[NEW CHAMPION] Ka'Naxas, The Tribe's Shaman

Nekusen··10 votes·3,690 views

http://40.media.tumblr.com/033dab5ba0d85653e2f1b2cd29693435/tumblr_n2g60r1WT91rnermzo1_r1_500.png

Main: Mid/Jungle Secondary: Poke Utility Sup

Friends: Trundle

Alt Skin: Ka'xual Friday (replaced totem with an office cabinet)

Passive: VooDoo

When Ka'Naxas deals damage with Chain Lightning or auto-attacks to an enemy champion, he extends debuffs and crowd control effects by 13% of it's original duration, can't stack on the same target more than 3 times.

Q- Chain Lightning

55/65/75/87/97 mana 500 Range Fires lightning to a target dealing 40/60/80/100/120 (+70% AP), jumps additional (1/2/3/4/5) times to targets behind the first target in an arc, (400 bounce range).

W- Wind Dash

55 mana. 800/825/850/875/900 range Dashes backwards dragging enemies along, any enemy in a direct line (equal to the distance to travel) will be dragged for the same distance (the distance between caster and targets will remain the same) (you and your targets can jump walls with this effect) Example: · - - - 0 - - 0 - · - 0 - - 0 - - -

E- Revitalize // Hex

70/80/90/100/110 mana 550 range

  • Revitalize (if targets an ally) Places a beneficial effect that heals you or an ally over time. If cast on self, the spell heals 80/130/180/230/270 (+70% AP) hp over 8 seconds. If cast on an allied champion, the spell heals 60/90/120/150/180 (+50% AP) hp over ** - 4- ** seconds.

  • Hex (if targets an enemy) Target is hexed for 4 seconds, the target is dealt 60/90/120/150/180 (+80% AP) damage over time for it's duration and if it's an enemy champion, their spells get an extra 0.6 seconds casting time. (alternatively to the "slow casting" they could get sigh range changed to melee range) (alternative n2, making the affected champion deal reduced damage to Ka'Naxas)


  • Passive: Killing a large monster gives him a Mojo charge, and epic monsters 2. If a minion, or small monster dies with Hex on them, Ka'Naxas gains 1 Mojo charge. Dealing damage to an enemy champion with Chain Lightning will consume 2 charges and slow the target by 20/30/40% for 2 seconds.

R - Spell Totem

150 mana 400 range Places a totem on the ground, by pressing the Alt-key, you can cast any of your basic spell from the totem that cannot be attacked. Another casting option: after laying the totem with R, you can press R again, that changes your Q-W-E icons (to the totem spells equivalent) and makes that spell to be fired from the totem (basically like heimer's ult ), can be turned off.

5 seconds after casting your first spell with the totem, it will banish. The totem grants 100 range vision.

  • Q- Creates a zone surrounding the totem that deals 120/220/320 (+90% AP) damage and slows enemies in the area by 15/20/25% over 5 seconds. 800 range.
  • W- Sends a wind wave that pushes enemies away from the totem, if enemies hit a wall with this effect, they are dealt 100/150/200 (+20% AP) and are stunned for 1 second. 800 range.
  • E- Heals 140/190/240 (+70% AP) hp over 5 seconds to allies in aoe. 800 range.

12 Comments

Nekusen2 votes

the totem mechanic could be changed in different ways if the Alt mechanic gets confusing

1- the next spell you cast after laying the totem is fired from the totem 2- you activate R then click either Q-W-E and that lays down the totem with a pre-selected spell, re-casting chosen spell activates the totem. 3- after laying the totem with R, you can press R again, that changes your Q-W-E icons (to the totem spells equivalent) and makes that spell to be fired from the totem (basically like heimer's ult ), can be turned off.

probably the number 3 is the most reasonable

i think it would be odd for a champion like this one to work with energy, the abilities just scream "mana" to me. i think Q's passive is more of a "plus" than a necessity, so if you play him mid, you could take some jg monsters if you are pushed out. i think making the Mojo stacks that way makes it so he is not forced to jungle, but helps him to gank (as he slows the target), it also creates a balance between farming the jungle and helping your team

some changes could be:

  1. changing the way stacks are generated, they could be generated each time he casts a spell.
  2. making it require 1 stack per slow.
  3. gaining a stack for every jg monster (so, for example, clearing raptors would give you 4 stacks)
  4. taking your energy regen idea, make him restore mana and/or reduce cooldown of abilities.
  5. make killing jungle monsters or being near a minion death (killed by you or an allies champion) generate charges, if minions generate charges then something like 5 stacks should be required to proc the effect.
  6. making killing a minion or monster with Chain Lightning reduce the cooldown of spells

R-W : i thought of a singularity though it would kinda overlap with R-Q unless the slow is removed, if W gets changed to some of the other options R-W could reflect the new spell.

Q also affects auto attacks, could be made to affect totem spells as well, but would automatically proc on R-Q slow (if kept) if W is changed in a spell like the ones mentioned before, Voodoo could proc on it too, ideas?

Luxana Crowngard1 votes

Nope

Nekusen1 votes

{quoted}

Nope

thank you for your insight

Dr Nuka Cola1 votes

ULT - There are some issues I mean u basically have a janna ult with ult w e, taric esque heal on e, a broken as crap passive tbh ( basically negates merc treads) at least have slows decaying over time. Also not sure if you knew but the spell totem is kind of counter his own kit you can alt + ability to self cast so controlling the ult via alt key mite cause confusion between heal ult field or heal me as I run away.

Passive- Really broken see above. Q- Interesting concept - is there a stack cap? W- Needs work. kind of broken/ seems like a weird skill to both play with and against. E- Interesting but needs help kind of like a over time taric heal.

Overall I'd say try to focus on cool witchdoctory things for spells and less of your average run of the mill spell mage from skyrim (no offense). Try to find neat ways to tie parts of his kit together. I think the totem thing is cool.

Nekusen1 votes

[{quoted}](name=Dr Nuka Cola,realm=NA,application-id=A8FQeEA8,discussion-id=7agMAWzU,comment-id=0001,timestamp=2015-08-28T00:19:42.992+0000)

Also not sure if you knew but the spell totem is kind of counter his own kit you can alt + ability to self cast so controlling the ult via alt key mite cause confusion between heal ult field or heal me as I run away.

the totem would be controlled as other clones like Shaco 's

the passive would only counter Mercs if fully stacked with a target that already has some cc on and only momentarily with some cooldown. and as it doesn't add a debuff itself, would be hard to pull off, though if shown a problem, it could be lowered to 10% or limited to 2 stacks.

Q- Interesting concept - is there a stack cap?

you can have infinite stacks on Ka'Naxas, but they are consumed one at a time (if chain hits multiple champions, each champion hit consumes 2 stacks)

W- Needs work. kind of broken/ seems like a weird skill to both play with and against.

its basically a grab, but that requires a teammate well placed for it to work, as the distance between you and your target remains constant, it also provides mobility and requires good mechanical skill.

E- Interesting but needs help kind of like a over time taric heal.

i hear suggestion, i first started with higher values, but lowered them as i realized that would provide insane early jungle sustain.

Overall I'd say try to focus on cool witchdoctory things for spells and less of your average run of the mill spell mage from skyrim (no offense). Try to find neat ways to tie parts of his kit together. I think the totem thing is cool.

i wanted him to have so mobility and add gank potential with his W, could change it for some kind of DoT that limits the target's vision to melee or makes it cast slower (adding casting time to it's spells for the duration)

Dr Nuka Cola1 votes

Fair enough ... I still think that the ult would be weird if someone is used to alt + spell -> self casting abilities though would it prioritize the totem spell or the self cast? or do u have to be in range of the totem to cast from the totem? ... that being said it think it could be more interesting if you say had a 600 range totem that while within enhanced your skills to the totem skills maybe with a bit of adjustment / range adjustment and particles spawned from the totem then u don't have the issue with the alt key... maybe give health to the totem to allow enemies an outplay potential of it like we gotta kill the totem.

Q- So I reread ... and I feel like it could kinda snowball badly for him with regards to stacks currently your only stacking mechanism of fast / early is lg monsters and that's one 1 stack. so say you are vs a nunu that is heavily counter jg you now you can't safely get stacks and you can't really make use of your passive. Also because of lg monster only there isn't much incentive to play him outside of jg only. Have you ever considered a energy champ with maybe a passively stacking mojo where blah blah blah restores x energy?

R-W: maybe instead of knockback a singularity?

Passive seems to really only affect q... seems like it could be more dealing /receiving damage grants mojo ....... more food for thought

Nekusen1 votes

UPDATE: Changed a few of things. Among them, moved (Q) Chain Lightning's passive to (E) Hex, now killing minions and mosters with Hex on them will add a Charge.

Nekusen1 votes

**UPDATE N2: **

  • AP ratios changed
  • Hex has a new effect
RedneckBudha1 votes

Very interesting concept it needs some work but I can dig this id like to see his Ka'xual Friday running around with corporate DrMundo

Nekusen1 votes

{quoted}

Very interesting concept it needs some work but I can dig this id like to see his Ka'xual Friday running around with corporate DrMundo

i can already see the office bundle hahaha

Nekusen1 votes

any suggestions ?

Nekusen1 votes

just remembered this thread, bump for bumps sake

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