[Champion Concept] Karun & Tarun - The Living Artefact

The Neverworld··3 votes·196 views

I've been creating Champion Concepts since 2013 March and since then, I saw people creating "Twin Champions". I always disliked this idea of two different and still very similiar Champions that creates only confusion. Still I create now something similiar, but very different from others idea.

I present you Karun & Tarun.

Lore:
"It is said that there was a time when remnants (mysterious artefacts) were the only power that ruled Runeterra once. According to history, those artefacts are lost, and some were never found again. However, there are known relics that still exist.
One of those is in the very skilled hands of Ezreal, the other sealed in the devoted soul of Zoey and the third is Karun & Tarun.

Karun & Tarun is a ancient artefact which origin is unknown, hence why the Institute of War intended to study it - Unfortunately, the artefact was activated some time ago. First, it was like a child with a deadly toy, relentlessly destroying a village and anything that was in its path, only because it was seeking for the truth of his existence. Weeks later, it fought against a unknown warrior who called himself 'The Lost Guardian' and won against the warrior.

The calamity he called upon itself and it surroundings, helped it to regain its memories of its true identity, thus made itself more viable to communicate and inviting it in the Fields of Justice, for compensation for the rampage and for its very own existence, it now fullfills his duty as an artefact - to summon calamity upon those who call themselves enemies of Karuns & Taruns master."

"Sometimes I thought I've seen everything, but hell.. this is why I love my job!" - Ezreal Ezreal, the Prodigal Explorer

Prequel (For Lore/Storylovers):
"On his studies, Ezreal the Prodigal Explorer, investigated rumors of small earthquakes in Ionia. According to the people of the land, some say that the earthquakes appear always on every 20th of the month, but also infrequently between.
Ezreal never heard of earthquakes coming and going on a special date in month, thus he asked for help to find the epicenter of the earthquakes.

A full month was over, and like everyone said, the earthquake appeared on the 20th of the month. Ezreal immediately travelled to the origin of the earthquakes. In the north-east of Ionia, something that appeared to be a cave, but shut down by giant stones, immediatley catched Ezreals eye.
Not enough, Ezreals glove shined in the very moment as he was close to touch the giant stones. Suddenly, the giant stones exploded and its leftovers scattered to the four winds. When Ezreal didn't trust his eyes in this very moment, a dark figure appeared out of the cave.

Veiled by the dust of the demolished stones, the figure came close to Ezreal and started a surprise attack out of the blue.
Ezreal got hit and was landing on the ground.
Ezreal asked in temper "W-WHO ARE YOU!?"
The dark figure instead asked Ezreal "We want to know your name.."
Ezreal answered "I-I am.. Ezreal"
So the dark figure continued "We are Ezreal.."
Ezreal hastily yelled "You can't be me!"

The dust cleared and the dark figure that was once, now turned into two stone golems that seemed to be bound to each other. With one shield in one hand, and a spear in the other, both seemed to be confused when Ezreal said that they can't be called Ezreal.
The artefact of Ezreal somehow interacted with both, thus in first place calling them back to live.
When the stone golems tried to force themselves to regain their memories, both rampaged the very surroundings.

Ezreal then said out loudly "WHY DON'T YOU JUST TAKE A NEW NAME?"
Both golems seem to stopped rampaging, but disappeared in the very moment as Ezreal tried to give them his hand to shake. "

Appearance:
Karun & Tarun are genderless and are one unit, not two.
Karun & Tarun are similiar to Orianna and Galio, which look like mentally unconscious, but are fully aware of its surroundings. They also walk and move like a clockwork, but are still very agile.
Karun & Tarun are two stone golems which are magically bound to each other, like a magnet, they can split each other only for very short time until they are dragged together.
Karun wears a long "pike" that is on one side of the pike very sharp, and has on the other side a great stone ball. Tarun wears a stone-shield.
Karun & Tarun looks exactly like in those pictures:
http://img3.wikia.nocookie.net/__cb20110705055527/lastremnant/images/thumb/4/41/Namul_Niram6.png/1280px-Namul_Niram6.png
http://img3.wikia.nocookie.net/__cb20090310184225/lastremnant/images/c/c4/Namul_Niram.png
http://i1.ytimg.com/vi/rmZPdz48fh4/maxresdefault.jpg

Role & Concept Explanation:
Primary: Tank / Secondary: Fighter
However, Karun & Tarun have still some abilities that fit more into the role of an Assassin, but it needs those abilities to survive. I imagine him being a durable tank and a sustained fighter who excels in both categories depending on its current situation.

Stance Explanation:
Karun embodies the "Impact-Stance" which is the offensive playstyle. Tarun embodies the "Balance-Stance" which stays for steadfastness, thus is the defensive playstyle.
You start as Karun & Tarun with level 1 and you are in Balance-Stance.
If you activate Q "Dark Brochette", you change from Balance-Stance to Impact-Stance.
If you activate E "Ancient Shield", you change from Impact-Stance to Balance-Stance.
However, using Q in Impact-Stance will do nothing except executing the ability, same as using E while in Balance-Stance.

Abilities:

Passive - "Yin & Yang":
Karun & Tarun receive different bonuses depending on its current stance.
Balance-Stance: +5/7/9/11/13/15% tenacity (levels 1, 3, 5, 8, 10, 12) Impact-Stance: +15/+25/+35/+45/+55% attackspeed (levels 1, 3, 5, 8, 10, 12)

Q - "Dark Brochette":
Karun throws its pike horizontally while it is spinning, up to a 650 range. Upon impact on a enemy unit, the enemy unit and nearby enemies receive 60/85/110/135/155 (+45% Bonus AD) physical damage. The enemy unit and nearby enemies damaged, will receive a debuff that will upon next basic attack by Karun & Tarun within 3.5 seconds, will deal the same damage to nearby enemy units. However, if nearby enemy units have the debuff too, they will spread the damage.
The pike starts slowly to fly, but can upon recast speed up.

If "Dark Brochette" is used while in Balance-Stance, Karun & Tarun switches to Impact-Stance.

Mana Cost: 50/65/75/85/100
Cooldown: 15.5/14.5/13/11.5/10

W - "Retaliate" & "Pervade":
Balance Stance "Retaliate": Karun & Tarun uses the stone ball on its pike to gong on the shield (Like a chinese gong). Every ally (including Karun & Tarun) within 1000 range receives bonus +15/+25/+35/+45/+55 movement speed and the current tenacity bonus from Karun & Tarun passive for 4.5 seconds. The movement speed bonus starts decaying after 2 seconds.
Impact Stance "Pervade": Karun & Tarun's next basic attack is made without mercy. It deals 120%/130%/140%/150%/160% of its attackdamage.*

Mana Cost: 40/50/60/70/80
Cooldown: "Retaliate" 22.5/19/17.5/15/13 // "Pervade": 14.5/13/12/11/9.5

E - "Ancient Shield":
Tarun throws its shield horizontally while it is spinning, up to a 550 range. Upon impact on a enemy unit, it stuns the enemy unit for 1/1.5 seconds (rank 1 & 3) and nearby enemies are slowed by 35%/40%/45%/50%/55% for 1.5 seconds.
If it hits a enemy unit, Tarun's next basic ability within 3.5 seconds will cost no mana.
The shield starts slowly to fly, but can upon recast speed up.

If "Ancient Shield" is used while in Impact-Stance, Karun & Tarun switches to Balance-Stance.

Mana Cost: 50/70/85/100/115
Cooldown: 15.5/14.5/13/11.5/10

R - Heaven's Wrath:
Karun & Tarun splits themselves while Karun dashes forward 600 range. Tarun stays at the place. Karun can recast to then dash a second time, but then Tarun will dash together to the designated location.
Each dash deals 100/150/200 (+35% AD) physical damage(Damage is applied after armor shred).
Karun shreds the armor of enemies he went through by 15%/25%/35% for 3.5 seconds.
Tarun stuns every enemy he went through by 1/1.5/2 seconds.

*Mana Cost: None
Cooldown: 90/80/70 *

(Explanation: You jump as Karun forward. If you recast again, you jump again forward, but now with Tarun coming along. This offers great mechanics. Example: You're at baron's pit and right in front you is the enemy. You use the ultimate once, but you couldn't get him. He goes left and attacks you - you don't use the second dash to him so that he evades again, you dash further and Tarun comes along and goes through the enemy, stunning it. Imagine a pyramid, that's how the mechanic works. You go up, you leave Tarun, then you go down to the other side and Tarun comes from the original cast position to the same position in the end. Here's a picture showing how's working: http://apollo-na-uploads.s3.amazonaws.com/1396800415536/Ultimate.png )

10 Comments

Rubitonabuilding1 votes

why do you put 'i'm too shy' in your votes? xD

The Neverworld1 votes

Because peoples vote for "Maybe with tweakments" many times, but doesn't write or give feedback about "what" they want to get changed.

That's why "I'm too shy" is there - for these people who likes to vote, but can't give feedback, because they're too shy.

CaptainWednesday1 votes

I like the idea a lot. Twins is a cool concept for one champion. Couple comments:

  • The mana costs are far too high.
  • The damage is a little too soft.
  • Does the Tenacity aura they provide stack with Tenacity a champion may already have?
The Neverworld1 votes

The mana costs are best. It has basically two high mana costs and one ability has always 100. Ultimate has none for compensation. I don't like Champions with very low mana, making them more unbalanced than balanced.

The damage is right, it's a tank not a Bruiser/Damage Dealer. His Ultimate can deal up to 3x 200 (+35% AD), can stun and pierces through armor. Pretty heavy if you ask me.

You can't get more tenacity because for example: Mercury boots provide +35 tenacity (Unique passive). Then take Ancient Golem jungler item, it provides +35 tenacity (unique passive). Because unique passive can't stack with each other, noone can get more than 35 tenacity (except with masteries).
However, yes, everyone gets no matter how everyone has, +15 tenacity.

CaptainWednesday1 votes
  1. No. You cannot force those heavy mana costs on a champion. Compare that to any other champion. Your mana costs are too high. Also, the scaling is wrong on the Q. You can't scale from 15 to 10 to 10 to 10 ad then back to 15 again. It makes no sense. It should be uniform. Just because you have a no-cost ultimate does not make up for the massive costs on the other abilities.
  2. You still need damage, even on a tank. If you can't survive the laning phase, you won't be able to survive at all, especially with those rough mana costs.
  3. I know how Tenacity works. However, Irelia can build Tenacity even though she has CC reduction in her kit. Now, I'll ask again, does their passive stack with Tenacity? Is it truly Tenacity or CC reduction? CC reduction would be a much better fit, allowing champions to still purchase Tenacity items without having Karun and Tarun's passive to be useless.
The Neverworld1 votes

Compare the mana costs to other Champions. Lets take Elise: She has a total mana cost of 250 (max rank) even though she has a second form that has no mana cost.
Skarner: 304 (Q does have a cooldown of 3, making it spammable, so +304).
Wukong 275 mana cost.
Hecarim 290 mana cost.
And you downvote like a toxic player which suggestion is rejected? Seriously? Because my Champion has a mana cost of 350? 50 mana cost more than Skarner? Seriously?
It is my choice to make this Champion CHALLENGING. I want that the player gets the feeling that failing two of his skillshots, will give him a penalty in form of mana loss. And if you hit your E, your next ability will cost NO MANA.

Karun & Tarun receive bonus attackspeed, can deal up to 180% of their attackdamage, does have a high-scaling Q ability (If you combine it on a minion wave and use your W, you sustain pretty hard with lifesteal and it's a great farm clear combination). They have bonus tenacity, 2 stuns, one AoE buff for allies, two dashes....

You seem to not know how tenacity works. You can't get MORE than 35 tenacity because all items which gives tenacity, have a unique passive called "+35 tenacity". You cant stack those items because unique passive doesn't stack with each other.
Now I say it again. Yes, it is TENACITY. +15 Tenacity STACKS WITH +35 TENACITY. Go play Ultra Rapid Fire, you get free +30 tenacity from buff, now buy tenacity and you have +50 tenacity.

CaptainWednesday1 votes

Your comparisons are all off. Those champions have spammable abilities. They are meant to spam. You have not included any stats, so we have no idea what their mana pool actually is. Around Karun/Tarun's level 3, he has around the same weaknesses of Poppy. You use three abilities and you run out of mana. It is crippling. The champion seems to be this awkward mix of tank and fighter that has no real scaling. Without stats or numbers on Karun/Tarun's mana/regen, we have no idea what to assume.
The downvote was because you did not provide enough insight into the champion (as far as mana is concerned) and then tried to argue using champions that are vastly different from what you are proposing. I would not expect a Level 5 Summoner to understand.
Again, you are not making this clear. I know items do not stack, but if you're going to provide a tenacity aura, you should include on the tooltip that it quote: "stacks with other forms of tenacity" so to not confuse players.

The Neverworld1 votes

Do you even read what you write? "They are meant to spam". If someone has a equal mana cost as Karun & Tarun, but spams their abilities, they have a greater mana cost than Karun & Tarun who can't spam.
There is a huge difference between Karun & Tarun and Poppy. Poppy is a very strong offtank that wins by outbursting and poking, situational disable of herself and keeping enemy focus away from her.
I get it, you don't like Karun & Tarun. Fine. I've read your feedback, but still won't change only because of one feedback. I'm creating Champion Concepts since last year March (Full year), created over 34 Champion Concepts and I'm playing since season 1. This is a NA account made because EU forums are toxic as hell.
And I don't have to make it clear. Only you have a problem to understand that you receive bonus tenacity no matter how much tenacity you already have.

CaptainWednesday1 votes

I still do not get the point of huge mana costs. You need to provide a mana pool and mana regeneration stats before we can even discuss this. All good champion concepts have full stats. Poppy is a strong offtank that duels. She does not burst or poke. She fights using her Q for real damage, but eventually wears herself out because of her mana costs. I do like the champion. The only real issue I have is that I can't seem to find an identity. You have weak scaling, high basic ability costs, and a lot of utility for a tank/fighter. I'm not asking you to change it, I'm giving feedback that the champion makes no sense.

The Neverworld1 votes

"All good champion concepts have full stats" ... jesus christ, you're so arrogant. As I was done with this Champion Concept to post, I've used the delete button to correct a word and automatically deleted everything. I had a backup, but not only half of the concept was saved. So I was frustrated and remade it and I had no nerves for the stats. With E giving a free ability without any cost, it's not that huge.
Please don't teach me about Poppy. She bursts alot if she gets Trinity, that's for sure. She can come and go, poke and force the enemy to back off. That's why she's so "unhealthy" right now, and in the same time completely useless if she gets once thrown back in early or mid.

However. Because, like you said, Karun & Tarun has a lot of utility, the mana cost are there for compensation, so that it is not used unhealthy and toxic (Spamming, ecetera).

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