Karro, The Doll's Vessel

passıon·12/4/2017, 7:28:31 PM·3 votes·709 views

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CCOS Review here

Karro is a melee juggernaut, capable of taking a close, medium, or long range stance to fight enemy champions. Karro excels at controlling the tempo of a fight, as his ability to tame enemy champions gives him notable pressure.


Attributes: Mage

Lore In a time of war, a child was born by the name of Karro. At birth, his eyes flared bright green, giving a vibe of positive energy to anyone who could look into them for only one second. His parents cared for him and loved him only enough to get him anything they felt he needed, including things such as counting books and other things for early education. Unfortunately, nothing ever turned out to be what he wanted, or enjoyed. By age 5, his parents had began trying to take a different approach. On a cold day, they came home with an old ragdoll. This doll had very visible stitches, button eyes, and multiple black rings around its neck, all held together by dark silk threads. It was a ragged sore to anyone… Except Karro. He fell in love with the doll immediately, and accepted it. His parents noted that he would occasionally hold the doll to his ear, as if in a conversation with it. By the third week of owning it, his parents discovered the doll had been repaired to almost mint condition.

Karro carried this doll through his entire life onward. Notably, it was never visibly damaged since he received it. Others began to take note of Karro’s attraction to the small object, and became repulsed at his refusal to put it down. Some viewed him as weak mentally, and that caring for, and speaking to this doll was a visual fact that he had not “grown up” despite being an aged man. They began treating him poorly, and acted unusually abrasive against him. Karro remained unmoved by their actions, until his own parents turned against him. At their age, they were unable to do much to stop him, but their actions were enough to leave a mental scar in him. They shunned him, shut him out of their lives, and refused anything from him. His anger began to build up, stealing the brightness from his vibrant green eyes. The doll calmed him, slowly but surely restoring the light. Not knowing what to do next, he turned to the military.

Karro faced unrealistically hard trials in the military, notably more difficult than others. They forced him to work 20 hours a day, punished him harshly, both physically and verbally, for failing, and forced him to sleep within a vacant chamber, outside of communication with anyone else. While his superiors made multiple attempts to separate him from the doll, they all failed miserably. Weeks later, a superior by the name of Comstein eventually forced the doll away from Karro, who had grown much taller than everyone nearby. Karro’s anger built again, and his eyes began dying in color again. With no friend to comfort him, his light escaped him. An energy of burning rage enveloped him, and he felt his body begin to tear. That night, Karro broke out of his chamber, and made for the doll. He felt guided towards the doll, as if it called to him loudly and clearly.

When he got to Comstein’s quarters, he found that the general was already dead. His body was surrounded in blood, and silk. Next to him lay the smiling ragdoll, which Karro immediately made for. He felt the doll. The doll felt him. It caressed him, releasing strange and sluggish threads from its body, while flattening at the same time. Karro accepted the embrace of the murderous doll, letting himself merge with it. The burning pain he felt had faded, but so did all of the feeling in his body. He lost his sense of touch, and he lost connection with his mind. His entire body began matching the stitches of the old toy. In essence, he was a living ragdoll, with multiple dark threads which could ooze from and retreat into his body like a thick poison. Slowly breathing, slowly moving, and slowly losing control, Karro turned to the remainder of those who hated him. He choked, punctured and tortured the remainder of his enemies in a period forever remembered as "Karro's Massacre"

Abilities

.:[Innate - Ragdoll]:. Karro’s body has minimal attachment to his life, and therefore he does not gain armor or magic resist per level, but only takes 30% of damage from all sources. However, the ragdoll within his body - his heart - constantly moves inside of him, displaying a visible vital that orbits Karro. If an enemy damages Karro in the vital, they deal 100% of their damage to him (Also factoring in resistances).

When Karro is dropped below 50% health, he becomes the Ragdoll, amplifying his damage by 50%, increasing his size, and gaining immunity to slows.

.:[Q - Constrict | Death Choke]:. Karro extends tendrils from his chest, grabbing the first champion they hit for 3 seconds, creating a tether between the two, and dealing 9/12/15/18/21 (+1% of bonus AD) physical damage. While the tether remains, Karro steals 10/15/20/25/30% of their movement speed when moving towards them, and they are grounded. The damage from Constrict also doubles the previous value each second. (Total: 135/180/225/270/315 (+15% of bonus AD) physical damage.

As the Ragdoll, the range is increased, he deals the same multiplying damage as bonus magic damage, and grabbing an enemy champion causes Karro to emit fire through his tendrils, dealing an immediate 30 - 300 (+20% of total AD) (based on level) bonus true damage.

Cooldown: 12/10.5/9/7.5/6 seconds after the effect ends Range: 500 | 700

.:[W - Broken Toy]:. Passive: As the Ragdoll, Karro’s first basic attack against an enemy champion causes him to release threads in the ground, and attack a few units ahead of where his target is currently moving. All enemies in the area are knocked up for 1 second after a delay. (10/8.25/6.5/4.75/3 second cooldown)

Active: Karro becomes briefly untargetable, and sheds himself behind his body to remove all debuffs, leaving a clone of threads for 3 seconds, which deals 40/80/120/160/200 (+30% of total AD) physical damage to the first enemy champion that walks in range. Karro is able to use Broken Toy while immobilized, and the clone also grabs/roots the enemy for 1/1.25/1.5/1.75/2 seconds if this is the case.

Broken Toy turns Karro into the Ragdoll for 5 seconds.

Cooldown: 17/15/13/11/9

.:[E - Sucker Punch | Dark Flare]:. Karro quickly dashes to an enemy, and punches them with brute strength. The punch deals 70/100/130/160/190 (+50% of Total AD). Additionally, his heart moves around, causing the placement of the vital to shift. Karro gains 25% attack speed for 4 seconds afterwards.

As the Ragdoll, instead of dashing to an enemy, Karro builds up energy before firing a series of three fireballs. Each of these fireballs deal 30/45/60/75/90 (+20% of total AD) (+30% of AP) magic damage to the first enemy champion they hit, as well as surrounding units. They also slow by 15/20/25/30/35%, which doesn’t stack. Fireballs will move along Tendrils created by Death Choke, and always target the enemy he has hold of. (Karro can move while using Dark Flare)

Cooldown: 10/9/8/7/6 | 15/13/11/9/7 Range: 400 | 1000 Dark Flare explosion radius: 200

.:[R - Karro's Massacre | Loose Ends]:. Karro extends two large tendrils and rotates them in different directions around his body, connecting to all enemy units they touch and dealing 150/250/350 (+30% of total AD) physical damage. Among all units he hits, he has 3 seconds to reactivate the ability on one target champion to quickly pull them to him. They are stunned for 1 second afterwards. (This ability is used by both Base and Ragdoll Karro)

While below 25% health, he can instead use Loose Ends. Karro activates a self-destructive technique, creating a zone of expanding threads for 3 seconds. Karro punctures nearby enemies, dealing 20/40/60 (+2.5% of AD) (+1.5% of AP) plus an additional 3.33% of the enemy’s missing health as adaptive damage (deals damage based on the enemy’s lower defense stat) every 0.25 seconds. (Total: 240/480/720 (+30% of AD) (+18% of AP) plus 40% of their missing health) Karro is also untargetable during this time.

Using Loose Ends will kill him after the attack is complete.

Cooldown: 120/90/60 | 180/150/120 Radius: 600 | 300 to 500 (Increases by 66.66 units per second)


Recommended Items:

Starter item 1054 Essential item 3071 item 3748 item 3111 Offensive Items item 3142 item 3053 item 3116 Defensive Items item 3026 item 3143 item 3194


Tips

Playing As Karro

As base Karro, you can use your tools to reach enemies before transforming into the Ragdoll.

As the Ragdoll, Karro can also take a long ranged approach to make it easier to reach his enemy.

Loose Ends works best against grouped enemies, as he can deal massive damage to them all.

Playing Against Karro

It is best to trade against Karro when his vital is in a spot that can be hit. Otherwise, be cautious.

Don’t be hasty to stun or displace Karro. You might be susceptible to a counter-attack.

Karro is most threatening when he is near death. Be prepared to step back for fear of Loose Ends


5 Comments

Sleeper Sashimi12/12/2017, 3:47:44 AM1 votes

Wow, this concept is really nice. I'm imagining what the character would look like in the game and it's really quite amazing. The whole mechanic of his heart being a vital point can give really nice aesthetics. Also, it is a classic archetype in video games to have some massive boss fight with a key vital point to hit in order to win the game. In this case, his whole body protects him from oncoming damage whereas the vital point is his Achilles heel which will deal all the damage that's given. Very nice on that. Furthermore, your story is very nice, originally I thought that he would be some kind of voodoo type of character but instead, you flipped the whole idea around using the Ragdoll consuming his entire body. He is barely human now and more doll then man. This can lead to some really good skins such as Bedtime Karro or Super Karro.

Above all else, I like the vital point idea, it's a concept that has been explored as a tool against enemies such as Fiora, but never as an Achilles heel which could totally be explored.

TheZacStreetBoys12/21/2017, 12:13:46 AM1 votes

A work of art. I sincerely think you have a great chance of winning the CCOS. No clue how the hell this had 0 upvotes when I got to it... just beautiful. Toggling forms based on health makes for interesting mind games. However, unlike Kled, who has a similar mechanic, he gets stronger when at lower health. Loose Ends can prevent enemies from chasing him when he's low, which could save him in an emergency. I see so much room for skill expression with these mind games. Plus, his Ult becoming Loose Ends below 25% health makes you play around your health more. If you situationally want to use Karro's Massacre below that threshold, tough luck! I hate how most tanks are easy to play, but the positioning and health management on this champ are phenomenal and not clunky. Kudos to you, man. Good luck in the CCOS!

An Draoi1/19/2018, 8:23:32 PM1 votes

This sounds super cool, but the damage on his ultimate sounds a bit broken. Would probably need fine tuning, but kit wise it sounds amazing.