Kurr, the Elemental Bender [Champion concept detailed update]
Kurr is a champion who is a bender of the 4 elements, similar to Avatar the Last Airbender. Kurr is a support champion, meant to be as pliable and free flowing as the elements themselves. His kit revolves around which elemental form he is in, as that will affect not only his abilities, but also his statistics. He has 8 forms total which are:
- Air [Melee]
- Air [Ranged]
- Water [Melee]
- Water [Ranged]
- Earth [Melee]
- Earth [Ranged]
- Fire [Melee]
- Fire [Ranged]
He earns his ultimate at levels (1/6/11/16), and each time he levels up his ult he can learn a new form, putting him in a stasis for 10 seconds, once a form is learned it is permanent (by the end of the game Kurr can choose 4 forms). In each form, Kurr has a unique set of abilities and scalings on his AD, AS, Range, AP, HP, Amr, and MR.
Without further delay, here are Kurr's abilities:
Passive: Kurr has a different set of abilities in each form. Also, depending on which form Kurr is in, he attains/loses stats:
- Air [Melee]
- Bonus movement speed
- Reduced Resistances
- Air [Ranged]
- Bonus movement speed
- Reduced Resistances
- Reduced Health
- Water [Melee]
- Bonus AP
- Bonus Resists
- Reduced HP
- Water [Ranged]
- Bonus AP
- Reduced HP
- Earth [Melee]
- Bonus HP
- Bonus Resists
- Reduced movement speed
- Earth [Ranged]
- Bonus Resists
- Fire [Melee]
- Bonus AD
- Bonus Attack Speed
- Fire [Ranged]
- Bonus AP
- Reduced HP
- Reduced Resists
R - Passive Kurr can put a point in ultimate at levels 1,6,11,16. Upon doing so, he can choose to learn a new form (I imagine this looking very similar to how kha'zix does it). R - Active Once you have 2 forms learned, you can activate this to choose which form you would like to switch into. (I imagine this looking a bit like the "role selector" in draft mode que, where you get a circle of buttons and choose which you want). With more ranks in this ability you are able to cast it more often.
Kurrs abilities depending on which form he is in:
- Air [Melee]
- Q - Active First cast - Begins gathering forceful winds for up to 3 seconds Second cast - Emits the winds outwards, knocking all enemies away from Kurr. Detonates automatically after 3 seconds. If Kurr is CC'ed while gathering winds, he becomes unstable and is forced to release them immediatly, but with increased power.
- W - Active Creates a targeted zone where all enemy projectiles fly at (80-75-70-65-60)% speed, and all allied projectiles fly at (110-120-130-140-150)% speed.
- E - Active Creates a gust of air in a line (width 300) that gives allies bonus movement speed when moving WITH the winds. Continuing to move WITH the winds gains increasing movement speed. Allies attempting to move AGAINST the wind become increasingly slowed.
- Air [Ranged]
- Q - Active Blows a dense burst of air in a cone that REFLECTS all enemy projectiles that it hits.
- W - Active Shields an ally. While the shield persists, they receive an increased dash range on air pockets, and any dashing abilities they might have.
- E - Passive Stores up to (2-2-3-3-4) charges on the active.
- E - Active Creates a pocket of air that after 1 second of being created, allows an ally who walks into it the ability to dash in a target direction that they choose. Air pockets last 20 seconds.
- Water [Melee]
- Q - Active Lashes out with a rope of water that roots the first enemy champion it hits.
- W - Passive Once you are within the whirlpool for (3-2.5-2-1.5-1) second(s), you gain access to your E active for (3-4-5-6-7) seconds.
- W - Active Creates a whirlpool of water at the target location for that drains mana but lasts for as long as Kurr is within range (or cancels), and slows enemy movement speed. If this zone is created within the river it gains an immense power boost, not only increasing the slow on enemies, but allowing all allies within a certain range & in the river already to dive under the water, appearing in the whirlpool 1 second later with a shield.
- E - Active When cast, slows Kurr's movement speed slightly until the ability ends. Creates a tether of water between you and all enemies while within a certain range, leaving this range breaks the tether. While enemies are tethered, they are grounded. If an enemy champion was tethered for at least 2 seconds when the ability is ended/canceled, they are rooted.
- Water [Ranged]
- Q - Active All allies within range that are mid-air are suspended in a tomb of water, keeping them in the air for additional time. This is increased while in the river.
- W - Passive Inreased Water Supply: Kurr's healing abilities are increased by his rain. If he is within his rain, he gains +10% on his healing output. If both him and his ally are within the rain this increases to +20% instead. Being in the river grants an additional +10% of this effect. If the rain turns into a thunderstorm, these bonuses are trippled.
- W - Active Kurr begins gathering water from the air around himself, and channeling it to heal an ally. This heal begins very weak, but if he is able to continue the channel, the heals begins to strengthen. Mana is consumed per second. Kurr cannot cast this ability outside enemy vision RANGE (minions and wards count), but he can still cast it without being seen (hiding in a lane bush or around the corner of a ward).
- E - Active Causes it to rain in the targeted area that slows/damages enemies within. If Kurr is within the storm, and takes damage of any kind, the rain turns into a thunderstorm, and gains bonuses: more damage, limits enemy vision, greatly increased effectiveness of Increased Water Supply.
- Earth [Melee]
- Q - Passive When knocking back a champion, mark them (until they land). Gain the ability to cast E active on marked targets.
- Q - Active Toggle: Slows attack speed, and every second consecutive basic attack to the same target deals additional damage and knocks them back 100 units.
- W - Active Can be cast on any enemy in range that is mid-air. Dashes to target champion and roots their feet in stone upon re-arriving to the earth.
- E - Active Kicks marked enemy so hard that it knocks them back an additional 500 units, and causes Kurr to also dash backwards 500 units.
- Earth [Ranged]
- Q - Active If an enemy champion is within 300 units of terrain, you can bind them to the terrain, rooting them.
- W - Passive Walls thinner than 350 units have no effect on Kurr, he can pass right through them.
- W - Active Kurr's teammates globally earn his passive for (2-2.25-2.5-2.75-3) seconds. Kurr does not have access to his passive while the active is on cooldown.
- E - Active Creates a temporary wall of rock. Recast to crumble the wall.
- Fire [Melee] (Read passives first)
- Q - Passive Basic attacking an enemy gives them +1 stack of Ablaze, up to 4 stacks. Attacking an enemy at or above max stacks instead gives Kurr +1 stack of Inner fire, but also refreshes their Ablaze.
- Q - Active Empowers Kurr's next basic attack deals bonus damage based on his amount of Inner Fire, also consumes all stacks of Inner Fire.
- W - Passive Inner Fire: Kurr stores fire within for up to (15-17.7-20-22.5-25) seconds. Any addition/expenditure of Inner Fire refreshes this cooldown. If this timer runs out, the Inner Fire becomes unstable, triggering Unstable Fire. Leaving a fire form causes Kurr to lose all stacks of Inner Fire. Unstable Fire: Kurr's Inner Fire becomes out of control, and he can no longer hold it within. His other fire abilities become empowered for 5 seconds. After Unstable Fire ends, he loses all stacks of Inner Fire that he has not gained since the beginning of Unstable Fire.
- W - Active Based on the amount of Inner Fire, Kurr gains a movement speed boost, and a slow on his next basic attack until the effect ends (duration also increases with stacks). After the effect ends, Kurr loses all stacks of Inner Fire that he has not gained since activating this ability.
- E - Passive Ablaze: all units can be set ablaze by Kurr. Units set Ablaze gain an effect for 2 seconds that becomes stronger with the more stacks they have. Attaining additional stacks, or being refreshed causes this 2 second timer to reset. Targets have no limit on how many stacks they can have. Allies receive bonus attack damage and ability power. Non-Allies take damage every .25 seconds.
- E - Active Sprays fire in the target direction that adds an additional stack of Ablaze to all units hit, and also propels Kurr backwards.
- Fire [Ranged] (Read passives first)
- Q - Passive Ablaze: all units can be set ablaze by Kurr. Units set Ablaze gain an effect for 2 seconds that becomes stronger with the more stacks they have. Attaining additional stacks, or being refreshed causes this 2 second timer to reset. Targets have no limit on how many stacks they can have. Allies receive bonus attack damage and ability power. Non-Allies take damage every .25 seconds.
- Q - Active Shoots a small fire charge out that if it hits a unit, gives them multiple stacks of Ablaze. Can be recast before hitting a unit to explode the charge, instead applying only 1 stack of Ablaze to all units in the explosion radius. Unstable fire bonus: the fire charge can pass through minions, and (Ally: Enrages attack speed and gives +30% CDR, can break the cap) (Non-Ally: Deals great bonus damage). Also applies all stacks of Inner Fire to the target.
- W - Passive Inner Fire: Kurr stores fire within for up to (15-17.7-20-22.5-25) seconds. Any addition/expenditure of Inner Fire refreshes this cooldown. If this timer runs out, the Inner Fire becomes unstable, triggering Unstable Fire. Leaving a fire form causes Kurr to lose all stacks of Inner Fire. Unstable Fire: Kurr's Inner Fire becomes out of control, and he can no longer hold it within. His other fire abilities become empowered for 5 seconds. After Unstable Fire ends, he loses all stacks of Inner Fire that he has not gained since the beginning of Unstable Fire.
- W - Active Manipulates stacks of Ablaze and Inner Fire based on the unit targeted. Ablaze with other Ablaze units nearby: Transfers all stacks of Ablaze from nearby units to the target. Resets cooldown of this ability. Ablaze without other Ablaze units nearby: Removes all stacks of Ablaze and stores them as Inner Fire. Can only store 50% of the stacks taken from minions. Not Ablaze: Places all stacks of Inner Fire on them as Ablaze.
- E - Active All Ablaze targets within range receive an effect based on how many stacks they have, also refreshes their stacks: Ally: Shielded. Non-Ally: Damaged.
If you've made it this far, you're clearly interesting, so I will go more in depth on my thoughts of how this champion could be played, and what the uses for each form would be. Overall, I tried to make each form rather good at 1/few situations, and have pretty much little to no use in others, which gives you a lot of power in those situations, but if your enemies are able to avoid that, they render the form almost useless.
- Air [Melee] This is the form you want to take if you want to take part in mid-game teamfights or sieging. The slow for projectiles gives safety to your team to walk up and hit the turrets with little danger. Also, this form works really well against teams that huddle together for protection. It also has great effects if your team benefits from being able to single out targets and have the enemy spread out. It can also work as a possible escape tool. Besides these things though, the form does not have this much use. Taking this form for the early game would cause you to have VERY LITTLE impact on the lane.
- Air [Ranged] This form focuses on safety for teammates and peeling. It is an option for early game, but if the enemy has enough cc to lock you down and stop you from dashing around and returning fire, you will have a really rough time. This form is mainly for mid/late game if your team lacks mobility, and would benefit from being able to kite around opponents. Again, this form is weak against opponents who have lots of cc or wombo-combos, as you rely on prolonged fights.
- Water [Melee] This is your bread and butter "my team wants to fight around epic monsters" form. The form is really weak outside the river, and can be rather easily avoided if so. On the other hand, if you are doing baron and are able to focus enemies through a choke-point if they want to contest, drop down your whirlpool and your team has many options as how they want to play it out, all of which include you diving in and CCing their team. Also, enemies who wish to risk starting an epic monster when your are able to contest are in for a really bad day when your whole team comes swimming out, guns blazing. The only other use for this would be if your team wants to tower dive, but has poor mobility to actually engage.
- Water [Ranged] This is your passive safe-lane form, if you are against a poke comp, it offers your adc the luxury of being able to walk up and farm at the expense of poke, but still be able to live on and not have to suffer. Seeing if you can heal your adc in your tri-bush? Hmm, I wonder if there's a ward here? Not that you offer much ganking support though... Besides this the form doesnt have much use, if you're able to get off a long channel in a teamfight it could really "change the tides" but that's rather unlikely as all it takes is 1 cc ability to stop you. If the enemy manages to hit you and not stop your channel while you and your adc are standing right next to each other, they probably deserved to lose that fight anyway.
- Earth [Melee] GANK ME PLEASE. Here, you are easily kiteable, as your attacks even knock them away, but if your jungler can set up a good gank, and you are able to flawlessly combo your abilities, prepare for CC pound-town as your jg and adc beat them to death while you knock them around. This form also can serve as a great follow-up engage to teamfights, but trying to engage in this form all by yourself would be really difficult to do.
- Earth [Ranged] If you're going to take this form, it will probably be second. It will allow you and your team great mid game mobility and pick potential. I imagine an entire team effortlessly walking over the wall at dragon and being trapped in from behind, unable to escape. Although, being in one of your squishier forms, maybe its not the best idea for you to walk right in like that. Being that at least as I've stated it, having your passive-active be global might seem op, but unless your team has great communication, anything besides your immediate surroundings probably wont get any attention anyways, but if you're a god at map awareness, having that extra little reward is there for you to take.
- Fire [Melee] Cough-Cough, pick Draven. This form offers you great laning power, as you have actually a decent amount of damage, and if the enemy doesn't pay attention to kiting away from you, they are in for grey screen. Having said that, your rather lack of CC & engage in this form aren't going to give you much opportunity without help from other champions, or engaging in a different form then switching. Works well if you decide to also invest in learning the ranged fire form, because the passives work together and gives you a longer list of options as to what you want to do with your abilities. Unless you itemize specifically around this form, it wont have much use later in the game, but if you do decide to do that, you could be pretty powerful at what you do.
- Fire [Ranged] This is your poking form, if your team/lane needs more damage, this is your go to. You can poke and go for short trades by yourself and then let them burn, or you can build up stacks of Inner fire and empower your adc so they can go off while they have their short burst of immense power.
If you actually made it this far, I can only offer you the greatest of thanks, I put a ton of work into this and it would really mean a lot to hear ANY positive feedback from you guys. Also, I'd like to hear criticism, but try not focus on "that's dumb" I would love to have a detailed talk about the workings behind how Kurr would work, and discuss why he would be good or bad, underpowered/overpowered.
pick a card? A lot. Now combine that with 4 whole kits and that's a recipe for extreme tilting and running it down mid. I like the four elements idea but there has to be a more practical way of achieving it.