Champion Concept: Ko'El, the Lord of Ash

Holyterrra·5/14/2017, 1:04:34 PM·4 votes·470 views

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 (Cassiopeia 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!

3 Comments

Arakadia5/14/2017, 6:02:46 PM1 votes

Hey! I saw you had no comments on your concept and when that happens to me I feel wretched, especially on my more memorable concepts.

So here, good sir, is a review!

I'm going to go in order of kit abilities, sense that is all you have, and than go onto my overall view of Ko'el.

So first with his passive. This ability seems far too weak. Given that you need to burn everything just for some small stats. Unless his Q counts as multiple spell casts, which I think it does, but that makes it far too easy to stack. This ability also seems kind of boring. Considering that nothing Ko'El has makes me go "Wow! That is actually really creative, I've never seen anything like that!" except his E's ground effect, I would rework this to be more interesting.

One thing passives often do nowadays in League is define the champion's playstyle. Bard's passive makes him the Roaming Support, Ivern the Support Jungler, Illaoi the Territorial Juggernaut, Jhin the Each Shot has High Value ADC, etc. Ko'El's passive doesn't define him as a duelist, just a bruiser in general.

Onto his Q. I love multicast abilities when their done right. I had a very similar ability on one of my past champion concept's called Raz, however instead it applied increasing CC and had no dash.

This ability feels pretty cool, and while its not something never before seen, it is interesting too. The animation and options it give him sound very fluid and fun. Not much to say here except that you could easily be doing 570ish damage with 250 AD with this ability. Not that that is a problem by itself, its split into 3 damage sources which are all dodgable and one of them in a dash so he can't escape and hit you with it most of the time, its just something you should keep in mind.

HIs W could be so much cooler. To be honest, in my opinion, it fails flat on its theme. And it confuses me about Ko'El. Two things:

1): Is he supposed to be a duelist? Or a team fighter? Or skirmisher? His Q,E, and the buffs it offers would give me the idea that he is a duelist because he's probably not going to be able hit lots of enemies with those abilities AND he has very little mobility to get to enemy backlines in team fights.

2): So he claims this territory as his own, for some epic battle it sounds like. And all he gets is a few buffs that probably won't be that noticeable due to balance reasons. Because his W can effect allies, it has to be shitty when there aren't allies. Or shitty when there is allies. But they can't feel impactful when he has allies nearby and when he is alone using it, it is only one or the other. And than this ability just gives some mere, bland stats. Its not very interactive.

In general his W is a crappy ability because he has no hard CC, and only some dodgable slows, to keep enemies in side. All the enemy Fiora has to do is back off once you place W as Ko'El, and reengage as soon as its down.

I really like the E. A line attack that slows isn't at all anything I'd normally like, but the fact that it can combo with slows to Ground an enemy is super cool. Don't change this ability's core idea if you do change it. \

Finally we're at his ultimate. Gosh, it has a few problems.

The first, is that its just a big AoE circle. Which many concepts on the board's have, and I personally hate it. This is so common and overused. If the ability is interesting, creative, or well designed but still a big AoE circle, thats okay. But this ability isn't any of those AND is a big AoE.

The second thing is that its even more stats just loaded into Koel's hit. His passive offers 3 buffs. His W offers 3 more buffs. And his ult, offers 2 buffs and a debuff. Thats a total of 8 buffs. Which is too much. For an ultimate, this ability isn't all that interesting. I don't get why he is called the lord of ashe, when he doesn't command or lead, rather he seems to rally a losing side. In fact, he fits more of a Darkin theme than some fiendish fire man.

The final problem is that it again clashes with Ko'El's purpose. What type of fighter is he? Is he a duelist? Because this ult and his W disagree so.


Finally, I'd like to just mention in the future that you should probably create some lore, even if its short, a physical description or some art you found on the internet, and something else a little interesting be it quotes, gameplay explanation and review, FAQ, etc.

I really like where Ko'El could go and fortunately he doesn't step on Annie or Brand's toes. Im getting a Cinder-y Dark Souls feel to him and I love it. However he doesn't deliver his theme. I would focus on getting some lore, which you could implement into his gameplay, and focusing on his niche and what type of fighter he is more.

Thanks for sharing your concept! If you get the time maybe check out my champion concept Amnoira, who you may know if you read the recent color story: The Garden of Forgetting. I have an interactable website for the champion even, so you don't have to read walls and walls of text.

Eternal7915/15/2017, 5:30:42 PM1 votes

This is pretty interesting idea. I love the ash and cinder theme. It reminds of Darksouls 3.