[WIP] Karthus Rework Concept
For this concept I want to only keep what is really needed and fix the more low interesting things with better skill expression (allows the player to express themselves, does not mean requires skill to play as).
-
Skittles so that the enemy can taste the rainbow of death! Very iconic to Karthus and nothing wrong with it from a game health standpoint, can also build an interesting kit around this ability.
-
Requiem may be iconic to Karthus, but it is not healthy for the game in its current form, nor does it offer any expression on the player's end or any skill to it. I want to change this to be more healthy and less cheap feeling and grant Karthus an entirely new ultimate in its place.
-
I want remove suicide Karthus and turn him into a proper ranged mage that does not want to die, but still offer a revenge mechanic for killing him. In other words, a different type of death passive, but he needs to deal damage and stay alive if he wants to deal damage.
-
Karthus' effective range will be increased to better match NOT wanting to suicide to get damage in. This does not mean increasing the range of his skittles, but offering more ways to better land his skittles, like having a stun instead of an AoE around him - can be used to land skittles against a stunned target or used as an escape to offer that player choice and make Karthus less one-dimensional.
Attack Range: 600 units Movement: 330 units per second Attack Speed: 0.625 +3% per level Attack Damage: Average
Requiem (Passive):
Range: Global
When Karthus takes lethal damage, he transforms into a ghostly form for 3 seconds, playing a final song before he moves on to the afterlife. This perish song plays for all enemy champions that he damaged or those that damaged him in the last 5 seconds before entering this state, dealing 120 - 400 (+100%AP) magic damage when it ends.
Lay Waste (Q):
Cooldown: 1 seconds; Cost: 25/30/35/40/45 mana; Range: 875 / 100 units
Passive: Executes from Karthus refund 4/6/8/10/12 mana, increased to 26/32/38/44/50 mana if executed by Lay Waste.
Active: Karthus detonates the target area after 0.5 second delay, dealing 40/60/80/100/120(+40%AP) magic damage to struck enemies or 80/120/160/200/240(+80%AP) magic damage if only one enemy was struck.
Wall of Pain (W):
Cooldown: 14 seconds; Cost: 50 mana; Range: 800/950/1100/1250/1400 units
1st Cast: Karthus places an obelisk at the target location for 6 seconds, revealing the area around it.
2nd Cast: Karthus places a second obelisk at the target location for the remaining duration of the first obelisk, revealing the area around it, and creating a wall between the two obelisks that slows enemies down by 50/55/60/65/70% and 25/27.5/30/32.5/35% reduced magic resistance for 3 seconds one time and will always stop enemies that make contact.
Death Note (E):
Cooldown: 10 seconds; Cost: 70/85/100/115/130 mana; Range: 1050 / 300 units
Karthus creates an eerie tune in the target direction, dealing 80/110/140/170/200(+50%AP) magic damage to the first enemy struck and stunning it for 1.5/1.75/2/2.25/2.5 seconds and nearby enemies for half of the duration.
The Show Goes On (R):
Cooldown: 18 seconds; Cost: 100 mana; Range: 600 units
Passive: If Lay Waste hits at least one enemy, then the cooldown of The Show Goes On is decreased by 1 second, increased to 4 seconds if a target is a champion or epic monster.
Active: Karthus plays a relentless chord around him, destroying all enemy basic attacks and projectiles for the next 0.75/1/1.25 seconds and dealing 120/190/260(+90/105/120%AP) magic damage over the duration.