Champion Concept: Ko'El, the Lord of Ash
Oh hello there! What brings you here? A champion concept? Ah yes, just have a seat over there.
Yes, yes I'll show you the concept, but I'll keep it short since some people have a really short attention span nowdays...anyways here we go!
Abilities:
Passive: Rekindled Embers:
When Ko'El casts an ability, one of the faded embers he carries ignite, providing Ko'El with additional armor. If Ko'El gains 4 stacks of Rekindled Embers he will also gain a burst of movement speed and attack speed.
Stack duration: 6 s Armor per stack: 1.75 [+ 0.25 per level = 6 at level 18]
Movement speed: 15% Attack speed: 20% Duration (MS and AS): 2.5 s
While quite a simple passive this ability would allow Ko'El to take a bit more beating, helping him survive in the early game with up to a bonus of 7 armor in the early game and up to 24 in the late game.
The other part of this ability allows Ko'El to be a bit more aggresive if ahead in the lane or when trading as he gains 20% increased attack speed and 15% movespeed to aid in chasing or escaping when the child molester jungler or someone else decides you need to die.
Q: Endless Tide:
This is a 3 part ability:
1st cast: Ko'El strikes in a line with his spear, dealing all damage to all enemies caught in line AoE.
2nd cast: Ko'El preforms a cone slash with his sword, dealing damage to all enemies caught in the cone AoE.
3rd cast: Ko'El dashes a small distance, striking the first enemy with his elbow, dealing damage and slowing it.
There is a window of 4s to cast the next attack before the ability goes on cooldown --> the window resets on each cast.
1st cast damage: 20/30/40/50/60 [+45AD] 2nd cast damage: 15/30/45/60/75 [+50% AD] 3rd cast damage: 20/40/60/80/100 [40% AD]
Line range: 550 Cone AoE distance: 500 Dash distance: 250
Slow: 30/35/40/45/50% Slow duration: 1.5/1.75/2/2.25/2.5 s Mana: 25/35/45/55/65 Cooldown: 14/13/12/11/10 s
Note: --> The 2nd and 3rd cast don't consume mana --> Each cast stacks Rekindled Embers
A versitile, but a short range ability that allows Ko'El to clear waves, harass, escape or close gaps. Since all of the casts on this are separate, each cast's damage is reduced by armor. And you probably already know now that it deals physical damage.
W: Sanctuary of Cinders:
Ko'El plants his sword into the ground, causing ashes to gather around it. While he or his allies stand on the ashen ground, they take reduced damage from all attacks. During the duration of this ability, Ko'El gains additional attack range and attack speed, fighting only with his spear.
Attack Range: 175 (from normal melee 125) Ground [cricle] AoE: 350
Damage reduction: 10% Attack speed:15/20/25/30/35%
Duration: 3/3.5/4/4.5/5 s Mana: 60/65/70/75/80 Cooldown: 23/21/19/17/15 s
Note: --> Endless Tide can still be used while Sanctuary is active, the sword swing is just replaced by spear sweep --> The ability goes on cooldown when the duration ends
More of a defense focused ablility, allowing Ko'El to support his team in teamfights by placing the sword in the middle of the clusterfuck teamfight or use it to help while dueling. Jax could probably still 1v1 you...or Riven...Not really sure...
E: Obliterate:
Ko'El preforms an overhead swing with his spear and sword, dealing damage in a line and slowing all enemies caught. If a hit enemy was already slowed they are slowed for a bigger % and they are Grounded.
Range: 550
Damage: 40/60/80/100/120 [+55% AD] Slow: 20% Slow duration: 3s Amplified slow: 40/50/60/70/80% Amplified slow and ground duration: 1.5 s
Mana: 55/60/65/70/75 Cooldown: 17/16/15/14/13 s
This ability is pretty much a addition to injury if you hit your Q 3rd cast on a champion or if you have a player on your team that slowed them beforehand. For anyone unfamiliar, ground prevents casts of dashes or blinks (
has ground on her W).
R: Faded Fire:
Ko'El thrust his spear into the ground, releasing a wave of ashen fire that deals damage to all enemies that are caught in the fire wave. The ashes from the wave also coat Ko'El and his allies in a layer of solid ash, increasing their armor and and damage from their auto attacks, but the ashen armor's weight also reduces the affected's attack speed.
Wave [cricle] AoE (buff & damage): 650
Damage: 125/200/275 [+40% AD] Bonus armor: 25/40/55 Bonus damage: [+40% of the attackers AD] Attack speed reduction: -30/-25/-20% Buff/debuff duration: 3/5/7 s
Mana: 100/130/160 Cooldown: 180/165/150 s
Being quite a "explosive" ultimate, I think it'd be used to engage, as it provides armor for everyone that is in the wave or damaging them depending if they are a ally/enemy. While the ultimate can provide a massive buff for your entire team, positioning the ultimate is key as you are the center of the cricle and your teamates have to be positioned close enough that the wave will reach them.
So anyone fell asleep already?...Nevermind. Anyways I'm not going to bother you with other stuff... I hope you like the concept and any opinions are appriciated! But for now I'll leave you here, so see you some other time!