Korazee, the Luck of the Duck

Stacona·3/15/2019, 6:46:26 PM·3 votes·3,654 views

Korazee is a male duck from Bilgewater. His inventions are great, but make no sense, like building a mech... where its sole purpose is to swim. The best one is when he created a device to steal from the pirates, but instead it just stole from himself and gave it to the pirates... yea, that was awkward, but the easiest plunder they ever had.

How did Korazee become a champion? Well it turns out he is really good at alchemy and has an immense amount of magical powers insides of him, it is all electrical magic however, as a duck, in a port city... At least he knows that the power of high voltage really helps out with his alchemy work, he got something going for him!


Korazee is an alchemist-mage. His main gameplay aspect is experimenting and trying things out to see what works and what does not, and what combination of abilities together work for what situation. This means, he has a very high skill ceiling and requires a ton of games on him to really know how he works!


Attack Range: 375 or 550 or 710 units Movement: 335 units per second Attack Speed: 0.694 +3% per level


Feathers for Brains (Passive):

Korazee can harm himself for 8% of his current health if his electric magic strikes himself, but he gains a surge of energy, restoring 50%(+20% per 100AP) of the health consumed as mana and granting 25%(+10% per 100AP) decaying movement speed over 3 seconds.

Korazee also forgets his own attack range constantly, randomly changing between three different ranges every 2 seconds.

Duck Billed Zap (Q):

Cooldown: 10/9/8/7/6 seconds; Cost: 80/90/100/110/120 mana; Range: 950 / 300 units

Korazee produces a quick jolt of electricity in the target direction, stopping at and dealing 40/60/80/100/120(+30%AP) magic damage and stunning for 1 second to the first enemy struck, and then after 0.5 second delay will flip upward from the tip of the bill, dealing up to 90/135/180/225/270(+90%AP) magic damage based on how close they were to the tip.

Thunderbolt (W):

Static Cooldown: 0.1 second; Cost: 20/25/30/35/40 mana; Range: 850 / 100 units

Passive: Every cast of Thunderbolt is completely random to where the lightning crashes down to, based on the target location. Each cast of Thunderbolt in the last 10/9/8/7/6 seconds [affected by CDR] makes the zone of where the lightning can strike 50% larger than the last. The first cast is always accurate.

Active: Korazee summons down a lightning bolt to crash down to the target location, dealing 60/90/120/150/180(+70%AP) magic damage. The skill key can be held down for immediate casts based on the mouse cursor's location.

Bursting Bolt Blast (E):

Cooldown: 5 seconds; Cost: 45 mana; Range: 700 units

Korazee blasts electricity around him, dealing 50/75/100/125/150(+45%AP) magic damage and marking struck enemies for 4.5 seconds, his basic attacks against these marked enemies deal a random amount between 0/6/12/18/24(+10%AP) to 10/20/30/40/50(+50%AP) bonus magic damage on hit. Targets that have two of these marks will be dealt bonus true damage instead of bonus magic damage, mark duration cannot refresh.

(Korazee is always dealt damage from Feathers for Brains when he casts Bursting Bolt Blast.)

Ordinary Rock (R):

Cooldown: 5 seconds; Cost: 25 mana; Range: 900 units

Just a boring and ordinary rock, nothing special, placed at the target location for 10/15/20/25 seconds. Offers some sight around it.

However, this Ordinary Rock can transform into something special based on the last two abilities by Korazee that struck it...

Q + Q: Can become a Power Elixir for 50/75/100/125 adaptive force for 10 seconds to the champion that picks it up (allied or self). Does not stack. Q + W: Can become an Unstable Bomb that explodes after 0.5 second and deal 60/90/120/150(+40/60/80/100%AP) magic damage. Q + E: Can become a Freezing Rock that slows nearby enemies by 30/45/60/75% and lasts 2.5 seconds. W + W: Can become Interfering Gold for 3 seconds that grounds nearby enemies and offers kills or assists against these champions 40/60/80/100 bonus gold (allied and self). W + E: Can become an Electric Rock that strikes a chain lightning to up to 6 nearby enemies every 1.5 seconds and deal 20/30/40/50(+10/15/20/25%AP) magic damage, lasting for 9 seconds. E + E: Can become a Healing Potion that heals for 30/45/60/75(+40/60/80/100%AP) health to the champion that picks it up (allied or self).


UPDATE NOTES:

Feathers for Brains: Health cost lowered to 8% from 10% current health Decaying movement speed lowered to 25% +10% per 100AP from 30% +12% per 100AP

Duck Billed Zap: Single target part damage increased to 40/60/80/100/120 +30%AP from 20/30/40/50/60 +15%AP Area damage delay decreased to 0.5 from 0.75 second

(The stunned target would receive the least damage from the delay since it is a cone past the target, the widest end does the most damage. Second part is that the delay was too long to the point that it would be too hard to hit a champion with it, it would feel landing it requires more luck than Thunderbolt's multi-cast which is supposed to be the luck based skill.)

Thunderbolt: Cost lowered to 20/25/30/35/40 from 45/50/55/60/65 mana 0.1 second static cooldown added from none Range lowered to 850 from 1000 units Radius increased to 100 from 75 units

Luck radius increase cooldown increased to 10/9/8/7/6 from 9/8/7/6/5 seconds Increasing luck radius decreased by 50% growth from 100% growth, based on the last cast radius (The Lightning can strike anywhere in a 100 radius for the first cast, but the first cast the lightning is always central for maximum control over where it lands and then becomes random after that. So now it can strike anywhere in an area of 100/150/225/337.5/etc... decreasing the chances of hitting your target with every cast. Before it was 75/150/300/600/1200/2400/etc...)

Base damage lowered to 60/90/120/150/180 from 65/100/135/170/205 The skill key can now be held down for continual and immediate use toward the mouse cursor location.

Bursting Bolt Blast: Burst damage lowered to 50/75/100/125/150 +45%AP from 60/90/120/150/180 +50%AP

Ordinary Rock: Alchemy effects moved on this tooltip for better clarity and tooltip cleaning up. Try to unclutter and tidy everything up to look nicer. Adjusted values slightly as well.


6 Comments

thefatlazycat3/15/2019, 9:28:56 PM1 votes

you posted this about 16 days early, still pretty funny though

NviniLaBard3/18/2019, 1:46:08 AM1 votes

I would honestly love to see this champion in game. Despite sounding like the most obnoxious lane bully, the character just sounds like the most delightful thing. I really want the riot team to make this happen.

The only thing I could ask is a bit of a clearer description on some of these spells like his W

Stacona3/18/2019, 5:23:35 PM1 votes

UPDATE NOTES (1):

Feathers for Brains: Health cost lowered to 8% from 10% current health Decaying movement speed lowered to 25% +10% per 100AP from 30% +12% per 100AP (Mana restore is based on health consumed, so it too got lowered indirectly.)

Duck Billed Zap: Single target part damage increased to 40/60/80/100/120 +30%AP from 20/30/40/50/60 +15%AP Area damage delay decreased to 0.5 from 0.75 second

(The stunned target would receive the least damage from the delay since it is a cone past the target, the widest end does the most damage. Second part is that the delay was too long to the point that it would be too hard to hit a champion with it, it would feel landing it requires more luck than Thunderbolt's multi-cast which is supposed to be the luck based skill.)

Thunderbolt: Cost lowered to 20/25/30/35/40 from 45/50/55/60/65 mana 0.1 second static cooldown added from none Range lowered to 850 from 1000 units Radius increased to 100 from 75 units

Luck radius increase cooldown increased to 10/9/8/7/6 from 9/8/7/6/5 seconds Increasing luck radius decreased by 50% growth from 100% growth, based on the last cast radius (The Lightning can strike anywhere in a 100 radius for the first cast, but the first cast the lightning is always central for maximum control over where it lands and then becomes random after that. So now it can strike anywhere in an area of 100/150/225/337.5/etc... decreasing the chances of hitting your target with every cast. Before it was 75/150/300/600/1200/2400/etc...)

Base damage lowered to 60/90/120/150/180 from 65/100/135/170/205 The skill key can now be held down for continual and immediate use toward the mouse cursor location.

Bursting Bolt Blast: Burst damage lowered to 50/75/100/125/150 +45%AP from 60/90/120/150/180 +50%AP

Ordinary Rock: Alchemy effects moved on this tooltip for better clarity and tooltip cleaning up. Try to unclutter and tidy everything up to look nicer. Adjusted values slightly as well.