[Champion Concept] Kuytak the Raging Behemoth

NoDragonsPlz·8/29/2016, 3:03:40 PM·1 votes·444 views

Just a champion I thought up while I was driving in traffic. I do like theorycrafting champions. Especially ones that are beasts.

Champ uses Rage as a resource. HP (540) +80/level Attack Damage: 66 + 6 per level (he's a behemoth, he should be strong) Attack Speed: .595 +1% per level (on the low end, but all that power comes as a tradeoff. He can hit hard, but not as often) movement speed: 345 Health Regen: 7.95 (+.80 per level) Armor: 22 (+4 per level) Magic Resist: 28 (+2 per level)

Primary Role: Fighter Secondary: Tank Top/Jungler

Passive: Bloodlust: Kuytak uses rage instead of Mana. As he stays in battle he generates rage (1 per auto or 3 per auto on champ/big monster. Spells generate 10 rage/champion hit). At 50 rage, he becomes Enraged which allows his spells to have extra effects to them. At 100 rage, he achieves Bloodlust which consumes all the rage, but grants 10%/20%/30% (at levels 1/7/13) AD for 5 seconds. Rage slowly falls off after 2 seconds of being out of combat.

Reave (Q): Kuytak claws an area in a cone in front of him, damaging all enemies in front by 60/70/80/90/100% Total AD. Does 60% damage to minions. Enraged: Buffs the damage up to 200% Total AD

Monster of Battle(W): passive: gives 1%/2%/3%/4%/5% total AD as magic damage. Applies to basic attacks and spells Active: Kulyak lets out a war cry, which gives him 5/8/10/12/15% Damage reduction for 1.5 seconds Enraged: Changes the total AD passive from magic damage to true damage. Doubles the Active Damage Reduction Bonus

Heave (E): Kuytak charges forward. If he meets an enemy during the charge, he will do damage equal to 100/140/190/250/300 (+10% bonus AD) physical damage. It will stop at the first enemy hit, however if enemies are clumped together, it will do damage to all enemies. Enraged Adds a knockup to the charge

Ravage (R): After a small delay destroys a wide area around Kuytak. Enemies caught in the initial blast will take 400/500/600 (+40% bonus AD) and are slowed by 50%. Leaves behind a zone for 3 seconds that will slow any enemy that is in it by 30%

The idea behind Kuytak is to be a beast of Battle. While having potent damage, the stats will ideally leave him vunerable if he goes the full damage route by being a squishy monster. The idea between the total AD and bonus AD scaling is to allow him some tools of he chooses to go tankier, while allowing his latter two spells to not be an overwhelming force if you sacrifice damage. Kuytak should benefit from being in 1v1 scenarios, but his lack of hard CC except for when enraged should not allow him to take any teamfight he wants. The utility in the ult is to give him value in a teamfight in addition to rewarding Kuytak for setting up the fight for his team.

Lore: Legends state the behemoth is the mightiest creature in Runeterra wild. One look at a poor soul battling with Kuytak will testify to these legends. Originally a wild beast. He was captured by Noxus to be used against Demacia in battle. However he escaped days before the Great War with the help of a small child. On his escape, he killed nearly 200 of his captors, but left the child unharmed. Some say Kuytak returned to the wild, but will come back to Noxus one day. On that day, Noxus will fall.

Final Thoughts: Initially posted this on Reddit, and went through some tweaks of it. The only future things I can see needing toned down, is perhaps some initial damages on the E and R. However, I do still want him to have that terrifying Behemoth identity. I really want to play around his Enraged and Bloodlust states. Rewarding Kuytak for making the decision to stay below that 100% or hit the 100% Early in fights, he'll be weaker, but as I mentioned before, He is all about the battle. He will get stronger the longer the battle goes (Much like a Behemoth) He does have low defensive stats initially, and this is to show that if you go full damage with Kuytak, while you're going to be able to murder lots of stuff, you will suffer for it as well. If you build Defensive, the Total AD scaling on Q and W give you enough to skirmish effectively, however it does not bring oppressiveness to the E and R (which are also key to his identity. You know the story, mad beasty that just destroys and flings everything everywhere) Scrapped ideas: Passive initially gave 30%/40%/50% AD at 100 rage. E was originally 40% bonus AD scaling, and ult was 100% Bonus AD. His ulti also had a 10%/20%/30% AD and AP increase for allies in the zone, however that is probably better moved to a different champion concept.

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