[Champion Concept] Zingor, The Augmented
So hey every one, welcome to my next champion concept. For those of you who have been following along with my previous concepts then you must know that I am currently working on a selection of tank like champions. This tank block will continue as scheduled with another concept coming out very soon after this one. Why so soon? While I do like to put time and work into my concepts this one and the following concept are connected. Mainly it is their lores that connect them together. For now though let us talk about Zingor. He is a beefy physical fighter who excels at catching targets out as well as keeping up in the fray of fights. One thing I am happy about this concept is mainly his passive, even if others can find it to be a bit boring. Still I would rather not keep things long in this portion. Like always feel free to leave feed back, comments, or questions you may have about this concept. As well there is a list to my other champions down towards the bottom and you are free to check them out. Anyways onward to Zingor, The Augmented!
Zingor, The Augmented
Updates [Added an Items section - 5/2/16] [Updated the Ult to have visuals for calculated damage - 5/2/16] [Changed passive protection switches to be over a duration of 2 seconds instead of instantly - 5/2/16]
Appearance
So this is one of the few concepts that I have that doesn't include a reference picture. Who knew right? Anyways Zingor is what some people would call an abomination of metal and flesh. Imagine if you will a man who was born with a deformity, mainly coming from his back. He is a hunched back humanoid, who is covered in armor plates that seem to be in bedded into his skin. His face is always covered by a caged helmet that allows you to see his eyes but everything else is obscured. On his back rests a rather large contraption that looks to be an injector with many tubes injected into him. His chest has a device that is designed to send electrical shocks through his body at the press of a button. As for his weapon, he carries a specialized pole arm which is an augmented glaive. This glaive is able to fire out its blade from the pole and retract it with a chain. Without all the equipment he would still be able to take on a rather large appearance. His movements are like that of a hobbling giant, not only that but they look to be forced if anything.
Lore
Zaun, a city of unchecked industry, scientific experimentation, pollution, and many atrocities. Who in their right mind would want to grow up in a place like this? Unfortunately many of the children on the streets don't have much of a choice. Life is rough for them, scrounging for food, shelter, protecting themselves are just one of the many things that happen daily. Because of this many of these homeless children have formed gangs for their own benefit. What happens when one of those children never get accepted into one of these gangs? An outcast who is looked down upon for something that he couldn't control? Carson was such a child. His mother had died during his birth and he was left to his father. Due to the pollution of the city, he was born with many abnormalities. His deformities made him look like a monster, or at least that was what his father thought. Even at a young age Carson was treated like an outcast, something that shouldn't of been bothered with. Eventually his father even let his son to go seek something for himself. The young lad was abandoned. He did what he could to survive on his own. It was all the he could do, other children were cruel. They took one look at his face, the growth protruding from his back and ran. It saddened him but the boy carried on as that was the only thing he could do. One day this changed however. Carson had stumbled into a bad situation. He had witnessed a murder, which wasn't uncommon, but this time he was spotted during it. The killer came after him and the deformed boy did what he could to escape. Though in the end he became cornered by the killer. Right before he was about to become a victim, a hero came to his aid. It was another boy a bit older then him, but he took a lead pipe and knocked out the unsuspecting murder. His rescuer was named Raseri. He was a kind hearted boy who looked past appearances. Instead he saw a bigger picture, it was a tough city and every kid needed to protect one another to survive. With that Raseri offered a hand. For the first time it was when this deformed boy received any sort of kindness. From that day onward the two became inseparable. For years the two did what they could in the city of Zaun, living day by day surviving like many others. Eventually they sought to leave the city all together. To do that they needed money which was a problem. Most of the plans were thought up by Raseri who had the brains to do so. One night Raseri left without an explanation. Carson went into a panic started going all over the city to search for his lost friend. He had sought any information, any sign at all to his whereabouts. A lead finally surfaced as he found out that his friend was spotted going to a laboratory owned by one Dr. Tasmire. For those on the streets that name sent a chill down anyone's spine. Dr. Tasmire was known for his horrific scientific advances and would usually abduct children for them. If Raseri was there, then he could be in a load of trouble. Carson sought off to be the hero to his savior from long ago. Things however didn't go as planned. Arriving at the lab it appeared to be in ruin. Equipment was destroyed, everything was smoldering, something had happened. His friend was no where to be found and it lead to another dead end. However as Carson attempted to leave a syringe was implanted into his neck. Everything went black. Upon waking he was on an operating table with Dr. Tasmire over him. The man was in a rather angry mood, he explained how some little blonde twat had agreed to let him get experimented on. Just after a break through, the twat betrayed the doctor literally destroying his lab and ran off. However while Carson had nothing to do with it, Dr. Tasmire decided to take his aggression out on the boy. His life became a living hell, as the experiments began. Different sorts of devices were implanted on him or into him, different serums injected into his body. The pain became unbearable for Carson but the doctor made sure he was conscious during it all. Eventually Dr. Tasmire explained that Carson would make a perfect machine for war. A modified solider that would surely be very useful to the Noxian government. Unlike last time, he made sure to break the boy and put restraints on him to control him. By the end of it Carson's body had become armor plated with a specialize metal built to withstand might and magic. A serum injector that would nullify pain. An electrode meant to keep the boy in line. The whole operations literally broke his mind and eventually his memories seemed like nothing but a dream. Dr. Tasmire was proud and satisfied with the monster he created. A man created to become a tool for destruction that could be controlled with a simple remote. He renamed Carson as Zingor and used him as a bargaining chip for the Noxian negotiations. Now being known as Zingor he is a terror to all that come across him. A hideous humanoid of flesh and machine who brings death for the one who controls him.
Roles Primary: Tank Secondary: Fighter
Stats HP: 538 (+ 90) HP Regen: 6.4 (+ 1) Mana: 340 (+ 35) Mana Regen: 8.5 (+ 0.8) Attack Damage: 57.6 (+ 3.4) Attack Speed: 0.66 (+ 1.2%) Armor: 26.3 (+ 3.15) Magic Resist: 32 (+ 1.25) Movement Speed: 325 Range: 150
Abilities
Passive - Adaptive Plating Zingor's plating gives him 7% (+1% per level) bonus armor. Upon activating an ability this switches to 7% (+1% per level) bonus magic resist. Switches between bonus armor and magic resist upon each ability cast. Switching doesn't cause you to gain/lose your bonus instantly, instead it is over the duration of 2 seconds. This bonus increases each level going up to a max of 25% bonus protections at level 18. 12 second cool down normally but is reduced by 0.5 seconds each time you take damage from the opposite form of damage.
- Forced to Obey - Due to someone controlling his actions with implanted electrodes, all of Zingor's abilities cost additional health on top of mana.
> In-Depth So basically Zingor's passive is one that gives him either an increase to armor or magic resist. This allows him to switch which bonuses he needs for a fight. If he needs to reduce magic damage then go for magic resist. Got some problems with an ADC, then get yourself some bonus armor. Just keep in mind he doesn't have both bonuses on at all times. As well switching the bonus is reliant upon activating one of your other abilities. To be noted that the switching bonus isn't instant. It goes over the course of 2 seconds. Meaning each second will send over 50% of the bonus protections. As for how the cool down works. So lets say you just switched and got bonus armor, then you start getting hit by magic damage. Each instance of that magic damage against you will reduce the cool down for the next switch. To get the most out of this passive however you need to build that armor and magic resist. While it is a nice little boost it doesn't do too much if you don't have the stats to back it up. For the second part of the passive is mainly due to the lore. His body is damaged every time he is commanded to use an ability. However this doesn't reduce the cool down of his Adaptive Plating.
- Q - Extend Glaive
Active: Zingor unleashes the chain part of his glaive increasing the range of his next basic attack by 300 (450 total range). This attack will deal 10/30/50/70/90 (+ 100%AD) physical damage. Additionally the target struck will have their attack speed and movement speed lowered by 30/35/40/45/50% for 2 seconds. 9 second cool down, 40 mana / 5% current Health cost, 450 range
> In-Depth A rather simple ability it being an empowered basic attack. It will give him extended range for his next attack having it deal more damage as well. It is a good harass tool or when trying to get that last hit on a minion. This attack also reduces the attack speed and movement speed of the target hit. So if an enemy is trying to get away or even try to fight, you can use this to put the odds into your favor. This ability does have an interaction with something in another part of his kit.
- W - Hook shot
Active: Fires out the blade of his glaive in a straight line dealing 30/50/80/120/170 (+ 25%AD) physical damage to all enemies in the path. If it doesn't hit terrain it will retract dealing 50% of its initial damage as physical damage and pull enemies toward him for 300 units or tell they reach him. If it does collide with terrain then he will pull himself to the terrain dealing 40/60/90/130/180 (+ 50%AR)(+ 5%Max HP) physical damage and stunning enemies in his path for 1.25 seconds. Can be cast during "Spin Lash" to have it immediately activate after the second spin. 16 second cool down, 90 mana / 8% current health cost, 800 range.
> In-Depth Here is Zingor's main form of crowd control and mobility. It is a straight line skill shot, that simply deals damage twice to all the enemies in the path. Now if is doesn't hit terrain then the blade will retract dealing only half its initial damage and pull enemies toward Zingor. They can only be pulled 300 units which isn't even half the distance of the skill shot, or just pulled to him if they are within 300 units of him. Though if it does hit terrain he will fly across the path dealing even more damage and stunning every enemy he flies through. This second damage if he pulls himself scales off his armor and health by the way. So being beefy will help out if you are good at landing this stun. Keep in mind he is rooted briefly while he fires the blade. Now he can use this ability during another one of this abilities being his E "Spin Lash", if he does then he will immediately cast this after finishing "Spin Lash" in the direction of the cursor.
- E - Spin Lash
Active: Spins twice dealing 40/70/100/130/160 (+ 35%AD) physical damage each spin in an area around him. If his "Extend Glaive" is active upon activation then the radius will increase in size and applies the attack speed/movement speed reduction from "Extend Glaive" to all enemies hit. "Extend Glaive" can be cast mid spin to extend the radius of the second spin. Can be cast while moving but slows movement by 20% during cast. This consumes the empowered auto attack. 10 second cool down, 70 mana / 6% current health cost, 250/450 range.
> In-Depth Here is where some interactions lie within Zingor's kit. Just activating it normally will cause him to spin twice dealing damage each go around. It can be cast while moving and he can move during the spins but he is slowed in the mean time. Now if "Extend Glaive" his Q is activated before Spin Lash then both spins will have an increased radius and apply the movement speed and attack speed slows from it. Activating it during Spin Lash will only give the extended range and debuff on the second spin. This reduction is from the current rank of "Extend Glaive" by the way. So if you have one rank in his Q and then two ranks in his E then the debuff applied will be 30% to movement speed and attack speed. As well you can activate "Hook Shot" during this ability which will then cause him to immediately cast it in the direction of the cursor upon finishing the second spin.
- R - Ignore Pain
Active: Zingor activates one of his injectors to inject a pain nullifying serum into him and will eliminate the health cost his abilities for 8/9/10 seconds. For the next 5 seconds he wont take any physical or magical damage, but still takes true damage. All the damage is still calculated as he is supposed to take it. After the duration he will take the calculated damage over the course of 3/4/5 seconds. 135/120/105 second cool down, 100 mana / 10% current health cost, self target.
> In-Depth Ah so Zingor's Ultimate. This is a self buff that makes him invulnerable to physical and magical damage for a certain amount of time. Don't get too cocky, because true damage will still get through as well you aren't as invincible as you believe. Any damage Zingor was supposed to take, before armor and magic resist is still calculated. Then once the duration is over he will take that damage over a short duration. The damage taken will be magic and or physical depending on the source. So if he took physical during it, then he takes physical for example. You can call it a delayed form of damage. The calculated damage will show on his health bar for both teams, represented over his heal by a red bar. Though the exact numbers and type of damage are shown to Zingor above his health bar. Using it in conjunction with "Adaptive Plating" you can survive that delayed damage. It is great when you go in on a team or if a team goes in on you. While it is minor during this ultimate the health costs on his abilities are removed but there still is a health cost to activate it. Keep that in mind.
Items
Necessary



Zingor does well at being a tanky brawler and his build needs to reflect that. Sunfire cape is good cause it gives you that sustained damage while in close range combat. Giving you that health and armor will benefit his passive a lot more especially when he is getting bonus armor from the adaptive plating. Deaths dance isn't usually core on most champions. However in this case combining Deaths Dance with Zingor's ult means you can survive most engagements and be able to sustain in combat. All his damage is physical so it benefits him very nicely. Merc treads are always good on tanks. While providing a little magic resist it also gives you that tenacity. As a tank you don't want to get locked down by crowd control.
Offensive



If you want to go more offensive, these are what I recommend. Black Clever will provide a good amount of health, damage, and the ability to shred the armor of your enemies. He only does physical damage so it works wonders with him. Next up is Titanic Hydra, giving even more health, having your basic attacks scale off your health, and even give a bit of wave clear. Trust me when I say your damage will rack up with it. Now Maw might seems like a more defensive item, though it provides a good amount of offensive stats. Plus the shield will be great when you are in the middle of a fray.
Defensive



When you want to go defensive, here is what you should go for. Frozen Mallet will give you the ability to kite some opponents and prevent them from kiting you. Plus the health will keep you kicking for awhile longer. Randuin's Omen will help defend against those enemies that build crit. While giving you a good amount of armor and health it also gives a slowing active. It can be a very useful tool when your abilities are on cool down. Banshee's Veil is one of the core magic defense items within the league. It will give a good amount of health and magic resist. Plus the spell shield might just save your life as it could a very nasty ability.
As of right now this is what I got for ZIngor, The Augmented. Hopefully you enjoyed reading this concept. Feel free to leave your feed back, questions, or heck even suggestions. Criticism is always appreciated so don't be afraid to speak up. You are also welcome to look at my other champion concepts in the list below. While they might be older I still hope to see some feed back on them. Anyways I hope you all have a wonderful rest of your day. I will be adding more to him perhaps very soon.
Previous Champions: Tragair, Eye Above the Clouds Ian, The Ranger of Will Kulden, The Frostbitten Blade Vivian, The Siren's Song Essencia, The Malicious Dervish Shaid, Lurker of the Dark Kalalipan, Kumungu's Plague
Next Champion: Raseri, The Living Conduit
Newest Champion: Rai, Glimmer of the Calvary