Zinc: The glass engineer (A concept I made 5 years ago)

Agent Shaco·6/27/2016, 6:08:21 AM·2 votes·660 views

Zinc: The Glass Engineer

Attributes: Melee Hybrid Sustained Damage

Health: +++ Attack: +++++ Spells:++++++++ Difficulty:+++++

Passive: Shards of Regeneration Every 3 spell cast, Zinc summons glass shards that shoot in front of him. He gains Health and Sand back depending on how many champions he has hitten. Shards do 10% of their current health in Magic damage. Each champion hit grants you 10/20/30/40/50/60/70/80/90 Health regeneration per 5 seconds and 25 Sand regeneration per 5 seconds. Values increase every 2 levels. Zinc is also a Sand Champion. Total of 200 Sand, and doesn't regenerate. Depending on his passive. (Regenerates sand at Recall pad).

Q : Vertical Smash: Zinc summons a Glass ball from the air that does 50/75/100/125/150 damage on impact and slows enemies around the ball by 25% (Stacks multiplicatively with his W) (Ball detonates in 2 seconds). Zinc can activate Vertical Smash again to detonate and create a Glass spike terrain that does 10/15/20/25/30 Magic damage per second. (Slow effects are removed and Sharded glass remains for 5 seconds.) 0.5 AP+0.5 AD ratio for glass ball & 0.1 AP + 0.2 AD ratio for glass spikes. (Glass ball does double damage when used on a stunned champion). 13/12/11/10/9 second Cooldown. 100/95/90/85/80 Sand

W : Horizontal Aura: Zinc summons an Aura from his weapon that surrounds a certain spot for 3 seconds and every damage source that Zinc does in that aura receives a 15%/20%/25%/30%/35% slow for .5 seconds. Each spell/auto attack also counts as twice the amount for Crippling Glass and his passive. 30/27/24/21/18 second cooldown. 20/25/30/35/40 Sand

E : Crippling Glass: Every 10 Spell cast + Auto attacks Zinc can activate to stun the enemy for 1.3/1.5/1.7/1.9/2.1 seconds. and does 75/100/125/150/175 over 5 seconds in magic damage. .7 AP ratio + 1.0 AD ratio. 14/13/12/11/10 second Cooldown. 50/60/70/80/90 Sand Passive: When Zinc gets below 50 sand he goes into a rampage and gets increased 50% attack speed and gets AoE splash damage that does 50% damage around Zinc's target while regenerating 25 sand per second, until he regains above 100 sand (Zinc can't use any spells during this duration). (Tiamat applies with his passive). Zinc gains 10 Sand per Auto Attack.

R (Ultimate): Glass Jail: Zinc summons Glass bars down to the battlefield trapping people and enemies inflict themselves by 10%/15%/20% of their own damage during doing damage inside. Champions are able to break out of the glass but must break the area they're exiting out of (Champions are also able to dash over). Each 100 AP = 2.5 Percent. 5 second duration. Cooldown:110/105/100. All current sand.

Aysop Zinc - The Glass Engineer (Open for suggestions). Tell me what would need improvements and what looks wrong , and feedback would also be nice :3.

2 Comments

jr deputy meow6/27/2016, 9:11:19 AM1 votes

first and foremost - this champ needs a spammable ability. Your resource is already gated by the ability to auto attack enemies rather than by natural regeneration - it doesn't need to also be gated by long cooldowns on the abilities that use it. Your passive requires three ability casts to use, and your E requires ten attacks or ability casts together - both of these mechanics seem to beg to have something that your champion can spam in order to get ability casts out. Abilities with long cooldowns on kits with a resource that is already gated by another mechanic (in this case auto attacks) ought to either be exceptionally strong or provide very powerful utility. Additionally, the fact that this champion is melee makes it very difficult for it to safely regenerate its resource through auto attacks. If this is intentional, the champion needs to have significant buffs to its strength and utility in other areas to compensate. Otherwise, i would greatly recommend that you give the champion a ranged basic attack. It could be a short one - perhaps in the tier with orianna/jinx/vel'koz - but either way the fact that the champion is melee and needs to attack things in order to cast its abilities is a huge natural counterbalance to its strength.

Finally, i don't like the ultimate. First off i don't like a mechanic that forces enemies to take damage in order to deal damage. Secondly, i don't like a mechanic that forces a champion to drain /all/ of their resource in order to use an ability that isn't an overpowered escape.

I very much like the unique resource, and i like the passive's (damage proc every three spell casts) mechanic. I don't like the E's rampage mechanic at all as i feel it messes with the champion's flow too much (weaving basic attacks and spell casts in order to maximize its sustained damage) and i feel it needs a slow and a spammable ability it can cast while moving and attacking so that it can feel kitey and smooth.

However, if you insist on keeping this champion melee and making it rely on auto attacks and point blank ability casts, you need to at least give it some ability to be tanky.

Schaymus6/27/2016, 9:21:13 PM1 votes

I think the coolest part of the kit is the ultimate. I like your idea for creating some sort of cc that they might have to DPS to get out or that reflects x% amount of damage back throughout the spell duration. Both interesting ideas. Perhaps consider rebuilding the kit around this ability.