[ Champion Concept ] Kyogo, the Mountain King

Atanchan·2/12/2014, 12:36:37 AM·1 votes·1,331 views

Taking a bit of a cue from DOTA's Strength carries, Kyogo is a bruiser that excels in putting down heavy AoE damage in a team fight and tearing down towers while still being able to build up a huge health pool to soak through. He uses Fury to gradually enhance his innate and basic abilities over a fight, although his long cooldowns force him to make his more powerful ones count. His main strength, however, is his split pushing; unlike Yi and Tryndamere, Kyogo eliminates minion waves with his heavy AoE damage - including an innate cleave - and upon reaching a tower, he can shred its armor and use his extraordinary damage boost against structures to turn it into rubble with only a couple strikes. His main weakness, however, is his mobility; he's incredibly slow for a melee Champion, and his speed boost's duration is low if he hasn't built up his Fury. As well, his Fury production is entirely gradual, with his kit offering no ways to get a heavy burst of it on demand.

Melee Fighter, Tank

  • Health: 435 ( +88 ) ( 523 / 2019 at 1 / 18 )
  • Fury: 100
  • Attack Damage: 48 ( +3 ) ( 51 / 102 )
  • Attack Speed: 0.625 ( +1.75% ) ( 0.625 / 0.811 )
  • Movement Speed: 335
  • Armor: 10 ( +3.25 ) ( 13.25 / 68.5 )
  • Magic Resist: 30 ( +1.25 ) ( 31.25 / 51.5 )
  • Range: 125

( Innate ) Titan

For 5 seconds after Kyogo casts an ability, his next autoattack deals bonus physical damage equal to 9% / 12% / 15% ( Level 1 / 7 / 13 ) of his maximum health and knocks his target back, stunning them for 0.5 seconds. This ability's cooldown is reduced based on Kyogo's current Fury, starting at 10 seconds and going down to a minimum of 6 seconds.

( Q ) Excavate

Kyogo channels for 1.5 seconds, digging a boulder out of the ground. Upon completion, he can cast Boulderdash for 8 seconds but cannot attack or cast other abilities. The channel time is reduced by Kyogo's current Fury, down to 0.75 seconds.

  • Cost: None
  • Cooldown: 14 after Boulderdash is cast / expires

( Q ) Boulderdash

Kyogo faces the cursor and begins channeling for up to 4 seconds, during which an location can be targeted within a cone. After choosing a target, he tosses his carries boulder towards the target location, dealing 90 / 130 / 170 / 210 / 250 ( +80% bonus AD ) physical damage and stunning enemies hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. The range is increased based on how long Kyogo channels, reaching its maximum range after 1 second. The rate the range increases is increased by Kyogo's current Fury, to 200% ( 0.5 seconds before maximum range ).

Can be cancelled by moving or letting the channel complete, putting it on a 1 second cooldown. Kyogo's boulder cannot expire while he's channeling, but it will if he cancels the channel.

  • Cost: None
  • Cooldown: N/A
  • Range: 300 - 1200 ( 900 speed )
  • Area of Effect: 350

( W ) Mountain Climber

Kyogo passively gains 5 Fury every 100 unit traveled towards a visible enemy Champion. This bonus is only active while in combat.

When activated, Kyogo gains 60 bonus flat movement speed and reduces the effect of slows by 20% / 30% / 40% / 50% / 60% for 4 seconds. The duration is increased by Kyogo's current Fury, up to 8 seconds.

  • Cost: N/A
  • Cooldown: 17 / 16 / 15 / 14 / 13 seconds

( E ) Pummel

Kyogo slams the ground, dealing 30 / 65 / 100 / 135 / 170 ( +60% bonus AD ) ( +10% maximum Health ) physical damage and reducing the armor of nearby enemies by 20% for 3.5 seconds. Both effects affect structures. The armor reduction is increased by Kyogo's current Fury, up to 35%.

  • Cost: N/A
  • Cooldown: 8.5 / 8 / 7.5 / 7 / 6.5 seconds
  • Area of effect: 300

( R ) Giant's Strength

Kyogo pulls a tree out of the ground to wield as a mighty club for 16 seconds, gaining 175 range on his autoattacks and 150 area of effect on Pummel.

While Kyogo wields the tree, he loses all of his bonus attack speed but gains attack damage equal to the lost attack speed plus 20 / 30 / 40 and his autoattacks cleave enemies within 450 range for 80% - 40% of his attack damage dealt based on distance. Additionally, his autoattacks deal 60% / 75% / 90% bonus damage against towers.

Wood Hammer is available for the duration, but casting it instantly removes the effect of Giant's Strength.

  • Cost: None
  • Cooldown: 75 seconds
  • Note: Lost attack speed is continuously calculated, so gaining attack speed during the duration grants bonus attack damage. Bonus attack speed include attack speed gained from Levels.

( R ) Wood Hammer

Kyogo smashes his wielded tree against the ground, sending out a cone of shrapnel in the target direction that deals 180 / 260 / 340 ( +100% bonus AD ) physical damage and slows enemies by 40%, decaying over 5 seconds. Minions and monsters take 150% damage.

  • Cost: Giant's Strength buff
  • Cooldown: N/A
  • Range: 800 ( 1600 speed )
  • Note: Attack damage from Giant's Strength is removed after Wood Hammer's damage is calculated.

Lore, appearance, etc. are being worked on, but he's pretty much a mountain oni from Japanese mythology ( take a guess as to where he's from ). He's actually quite the eloquent brute - a true king should be above his subjects both in power and charisma ( unlike what some Trundle mongrel likes to think ).

Tell me what you think!

13 Comments

ShardborneKnight2/12/2014, 12:48:27 AM1 votes

Why is this on the community beta forum? There is a subforum called player concepts where these kinds of posts are meant to go.

XxTSwiftxX2/12/2014, 3:20:26 AM1 votes

I can already see some things that need to be nerfed just reading for 5 minutes. I'll get back onto this after i tweak other champion concepts from other people.

You have a misconception on 'Fury'. Fury needs it's own place to benefit a champion and must give them some kind of bonus and be used. In this kit, I see the bonus but not in a direct way and all abilities have no cost which also leads up to the question "Why do you have fury?". This can be changed by tweaking the passive because that is where fury needs to be. Another thing is missing his true identity. You said "he excels AOE damage and taking down towers and that he can split push" which leads up to that 'tanking' is his main role and this should be put in consideration when account for damage.

(E.G.- Passive-

Kyogo gains fury when he autoattacks a enemy unit. 2 From minion and monsters and 5 from large monsters and champions. Kyogo loses 5 fury when out of combat.

Every 10 seconds, Kyogo's next autoattack against champions,large monsters and towers deals bonus physical damage equal to 5 / 9 / 12% of his maximum health(+ 1% for every 25 he has[ cap:4%])( Levels 1 / 7 / 13) and knocks them back.(stun is unnecessary). This ability's cooldown is reduced based on how much fury he currently has down to 6 seconds. Cooldowns do not affect this ability and 1/4 of his maximum fury.

This is what it should look like when taken the time to think of all the factors. This passive allows Kyogo to gain fury and use it for bonus damage for his goals. Unable to use this against minions allows him to store up fury before combat or while split pushing and the lowered damage gives room for his fury to take place for an initially a better attack rather than a super flat strong attack.IF you disagree with this concept then please look again on your kit and think before posting that you really disagree. I had an entertaining time to think about your kit and i really do think it is impressive but there can be some tweaks left and right on all abilities especially adding fury into it and I hope you can agree on this. I'm really good at tweaking so if you do agree call me.

The Neverworld2/12/2014, 9:54:54 AM1 votes

His passive seems to be unhealthy. He activates it as soon as he attacks a enemy minion or monster. And then? It becomes useless when the real fight starts. Early = No use. And even if you prematurely hit a enemy minion to last hit him, you kick him off. And another thing, you kick your enemy Champion off, so you help him to safety.

Another thing is.. realize yourself the teamfight in front of your eyes. You are the Champion and someone chases your important ally like Marksman or APC(AP Carry). Then you chase the Chaser, to hold him off of your allies. But what then? You kick him off so that hes more closer to your ally?

You see what problem I see?

Tockety2/13/2014, 2:30:00 AM1 votes

I like the abilities, except I don't think it's healthy for the game to have pure objective oriented bonuses. I think his kit could work with a little added cc.