(Champion Rework: Strengthening Their Niche) Karthus: Death Mage

Meep Man·4/27/2016, 2:55:32 PM·2 votes·449 views

Passive- Death Defied Innate- Soul Harvest: While alive, Karthus harvests the souls of minions he kills, and the souls of enemy champions and monsters he kills or assists in killing. These souls are stored for use. Upon dying, all of these souls are released from Karthus over the next 10 seconds to fight nearby enemies, having 6/8/10% of the stats that they had upon death, excluding attack speed and movement speed. The souls of enemy champions do not have any items except for Boots. These souls will continue to fight nearby enemies until Karthus respawns or they are killed themselves, rewarding the killer with 5 gold for enemy champion souls. During the release of the souls, enemy champion souls are released first, then monster souls, then minion souls. A max of 30 souls can be released per death, Karthus releasing a soul every 0.3 seconds, but all souls are lost upon death. Innate- True Lich: Upon dying, Karthus enters Ghost Form, becoming a ghost that cannot basic attack, but can cast spells and move around the battle field during his death timer. His spells deal no damage, but any secondary effects they apply are applied as normal. Karthus still respawns at his team's fountain. Levels: 1/7/13

Ability 1- Lay Waste Active: Karthus detonates the target area in the direction of the mouse cursor after a 0.5-second delay, dealing 40/60/80/100/120 (+30% AP) magic damage to all units within. This damage is doubled if the detonation hits only a single target. While in Ghost Form, this will instead heal souls hit by the same amount of damage that this spell deals while Karthus is alive. If this only heals on soul, the heal is doubled. Cost: 20/25/30/35/40 mana Cool Down: 1 second Range: 875 AoE Radius: 200

Ability 2- Siphon Life Active: Karthus begins to siphon the soul from the target enemy unit, dealing 2/2.5/3/3.5/4% (+1% per 100 AP) of their max health as magic damage per second and slowing them by 10/12.5/15/17.5/20% (+2% per 100 AP) for 5 seconds. This damage is increased by 100% against minions and also deals an extra 20/30/40/50/60 (+10% AP) true damage per second against minions. This spell stores up to 2/2/3/3/4 charges. This cannot be cast on the same unit for twice the recharge time. Cost: 35/40/45/50/55 mana Cool Down: 2/1.75/1.5/1.25/1 seconds Charge Time: 10/9.5/9/8.5/8 seconds Range: 600 Tether Range: 850

Ability 3- Defile Passive: Whenever Karthus kills an enemy unit, restore 10/13/16/19/22 mana plus 4/4.5/5/5.5/6% of his missing mana. Active: Karthus calls upon the Black Fog of the Shadow Isles to descend upon the target area for the next 7/8.5/10/11.5/13 seconds, causing all enemies killed within the area to have their soul released from their body and have them begin to attack nearby enemy units. These souls have the same modifiers attached to them as the souls from Karthus' Soul Harvest passive. All souls that are still alive when the Black Fog leaves the area are harvested and stored by Karthus. If Karthus is in Ghost Form when this ends, the souls simply disappear. Cost: 80/85/90/95/100 mana Cool Down: 100/90/80/70/60 seconds Range: 2500/3250/4000/4750/5500 AoE Radius: 1200/1400/1600/2000

Ultimate- Requiem Passive: The maximum amount of souls released upon death from Soul Harvest is increased by 10/20/30. Souls from Soul Harvest are now also released every 0.25/2/0.15 seconds from 0.3 seconds. Active: Karthus channels for 3 seconds and, upon completing the channel, deals 250/400/550 (+60% AP) magic damage to all enemy champions. Karthus cannot move or deactivate after activating Requiem until channel ends or is interrupted. Cost: 150/175/200 mana Cool Down: 200/180/160 seconds Range: Global


Opinions on these changes? Currently, the main defining points of Karthus are his passive, his Q, and his R. His E goes with his passive, so it's ok. However, currently Karthus' niche is really just killing enemies in any way possible. His only goal is to kill enemies, so I focused his niche on killing enemy champions and them making use of their souls after his own death. Upon dying, he will use the souls of units he has killed to fight his enemies while he supports his souls (or allied champions) through utility even after death. This gives Karthus more depth and makes him a TON more unique to play. I changed his E because it simply didn't fit into this new play style too much, but I'm up for ideas to make it return if people have any.

1 Comments

MigYalle4/27/2016, 3:16:11 PM1 votes

I like it.