Champion Concept: Kol and Marr - The Twin Voidspawn
Shoutout to VegetaPrince2266. Try as I might, I couldn't think of a viable way to make a champion in LoL that would function like Cho'Gall that wasn't absolute garbage. Instead, I thought of another "Xayah and Rakan" pairing that can basically BDZ Fusion their way into being like Cho'Gall, which isn't the same thing, but is about as close as I think this game can get. Either way, the credit for this concept's idea goes to you.
Lore: The Void is a dark, twisted place. It does not rest. Does not stop. Until it consumes all. Many twisted creatures and ravenous fiends call this domain home...at least until they consume other worlds. Among those are two particularly malevolent creatures known as Kol and Marr- a terrifying pair of beings that can ravage entire kingdoms. The few who have lived recount a gruesome black magic the pair can use to become one, and still bring double the terror than when they were each their own being.
***Due to the nature of these two, I'm going to have to do a few things very differently from a normal champion concept layout for this to make sense...I'll start with their shared passive and a mechanic both of them interact with - the Grounding Spikes. Then I'll go more in depth on each individually from there, so you can get a grasp at just how over-complicated I can make this. xD ***
Kol'Marr shared passive: Void Fusion - When out of combat, Kol and Marr can "activate" this passive on each other within a 200 unit radius. (will have a 325 unit tether, so the other half can see an effect for the first wanting to fuse) Doing so begins a 2s channel (from the time of the 2nd person "activating" their passive) that fuses the two together. When fused, Kol'Marr retains both resource bars, both sets of abilities, 75% of their combined defensive stats (health/armor/MR), 85% of their combined AP (though Marr should be the only one building AP in their kit) and 70% of their combined AD and AS. They will both only gain half of the effect of their passives while fused, but will gain effects on some of their abilities. The Kol player will control the movement of this combined form (and this form will have Kol's movement speed and range), and the Marr player will gain 10% increased range on their abilities, and 50% increased range on their trinket. Either player can "reactivate" this passive at any time to break the fusion. This will equally split the damage taken in fused form to each's hp bar by percentage. example: if the fused Kol'Marr had 50% hp when the fusion broke, each of them would have 50% hp remaining after their split. Dying while fused will split them up on revival.
Grounding Spikes are a unique blighted crystal capable of being generated by these champions (but far more prominently by Marr - Kol can only summon them when he's fused) and interacted with by them for shattering effects. Their generation will be covered more in their kits below, but I will go over the damage of these spikes now, as these ratios will be flat ratios regardless of who breaks them. Damage: 100/150/200/250/300 || Energized: 125/250/375/500/625 (only Marr has energized crystals) (These attributes will change based on what ability they were affected by (e.g. hitting an energized crystal with a rank 3 Predator's leap from Kol will deal 375 damage, even if it was spawned with a rank 1 Grounding Spike from the fused Kol'Marr, and empowered by a rank 1 Rain of Darkness...this as OP as this sounds it's actually pretty difficult to have that sort of combo potential, especially while fused...not to mention the amount of resources you spent simply empowering a rock.) These normal crystals will generally only deal damage if interacted with, sending shards in a 325 x 250 unit cone in the direction the ability causes it to travel (usually in the direction opposite of being interacted with) but the energized ones can explode on their own, sending shards in a 420 unit radius around them. These energized crystals can be detonated early by interacting with them in the same way as dormant crystals, sending out their shards in a 420 x 300 unit cone instead.
[Kol - Void Twin of Wrath]
Lore: The stronger of the two twins, Kol's primal hunger and insatiable bloodlust evolved him into a vicious predator. Kol is ruthless, and preys upon almost anything that moves, including other, lesser voidspawn. Their life essence is his gain. Townsfolk across Runeterra tell chilling tales of entire forests filled with nothing but broken carcasses...and the shadow of death incarnate.
Role: Fury-based assassin/bruiser
Base Stats:
HP: 530 (+79.3) HP5: 7.2(+.7) AD: 56(+5.4) AS: .48(+.034) AR: 27(+3.1) MR: 30(+1.2) MS: 345 RN: 75 Uses Fury...no mana bar
Passive: Hunger For Battle - Kol uses Fury as a resource, gaining 2 fury per attack, tripling to 6 when attacking a champion. Critical strikes triple the Fury gain. Killing blows grant 6 Fury for a minion or monster, and 18 for a champion or Large/Epic monster. Kol gains .5(+.05 per level) AD for each point of Fury. Fury caps at 100 (lv 18 max of 140 bonus with maximum resource) and falls off by 5 points at a time while not in combat.
Q: Predator's Leap - Kol jumps up to 500 units in a target direction, stopping at the first enemy or Grounding Spike hit and dealing damage. if this ability kills a unit, double the fury gain. If fused, Kol'Marr leaps through all units to their destination, dealing damage to all they pass through and dealing a 200 unit radius aoe on landing. If this ability hits or passes through a grounding spike, the spike will shatter, sending shards flying in a 325 x 250 unit cone in the direction of Kol's travel, but stopping Kol in place if he's not fused. Damage:
W: Ravenous Strike - Kol's next basic attack consumes all Fury and hits twice, healing him for 40/45/50/55/60% damage dealt + 2/4/6/8/10 points per Fury consumed. can critically strike, and if it does, will critically strike for both hits. When fused, this strike does an additional 5% of Kol'Marr's hp as bonus damage. Cooldown: 10s all ranks
E: Grounding Spike - Kol hurls a spike in a target direction, stopping at the first unit hit, dealing damage and slowing them by 20% for 1s. If Kol has more the 50 Fury, this spike pierces units, hitting all in the line instead. If fused, Kol'Marr throws a larger spike that always pierces units, and remains lodged in the ground as terrain for 3s. Stores 2 charges. Damage: [45/55/65/75/85(+35%AD) || Fused: [55/65/75/85/95(+45%AD)] Cooldown: 1s between charges (no CDR) || 25/22/19/16/13s charge regen
R: Feral Slash - Kol leaps backward 150 units, then after .5s jumps forward up to 300 units and slashes an area in a 350 x 450 unit cone in front of him, dealing massive damage and fearing enemies for 1s. If fused, this fears for 1.5s instead. If this ability connects with a Grounding Spike, it send its shards flying in a 325 x 250 unit cone in front of Kol. Damage: [250/400/550(+70%AD)] || Fused: 300/450/600(+75%AD)
[Marr - Void Twin of Mind]
Lore: The wiser of the twins, Marr is in no real way like his brother. Preferring the essence of the land itself, Marr has taught himself of the land's importance and power, and has incorporated it into how both him and his brother fight. The tales of the terrorized people of Runeterra all echo: "Beware the blighted crystals - if you see them, your life may soon be forfeit."
Role: Burst/Utility Mage
Base Stats:
HP: 490 (+75) HP5: 7.2(+.7) AD: 56(+5.4) MP: 455(+56) MP5: 6.1(+.56) AS: .46(+.024) AR: 26(+2.51) MR: 32(+1.2) MS: 345 RN: 485
Passive: Feast of Knowledge - Each time Marr casts an ability, he gains 5/10/15 AP (upgrades at lv 7/13). This bonus can stack up to 10 times. (max 150 bonus AP) and falls off 1 stack at a time after being out of combat.
Q: Demon Snare - Marr throws a chain of energy that connects with the first enemy hit, or a Grounding Spike. Marr can recast this if it hits a target to throw a second chain out from that target's position. If the second chain hits another enemy, or a Grounding Spike, both are rooted for .5s and take additional damage. If this ability hit a Grounding Spike and an enemy, the spike shatters, sending shards in a 325 x 250 unit cone in the direction of the chain's other affected target. Damage: [50/55/60/65/70(+40%AP) +50% of this damage if root is triggered to each unit. Cooldown: 17/16/15/14/13s || Mana: 70 all ranks
W: Rain of Darkness - Marr conjures a shower of Void energy at a nearby area in a 200 unit radius, dealing damage and slowing enemies in it by 25% for 4s. Casting Rain of Darkness on a Grounding Spike will Energize the spike, causing it to explode at the end of the rain, scattering shards in a 420 unit radius. The spike can be triggered by other abilities before the end of the rain, sending the shards out in a 420 unit x 300 unit cone instead. Damage: [25/35/45/55/65(+15%AP)/s] {Total of 100/140/180/220/260(+60%AP over 4s) Cooldown: 26/23/20/17/14s || Mana: 55/65/75/85/95
E: Dark Monument - Marr creates a rift at a target location. After a 1s delay, a Grounding Spike is created, shoving enemies to the nearest side of the newly created terrain and dealing damage. Damage: 40/55/70/85/100(+40%AP) || Cooldown: 20/18/16/14/12s || Mana: 65/75/85/95/105
R: Spike Storm - Marr brings down a ring of 8/10/12 energized Grounding Spikes around a target area, forming a circular wall of terrain. enemies these spikes land on take damage and are pushed to the nearest edge of the new terrain. these spikes last for up to 5s before exploding and sending their shards out in a 420 radius. Enemies can be hit by more than one explosion from these, but will take 15% reduced damage from multiple spikes, to a floor cap of 30% (enemies in the center are still gonna basically get executed...don't stand in the middle. Just don't.) These energized crystals can also be triggered as 420 x 300 unit cones by other abilities before their detonation. Damage: 150/250/350(+65%AP) to units within 100 units of any falling Spikes Cooldown: 225/190/155s || Mana: 100/125/150