Kor- the plasma battery, an interesting take on a support/mid laner

Girahem·10/8/2016, 10:42:27 PM·1 votes·414 views

First off, i would like to say that i'm a terrible artist and i don't currently have a computer art software to use, if you like this champion concept and may be able to create some art work please contact me at [email protected].

Now, on with the champion:

Passive- Charge Up: Kor gains a charge of Plasma Energy every 45 seconds, these charges cause Kor's basic attacks to have additional affects. Kor can store up to three charges. Note: despite what it may sound like, this is not Kor's resource system, he uses a regular mana cost system and these stacks as and additional resource, similar to stacks of Annie's passive.

Q- Static Build/Static Blast:

Static Build Up: Passive- if Kor hits an enemy with an ability while he has a charge of Plasma Energy the cool down of his basic abilities is decreased by .5, this is tripled if the enemy is a champion.

Static Blast: Cool down- 4/3.5/3/2.5/2 seconds. Cost- 1 charge of Plasma Energy and 20 mana at all ranks.

Active- Kor fires a bolt of pure energy in a line skill shot that deals 50/60/80/100/120 + 40/50/55/60/75% AP =10/15/20/25/30% AD magic damage and marks them with Static Energy, if a marked target is hit by one of Kor's abilities the mark is consumed and the target is slowed by 30/35/40/45/50%

W- Discharge Cool Down- 12/10/8/7/6 seconds. Cost- 60/70/80/90/100 mana.

Active- Kor discharges excess energy in a point/click that deals 60/70/90/110/130 + 70/75/80/95/110% AP + 12/15/18/21/24% AD as magic damage in a 150 unit diameter circle around the target. If Kor has a charge of Plasma Energy then the diameter of the circle is increased to 250 units and places an Energy Pool that lasts for 30 seconds

E- Circuit: Cool Down- 28/26/24/22/20 seconds. Cost- 90/100/110/120/140 mana.

Active- Kor creates a circuit(tethers) with all nearby ally champions and all nearby Energy Pools and heals all ally champions in the circuit for 30/45/60/75/100 x the number of Energy Pools in the the circuit + 40/50/60/70/80% AP over 8 seconds. Kor may spend a charge of Plasma Energy to place an Energy Pool at his location as well as select a previous Energy Pool in the circuit and teleport to it, any enemies inside the target Energy Pools are teleported to the Energy Pool that he was standing on.

R- FULLY CHARGED: Cool Down- 124/115/104 seconds. Cost- 3 charges of Plasma Energy.

Kor can now hold 6 charges of Plasma Energy and he immediately gains max charges, Kor also gains 15/20//30% move speed and gains 20/23/25% AP and 10/12/15% AD. This affect lasts for 15/20/25 seconds or until Kor spends all charges of Plasma Energy.

Lore: I have not yet found a backstory that I like and feel fits Kor well, but i am currently experimenting with something tied in with kog maw and a few other void champions as i do know that Kor is definitely a void champion

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