Malus, the riftwacher

Lord Zeta 1313·6/12/2018, 1:36:18 AM·1 votes·1,207 views

devoured by the void when he was young, the boy named Malus should have died in the land of the voidborn, and yet he survived illuminated by his time in the place of nightmares, malus now willingly serves the void, bending reality for a reason no one can fathom

Statistics: health: 500-2000 health regen: 6-15 mana: 400-800 mana regen: 10-25 range: 525 attack damage: 60-100 attack speed: 0.625 armor: 20-80 magic resist: 30-38 movement speed: 340

passive: visions of the voiditem 3001 Malus and his rifts slowly corrupt nearby champions, minions, and monsters the more rifts Malus has created the faster he and his rifts corrupt nearby entities stacks of corruption are lost one at a time if a champion is away from Malus or his portals for 5 seconds whenever Malus cast's an ability he and his portals detonate corruption stacks on nearby units to deal 10% AP for each stack. if an entity is killed by the damage they are revived as a void creature that acts as a minion, enemy champions that are corrupted act as bots Q: void's callitem 3513
Damage: 60/105/150/195/240(+60%AP) cost:80/90/115/125/130 Mana cooldown: 10/9/8/7/6 range:`1350
Malus create's a rift from his current location to the target, dealing magic damage and leaving behind a portal that lasts up to 5 minutes the rifts can be clicked on by any champion to teleport to the other end after a one second channel (interrupted if they take damage) this ability cannot by cast in an area where there is no allied vision enemy champions can destroy rifts by attacking them W: oblivion's graspitem 3692 damage: 90/140/190/240/290(+80%AP) cost: 110/120/130/135/140 mana cooldown: 10/9/8/7/6 range:1500 First cast: malus supercharges an exsisting rift and makes it indestructible and visible to all nearby enemy champions Second cast: Malus causes a spectral claw to emerge from the rift and grab onto the first unit it hits, suppressing it and dragging it into the rift the unit is teleported to the other side of the rift dealing magic damage and temporarily closing the rift **E: dimensional banishmentitem 3907 ** _damage:100/140/180/220/260(+82%AP) cost: 130/140/150/160/170 mana cooldown: 11/10/9/8/6 range: 800 _ after channeling for 2.5 seconds malus blasts an enemy champion with eldritch power banishing them for 1/2/3/4/5 seconds Banished units are invisible, untargetable, and unable to interact with anything until the effect ends **Ultimate: Wrath of the voidbornitem 3512 ** _damage: 500/650/800 cost: 120 mana cooldown: 140/120/100 range:global _ Malus begins an ancient ritual that opens a portal to the void above the target location sending out a shockwave of void energy that detonates corruption stacks and damages enemies

comment below with your opinions!! Zeta out!!Velkoz Xerath Swain

changelog:

  1. nerfed Q
  2. increased mana cost's
  3. decreased range
  4. changed Q W E and ult

8 Comments

DW Diana6/12/2018, 2:21:55 PM1 votes

I got as far as Q and saw the OP you mentioned. This one ability is game breaking. Imagine him in midlane. How could you ever hope to kill him? He'd just click a portal and he's gone lol. 10 minute duration? He could go across the map faster then rek'sai. I mean the range on these abilities... wow

DearPear6/12/2018, 3:10:58 PM1 votes

Many issues with the values :

[{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=xAqnkQei,comment-id=,timestamp=2018-06-12T01:36:18.654+0000)

Statistics: magic resist: 35-50

http://leagueoflegends.wikia.com/wiki/Magic_resistance

Unless you can justify it, you champion has no reason not to follow the common base MR guideline.

Q: void's call Damage: 70/100/180/220/250(+60%AP) cost:70/80/105/115/125 Mana

The damage evolution is +30/+80/+40/+30. This is both inconsistant AND impossible in LoL. Most of the time the stat evolution is strictly constant. If it's not then it follows a clear mathematical pattern that only goes one way.

A simple +45/+45/+45/+45 would smooth the stat evolution along with making it fitting LoL's rules of design.

The same goes for mana cost evolution that I don't recall being anything but linear or non-evolutive. A +10/+15/+10/+10 is impossible.

W: oblivion's grasp damage: 90/120/180/240/280(+80%AP) cost: 100/110/120/125/130 mana cooldown: 9/8/7/5/4

Same as before. +30/+60/+60/+40 is impossible for damage evolution. +10/+10/+5/+5 is equally improbable for mana cost evolution. -1/-1/-2/-1 is again impossible for CD evolution.

E: dimensional banishment damage:100/140/200/250/320(+82%AP) cost: 120/130/140/145/150 mana cooldown: 11/10/9/8/6 range: 1000 after channeling for 2.5 seconds malus blasts an enemy champion with eldritch power banishing them for 3/5/9/10/12 seconds

Damage evolution : +40/+60/+50/+70 (same issue), mana cost : +10/+10/+5/+5 (same issue), CD : -1/-1/-1/-2 (same issue), time banished : +2/+4/+1/+2 (samue issue along with a completely OP effect)


Good luck on fixing all that q:

DW Diana6/12/2018, 3:39:32 PM1 votes

[{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=xAqnkQei,comment-id=,timestamp=2018-06-12T01:36:18.654+0000)

devoured by the void when he was young, the boy named Malus should have died in the land of the voidborn, and yet he survived illuminated by his time in the place of nightmares, malus now willingly serves the void, bending reality for a reason no one can fathom

Ok so at my computer, liking the concept. First thought when looking at him is: Is he a Void WATCHER or a void WALKER. Two very different words, and therefore two very different meanings. I'm going to go with it being WALKER due to his Q, but we can revisit watcher later.

Statistics: health: 500-2000 health regen: 6-15 mana: 400-800 mana regen: 10-25 range: 525 attack damage: 60-100 attack speed: 0.625 armor: 20-80 magic resist: 35-50 movement speed: 350

Movement speed 340 please. MR 30 to 38.

The base stats of a character are in place and standardized for good reason. I wouldn't recommend changing them unless absolutely necessary. In this case, it's not.

passive: visions of the voiditem 3001 Malus and his rifts slowly corrupt nearby champions, minions, and monsters the more rifts Malus has created the faster he and his rifts corrupt nearby entities stacks of corruption cannot be lost unless a champion enters the fountain or dies whenever Malus cast's an ability he and his portals detonate corruption stacks on nearby units to deal 10-40(based on level) true damage for each stack. if an entity is killed by the damage they are revived as a void creature that acts as a minion, enemy champions that are corrupted act as bots

Ok so lets start with the corruption debuff. It can't be eternal. It needs a point that it runs out/expires. 5 seconds here would be fine. Next is the true dmaage bit. True damage is rare in league, and with good reason. a base MR of 30 will give about 30% damage reduction. This is standard for level 1. Take that away and you're breaking the game. Make this magic damage as it will still work and scale well. Also base it on AP rather then a flast damage. Say 5%. This means at level 1 it'll do a few points of damage, but later on will do a lot more. Finally it needs a cap on the number of stacks it can wrack up. 5 should be fine, that way detonating 5 stacks with 800 ap would do an additional 200 damage. Not bad at all. Maybe could go as high as 10% for 400 damage though depending on how easy it is to build up those stacks :)

Q: void's callitem 3513
Damage: 70/100/180/220/250(+60%AP) cost:80/90/115/125/130 Mana cooldown:8/7/6/5/4 range:`1350
Malus create's a rift from his current location to the target, dealing magic damage and leaving behind a portal that lasts up to 5 minutes the rifts grant vision and can be clicked no to teleport to the other end after a two second channel (interrupted if he takes damage) this ability has an additional mana cost if used in an area where there is no allied vision enemy champions can destroy rifts by attacking them

Ok so here you need to look at a few things. firstly scaling. You level this first, you get an large boost in damage and lower CD. also think about it, at 40% cd that cooldown will be just over 2 seconds... Thats a SPAM portal, vision, damage ability with a range of 1350... Secondly what is it MEANT to do? Is it a damage ability? An engage tool (on an artillery mage....)? Is it for vision? You need to pick one and stick to it. Everything else is just overtuning. Lastly, having read W, get rid of this and rework W to give you a portal to move through/grab people through. It doesn't NEED much damage then and will still be effective.

W: oblivion's graspitem 3692 damage: 90/120/180/240/280(+80%AP) cost: 110/120/130/135/140 mana cooldown: 9/8/7/5/4 range:1500 First cast: malus supercharges a rift and makes it indestructible and visible to all nearby units Second cast: Malus causes a spectral claw to emerge from the rift and grab onto the first unit it hits, suppressing it and dragging it into the rift the unit is teleported to the other side of the rift dealing magic damage and temporarily closing the rift

Now THIS is a better idea than Q. It's a rift, but you can also grab someone through it. You might also be able to travel through it yourself? Consider why you want this. If I was making a portal and grabbing someone through it, I'd want to be able to grab them through either side! That way I can use it to escape (grab them through the one next to me and telelport them away) or to pull them into my team (grab them through the one furthest away and pull them into my team. It needs less damage, MUCH higher cooldown, and a vastly shorter range, but the idea is sound. Again it is giving vision but this time it makes sense! Look at having the damage done when you pass through it, and allow it to be passed through by anyone on a 1 second channel, that way allies and opponents can use it if they wish, but enemies will take damage from it and you can always grab them back through if needed. It could also apply a debuff when someone goes through it preventing them from using it again UNLESS they are grabbed. Duration on this could be 10-15 seconds, but the cooldown would need to be reflected in this.

**E: dimensional banishmentitem 3907 ** _damage:100/140/200/250/320(+82%AP) cost: 130/140/150/155/160 mana cooldown: 11/10/9/8/6 range: 800 _ after channeling for 2.5 seconds malus blasts an enemy champion with eldritch power banishing them for 3/5/9/10/12 seconds Banished units are invisible, untargetable, and unable to interact with anything until the effect ends

Ok now we're back into the "wtf" levels of OP. Here you have an ability with an 800 range (fair) that does the same thing as a Malzahar ult, except you can still move, and they are unable to take damage. You effectively force them into a zonyas for up to 12 seconds! That is just plain broken even without any damage, range (it could be melee) or a cooldown of just 3.5 seconds at 40% cdr. Also be VERY careful with the word suppression. There are only a couple of abilities in the GAME that have that word, and the champions who have it have been punished throughout their time on the rift because of it. You want cc? That's fine, you will need it, and it can be done, but this is not the way to do it. Even with a channel time (which is a bad idea on CC) this is so broken its painful. You'll need to scrap this one entirely and look towards something more manageable like an aoe root or slow, maybe even a skill shot stun.

**Ultimate: Wrath of the voidbornitem 3512 ** Malus begins an ancient ritual that opens a portal to the void above the target location, summoning several voidborn minions all abilities will originate from the portal the portal corrupts nearby units at a fast rate Malus's basic attacks become a beam of energy from the portal, the voidborn will prioritize the targets of this attack as their targets Malus can recast the ability to close the rift and detonate corruption stacks on nearby units

Ok so now you're basically into Mazlahar territory again. The voidlings...sorry VOIDBORN will be bad. They will have a bad AI, they will do little to no damage, and they will die in 1 shot. Those are the basic criteria for these types unless you are an AD Juggernaut who calls on the dead. Look at this one again and ask what are you trying to do. Are you trying to extend the already high range of your spells? Are you wanting pets to be Malzahar 2.0? Or is this just a way to stack you passive faster then it already does? I'd again scrap this and look at something more artillery based (big cannon, lots of boom splat, nice long range)

comment below with your opinions!! Zeta out!!Velkoz Xerath Swain

changelog:

  1. nerfed Q
  2. increased mana cost's
  3. decreased range

Range wise I'd look to have the standard range between 900 and 1100. AP ratio's and flat damage will need work. Remember flat damage is for early game, AP ratio is for mid/late game. Pick your priority and assign stats appropriately. Also think about the items people will build on your champion, and ensure none of the items the pick would break him. 40% CDR on most of your spells would be 2.2 second cooldown... that's way too short. 1 ability with a short cooldown, short range, and low damage is doable, but 3? Not on an artillery mage.

Anywho those are my opinions on him. He has a lot of promise, but also needs a lot of work to be viable imo.