I need help balancing this champion design!

PickleBabah·12/3/2014, 3:33:10 AM·1 votes·375 views

Ok, for a few weeks now, I didn't want to post this concept because it was just too, well, different.

Cul'Kin, the Moth of the Dune Passive: Cul'Kin has 2.5 attack speed as a base. and cannot build attack damage. He starts off with 30 AD as base danage. Cul'Kin takes 10% of his bonus AD and uses the rest as bonus damage to minions and monsters. Cul'Kin starts off as a Caterpillar. Cul'Kin has no MP, but gains Blood, which is needed to evolve (100). He gains 1 per kill.

Q: On the next hit, Cul'Kin aims for the weak points of his target. If it is a champion, it will deal 10% of the damage. If it is a minion, it deals 150%. If it is a monster, it deals 100%. Damage: 100/150/200/250/300 +10% AD Cooldown: 7/6.5/6/5.5/5 (-1 second per attack)

W: Cul'Kin uses some of his health per hit to deal bonus damage for 10 seconds. For every second, Cul'Kin loses some of his health, and gains bonus Blood at the end of the duration. Bonus damage: 1/11/21/31/41 Health per hit: 1/11/21/31/41 Health per second: 1/11/21/31/41 Blood: 1 per hit inflicted

E: Cul'Kin embraces the next attack, reducing the damage dealt and gaining Blood. Blood gained: 10/15/20/25/30 Damage reduction: 20%

R: Cul'Kin evolves to the next creature. Caterpillar - Caccoon. Caccoon - Moth Moth (on death) - Caterpillar

Caterpillar: Cul'Kin is at his "standard". Cul'Kin can only use and W.

Caccoon: Cul'Kin takes immensely less damage, and can bind himself to a champion. The only spell avaiable are E. Cul'Kin cannot attack or move, and, for the next auto attack upon becoming a Caccoon, becomes binded to a champion.

Moth: Cul'Kin can use Q and W. Upon becoming a Moth, Cul'Kin deals damage equal to his bonus damage + Blood in an area. Cul'Kin has 0 Armor and Magic Resist. His passive is disabled in this form. (Bases still apply)

What I want to keep: -Evolving through 3 different stages. -The "farm till power spike" identity

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