Zappy, the Super Weapon: Project E-10

Stacona·4/23/2018, 8:25:23 PM·2 votes·1,465 views

Zappy is a lot of what people like to call as an abomination. Being created from the depths of Zaun, Zappy was not always a spliced up super weapon. He used to be half-yordle and half-vastayan, do not ask how this was able to come to be, but probably a small and more animal-like vastayan would be my guess. His parents are either dead or went missing when he was very young, so we will never know this answer. Zappy appeared mostly yordle however, only thing vastayan about him was his ability to use magic, having a head of a fox and a peacock-like tail (fanning out included for intimidation factor), well at least this is what he looks like compared to your world comparisons.

_So how did Zappy end up in Zaun? Well, after being orphaned he just wandered about until a researcher from Zaun found him, or a mad scientist, you cannot tell with those people. The old man took in the orphaned vastayan-yordle and raised him like he was his own father... for awhile. _

Well the researcher had a thought where he can "enhance" Zappy's capabilities and enhance his magical abilities by over 1,000 times! So he injected Zappy with an irreversible serum, he did not care for the consequences, he was just thinking about making a super weapon. Well, the serum worked and enhanced his magic by 1,000 times over, but there are two sides effects: 1. Zappy can now and only use magic that involves plasma and electricity, both of which he could not wield before. 2. Zappy some how tapped into his ancient yordle blood where he turns into another form when he becomes angry. This form only makes his claws and fore arms larger, his ears longer and gains large bat-like wings gaining the ability to fly, and fly very fast especially when involving his new found magic. The downside to all of this is that he loses control of himself.

Zappy became a monstrosity and one that no one wants to get involved with. He became the super weapon the researcher wanted, but why did he want a super weapon? Who knows, these Zaun researchers usually do not have much rhyme or reason to why they do what they do.


Zappy is a traditional ranged-mage jungler. He still uses mana, but he also has a somewhat similar rage mechanic to Gnar in terms of having two forms, while transformed he becomes insanely fast and gains increased ability power. This may sound all nice and all, but when he transforms he becomes LOCKED INTO attacking into the one target he was commanded to attack after transformation, so you need to be careful of what you are attacking because it means the difference between getting a kill and getting yourself killed!


Basic Attack Range: 575 units Attack Speed: 0.684 +4% per level Movement: 340 units per second


Project E-10 (Passive): Range: 600 units; Ranks: @levels 1/6/8/10/12/14/16/18 Whenever Zappy's abilities hit an enemy minion, champion or monster he gains 2 stacks of Rage and basic attacks grant 1 stack of Rage, decaying by 1 stack every 8/7/6/5/4/3/2/1 second(s) while out of combat for 5 seconds.

Upon reaching 6 stacks of Rage, Zappy will transform into his other form for 6 seconds, gaining 15% - 30% (+5% per 100AP) bonus movement speed, doubles to 30% - 60% (+10% per 100AP) bonus movement speed while locked into his attacks, increasing his ability power by 20% - 40%, and dealing 40 - 100 (+40%AP) magic damage per second to nearby enemies healing himself for 60% of the damage dealt (one-third healing against minions), 150% damage against monsters.

While transformed, Zappy's next attack command will lock him into attacking that target until Zappy calms down and reverts to his original form. If the target dies, then Zappy will lock into attacking the next closest enemy.

(Zappy cannot gain Rage while transformed.)

Plasmatic Ooze (Q): Cooldown: 4 seconds; Cost: 55/60/65/70/75 mana; Range: 1250 units Zappy launches a goop of plasma to the target location that remains as a pool for 2 seconds, clinging onto one enemy struck to ground it for 2 seconds and deal 80/110/140/170/200(+70%AP) magic damage over 2 seconds. Minions and monsters are disarmed for 2 seconds.

Plasmatic Ooze grants sight around it, this includes when it clings on to an enemy.

Electric Barrier (W): Cooldown: 12/11/10/9/8 seconds; Cost: 80/90/100/110/120 mana; Range: 580 units / 90 degrees Zappy creates a partial electric barrier at a static distance away that is always in front of him for the next 3 seconds, stunning struck enemies for 1.25/1.5/1.75/2/2.25 seconds and dealing 90/110/130/150/170(+70%AP) magic damage to struck enemies one time.

This barrier will stop enemies on contact that attempt to dash, jump, hop, leap, etc. past it.

P-Zap (E): Cooldown: 4 seconds; Cost: 40/45/50/55/60 mana; Range: 650 units Zappy zaps the target enemy with a combination of plasma and electricity, dealing 40/60/80/100/120(+50%AP) magic damage, increasing to 80/120/160/200/240(+100%AP) magic damage against grounded, disarmed or stunned targets.

1,000,000 Volts (R): Cooldown: 90/75/60 seconds; Cost: 100 mana; Range: 700 units 1st Cast: Zappy charges up for up to 2.5 seconds, absorbing the plasma from the atmosphere over time.

2nd Cast: Zappy unleashes a blast of powerful electric energy around him, dealing between 75/125/175(+40%AP) to 225/375/525(+120%AP) magic damage to struck enemies based on charge time.

(Quick Cast: Hold down skill key and on key release unleashes a blast of powerful electric energy.)


UPDATE NOTES:

Project E-10: Removed healing on attack hit and just made the AoE damage heal for 60% of the damage dealt instead (one-third healing against minions)


2 Comments

Vid the Strange4/24/2018, 3:38:33 PM2 votes

{quoted}

Additionally, Zappy's basic attacks will heal him for 5 - 20 (+15%AP) health on-hit (10% healing vs minions and small monsters). This healing will quadruple to 20 - 80 (+60%AP) health on-hit while transformed.

Almost every new champion concept you post has this in its passive, but with varying numbers.

Is there a reason you're so fascinated with the idea of an AP-scaling on-hit heal?