Ko, the Royal Tactician

Stacona·6/3/2017, 1:10:52 AM·3 votes·526 views

Ko is a bird-like creature, that is pretty humanoid, and just barely taller than most yordles - but a lot lighter in order to fly of course. This creature is known as a "tala", an ancient race that has always been around but they are hard to come across. Most of them are brightly coloured, but the rare ones are either silver that glitters or gold that glitters, only females have ever been either silver or gold, males can only be gold for some reason; the silver or gold feathers is what classifies them as royal talas due to their rarity.

Ko is very unique being that she has a mix of silver and brightly coloured feather, a never before seen combination among the species, but since she has silver feathers she is still considered among the royal family. Ko's traits are not among her very unique feather combination, but it is on the battlefield. You see, Ko is a genius tactician able to secure victories no matter what! Being a type of bird allows her a great advantage to see the battle field, the ability to fly grants her the literal bird-eye view so that she can get even more knowledge of how to command lead the army to victory - well with her vast knowledge and intelligence. Do need to mention that Ko is very small for a tala, even smaller than a yordle, this smallness allows her to fly into places that are too small for other talas to fit into as well as her smallness allows her to remain undetected as she surveys the enemy's camp and calculate the next move for her army.


Ko is a support-assassin. This is done through very well thought out and tactical planning to set it up for her teammates to go in and kill her target for her. So it is not this super flashy and one-shot solo-queue playing champion, but instead someone that really enjoys being calculated and taking their time to set up the right play and then attack with her teammates.

So Ko assassinates through strategy and very high utility rather than brute force raw damage. This will lead to a very hard champion to play and master, creating a very rewarding play style when you execute your plan well.


Basic Attack Range: 575 units Movement: 340 units per second


Advantage Point (Passive): Max Dash Range: 800 units Whenever Ko stands still for 1.5 seconds without taking damage, she will fly up high allowing her to see past terrain and into brush.

While in flight, Ko's next movement command will cause her to soar down to the target location.


Magic Peck (Q): Cooldown: 6 seconds; Cost: 50 mana; Range: 900 units Passive: Deal 62-100(+40%AP) magic damage for your basic attacks, true damage to minions. Gain 10/20/30/40/50(+400% Heal and Shield Power) bonus ability power.

Active: Ko pecks in the target direction dealing 60/90/120/150/180(+50%AP) magic damage and blinding for 1.5 seconds to the first enemy struck.


Tactical Plan (W): Cooldown: 22/20/18/16/14 seconds; Cost: None; Range: 1400 units Passive: Standing still for 1.5 seconds creates a ghostly image of Ko for the next 15/17.5/20/22.5/25(+5 per 100AP) seconds, can occur once every 12 seconds.

Active: Ko creates a ghostly image of herself at the target location after a 3 seconds delay, remaining for the next 15/17.5/20/22.5/25(+5 per 100AP) seconds.

Passive: If Ko is within 1400 range of a ghostly image then allied champions can right-click it to quickly dash to Ko's location, consuming the ghostly image, and granting their next 3 basic attacks 4/5/6/7/8%(+2% per 100AP) of target health as bonus magic damage, first two attacks deal current health and final attack deals missing health.

Passive: Ko can right-click a ghostly image within 800 range to instantly teleport to it and heal herself and nearby allies within 500 range for 60/75/90/105/120(+80%AP) health. This can occur once every 8/7/6/5/4 seconds. Consumes 90/95/100/105/110 mana to teleport.


Dizzy Breeze (E): Cooldown: 15/14/13/12/11 seconds; Cost: 75 mana; Range: 575 units Ko triples her movement speed when near champions and gains 80/95/110/125/140(+100%AP) shield for 4 seconds. If Ko can do a full lap around enemies then she stuns them one-time for 1.5/1.75/2/2.25/2.5 seconds.


Victorious Grounds (R): Cooldown: 160/110/60 seconds; Cost: 100 mana; Range: Global / 500 units Ko sets a hidden trap at the target location that comes into play after a 3 seconds delay, remaining in play for 2.5/3.25/4 seconds. Enemies trapped inside cannot escape the area by any means whatsoever and are dealt 8%(+2% per 100AP) increased damage by Ko's allies.

The hidden trap is revealed to enemies 0.5 second before coming into play.


UPDATE: LAZY NOTES TIME!

Advantage Point: Max dash range down from 900 to 800 units

Magic Peck: Wording change to say a per level value rather than Base AD (no difference) for the passive damage; know only true damage vs minions instead of non-champions (minions can have magic damage immunity; passive replaces your basic attack to no longer scale with AD) Bonus ability power changed, a much reduced base value, but a lot more emphasis on heal and shield power scaling. So 10% H+S Power will grant 40 ability power. Active ratio reduced to 50% from 60%

Tactical Plan: Many changes, heal is now only controlled by Ko and consumes a lot of mana. Now allows for Ko to instantly teleport to the ghostly images, but does not consume them, allies still consume them when they dash to Ko. General combo for lane would be dashing in with Tactical Point, harass a bit and possible go for the stun, and dip back out by right clicking a ghostly image for that in-and-out assassin gameplay, and a some healing to top yourself and your partner off. Teleporting+healing is on a static cooldown, this is not based on per ghostly image.

Placing the long range image no longer costs mana, only the self-teleport and AoE heal has a really big mana cost.


5 Comments

S0und166/3/2017, 2:39:01 AM3 votes

Hi. I've made a few concepts before, and know what it's like to have something you spent a lot of time on critiqued within the first hour of finishing. So let me say right now, I'm sorry if anything sounds harsh, I'm just trying to help you make your design better.


Let me tell you what I like first about Ko. She's definitely unique, with dizzy breeze and advantage point.

Dizzy breeze, I think, is her best ability by far. Her stun comes with some pretty intense counterplay, which is very healthy for a champion. Stuns, roots, slows, etc can all shut down that ability, but her stun is incredibly easy to land. Quick question though: How will the circle be tracked? Can you go around halfway, maybe stop and go somewhere else to dodge a skillshot, then finish the loop, or is it you have to finish the loop instantly for it to work?

Advantage point is well done too, but I don't think the dash should be either A) So long or B) Instead of the dash, gives her a slight movement speed buff. (Maybe 25%?) The reason for this is because it gives her a quick getaway tool passively. Not to mention the tripled move speed that dizzy breeze grants, she won't be killable with all the mobility she has.


Here's the part I think could use changing: Magic Peck and Tactical Plan

I think that the assassin-support hybrid is very ambitious, but can't quite be pulled off by her kit. She should, and could, be either one easily, but not both at once.

First of all, the passive on magic peck is ridiculous. Giving her ability power based on her AD is kind of OP. I think her heal and shield power could be okay, but maybe multiplied by 3, or even 2. The true damage on non-champs is kind of strong as well. Even the magic damage on the champions should be lowered a bit, to 20%AP or 15%AP.

If she does become a assassin/mage, she could keep her AP ratio on the peck. If she becomes support-ish, the AP ratio should be lower. (maybe 50%?)

Tactical Plan shouldn't have a heal if she is a mage / assassin, or maybe even dash. The skill could work well as a support though, and it could give her and her ally TONS of free HP in lane. Maybe the passive clone shouldn't heal though, and instead lower the cooldown of the active one.

Just brainstorming here: on her assassin/mage hybrid kit, could tactical plan be changed?


Tactical Plan: Mana: 40/50/60/65/70 Cooldown: 10/9/8/7/6 secs Range: 2000 units (or global, but that might be too strong)

Passive: Once Advantage Point has activated (after the 1.5s of stillness) Ko becomes unstoppable until Advantage Point ends. Active: Ko marks the target enemy champion, revealing them to her. Her attacks deal 25% additional AP damage to the target (not including the magic peck damage). When she participates in a kill on the marked champion, her vision range is increased by 3% and she gains 0.3% of her AP on auto attack damage.


I don't know. Let me know what you think.

Ultimate time. I like it, but not too much. It's kind of generic, and similar to Camille's ult. If you want to keep the current one, go ahead, but maybe you can do something about the "royal council" or the Tala army?

Well, hope you like my suggestions. Don't forget they are suggestions, you can take any/all with a grain of salt.

Anyway, I like Ko, keep up the great work! [slayer-jinx-wink]

CanadianFarmer6/3/2017, 8:32:03 AM1 votes

Heya there, I would like to say at first that you have a well thought champion there and it was interesting to read.

As for my impressions, my main concern is overlapping effects on her W. The first passive effect seems to be a bit too much if you consider the effect the other ability passives offer. I would suggest you let her creating images of herself only while she cast a self buff when activating W. Otherwise there will be too many images creating clarity issues.