Shields will take priority over Void Shift, but the buff will still be consumed (does not reduce damage inflicted). Void Shift triggers even if the shield negated the damage entirely.
However, if Malzahar has a spell shield and the shield fully mitigates the damage, Void Shift does not trigger.(bug) The damage taken must be from an effect that cannot be negated by spell shields.
Spell shields take priority over Void Shift. If the triggering hostile ability does not contain a crowd control effect, both Void Shift and the spell shield break simultaneously.
Since spell shields are precedent over Void Shift, applied crowd control from effects that cannot be blocked by spell shields (i.e. Wall of Pain) will also ignore Void Shift despite its crowd control immunity. The effect must not damage Malzahar for this event to take place.
Active:Malzahar opens two portals to the void at the target location that are each 200 units away from each other perpendicular to his facing, granting sight of the area in between. After 0.4 seconds, all enemies between the portals are dealt magic damage and silenced for a duration.
Zz'Rot Swarm stacks are gained per cast and not per ability activation. For example, if Malefic Visions is cast and the ability cancels under certain circumstances, a Zz'Rot Swarm stack will still be granted despite the ability's failure to complete.
Malzahar will continue to channel so long as the tether is not broken, even if the suppression is removed.
A Null Zone is opened beneath the target's location at the time of cast that lasts 5 seconds, dealing magic damage every 0.5 seconds to all enemies within, capped at 120 per tick against minions and monsters.
Total Magic Damage:
10 / 15 / 20% (+ 2.5% per 100 AP) of target's maximum health
Damage Per Tick:
1 / 1.5 / 2% (+ 0.25% per 100 AP) of target's maximum health
Null Zone will persist even if the channel is interrupted.
A zealous seer dedicated to the unification of all life, Malzahar truly believes the newly emergent Void to be the path to Runeterra’s salvation. In the desert wastes of Shurima, he followed the voices that whispered in his mind, all the way to ancient Icathia. Amidst the ruins of that land, he gazed into the dark heart of the Void itself, and was gifted new power and purpose. Malzahar now sees himself as a shepherd, empowered to bring others into the fold… or to release the voidling creatures that dwell beneath.
Prophets of doom love a snow day as much as anybody—perhaps even more, since Malzahar knows everything will one day be swallowed by the Void. Clad in fashionable winter gear and flanked by an army of voidling poros, he's ready to usher in the snowball apocalypse.
A boss hailing from a long-forgotten game cabinet, Malzahar broke free from the last remaining copy of his game to invade nearby machines. Now he has made his way to Arcade World, shredding the code of his enemies with an army of intelligent viruses.
Upon hearing that the origin of hextech lay in his homeland of Shurima, Malzahar ventured out into the wastes alone. There, after suffering a life-changing revelation, he became its greatest messenger, claiming to see prophecies of the coming of a second hextech renaissance.
With the world revitalized, there came another wave of titans. Most fearsome of all was Malzahar, the once-great protector of animals. Vengeful over the horrors of the previous extinction, the holy shaman succumbed to anger, and there, in the depths of his rage, his magic turned dark, fueling a fury to end all life—from the depths of the seas to the peaks of mountains.
An associate of LeBlanc's from her days in Crime City, now established as a mover and shaker in his own right. While the two cross paths on occasion, Malzahar has certain... outside interests to consider, and those business partners have promised him more than any mortal could ever dream of.
Beam base damage reduced to 125 / 225 / 325 from 125 / 250 / 375.
Beam AP ratio reduced to 110% AP from 115% AP.
Bug Fix:Quicksilver Sash and Mercurial Scimitar now properly purge only the suppression portion of Nether Grasp. Beam damage will continue to tick as long as Malzahar's target stays within a 1250-range.
Mana cost increased to 40 / 45 / 50 / 55 / 60 from 40 at all ranks.
Removed: Charge system. Now has a standard cooldown.
Cooldown reduced to 8 seconds at all ranks from 20 / 19 / 18 / 17 / 16.
New Effect:Malzahar gains a stack of Gathering Swarm when he casts another ability, up to a maximum of 2 stacks. Malzahar summons a Voidling, plus an additional Voidling per stack of Gathering Swarm, up to a maximum of 3 Voidlings per cast.
Removed: Voidlings are no longer able to spawn additional Voidling.
Cast range reduced to 150 from 450.
Removed: Voidlings killed increasing the minion killed stat.
Attack damage dealt changed to 5 − 64.5 (based on level) at all ranks from 30 / 35 / 40 / 45 / 50 (+ 40% bonus AD).
If Malzahar has not taken damage nor been affected by crowd control in the last 23 − 6 (based on level) seconds, he phases out, which lingers for 1 second after taking damage or blocking a crowd control effect. While phased out, Malzahar is immune to crowd control effects and takes 90% reduced damage. Damage from minions does not interact with Void Shift.
Malzahar spawns a Voidling at the target location, which lasts for 12 seconds. The first time a Voidling attacks a champion or large monster, or assists in killing a unit, Malzahar will spawn an additional Voidling with the same remaining duration that can in turn spawn an additional Voidling. This cannot happen if there is less than 4 seconds remaining. When three or more Voidling are active, they all gain 50% bonus attack speed.
Voidlings deal 30 / 32.5 / 35 / 37.5 / 40% AD physical damage plus 10 / 15 / 20 / 25 / 30 (+ 10% AP) bonus magic damage. The damage is reduced to 75% against monsters, and increased to 300% against minions below 25% of their maximum health.
Voidlings will gain 100% bonus movement speed toward priority targets (denoted with †)