If an enemy dies within 4 seconds of Muzen'Khan damaging them, a number of Koglings will spawn from their corpse. Koglings will seek out nearby enemies (prioritizing champions) and will explode after 4 seconds, dealing 20 + (5 / 6 / 7 / 8 / 9 / 10 × level) true damage to enemies within a 175-radius area and slowing them by 20% (+2.5% per 100 AP) for 2 seconds.
Koglings will prefer to target unique enemies and enemies will take only 50% damage from concurrent Koglings within a 4 second period.
Enemies damaged by Muzen'Khan receive a cosmetic debuff to indicate that you will explode on-death.
Passive: Muzen'Khan's basic attacks apply between 1 and 5 stacks of Corrosion to his target based on the amount of time since his last attack, applying maximum stacks after 10 seconds. Each stack of Corrosion deals magic damage per second and reduces the target's armor by 5% for 3 seconds, stacking up to 5 times.
Hitting enemies marked with Corrosion, Terror or Murk will spread the debuffs to all enemies in an 400-length cone behind the afflicted enemy. This does not refresh the duration of extent debuffs.
Muzen'Khan hungers for magic.
Passive: Muzen'Khan gains vision of enemy champions within 1500 / 2375 / 3250 / 4125 / 5000 units for 3 seconds whenever they activate an ability. Enemies within 1500 units of Muzen'Khan will be altered that he can see them.
Passive: Whenever an enemy champion within X units expends mana, Muzen'Khan compels it toward him - restoring health equal to 15 / 30 / 45 / 60 / 75 % of the mana spent.
Active: Muzen'Khan takes to the skies, becoming untargetable and gaining the ability to ignore terrain collision for the next 3 seconds. When Muzen'Khan descends, he terrifies all enemies within a 125-radius area - causing them to turn and flee for a short duration.
Fear Duration: 0.25 / 0.5 / 0.75 / 1 / 1.25 (+0.1 per 150 max health)
Muzen'Khan will cast a shadow on the ground while moving, and his map icon is still visible.
Fun Idea - Flee now affects minions and monsters differently to champions. Minions and monsters affected by flee do not run directly away from their source, but instead lose their ability to differentiate friend from foe. Upon being feared minions and monsters will lose their current attack target and immediately move onto attacking the closest nearby target. The feared minion/monster could gain bonus attack speed or alternate between targets without needing to kill them first.
Active: Muzen'Khan spits of globule of toxin forward in the a line that deals magic damage and applies Murk to the first enemy hit. Murk reduces the target's vision radius to 675 and removes their allied vision for 3 seconds.
Active: Muzen'Khan swallows the target enemy, suppressing them and rendering them untargetable. For the next 1.5 seconds, Muzen'Khan gains the ability to cast Reflux again, his movement speed is drastically reduced and he cannot attack or cast.
Active: Muzen'Khan spits the swallowed enemy at the target area, dealing magic damage and knocking up all enemies within a 255-radius area on impact for 1 second. This is with the exception of the swallowed enemy, who is slowed by 99% for 2 seconds instead of being knocked up. The slow decays down to 0% (+10% per 100 AP) over the duration.
As a ranged support he features a laning pattern similar to Thresh: harassing with basic attacks, while needing to get into the fray in order to use his abilities.
Marking minions with Death Throes and then allowing his carry to kill them generates free harass, although bad timing/aiming will lead to pushing the lane. I'm tempted to add bonus damage against minions to exaggerate this weakness. Saying that, intentionally marking an entire minion wave and then having your caster/carry clear it will spawn an army of Koglings with only champions as a target.
I'm not satisfied with how Acid Slash spreads the debuffs. In my mind, Muzen'Khan is performing a Decimate-like animation with his claws and the debuffs are spread around due to cross-contamination. I want to make it a slow sweep, but Riot's stated this is fake counter-play (since it'll either sweep too slowly to ever land it; or too quickly that the fact you can dodge it is meaningless). I'm tempted to go for a Diana/Thresh hybrid, where it's a large arc (either from the left or right depending on if its aimed from the left or right of Muzen's middle) and it "picks up" debuffs when it hits people and carries them to everyone else you hit - clipping someone with Acid Slash at max range won't do anything. It needs Flay-like reach.
I can't decided if Muzen'Khan's fear should scale with maximum health or a bonus health scaling - the total duration at maximum build should be the same, but should there be per level?
If Riot cannot animate his basic attacks to look distinct from Kog'Maw's while still being fluid - switch them for barbs or spines (Muzen can either spit them, or he can have a stinger - he currently has a hole in the end of his tail). As with Thresh, he would have different attack animations based on proximity to the target.
I'm tempted to change my stance on Acid Slash refreshing the durations - perhaps "Acid Slash will increase the remaining duration of any debuffs by 1", or by (0.5 seconds per 100 AP). This might have an issue on URF, but maybe have it capped at a number of additional seconds - or only have it refreshable once.
The beautiful thing about insects (such as bees and ants) is that larva, males and females have such distinctive appearances, you can keep re-using the theme without actually overlapping. Perhaps Kog'Maw needs a mother? A queen-mother.
Passive: Muzen'Khan's basic attacks deal splash damage in crescent-shaped waves; alternating between left and right swings. On-hit effects are only applied to Muzen'Khan's target. Striking an enemy marked with Corrosion, Terror or Murk will spread the effects to all subsequent enemies damaged.
Splash Damage: 50 + (3 * level) + (50% bonus AD)
Active: Muzen'Khan channels for 0.75 seconds, spitting 5 globules of acid at the cursor at regular intervals. Each globule deals magic damage and applies Corrosion to enemies in each of the target areas and singes the floor for 1 second, causing enemies who remain in the air to generate Corrosion stacks at 0.25 second intervals. Corrosion reduces the target's armor by 3% per stack for 4 seconds, stacking up to 10 times.
Active: After channeling for 1.5 seconds Muzen'Khan takes to the skies, becoming untargetable and gaining the ability to move through terrain. While in flight, Muzen'Khan leaves a shadow on the ground below him and cannot use basic attacks, abilities or item actives. At the end of the ability's duration or upon casting the ability again, Muzen'Khan dives to the location of his shadow after a 0.5-second delay, dealing true damage in a 250-radius area.
Flight Duration: 6 / 8 / 10
True Damage: 300 / 475 / 650 (+ 70% AP)
"Muzen'Khan" is a play on words; being both phonetically similar to Ah Muzen Cab, the Mayan god of Bees, and containing the Turkish/Mongolian word meaning "King". Literally it translates to "God King", since "Cab" is the Mayan word for "bee", but don't look into it too closely.
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.