Zephyra , The Stormbringer (Fighter champion concept)

OGR Trodelor·8/18/2016, 11:13:23 PM·2 votes·586 views

Zephyra, The Stormbringer

Lore: Zephyra was raised within a small shamanistic society known as Gillian, located just outside of the Shuriman Empire. They worshiped the elements and because of this they were exiled by Azir. Due to being exiled her tribe very quickly began to develop an animosity towards the empire they once called home. Raids began inside the walls of Shurima. Items were stolen from merchants, children from their homes, gold and other precious metals were stolen directly from Azir's palace. These raids infuriated the emperor of Shurima and caused him to issue a royal decree ordering any of the raiders to be executed on sight. He also began waging war on this seemingly small and worthless tribe he had exiled. What he didn't know was that the gods they worshiped; were real.

Months passed and the military campaign launched by Azir was beginning to be pushed back into the city by these raiders. Legion after legion of the empire's soldiers fell to the wrath of Scur (The god of lightning) and Camira (Goddess of the wind). These seemingly helpless worshipers were destroying his army until he devised a plan. Azir would destroy the temples to these gods cutting off their source of power in Valoran. Utilizing all the strength of his army he struck down these temples leaving his enemy powerless to stop him. There was newfound strength within the Shuriman ranks and his soldiers were stronger than ever. After only a few more months the Shuriman Empire had reached the last stronghold of Gillian and was ready to destroy it when a young girl, maybe 17 or 18 years old came upon his ranks. The soldiers laughed at her as they continued to lay waste to the city; they suffered more than any other.

In times of great need the gods may manifest themselves on Valoran without the need for worship. Seeing that their followers were soon to be eradicated they decided they needed to take action. Zephrya was the chosen one of both Scur and Camira in this dire moment. She picked up the twin hammers of her father who had been murdered in front of her and before she knew what was happening, a whirlwind of steel, lightning, and fierce winds killed thousands of Shuriman soldiers. By herself, she fought her way to the bravest Shuriman general under Azir's command and demanded he stop his invasion. When he refused this demand she raised him into the air with the magic of Camira before striking him with 1,000 lightning bolts each containing the full power of Scur. Not yet content with the punishment of Shurima, Zephyra brought the body the general before Azir. Both Zephyra and the corpse flew towards the palace within lightning fueled tempests. After arriving at the highest point in Shurima, Zephyra beheaded the corpse and threw the head at Azir demanding he take responsibility for all the people that had been killed. Once again Zephyra was refused, but this time before she was able to lash out, Renekton took her captive and placed her in a runic prison, preventing the gods from leaving her body, and preventing their magic from freeing her.

Years passed and the fall of Shurima came, the prison still standing, still holding the now immortal being, fused with the gods she once worshiped for all eternity. All the time with only herself drove Zephyra to madness and her only wish now was to exact revenge on anyone and everyone that had once lived in Shurima. She would hunt them down and show them her version of justice. Zephyra, would make Valoran know terror as the world was engulfed by her sacred lightning, and gale force winds.

Passive - Storm Wrath - Zephyra passively deals AoE magic damage to all units equal to half of her auto attack damage plus 1/4 of all her on hit effects. (300 Radius) Passive - Tempest - Zephyra gains 2% - 40% (Based on level) + (10% per 50 Attack Damage) + (10% per 20% critical hit chance) attack speed. Zephrya also has her attack speed cap increased to 3.5 but deals only half damage with critical strikes.

Q - Tempestuous Synergy - Utilizing perfect unison between Scur and Camira, Zephyra quickly whirls around, spinning her twin hammers with the force of a tornado dealing (25/45/65/85/105 + 30% bonus attack speed) physical damage in an aoe before slamming down her hammer and calling down lightning dealing (20/30/40/50/60 + 40% Bonus AD) physical damage and stunning her target for 1.5 seconds.

W - Gaspless - Zephyra channels the might of Camira summoning gale force winds around her slowing all enemies by (20/30/40/50/60%) and dealing (15/20/25/30/35 + 10% bonus attack speed) magic damage every second for 4 seconds. (600 unit radius)

E - Hawk Strike - Zephyra charges quickly, using the force of the wind to increase her momentum she strikes all enemies in her path dealing (30/35/40/45/50 + 15% bonus attack speed) damage and dealing 1.5x damage to all enemies stunned by Tempestuous Synergy

R - Final Burst - Zephyra begins a 2 second channel creating a barrier of swirling wind slowing all enemies within the area dragging enemies towards the center before releasing a burst of lightning energy dealing (150/250/350 + 40% Bonus AD) damage and stunning all enemies within a 300 unit radius of her at the end of the channel for 1 second.

Synergies - any high aoe damage or lockdown champion Katarina Sejuani Amumu AurelionSol Syndra Counters - High mobility and burst potential to either kill her before she can cc or escape her cc and counterattack LeeSin Ekko Zed Akali Rengar Khazix

Playstyle - Zephyra is a magelike fighter relying on her abilities to deal burst damage while outputting lots of consistent damage with on hit items and effects (which are applied by storm wrath) and her massive attack speed stat. She excels in dueling enemies or split pushing and taking objectives for her team with very quick wave clear and great sustained damage potential. Meant to be played in the top lane or the jungle she can be bullied out early but with items can very quickly become a force to be reckoned with.

Top lane - item 3091 item 3153 item 3124 item 3078 item 3074 item 3748 item 3068 item 3065 item 3742 item 3102

Jungle - item 1419 item 3153 item 3742 item 3009 item 3111 item 3812

4 Comments

OGR Trodelor8/18/2016, 11:14:13 PM1 votes

Please let me know what i can improve on, this is my first concept i have released![slayer-pantheon-thumbs]

SomeSortOfAsian8/19/2016, 12:17:59 AM1 votes

As far as the champion concept goes, it's pretty nice and the character does have a detailed and interesting lore. However, Zephyra deals way too much damage, both burst, mixed and persistence damage overall with her whole kit.

I'll start with the Passive. The first part was a little overwhelming to put on a top lane skirmisher, as well as a jungler, since Zephyra technically have a Sunfire Cape built into her kit, that I would presumably scale along with her as the game progress. The second part is baffling overpowered, giving her free attack speed with no backfire, especially when you also increase her attack speed cap to 3.5. What this means, is that she could built her standard top lane bruiser with the Trinity Force, Blade of the Ruined King and Titanic Hydra, with the last three items being boots and situational tank items, she would have a massively overwhelming amount of damage, since she could surpass the standard maximum attack speed, as well as her passive also giving her attack speed itself. It would even be more downright broken if she build damage items with some situational tanky items such as Guardian Angel, Titanic Hydra, given that her passive scales with crit and AD. What I would suggest you, is giving the passive some sort of a drawback effect, such as her auto attacks only deal 90% of her total damage, and her crit become less effective as well, or something as such.

Her Q damage itself wasn't that bad. It's not the strongest nor does it feels weak, and it has pretty OK scaling. However, an AoE damage spell chained with a stun effect is pretty overpowered, (if you need any examples, look at Aurelion Sol.) What I would suggest is that at the end of the ability, instead of stunning the target, she leave behind a crest that stick onto the enemy, and other abilities (with the exception of her ultimate) will deal bonus effect on the enemy

Her W is ok in design, although it does need a little tweak with the Magic Damage, making the champion a little influence with the mix between AP and AD damage. I won't have any suggestion here. This is a pretty well balance ability, minus the fact that it's almost like Sejuani's W

Her E, I assume is like Hecarim's E which allowed her to speed up as she plow through the enemy, which might give her a little too much mobility, as her Q is already like a Dash, giving her another speed up would be a little overdone.

Comparing with her other abilities, her ult is rather peculiar. It's a channeling ability which, I presume would force her to stay still, but dragging everyone to the center then stun them is kinda over the top with the crazy CC chains and all the synergy she could have with other champions. What I would suggest is that instead of just a whirlwind full of death, you should give the ability somewhat a more reliable counter play. Maybe something like a Whirlwind that swirl around and slow the enemy, and upon the ending the 2 second channel, she pulls everyone in and stun them, but during the channel she could move around but at a slower pace.

That's all the point I wanted to point out. In all honesty, it's just my opinion, and some mild criticism. I hope it helps with what you're doing currently.