Zolt, The Anti Mana

Vanic998·1/5/2016, 11:34:41 PM·12 votes·3,670 views
http://www.aminoapps.com/page/league-of-legends/7200806/champion-idea-zolt

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

31 Comments

ModEchoing1/9/2016, 7:29:36 AM4 votes

Unfortunately, TheSolidSnakeX's praise is hyperbole. Don't mean to rain on your parade, but there's a significant issue that destroys the whole foundation of the champion.

So, right off the bat - mana's never actually been established in the lore at all. Your champion's entire existence hinges on something that doesn't actually exist. That doesn't make for a good lore. You don't need to be an expert with the current lore, but you should probably do a little research and keep up with the lore updates.

You're probably one of those people who showed up after Season 1, so you missed out on the old Wit's End. Wit's End, instead of just doing 42 magic damage, would combust 42 mana and do that much as damage. It was intended as an anti-mage thing, but the flat burn meant people with small pools like Udyr, Tristana, Warwick, etc. would be OoM'd within several good hits. Riot cottoned on and fixed the passive, and mana burn as a mechanic has never made an appearance since then due to its ability to shut down a huge chunk of champions without a real answer to it.

I say this because your champion is a walking mana burn, and that pretty much ruins all hope of balance from the get-go. As if that wasn't enough, the passive forces mana bars on every enemy, which is just plain confusing and non-intuitive. You don't even clarify the exact value of these bars.

For its effect, the Q is incredibly cheap on mana cost. It's an alright ability - I can't complain about it too much.

The W's damage scaling is almost impossibly high. I'd suggest a way to fix it, but it's tied to the incredibly-detrimental mana burn mechanic that can't be redeemed.

Your E is Caitlyn's net. It's functional, but boring. Triggering the mark isn't exactly difficult, especially for the amount of power the extra stun duration brings.

Your R is a pretty neat application of a raw damage tool. I like it. Its viability on your kit, less so - the long cast time relative to any other mage ensures you're likely to die, get CCed, or get dodged before you can fire the burst in a not-insignificant number of situations.

I'd normally give advice as how to fix a champion, but you've centered your champion around a mechanic that's blatantly unhealthy for the game and was expunged long ago. There's no real redemption there without dramatically restructuring the champion, at which point it's not going to be Zolt, the Anti-Mana any more. What you do have outside of that is a little bit dull, but functional, so there's still hope for a good champion yet. Just not one with mana burn.

lordlightskin621/6/2016, 12:02:25 AM3 votes

Wow, amazing champion! This feels like something Riot would have made!

Only thing that strikes me as weird is his W - Armor Burn. Why is it called Armor Burn if it "burns" the enemy champions magic resist?

Ionian1/5/2016, 11:41:37 PM3 votes

yay more ahri counters

SkyBlade791/25/2016, 11:22:06 PM2 votes

Sounds really interesting, and you get a 1+! Some criticism, though:

I like the whole no-mana-regeneration thing. It's a very interesting concept. That being said, I don't feel like Zolt utilizes it enough. I think you should nerf some of the AP scaling, and add some scaling off of maximum, or if you're really feeling risky, current mana (Meaning that he would be much stronger as soon as he enters battle then when he leaves). I also think that all of his abilities should have a much higher mana cost, or a mana cost that gets higher as they level up.

Passive - Useful (10% might be too much, maybe have it scale up as he levels, i.e. 3%/6%/9%), but it would be kind of iffy with non-mana champions. How much mana do they start out with? Does their mana bar regen?

Q - A teensy bit op. I think that if you changed the stun to a scaling per level, 0.5/0.75/1/1.25/1.5 seconds, it would be a lot better.

Maybe increase the channel a bit on the ultimate, but besides that, it seems really good!

TheTarians1/26/2016, 12:49:04 PM2 votes

I remember making a mana burn champion a while ago. Who basically punished any mana user for using abilities and getting into a fight with him. But then I found out that Riot has already stated that they do not want a champion that takes away mana from other champions, how each and every champion uses their mana is up to their own decision. I like the kit, but not the mana stealing part, seeing as though something like that would break the game because then you could always focus the champions that need mana, but have a very little mana pool. (I.E. Udyr, Warwick, Vi, Ezreal, Corki, Jax, Illaoi, Skarner, Darius etc.). I my opinion, if you were to get rid of the mana steal and make him actually have mana regen, then you are looking at a much better character.

CosmicKiwii1/29/2016, 7:11:35 AM2 votes

My review of Zolt the Anti-Mana

Passive: I've thought a champion that takes enemy mana or gives it to a friend would be so cool, but the problem is, 21 out of around 130 don't use mana. That's in between 1/6 and 1/7. A champion whose passive does nothing to 1/6th of the game's characters seems pointless. I think it should just do flat extra damage to people without a mana bar. Also, as I mentioned before, Kassadin's mana-stealing was removed from the game because it was too overpowered, and it stole less mana, so against the champions it works on, this would be extremely broken. Change 10% to like 5%.

Q: This is actually really cool. A timed bomb that stuns secondary targets, like Zilean's but better since you dont even need to land 2 and you can still stun more people.

W: Back to what I said about the passive, I think this should just do extra flat damage to non-mana enemies. To be honest though, if everyone used mana this ability would be really awesome.

E: Right as they get unstunned and ready to kill you, another stun. The most trolly thing ever. I would rage so hard against that, but at least its only 1 second long.

R: I like this one a lot. A huge cone that does more damage the closer the enemy is. Considering the fact that the cone is smaller the closer they are, this also makes it easier to dodge, thus harder to land if you were going for maximum damage. I do have two question though. Is it like Ekko's W where you have a target while it's channeling or do you choose the target after? Also, Can they see somewhat of an outline of the direction you fire(like Sion's Q)?

BowieTheNifty1/31/2016, 3:13:13 AM2 votes

Alright so I am going to give a bit of criticism here on this champion. Why you ask? Well mainly it is for the CCOS. Though I am not an expert with Lore or anything like that. Instead I will just be going over the kit here. Hopefully you don't mind.

So judging from the title Zolt, The Anti Mana, you can clearly tell that this guy is well against mana. Basing a champion around a resource much as mana isn't a bad way to go. With him not being able to regenerate mana and having it turned into just apart of his mana pool is unique I will admit. At least I haven't seen anything like it thus far. Honestly I do like stat conversions like how Singed gets Health for every certain amount of mana, or how Galio gains ability power through magic resist. While others might find this boring I am quite the opposite. There are many different things you can do with it an I like what is being shown here.

Moving onto Zolts passive however, here is where things get odd. So being able to burn mana on enemy champion is quite a powerful ability. Literally just having that makes him strong against certain match ups. However this is also quite annoying. One thing I do want to turn your attention to is an item called item 3091. 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.

The Q Power Burst, is overall not a bad ability. Having it be a skill shot stun does sort of balance it out. You did good making the secondary explosion not effect the initial target. That is what I call good balancing my friend.

The W I honestly don't like at all. Having the passive magic penetration isn't the bad part. Having the amplified ability reduce magic resist and even further reduce mana on an enemy is kinda redundant on both ends. Zolts passive already burns the mana and the passive from this gives you the ability to pierce magic resist. I feel as though this should be changed to add some new things to the kit.

The E is well interesting. Having mobility with a back lash effect is cool. Though perhaps you should reduce the added stun on the marked target. Perhaps in instead make it a 50% increase to the stun duration of the Q. Having it be an additional 1 flat means you can stun a target for 2.5s while having the E at just rank one. I think it would be good for balance.

For the Ult, its isn't bad of an ability. There is counter play here and that is something I like. One thing I am concerned about is simply the damage from it. You have quite high base damages for this ability. Might want to consider reducing the base damage, but the scaling should be fine. Though for appeal this ability doesn't provide anything new to the table for the league. It is simply just damage in the end.

There are a few tweaks that can be made on this concept. One thing you want to consider is the champion fun to play as or against. Destroying a resource for a champion isn't exactly fun but taking it the right way means that you can make it bearable.

SpeedFighterr2/11/2016, 1:26:16 AM2 votes

I actually like the char design a lot some of his abilities seem to be nice I would like him more as a sup champ tho but a ap char works too I like the design mostly tho

CosmicKiwii1/26/2016, 1:20:46 AM2 votes

I loved the idea of a champion that steals mana from opponents and/or gives it to teammates, but seeing as how rito removed kassadin's mana stealing ability, i doubt they will reimplement it.

Johnny Scythe1/10/2016, 2:46:24 AM2 votes

Nice idea! I would like to know how much mana non mana champions get from this passive though.

Candurill1/12/2016, 4:32:34 PM2 votes

One upvote for you too ^^ And as for some feedback. I believe that 20% of the dealt damage is a tad bit much to leech off of someone's Mana bar...I know im not a game designer, but it just sounds a bit too much....plus, he is a ranged champion, so it would be fairly easy for him to hit champions. Other then that, he sounds like a very good idea :D Maybe work on his lore a little more...i am a really big lore junky, and i feel like Zolt's lore is a bit lacking... Hope my feedback helps ^^

Hairzo2/12/2016, 4:34:58 PM1 votes

Lore - I think it's safe to say that this lore is dime a dozen. Kid down on his luck finds something that will make him OP, not to mention it is a revenge story, and I've gotten very bored of them. Never the less, I would have liked a lot more acute description on certain things. Because he has found this ultimate power and Is willing to destroy evil, and that before this he got picked on a lot, I would assume that he would have to hold onto things he liked to stay happy. This would make it more thematic to add a large amount of description to things that are evil, as now he doesn't care about himself. Everything else sort of becomes a blur to him, and this would hone in his personality through the lore.

Passive - I do like this passive, however, I can see it being way to annoying to deal with. As well as dealing the damage with his abilities, they also drain some mana, and this is, by definition, an anti fun ability. all champion's choose when to use their abilities, and how much mana they want to use, if you can just get rid of that and slowly burn down their mana, it is going to become very annoying. Also, with the lack on mana potions, this problem in amplified. I like how it deals the bonus damage if they don't have enough mana, or don't have a mana bar, but this is just natrually punishing people for playing certain champions, just because they dont use mana.

Q - A 1.5 second stun on a 6 second cooldown at full level will be a nightmare to deal with. Just max this, half health and mana them, maybe even kill them if they have no mana. I do like that the stun only procs after 1 seocnd, allowing for some more counterplay.

W - How will this work against mana less champions, will it be completely uselss. Also, the damage over time is a lot weaker than the original, because this spell doesn't burn mana.

E - The escape potential with this ability is super stron. Just land the Q then the E, instant 3 second stun. I am always a fan of these types of spells, get closer or deal more damage, but the power this gives is really strong. I would really reduce the stun duration on this.

R - The combo Zolt has is insane. Q, E for the 3 second stun, W for the more more damage, and then ult at really close range. Against non mana champs this is sooo powerful.

Overall, I am really not a fan of the mana burn, as it isn't very fun to deal with, and the numbers on the abilities are pretty high.

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