Zolt, The Anti Mana
Champion: Zolt – The Anti Mana
This is an idea of the appearance of Zolt:
https://bialczynski.files.wordpress.com/2012/11/awakening.gif
Role: Mage
Lore: Zolt was a scientist from Zaun who was born incapable of mana regeneration. Because of this, Zolt was unable to defend himself and was often abused and mistreated by others who take advantage of Zolt’s disability. Zolt had enough of the abuse and discovered a mana substitute that is very similar to real mana. The new energy source also transformed Zolt and made him capable of ways to apply his new power. Zolt’s abilities render almost any armor useless and deplete anyone’s mana. Whenever Zolt extinguishes an enemy's mana, they not only lose the energy necessary to use their abilities, but they also lose energy required to continue their life. Zolt plans to use his newfound power to exact his revenge on those who abused him in the past, avenge others who were in Zolt's place, and to permanently rid the world of the cause of all evil and violence, mana.
Secondary bar: Mana Substitute: The new source of energy that Zolt discovered. Zolt is still incapable of mana regeneration but has a higher than average maximum mana. All items that Zolt has that give mana regeneration gives him 3 times the percentage of mana regeneration as maximum mana instead (Includes blue buff). For example, if Zolt buys a Morellonomicon, he gets 300 maximum mana instead of +100% mana regen. When Zolt arrives at his team's base, he instantly restores all his mana.
Base stats:
Health: 515 + 82 AD: 55 + 3.13 AP:0 Armour: 22 + 3.5 Magic resist: 30 +0 Mana: 455 + 60 Movement speed: 340 Attack speed: .63 (+1.36%) AA range: 525
Passive: Mana Melt:
Zolts abilities not only melts enemy health, but also enemy mana. Each time Zolt lands his offensive abilities, 10% of the damage dealt from it is subtracted from the enemy mana. If the enemy's current mana is less than the mana that Zolt melted, then the difference is dealt to the enemy's health as bonus magic damage. Manaless champions aren't safe from Zolt either. All enemies that don’t use mana and instead another resource that utilizes the secondary bar like energy, fury, flow, ferocity, zed, renekton, tryndamere, shyvana, yasuo, Rengar, etc, get a tertiary bar that is mana. All enemies that are mana less and don’t use a secondary bar like Katarina, Garen, Riven, Mundo, etc, will have a secondary bar that is mana. All manaless champions will still have a mana cost of 0 on all their abilities.
Q: Power burst:
Zolt fires a non-pass through projectile skill shot and deals magic damage on hit. If it hits a minion, monster, or enemy champion, they are marked and then stunned after a 1 sec delay. After the 1 sec delay, the mark is consumed and explodes as an AOE in a radius dealing the same magic damage and half the stun duration, to all enemies within the radius. The initial target is not affected by the second explosion damage and stun.
Damage: 60/ 90/ 120/ 150/ 180 (+ 50% AP) Cost: 45/ 50/ 55/ 60/ 65 mana Cooldown: 10/ 9/ 8/ 7/ 6 secs Range: 1000. Explosion radius: 200. Stun: 1/ 1.125/ 1.25/ 1.375/ 1.5 secs.
W: Armor Burn:
Passive: + 4/ 6/ 8/ 10/ 12 Magic Penetration
Active: Zolt’s next offensive ability within 5 secs applies a DOT equal to a percent of the enemy’s missing mana over 4 secs and melts (reduces) the enemy’s magic resist for 4 secs (The DOT does not melt enemy mana since this is not an offensive ability but enhances the next offensive ability instead). While this ability is on cooldown, the passive magic penetration is halved. This ability cannot be selected at level 1. (Since you will have no offensive ability to enhance and apply this ability on an enemy.)
Magic DOT: 40/48/ 56/ 64/ 72% enemy missing mana, or 10/ 12/ 14/ 16/ 18% enemy missing mana per sec. MR reduced: 9/ 13/ 17/ 21/ 25%. Cooldown: 14/ 13.5/ 13/ 12.5/ 12 secs. Cost: 60/ 65/ 70/ 75/ 80 mana.
E: Blast Boost:
Zolt blasts a laser behind him which gives him a forward dash (Think of Caitlyn's net ability). The laser is a linear pass through skill shot and deals magic damage. If this ability hits the mark from Power Burst, they are stunned immediately and for 1 more sec.
Damage: 80/ 115/ 150/ 185/ 220 (+ 75% AP) Cost: 65/ 70/ 75/ 80/ 85 mana Cooldown: 16/ 15/ 14/ 13/ 12 secs Dash range: 400 Laser range: 600
R: Annihilation Blast:
Zolt is rooted and channels for 1 sec before he blasts an AOE conical skill shot dealing magic damage. The damage dealt depends on the distance the target is away from Zolt. The 1 sec channel can be interrupted. The outline of the AOE conical skillshot is shown briefly after .7 secs of Zolt channeling. (Just like Xerath's Q except Zolt cannot change direction while channeling.)
Damages:
Between 0 to 500 units: 300/ 500/ 700 ( +90% AP)
Between 500 to 800 units: 250/ 400/ 550 ( +70% AP)
Between 800 to 1000 units: 200/ 300/ 400 ( +50% AP)
Angle: 50°/ 65°/ 80°. Cost: 100 mana. Cooldown: 125/ 105/ 85. Range: 1000
Playing as Zolt Zolt is an odd type of mage. Most other mages do damage from far away, but Zolt maximizes his damage if he's somewhat close to his opponent. In lane try to poke with your Q to melt some enemy mana. If you happen to be close to your opponent when you land your q, follow up with E so you can do more damage, melt more, add to the stun duration, and boost yourself back to safety. If your opponent is halfway or low on mana, use W and try to land your Q or E. To take full advantage of the magic resist reduction and the Q and E combo stun, channel your ult to do tons of damage. Be strategic about how you use your Q E combo because if you get lazy and use the Q E combo from max range, you will put 1000 units between you and your opponent so when you channel your ult, your opponent will take the furthest threshold, or the minimum damage. Try to be close to your opponent when doing the Q E combo to put your opponent within the closest threshold, or maximum damage. It is dangerous for a typical mage to get close to an enemy, but with Zolt, he takes great risk for high damage. To make things easier, try to pick Zolt against an mana using enemy since they will be spending their mana so you can exploit that faster.
Playing against Zolt The obvious counter play would be to dodge his skillshots since Zolt is 100% skillshot reliant. If Zolt lands his Q and he's close to you and about to use his E to do the combo, use the 1 sec delay from the Q to use your mobility move before you're stunned, if you have any. It would be even better if you play someone that can become untargetable like Fizz, Zed, Ekko, etc so you can void the stun altogether since the stun has a 1 sec delay. If you see Zolt getting near you to do his Q E combo, try to punish his aggressiveness by giving everything you have. Same with getting close to Zolt, make you sure you dodge his Q before getting close to him. If you're a tank, continue what you're doing because Zolt's passive melts 10% of the DAMAGE DEALT which means that buying magic resist WILL reduce the mana you lose. It is also useful to play a champion that has a shield or can give a shield since shields either take all the damage or reduce your damage taken ergo the mana you lose will be reduced if not 0. Try to play a manaless champion. You will still lose mana if he lands his skillshots but you wont be using your mana so the rate in which you lose mana wont be as great as if you played a mana champion. Try not to buy items that give more mana than health like the tear items, Frozen Heart, etc because there's a CHANCE that you will take greater %missing mana DOT from Zolt's W if the enemy Zolt is adept at landing his skillshots.
The link below and at the top of this thread is a link to my idea in an earlier stage. Feel free to check out the improvements and differences. http://www.aminoapps.com/page/league-of-legends/7200806/champion-idea-zolt
Good neighbour bonus: Kalalipan, Kumungu's Plague
. Did you know this item was reworked before? Well the old version of this item would destroy mana on hit. This became a problem and was changed. There should be no problem with having a passive like this. Though some tweaks might be in order. First off the extra damage might be a bit too much. Being able to destroy a resource and get even more damage from it isn't that fun to face against. As well instead of having champions with another resource get mana you can just have the extra damage be placed here. This makes it be a bit less complicated. As well having the amount of mana burned be based on the damage dealt, I think is a bad idea. Sense you are burning a resource might want to make it so that when you deal damage with Zolt's abilities that it will burn a certain percentage of the opponents current mana. That is my suggestion.