Malzahar Re-imagined Ability Kit

This should go without say, but these are both my personal thoughts and nothing being in the main post is anything official at all. Discussion also comes from multiple people, so feel free to comment below with your own thoughts and ideas on the subject matter at hand, and no this is not an excuse to mindlessly shit on my own or anyone else's ideas. Properly talk things out like the adult that you are supposed to be. There is no official changes being presented here, to repeat this once more, so you do not need to get upset and/or butthurt if you see something you do not like. In a matter of fact, if you do not like something then help improve the post by saying exactly what you do not like and giving your own ideas to fix it, there is an edit function for a reason. **** **Basic Attack Range:** 600 units **Movement:** 340 units per second (The Voidling has zero armour and magic resistance, so any and all damage is very effective against her [except for true damage which becomes the least efficient damage type].) **** > **The Voidling (Passive):** Leash Range: 600 units; Attack Range: 125 units > Malzahar has a Voidling that constantly follows him around, she cannot die, but her power is based on how much health that she currently has. She attacks the closest enemy to Malzahar. > > Malzahar's ability casts heal the voidling for 20% of her maximum health and while Malzahar is out of combat The Voidling heals for 10% of her health every second. Minions and monsters cannot target The Voidling if she is below 30% health. > > The Voidling deals up to 60 - 250 (+100%AP) magic damage per attack (min 6 - 25 (+10%AP) magic damage), has a base attack speed of 0.750 attacks per second, and has 300 - 800 (+150%AP) health. > > After a combination of every 5th ability cast and The Voidling attack will spawn a miniature voidling for 3 seconds that has 10% of The Voidling's maximum power, every miniature voidling spawned grants The Voidling 8 - 20% bonus attack speed. Miniature voidlings always stay by The Voidling's side. > > **Call of the Void (Q):** Cooldown: 10/9/8/7/6 seconds; Cost: 65/70/75/80/85 mana; Range: 1000 units > Passive: The Voidling's attacks heal Malzahar for 10/15/20/25/30% of her damage dealt against targets inflicted by blind, silence, or darkness. > > Active: Malzahar opens up two portals between the target location and The Voidling each summoning a beam towards each other after a brief delay, dealing 35/50/65/80/95(+30%AP) magic damage each and silencing for 2 seconds, enemies can be damage by both beams. > > **Null Zone (W):** Cooldown: 14 seconds; Cost: 50 mana; Range/Radius: 1000 / 250 units > Malzahar warps the target area for 5 seconds, creating an impassable barrier for enemy movement that can be destroyed after 2/3/4/5/6 basic attacks that do not miss. The Voidling deals 4/5/6/7/8%(+1% per 100AP) of target's max health as bonus magic damage against targets within this zone. > > **Malefic Visions (E):** Cooldown: 15/13/11/9/7 seconds; Cost: 85 mana; Range: 800 units > Passive: The Voidling moves 20/25/30/35/40%(+6% per 100AP) faster towards enemies inflicted by blind, silence, or darkness. Malzahar moves 10/12.5/15/17.5/20%(+3% per 100AP) faster towards The Voidling when she is more than 200 units away from Malzahar. > > Active: Malzahar places a nightmare on the target enemy for 4 seconds, blinding it for 2 seconds and causing The Voidling to prioritize the target and spawn a miniature voidling with every attack against it. > > **Nether Grasp (R):** Cooldown: 140/100/60 seconds; Cost: 100 mana; Range: 700 units > Passive: The Voidling heals for 3/4/5% of her health per attack against immobilized enemies. > > Active: Malzahar channels in place to stop and suppress the target enemy champion for 2.5 seconds. The Voidling can only attack this suppressed target and gains 60/80/100% increased attack speed while Malzahar is channeling. > > Activate Nether Grasp again to stop Malzahar's channeling early. **** _**UPDATE NOTES:**_ _Null Zone:_ Changed from 30/40/50/60/70% slow to a barrier that prevents enemy movement that is destroyed after 2/3/4/5/6 basic attacks that do not miss. (I like this idea more as it goes with both a silence to prevent mobile champions from dashing out of it and a blind to prevent blinded targets from destroying it. Rather than the slow idea which only works with a silence, also I liked the idea of creating a helpless torture chamber trapped inside with a big and a bunch of miniature voidlings ripping you to pieces, gaining pleasure from your screams and torment, fitting for a void champion.)
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