attack instead of 2*40%). Reduction is taken of only one of the secondary auto bolts, not both) if this ability is self cast, the passive benifits from 'Adaptive: Fire' is not applied. the Steriod from this ability lasts for 3/4/5/6/7 seconds
Adaptive: Fire: Zar'Otaks hands are now surrounded by fire, making his auto attack range increase slightly, and his attack speed increases with consecutive auto attacks (can be on separate units) capping at 5 stacks. this is because the longer the fire is in Zar'Otak's hands, he feels the heat and is drastically trying to get rid of the fire.
E: Dark Bribery/Passage of Sky
Apon leveling this ability, Zar'Otak unlocks Dark Bribery, allowing him to use his powers of manipulation from the void, to make a deal with the show keeper so that he can buy items from anywhere on the map (note: Zar'Otak will physically make the deal with the keeper buy being withing the standard buy range of the keeper (the fountain) and clicking on him to buy from him as normall, just opening the shop from anywhere will not bribe the keeper and Zar'Otak will not be able global purchase)
Apon leveling, the passive effect from Passage of Sky is unlocks. (the active is unlocked once the bribe with the keeper has been made)
'Passive' of Sky: (get it?) when Zar'Otak is using his standard void auto attacks, while in combat he gets increased movement speed. this movespeed scales with level. and lasts for 3 seconds out of combat. additionally, the first ability cast after coming out of void auto's, will hold the passive movespeed for an additional 5 seconds after cast. (note: this only happens on the first cast after standard void autos, which happens when he hasnt cast abilities within ten seconds. which means you cant keep casting abilities to gain this passive move speed. after the first cast and the 5 seconds is up, you go back to your standard move speed what ever that is)
Passage of Sky: Once you have made the bribe with the shop keeper, you can cast this ability (must have not been in combat for atleast 3-5 seconds (value needs confirming)) to globally access the shop. while in the shop, you can renew contracts, buy new ones, or buy items. contract prices do not change, but buying items have 1/3 of their price added on when bought globally (dorans ring being bought with e would cost 400+135) while in the shop, you gain a weak shield just to prevent you from getting nuked while shopping, which instantly decays over a second apon leaving the shop. the shield is not designed to protect you in team fights. it is only designed to protect you from instant damage while using your global buy. the in game system of closing the shop window when attacked by champion will happen as normal. if a purchase has been made or a loan contract has been made, 10% of Zar'Otaks missing health is restored him, to help him sustain as he wont be backing to buy items. (note: i think making him a free cast champion without spell costs might be good for his kit, giving him mana cost might screw him over as you may not be able to go for these high risk trades as you wanting aliitle more gold to renew a contract or something, but you are oom so your forced to 'b'. but if he is mana, then have 5% of missing mana refunded when he purchases with e aswell)
There is no Adaptive Passive for this ability because it already has a movespeed passive. Therefore casting this ability will not take him out of void auto attack mode and will not trigger the movespeed passive like his other abilities would.
Once the bribe has been made, players can access the shop the normal way they would check the shop globally, and still buy as if he was in his 'e' (note: because you have to wait a delay before casting e so you dont cast in combat (preventing players hitting e in fights, being immediately taken out of the shop but gaining a shield) accessing the shop using standard methods, will not let you buy, until the delay stated has happened, apon which you will be free to buy and gain the shield as if you were using e)
R: Water Birrage
this ability will be Zar'Otaks Longest ranged ability
Zar'Otak Roots him self, and begins to do a 0.5-1 second channel (up for debate, basically so he cant instant cast the ability as it is very strong, especially 1v1) once channel has been complete, Zar'Otak can target a champion (reason for targeting a champion and not skill shot is i dont want this to be used for a direct escape, if there is an out of position champ you jump to, and then you are able to run out after the ability is completed, then thats the enemies problem for being out of position and i wouldnt class it as a pussy escape like malphite or sion ulting to safety instead of engaging) Zar'Otak can target a champion to then leap towards that direction and supresses the targeted champion not allowing them to move, auto attack, or cast spells, certain items will be allowed to cast. (that champion can move away but Zar'Otak will target the nearest champion in an aoe if missed, give chance for tanks or supports to take the brunt of the damage and save carries) when Zar'Otak is supressing a champion, he himself is invulnerable and untargetable, which means you can not stun, knock back or effect him in any other way to save the champion. but the supressed champion can be saves by means of cleanse, qss, Mikael's Crucible, possible zhonyas, and certain champion abilities such as lulu ult as it give the feeling of freeing the champion (kayles ult could also prevent it, basically ults that give some kind of drastic life saving which will have to be stated before hand. heals and sheilds will not release the champion but abilities like this can still be cast to protect the supressed champion. ults like zilean and yorick can be cast, but will not free the champion. but the effects will apply (bring them back to life ext...)) while the enemy is supressed, they take a huge amount of single target damage as they are submerged by water while Zar'Otak rapidly swims through the water around the enemy dealing damage (basic dot damage style suppression just giving a visual aid). When the ability is full cast successfully, or if the champion is saved, or if Zar'Otak does not connect to a champion, he will jump back half the distance of the initial engage and end up half way between his ult starting position and where his target was. and then he gains his Adaptive: Water Passive
Adaptive: Water
Upon ult completion (whether that be successfull, enemy saved, or miss), Zar'Otak gains his adaptive water passive. this significally increases his damage on hit, his attacks turn to melee but the range is huge, he gets the in combat movespeed passive from his e as a perminant steriod while this adaptive is active, and his auto attacks gain a piercing effect on every target between Zar'otak and his desired target. (note: all targets struck between Zar'Otak and his target take significantly reduced damage, equaling roughly a small percentage lower than what his standard auto attacks would be, without any adapt passive. also note: this auto attack ends where Zar'Otak target is, it does not have a set range like azir soldiers and twitch ult, if you auto something next to you, that is what will take damage, if you auto something quite far away, that is what will take the most damage and everything in between takes the reduced damage.) The adaptive: water steriod lasts 5/6/7 seconds, and while active, you can cast other spells, but you will not loose the Water steriod. (possible give a bonus 0.5-1 second for his passive to make up for the little time lost for casting spells, but maybe that can be a forfit for his over powered adaptive state, if he wants to cast a spell then hes wasting time) gaining a kill will grant the adaptive: water steriod another 5 seconds at all ranks, and following kills will give decreased amounts of time (next kill 3 seconds extra, third kill 1 second extra, kills after this point do not bonus) Assists grant 1 second bonus at all stages but this can only happen up to 3 times within this ult cast. max steriod cap is 7/8/9 to avoid players being able to nuke 2-3 players within 2 seconds, then having 15+ seconds with the adaptive water steriod to help fight the last 2. (what this means is you can have adaptive steriod on for a long time, but you would have to space the kills out. if you killed someone at lvl 16 (3 points in ult) you would have adaptive passive for 9 seconds (if the player was killed between 4-7 seconds, any less then it would be the steriod timer plus 5) then if you didnt get a kill for another 5 seconds, meaning u have your steriod timer for another 4 seconds, then the kill would bump you back up to 7 seconds. so you will be getting punished if you and your team get a few really fast kills early instead of spacing them out)
any form of champion damage will cancel the ults cast if cast during the channel or before Zar'Otak re-activates to engage (so dont cast in the middle of a team fight unless you can get out of vision safely then plan on re-engaging) and will not give him the Adaptive: water steriod if it is cancled Gaining a kill from Water Birrage itself will not grant any bonus time to the adaptive passive
Visually, his arms turn into water which form into points like spear tips, and to attack, these points scewer through targets to reach his actuall target.
I have designed him to be a hybrid champion, with strong scalings for both ad and ap, so he can be played flexibally either as a time of marksman (falling into similar catagories as quinn and gnar, who are marksmans who have an melee for about them) or as a Mage, or as an attack speed ap fighter like azir or kayle, or even as a bruiser fighter.
Q: Scale damage with bonus ad and ap (more ad than ap) but slow scale with ap. root/stun duration scale with level of ability Qp: scale with bonus ad
W: spell version: Damage scale with ap self cast version: 5% plus ap scaling of damage dealt. bolts damage scale ap too. this way if hes ad, the bonus damage isnt significantly increased but he has his ad to do the main of the damage, where as ap his auto damage wouldnt be as high but his damage from the bonus ap scalings would help Wp: no ad or ap scalings for the range or att speed increase, just increase with skills level
E: Shield increase with ap(very small ratio, 0.3 at max), heal increase with ap Ep: movespeed increased with Level
R: Ult increased with ap, but deals damage as if recieving damage from autos (on-hit items and abilities, and on-attack stats like life steal do not apply in this damage) Rp: increase damage scaled with ap, the reduced damage recieved is reduced directly from what the damage of his auto attacks in this form would be when reduction isnt involved (if his auto did 100 damage + another 100 from the abilities increased damage. if the reduction rate was 60 percent, then the piercing damage will be 80 (100+100=200/60%=80) see how the damage going by this is lower than what a standard auto attack is, so he wouldnt just shred an entire team just by autoing something at the back, obviously this may be different depending on his build path (an ap Zar'Otak would do piercing damage higher than his standard autos where as a full ad would do significantly less))
I am fully are this is a very overly complicated champion, and the maths involved is incredibly high, but i do feel this would be an interesting and unique champion to add to the game, i dont think the kit is too overpowered although it is very strong, but it has inherint weaknesses too such as the risk of loaning an item, and a poorly cast ultimate will ruin team fights. and he does has easy ways to counter him, a champion who can harras him out of lane and deny him farm while playing safe so he doesnt die, will ruin the fact Zar'Otak has loaned items, meaning after a set amount of time he will not have any items making the loan useless.