[Champion Concept] Ral Zarek, Ravnica's Prodigy

Nagirte·11/8/2014, 3:43:43 PM·3 votes·2,256 views

http://i.imgur.com/MTTpP1L.jpg This was to be my entry into the MTG contest but since Oventoasted went MIA, I figured I'd go ahead and post it anyway to try to get some feedback. I might rework the theme/abilities some and drop the MTG theme, but I'm not bothering with that right now.

#Ral Zarek, Ravnica's Prodigy Primary Role: Mage Secondary Role: Support/Fighter


#Lore: Planeshifting Log, Entry 263 Plane Name: Runeterra Date of First Visit: A.C. 10043

Geographic Description: Most of the population resides on one continent known as Valoran along with the outlying islands. Several other continents exist but there is little documented contact. Other continents less populous and advanced – not noteworthy.

Continent divided by a long mountain range referred to as the Great Barrier. Two other mountain ranges, the Ironspikes and Sablestones, block off the NE and SE corners of the continent, respectively. Marshes and rivers characterize the northern half of the continent, which a small ice covered region at the farthest northern reaches, while deserts, flats, and jungles characterize the southern half. Many areas, especially in the southern part of the continent, are scarred from previous wars and large scale magics.

Inhabitants: Varied but primarily Human. Many of the races that populate other planes exist here such as merfolk, shapeshifters, and elementals. Undead and spirits seem to be quite rare on this plane, which is curious. There is also a strange diminutive race known as Yordles – seemingly just furry dwarves without the forging or mountains.

Politics (if any): Chaotic, nearly as tribal as Ravnica. Continent mostly controlled by several nations and city states. Most prominent are Demacia, Noxus, Piltover, Bilgewater, Yordle Land, and Zaun. Other minor tribes, settlements, and cults scattered across the rest of the continent.

Comments: Mana is strange here. It is not divided as usual into the five colors. It is much more versatile but also more intrinsic. Few but the elementals can pull Mana from the land. Mana here is imbedded in the environment but much harder to extract and repurpose. Many individuals are born with Mana within them and some have learned to harness it to empower them, but it does not function or interact as it does on the other planes I have visited. Many of my spells don’t work, or worse backfire, when I try to cast them as I normally would. Much to my chagrin, even my prowess with spell casting on other planes doesn’t seem to allow me to overcome this. My mana coils let me use them as a power source instead, but that is quite finite. It seems my exploration will be limited here as travel will require my ability to cast spells to protect myself and search for resource caches and new magics.

Entry Update 1, 10045 A.C. This is my seventh visit to Valoran. It has a somewhat… quaint charm to it. There’s even still areas of the plane that haven’t been developed into cities. I have traveled much of the landscape and studied the local lore and legends and also technology and spells of the land. Their hextech is interesting, using a resource unfamiliar to me, but it is still quite primitive. Zaun piqued my interest as it touted progess and study at all costs. I quickly discovered that it was more just a city of sadists looking to use human subjects without reproach and test dangerous chemicals. None could be called scientists. None of their experiments were designed to be replicated or to garner new knowledge. With the complete lack of worthwhile science or study to acquire through modern means, I’ve turned my attention to ancient ruins and areas of Valoran that have been abandoned or made too dangerous. Shurima was the first obvious choice, but after Azir’s and Xerath’s awakenings, renewed interest in Shurima created far too much competition. It’s likely there is little remaining that previous explorers or Azir have not claimed already. Urtistan and Kumungu have much more promise.

Entry Update 2 10046 A.C. Tensions in Ravnica have become unbearable. The Implicit Maze was a joke. Sure it prevented the Supreme Verdict or an all-out war, but the guilds still fight constantly. Nothing has changed and nothing will. Niv-Mizzet had the gall to create his own champion for the Maze instead of having me, the obvious candidate, run the maze for the Izzet League. Of course, I killed Melek anyway and took his place. What else was I supposed to do? Allow this final and grand slight from that egotistical winged wyrm? Dracogenius. What a farce. The idiot couldn’t even discern I had a spark.

Valoran, while more primitive than Ravnica, at least has a little civility. They use a rather clever method they call the “League of Legends” that lets the states pit their best fighters against each other to diffuse tension between them. Instead of fighting wars with armies, they settle their differences in a kind of strategy arena. It satisfies the need for bloodshed for some, the need for competition and fame for others, and the need for wartime strategy as well. Sure it meets with mixed results, but it seems to work much better than our Guildpact ever did.

Entry Update 3 10046 A.C. I couldn’t stay any longer. I couldn’t even feign deference any longer. I’ve spent more and more time on other planes, looking for a place to expand my knowledge and influence. I’ve learned as much as I could under the thumb of Niv. Valoran seems to be the most interesting option for a new beginning. Over many visits, I have become more comfortable with the strange Mana there. The more conventional Mana that has long flowed through my body still causes some backlash, but as I reconfigure my spells and spend more time here, it becomes less and less each day. I’ve found some interesting relics on my journeys into Kumungu. One in particular, an amulet, seems to have been designed to drain the power of an enemy’s spells. With a little bit of tinkering and a lot of experiments, I transformed it into a device to heal my own injuries from the backlash. The range needs a little bit of work, but who knows? Maybe I’ll put my name in the hat for the League. Valoran is a little boring compared to Ravnica and I could use some excitement.


#Stats: Health: 420(+85) Health Regen: 5(+.55) Mana: 270(+65) Mana Regen: 7(+.7) Attack Damage: 51(+3) Attack Speed: .625(+2.11%) Armor: 16(+3.25) Magic Resistance: 30(+0) Movement Speed: 335 Range: 550


#Abilities Innate: Reckless Magecraft Ral Zarek’s basic spells have their cooldowns delayed 2 seconds after casting. Instead they may be Overloaded or Replicated within this time. If they are Replicated, the timer is reset. If they are not Replicated or Overloaded at all, the current cooldown is reduced by a further 40%. There is a minimum .5 second delay between replications of the same spell.

Replicated spells can be cast as many times as Ral Zarek’s health and mana pool allow it. Each Replicated or Overloaded spell gives him a stack of Recklessness, stacking up to 10 times. Ral then deals .8% Max Health(+.01 AP) magic damage to himself per stack with each replicated or overloaded spell. He loses all of his current stacks if he does not cast a replicated or overloaded spell for 3 seconds.

Q: Homing Lightning Cost: 60/65/70/75/80 Mana Cooldown: 18/17/16/15/14 Seconds Range: 700 (Bounce Range 450) Ral fires a massive bolt of electricity in target direction. The first enemy hit is dealt massive magic damage and lightning chains to nearby enemies of the same type. If he hits a minion or monster, it will chain to nearby minions and monsters. If it hits an enemy champion, it chains to nearby enemy champions and Ral Zarek. Secondary enemies are dealt reduced damage. If it chains to Ral Zarek, it invigorates him restoring Mana and Health.

Ral Zarek can Replicate this spell but targets who have been primary targets of this spell within the last 5 seconds will always take damage as if they were secondary targets, regardless of which target was hit first.

Damage (First target) -- 60/100/140/180/220(+.8 AP) Damage (Secondaries) -- 20/40/60/80/100(+.4 AP) Mana Restore -- 20/25/30/35/40 Health Restore -- 10/15/20/25/30(+.05 AP) Effective CD (40% CDR, no replicate) -- 7.76/7.4/7.04/6.68/6.32 seconds Effective CD (40% CDR, replicated) -- 11.6/11/10.4/9.8/9.2 seconds Effective CD (0% CDR, no replicate) -- 11.6/11/10.4/9.8/9.2 seconds Effective CD (0% CDR, replicated) -- 18/17/16/15/14 seconds

**W: Electrickery ** Cost: 80/90/100/110/120 Mana Cooldown: 22 seconds Range: 600 (Bounce range 450) Ral Zarek zaps target ally cleansing all enemy crowd control and granting them and himself a short burst of movement speed. If there is an enemy champion nearby, the lightning will jump to them, dealing magic damage. If the targeted ally was cc'd, the affected enemy target is also stunned. He cannot cast this if he cannot cast spells.

Ral Zarek can Replicate this spell, but no target can be stunned or cleansed more than once per cycle of replications. Replications deal reduced damage if the affected enemy has been damaged by this spell within the last 5 seconds. If he targets himself, he restores half of the mana cost.

MS Boost -- 20/25/30/35/40(+.1 AP) MS Boost Duration -- 1.5 seconds Stun Duration -- 1.5 seconds Damage -- 50/75/100/125/150(+.6 AP) Reduced Damage -- 20/30/40/50/60(+.3 AP) Mana Restore (Self-cast only) -- 40/45/50/55/60 Mana Effective CD (40% CDR, no replicate) -- 9.2 seconds Effective CD (40% CDR, replicated) -- 14 seconds Effective CD (0% CDR, no replicate) -- 14 seconds Effective CD (0% CDR, replicated) -- 22 seconds

**E: Essence Backlash ** Cost: 80/95/110/125/140 Mana Cooldown: 42/39/36/33/30 Range: 600 (Overload 500 radius) Width: 125 Ral hurls an unstable wave of energy in target direction. Spells that it passes through are canceled and spark dealing AoE damage in the area and damage to the caster of the spell. Ongoing basic spells (such as Jax’s Counterstrike, Vi’s Vault Breaker, Varus’s Piercing Arrow, Shyvana’s Burnout, Zilean’s Bomb etc.) and dashes are stopped and spark at that champion’s location. If he is in the area of effect, he takes a portion of this damage.

Ral can Overload this spell, releasing a nova of unstable energies around him canceling all spells it encounters and stopping ongoing basic spells, causing them to spark and deal damage in the area.

Explosion Damage -- 75/115/155/195/235(+.5 AP) Overload Damage -- 75/115/155/195/235(+.5 AP) Explosion Radius -- 200 units from the collision point(s) Self-Damage -- 45/65/85/105/125(+.2 AP) Effective CD (40% CDR, no overload) -- 17.12/16.04/14.96/13.88/12.8 seconds Effective CD (40% CDR, overloaded) -- 27.2/25.4/23.6/21.8/20 seconds Effective CD (0% CDR, no overload) -- 27.2/25.4/23.6/21.8/20 seconds Effective CD (0% CDR, overloaded) -- 44/41/38/35/32 seconds

**R: Teleportal ** Cost: 100 Mana Cooldown: 120/100/80 Range: 500 Ground Target: Ral Zarek creates two portals, one slightly behind him and one at his cursors location for 5 seconds. During that time, any allied champion can right click one to move to the other portal, but can only do this once. Ral Zarek can use these portals up to two times total. Portals shock nearby enemies dealing magic damage each second but enemies can only be damaged by one portal at a time.

Enemy Target: Ral Zarek creates a portal directly in front of him and embeds one in target enemy for 3 seconds. For the duration, allied spells or attacks that hit Ral’s portal will affect that enemy. Spells that include a dash (optional or otherwise) will move the champion to the grounded portal but will not affect the enemy champion. Portals can be targeted by allied spells and basic attacks as well. Both portals shock nearby enemies dealing magic damage each second.

Portal Damage -- 30/45/60(+.1) per second per target Portal AoE -- 300 Effective CD (40% CDR) -- 72/60/48 Seconds


I wanted to capture the sort of arrogant, reckless style of magic and research that the Izzet League use which is why I used the passive I did. It lets him spam spells, but it will end up dealing heavy damage to him if he does it repeatedly. Stacking health doesn't mitigate this because this passive scales with maximum health, but magic resistance and spell vamp will. Stacks don't last long (3s), but that is to allow players to drop the debuff if it gets too high, but if they do this every spell they were repeating will go on cooldown. Because his cooldowns are medium to long even with high CDR, this creates huge openings for the enemies to exploit him while he is weak. It's sort of a second resource to maintain in addition to mana. Because it's not really blood magic or using your own energies, it seemed a better fit for it to be self-dealt damage. And I believe the Izzet would also take steps to try to reduce or prevent damage from their experiments and studies so doing it this way also allows the player to take those steps if he/she chooses.

The ultimate is a definite risk as it can either be used to instantly delete someone or be used for insane positional advantage in fights and objectives which is why the duration on the enemy target is kind of low and there is the use limit on the ground target version. The range is also pretty short to keep players from tagging the enemy carry from a distance and letting your team blow them up for free. It's supposed to be more of a focusfire tactic after fights have begun that gives your team a good, obvious target for spells that will go to a priority target.

Gameplay Playing safe and avoiding extended trades is ideal for the early game. In these trades it is often necessary for him to be very close range (>450 units) to make use of the health and mana restore. Otherwise in longer trades, the Recklessness stacks will become very dangerous forcing him to either stop casting and remove his ability to trade back, or keep taking more and more damage from his own spells. He likely doesn't have much magic resistance yet to help mitigate this, either. Burst, single-cast trades let him deal good damage from a decent distance. Because the first target of Electrickery must be an ally, casting it on a minion near your opponent can let you harass with this spell from a good distance as well. Staying at range is most ideal at this phase. His teleportal can also enable ganks quite well and help in early skirmishes.

Mid game after some CDR and MR, longer trades can become more beneficial as you can keep casting spells while enemies' are on CD. At this point he should start looking for skirmishes and teamfights as his ultimate will give his team a huge positional and focus advantage in fights if used correctly. This allows very strong objective control throughout the game.

Late game he should have enough AP/MR/CDR and possibly spell vamp to be able to stay in fights for an extended period. Because his spells benefit from a bruiser build he should be able to survive moderately well against late game adc's if he plays correctly. He should transition into a late game as sustained damage fighter instead of keeping his burst pattern from early/mid game.

3 Comments

Deep Terror Nami11/8/2014, 3:58:04 PM1 votes

I like this because I've been using a variation of the name Lyzolda the Blood Witch in WoW for a very long time XD Oh, and that's where the Witch in this name comes from too.

MagykMancer11/8/2014, 10:01:00 PM1 votes

Hey Ramsey, this is the guy who did Koth for the competition. I just wanted to say I really like the way you did his lore and it's some great writing. I hope people see this, because it's a great concept.