[Champion Concept] Kestrul, The Obsidian Flame
#Kestrul, The Obsidian Flame
My fire burns cold and my bones are dry, but even that won’t stop me from taking my revenge.
-Kestrul
Introduction
Hey all, this is my attempt at a very challenging idea: a rage mage. Rage by nature does not lend itself to a mage well because it’s a mechanic that builds up from constant sustained damage and also needs a good ‘rage dump’ to make the mechanic make sense. The stereotypical mage is the exact opposite, bursty damage dealer with multiple but big blasts that are punished if used innaccurately (mana). Hence the challenge!
Unique features include….
- Rage based mage
- Summoned ultimate pet with skill-based duration extension
- Active pet synergy (better control of pet leads to better mage, and better mage leads to better pet)
- A (imho) large plot hole lore I would love to have filled
- An adjustable silence
Abbreviated Lore
Kestrul once flew through the skies of Runeterra as a proud young dragon. On the rare occasion he lowered himself to the presence of lesser races it was to wreak death and destruction on anyone that didn't immediately cower in his shadow. His core belief was that dragons were the highest of races in Runeterra, and as such when he heard of Shyvana's birth he went into an absolute rage.
He died the same day he found her, but not before taking her father's life. His last moments as a true dragon had him looking at his own beating heart. Ripped out of his chest by the very thing he had been so intent to kill.
Now, however, through a horrible mistake of Zuan experiments on his remains Kestrul has been reborn into his "savior's" frail body. The only thing getting him through his disgust for the body he is trapped in is the promise of revenge against the one who killed him, Shyvana. After that, his cruel flame will tear across Runeterra with impunity.
#Lore
"Well well, now this is interesting."
The short bald human winced at the eerie voice echoing from the blackness surrounding him.
"Now how did we end up here, little man? The last thing I remember was having my heart ripped from my chest, and now I am here in this black abyss with you" Kestrul snaked his head to the man's other side. "Care to fill in the blanks?"
The man jumped and fell backwards, short bursts of words discernable in his mad stammering.
"...it should have worked.......can't still be alive......am I dead....weapon for Adyn before he kills me...last chance......have to get out.....get out......" He quickly but miserably crawled off further into the blackness.
Kestrul followed him leisurely, debating whether to kill the pathetic scrap of meat now or later. However he soon saw what the man was trying desperately to find. A light formed in the distance. Kestrul quickly flew over to it and reached out a claw. The light was warm, and as he touched the small orb that warmth spread through his limbs.
With a flash of light Kestrul was blinded. Blinking furiously, the space around him changed, solidified into what looked like the inside of a building. Glass beakers and crackling electricity populated the interior. Just to his side a disfigured human, half gears and vitrol-filled orbs, was shaking Kestrul's arm.
Arm....
"Sir, sir! Did it work? You passed out when you interfaced with the bones, were you able to tap them at all?"
Kestrul shook the abomination off of him and stood up, immediately stumbling when he lost his balance. He crashed into a set of desert-dry bones and fell with them. The skull of a dragon landed on top of the pile, right in front of Kestrul. For the first time in his life Kestrul felt a chill burrow down his spine, as he stared into his own empty eye sockets.
Kestrul burst out of the morbid display. He remembered. He remembered everything.
"Sir, are -are you alright?"
Kestrul just laughed, "Alright? Alright?! I'm better than alright. I'm alive." He gave a smirk when he heard his own voice. It sounded so….puny. Kestrul walked slowly up to the grotesque excuse for an assistant, and grabbed his rotting hair with a flash of his hand. “And you will tell me everything I need to know.” Flames kindled along Kestrul’s arms and down his back, the pleasant warmth giving him an extra boost to his maddened grin. “Starting with the most important question. Where is the one known as Shyvana and who do I have to kill to get to her?”
Appearance
Take this: http://eu.media.blizzard.com/wow/media/artwork/wow-classes/mage13-large.jpg (Source: Blizzard mage icon)
Add a little of this: https://i.warosu.org/data/tg/img/0348/59/1410738591756.jpg (Source: Ghost Rider)
And cover it in a dragon bone embroidered robe
Kit
Auto attack range: 550 units (same as Lux, Ryze) Base move speed: 330 (same as Lux)
#Passive: Black Flame
With every ability that hits a target Kestrul builds rage (max 200/300/400/500 rage at levels 1/6/11/16). When past 100 rage Kestrul’s next auto attack against an enemy champion will deal (0.2 AP + 0.5 magic damage per rage spent) and mark them with Burning Ruin. This mark lasts for 0.5 sec per 100 rage spent.
If Kestrul deals ability (so on-hit effects do not count) damage to a target marked with Burning Ruin, the target will be silenced for 1.5 secs. Once silenced a target cannot be silenced again by this effect for 8 secs.
Rage decays 10 points per sec out of combat.
######Sounds OP at first but Kestrul's damage capacity is lower than most champions when you consider range and reliability of hits. This passive gives him some dueling potential (silence) and rounds out his kit by giving him an effective 'point and click' source of damage.
#Q: Obsidian Sunder
||| |- |Effect range:| 500 units*| |Cooldown:| 7/6/5/4/3 seconds| |Rage:| 40 per target, double for champions| |Projectile Speed:| 1100**| |Width:| Thin |
Kestrul sends out a short range fissure of flame that deals (60/100/140/180/220 + 0.5 AP) magic damage to all targets. The Fissure originates from alternating sides each cast.
######Kestrul's main form of rage generation as well as consistent damage. Compared to other spells its range is mediocre and it's damage is underrated, but it's cooldown makes up for that in spades. Combined with Kestrul's effective resourcelessness the damage can stack on this quite nicely, as well as accrue Cruelty stacks to ensure successive hits.
#W: Cruelty
||| |- |Active cooldown:| 20/20/20/20/20 seconds|
Passive: All of Kestrul’s abilities mark a champion or large monster with a stack of Cruelty for 3 seconds. Each stack slows for 5%. Stacks up to 5 times. Cruelty stacks will not be applied on anyone while Cruelty is on cooldown.
Active: Kestrul can consume his current rage to gain 20% damage reduction for 5 seconds. Kestrul will gain rage equal to 50/50/75/75/100% of the damage reduced in this way.
######This is where the real magic (aha) happens. By adding a stacking slow to all of Kestrul's abilities I am rewarding sustained damage with his short range spells while giving him an avenue to keep faster champions in his limited range. By scaling the max stacks, I also limit the silence duration at early levels to prevent overbearing cc in lane. This also gives him a defensive cooldown that sacrifices his kiting/chase mechanic. Since Cruelty stacks cannot be applied (and therefore consumed) during this ability cooldown most Kestrul players will be looking at a full rage bar once it comes back. A feat that would be difficult to manage otherwise.
#E: Abyssal Rake
||| |- |Cast Range:| 400/450/500/550/600 units*| |Cooldown:| 12/12/12/12/12 Seconds (Begins after effect ends)| |Effect Radius (Burn):| 170 units *| |Projectile Speed:| 1500**| |Rage generated:| 20 per target per hit, double for champions|
Kestrul Summons a dark claw from the earth at a location. The claw pulses every second for (10/20/30/40/50 + 0.2 AP magic damage). The claw can remain in the spot for up to 3/3/4/4/5 seconds.
((Total potential damage 30/60/120/160/250 + 0.6/0.6/0.8/0.8/1.0 AP))
If activated again within that time the claw is pulled towards Kestrul's current location, pulling any enemy champion in its path a maximum of 400 units* (champions will not be pulled its full range) and dealing (10/50/90/130/170 + 0.3 AP) magic damage). This will effectively 'replace' the final tick of damage if used at the last possible moment. More if used sooner, which is the more likely case.
If the claw is not reactivated within the time limit the pull will not happen.
######This ability will be Kestrul's main form of ranged poke. At level 1 this ability's cast range combined with its effect radius is barely longer than his Q range. The pull is also a question of whether to trade the claw's damage (and added Cruelty stacks) pulses for a displacement.
#R: Summon Onyx Drake
||| |- |Cast Range:| 1000 units*| |Effect Radius (Burn):| 450 units*| |Drake size:| 2 c'g units***/ 3 c'g units***/ 4 c'g units***| |Cooldown:| 120/100/80 seconds (Begins after effect ends)| |Drake energy max:| 100/200/300|
Kestrul redirects his anger into the bones he brought with him. After a 0.75 second delay the bones come to life, wreathed in flesh made of black flame. This construct dives to the indicated location. Kestrul can no longer generate rage while the drake is summoned, but any effects that would have generated rage instead replenishes an amount of energy for the Drake. Kestrul can move and cast as normal while the drake is out. Once the Drake runs out of energy or is killed it disappears and the bones return to Kestrul’s robe.
Energy drains from the Drake every second starting at 10 units per second and increasing by 10 every 3 seconds thereafter. (This leaves the effective duration at about 6/10/15 seconds accounting for extra energy from Kestrul’s rage if I had a guess)
#Drake details
||| |- |Auto range:| 175 units (Melee)| |Speed:| 350/360/370| |Attack Speed:| 0.825/1.125/1.425| |Health:| 1000/1200/1400 + 50% of Kestru's max| |Armor:| 50/70/90 + 40 per nearby (600 units) enemy champion| |Magic Resistance:| 40/60/80 + 20 per nearby (600 units) enemy champion|
Any enemies within the effect radius range (450 units) will burn for (10/20/30 + 0.4 AP) to (5/10/15 + 0.2 AP) magic damage depending on distance and accumulate Cruelty stacks as normal. The Drake can be controlled the same way as any ultimate minion (Tibbers, Morde shade). The Drake’s auto attacks against champions or epic monsters will reduce Kestrul’s cooldowns by 1 second every hit (does not include the ultimate cooldown).
######Ideally the Onyx Drake should be a feared and threatening monstrosity whenever it’s released. Not only does it produce a stacking slow and hard-hitting AoE dot around itself but it also significantly boost Kestrul’s effectiveness should the Drake manage to reach and stick to prey. There are trade-offs however. During the ultimate Kestrul’s passive is impossible to use and in order to keep the Drake up and running Kestrul will need to be hitting targets and putting himself at risk as well. If the Kestrul player wants to send out the Drake by itself then he will be losing half of its effect as well as a significantly reduced duration.
References
To help explain ranges here are a few examples
* Ability range
- Yasuo Q is 475 units
- Morgana Q is 1250 units
- Lux ultimate is 3340 units
** Ability speeds
- Morgana Q is 1200
- Brand Q is 1550
*** Size
A little edit on my end. Those are "Cho-gath" Units. So 1 cho'gath unit is approximately how big cho'gath is with 1 stack at level 18.
#Other concepts
If you've ever considered Poppy nowhere near the blacksmith character we need on the rift, then you're not alone. Here's my take on how a smith from the Rakkor (Pantheon's guys and gals) may waltz into the League. Features a unique ability augment mechanic on a close range tanky fighter.
Fluri is a yordle with a marvelous magic. With a kit centralizing around summoned pillars and more movespeed AoEs than most know what to do with Fluri is a champion for the player that wants the ability to lock down an entire team and bob in and out of a frontline wreaking havoc for her foes and a lot of fun for her allies!
#Change log
Nerfed E ratio (1.0-->0.5) and buffed base damage Scaled rage cap to prevent absurd early level burst Changed rage resource to decay out of combat Re-tuned E damage for not totally ridiculous total damage. Only slightly ridiculous now. Re-tooled silence by moving mark 'detonation' to hitting an ability, removing the targeted silence. Normalized silence duration to 1.5 secs. Better passive hits increases proc window.
Thank log
Njallum (EUW) - awesome feedback and number crunching