[Champion Concept] Koth, the Alloy
Koth is a character from MTG that I'm turning into a League champ for Oventoasted's competition. Anyone who wants to give feedback of any kind, please do. I'm up for trading you a review if you want.
Here's the old forum Koth was on (including RamsaySnow and Leoquaz's feedback and my old changelog): http://forums.na.leagueoflegends.com/board/showthread.php?s=&t=4890141
Koth: http://forums.na.leagueoflegends.com/board/attachment.php?attachmentid=1080552&d=1411692262 Picture credit Eric Deschamps
Lore:
Hailing from the Hammer forge-tribe of Mirroden, Koth is a Vulshok planeswalker. The Vulshok feel emotions as heavy as iron and as deep as the pits of Kuldotha, and Koth is no exception. He harbors a deep love of his embattled home plane, and the Summoners of the Institute are one of the last hopes the Mirrans have to save their home. In order to obtain their help he fights on the Fields of Justice, where he is a swift and merciless sight as he puts his passion to work on any enemy who stands in his way.
Koth is what is known as an Alloy among the Vulshok, with parents hailing from different tribes. Whether because of his multi-tribal origins or just his innate wisdom and desire to help, when the tribes of Mirroden stopped producing pure metals and tensions rose to a violent point Koth stepped in. His planeswalker spark ignited and Koth used his ability to purify the ore of his people to ease the inter-tribal tensions. However, this was not the end of their strife. Phyrexian forces had come to Mirroden, and as they rampaged across the plane Koth burned their insignia into his arm as a constant reminder of the horror facing his people. Knowing he could not defeat the Phyrexians himself and trusting the Loxodons, Auriok, and fellow Vulshok to halt the Phyrexians for a time, Koth set out to The Heroes' Memorial to seek help. There he earned the sages' trust and learned about a place called Runeterra that may have the help the Mirrans need.
So Koth journeyed to Runeterra and found the continent of Valoran, where the sages’ mystical Summoners live. The sages of the Memorial told him of these Summoners’ great magical prowess and their commitment to its responsible use. When Koth met with them, however, they were not as charitable as he had hoped. Eventually they came to an agreement. The Summoners had a problem: small tribes were establishing civilizations in in previously undeveloped parts of Valoran, and they needed champions to represent them on the Fields of Justice. Koth, seeing such a familiar society that needed exactly the kind of help he provided to the Mirran tribes, Koth agreed to fight in the League of Legends for a set time. In return he would be given several Summoners to take back to Mirroden and command against the Phyrexians. He remains in the League today, fighting for the Institute's help and training his skills against the day he will fulfill the purpose of his Phyrexian brand and free the people of Mirroden.
Suggested roles: Jungle, Top
Stats:
- HP: 430 + 86
- Health Regen: 6.75 + .75
- Resource - mana
- Mana: 220 + 35
- Mana Regen: 6.5 + .55
- Attack Damage: 50 + 3
- Attack Speed: .67 + 2.5%
- Armor: 19 + 3.5
- Magic Resist: 30 + 1.25
- Move speed: 340
- Range : 125 (melee)
Abilities:
Passive - Relentless
Koth's basic attacks mark enemies with Relentless for five seconds. Koth gains armor and magic resist based on how many enemy champions are marked. Bonus Armor/MR: 5 / 10 / 20 / 30 / 40 Range: Effects: Marked enemies have a boulder floating around them.
Q - Demonsbane
Koth charges forward on a pillar of stone dealing damage and causing additional effects based on which weapon he is currently using. Koth generates a charge of Demonsbane every few seconds, up to a maximum of 3 stored at once. Upon death, Koth will respawn with 0 charges. Dealing damage with a charge decreases its cooldown by 3 seconds. Individual physical damage: 15 / 40 / 65 / 90 / 115 (+ 40% AD) Three cast total: 45 / 120 / 195 / 270 / 345 (+ 120% AD) Additional effect: Hammers: Single target knockback and 0.5 second stun (0.75 sec. overall cc) |and 30% slow for three seconds|?? Claws: 10 / 14 / 18 / 22 / 26% Armor Reduction for three seconds These additional effects can only be applied the first time he deals damage with his Q after switching weapons with his W. Range: 300, linear Targeting: on-hit linear skillshot Cost: 50 mana Charge Cooldown: 8 seconds; reduced to 5 if it does damage Static Cooldown: 1 second between successive casts Additional Notes: Hammer: When the cc is applied to a target, they get a reticle similar to Udyr or Nautilus stuns indicating how long until it can be applied again. Koth stops upon hitting an enemy, and enemies are hit back 100 units from the point of collision in the direction Koth was travelling. (picture Rammus's Q effect) Claws: General: Demonsbane cannot be used to cross impassable terrain, but it can be used to cross player-created terrain such as J4’s Cataclysm or Anivia’s Crystallize. Demonsbane cannot be used while Koth is immobilized. Effects: Koth pushes off of the ground, creating a wave of stone behind him and raises either his claws or hammers to strike
W - Earthen Arms
Koth morphs the rock surrounding his hands into whichever weapon he is not currently using, massive basalt hammers or obsidian-sharp claws. Koth gains attack damage when using hammers and attack speed from his claws. ** Attack Speed bonus**: 10 / 14 / 18 / 22 / 26% Attack Damage bonus: 14 / 22 / 30 / 38 / 46 (+ 20 / 25 / 30 / 35 / 40% AD) ** Cost**: 50 mana Cooldown: 4 seconds Additional Notes: This is an auto-attack animation reset Koth starts the game with neither selected. Effects: Sledgehammer heads at the ends of his arms or claw-like extensions on his fingers
E - Molten Plate
Koth absorbs stone from the ground, purifying it into metal armor. This grants him a shield and doubles the effect of his passive for five seconds. ** Shield**: 80 / 110 / 140 / 170 / 200 ** Shield Duration**: 5 seconds Cost: 20 / 35 / 50 / 65 / 80 mana Cooldown: 20 / 18 / 16 / 14 / 12 Additional Notes: Effects: Koth extends his arms towards the ground and silver armor flows up his body, coating him for as long as the shield lasts.
R - Pillar of Mirroden
Koth creates a stone pillar at the target location, dealing damage, knocking enemies up, and summoning a pit of quicksand that slows enemies based on how long they stay in the area. ** Physical Damage: Pillar**: 200 / 300 / 400 (+ 75% Bonus AD) Quicksand: 100 / 260 / 420 (+ 100% AP) ** Duration**: 4 seconds ** CC**: Standard 1-second knockup ** Min/max slow**: 20% / 80% Slow increase per second: 15% Range: 800, ground target ** AoE**: Pillar: 200 radius circle Quicksand: 300 radius circle Targeting: Effects apply to all enemies, minions, and monsters Cost: 100 mana ** Cooldown**: 110 / 100 / 90 Additional Notes: Tenacity does not effect this slow, as it stops whenever the champion exits the AoE Quicksand deals max damage/4 per second, so 25 / 65 / 105 + 17.5% AP Effects: Pillar: A spiked stone pillar ruptures the ground and then appears to melt down into the quicksand that forms Quicksand: The ground turns lighter and starts to shift in a circular pattern
Gameplay:
Koth is mainly a bruiser, putting out sustained melee damage while using his cc, shield, and passive to keep himself alive. He benefits greatly from spellblade items, having two relatively short cooldown and cost abilities. His jungling ability stems mostly from the increased sustain provided by jungling and his relatively fast clear times. His ganks are harder to pull off pre-six, relying mostly on good positioning to use his Q's cc effevtively. When laning, he can use his Q to poke or burst his enemy, but when he's low on charges, he has to rely on his shield and passive to win trades. Not having Q's charged up also limits his mobility, leaving it up to his enemy laner to bait the Q's for damage when they call for their jungler. Mid-game Koth can initiate fights with his ult or Q, absorbing damage and either focusing down one enemy with his Q and W effects or spreading mayhem to make his passive and shield even stronger. Koth suffers from having no innate sustain other than his shield, however, and being very melee-focused for the majority of his damage and defense leaves him vulnerable to poke-heavy champions. Poke with reliable CC for keeping him at a distance is the way to go when playing against him. While on is team, long-range followup CC such as a cocoon or hook is easy to hit when Koth initiates with the CC from his Q. His pillar also works well in conjunction with Yasuo's ult, and the quicksand makes other AoE ults easier to land, such as Ziggs, Graves, Amumu, etc.
Suggested Items:
- Jungling:
Starting Items: Hunter's Machete Health Potion x4 Red Trinket
Core Items: Spirit of the Elder Lizard Mercury Treads The Brutalizer
Offensive Items: Black Cleaver Ravenous Hydra Trinity Force
Defensive Items: Frozen Gauntlet Sunfire Cape Spirit Visage
Consumables: Health Potion Mana Potion Sight Ward
- Top Lane
Starting Items: Doran's Blade Health Potion x1 Yellow Trinket
Core Items: The Brutalizer Mercury Treads Sunfire Cape
Offensive Items: Black Cleaver Ravenous Hydra Trinity Force
Defensive Items: Frozen Gauntlet Randuin's Omen Spirit Visage
Consumables: Health Potion Mana Potion Sight Ward
Quotes:
Attacking/Moving: Rumbling stones “For the Hammer!” “Into battle!” “Feel the weight of my blows!” Selection: “I will unite the people of Mirroden once more” “Peace and harmony through decisive action” Taunt: “I will treat you as my people treat ore – lots of fire and a sound beating” “You may not be Phyrexians, but you will see just as little mercy” Joke: Juggles stones then gets distracted and they keep going Against Malphite: “You are a pebble compared to the mountains I have shattered” Against Kog'Maw, Kha'Zix, Cho'Gath, or Vel'Koz "Foul beast! You remind me of Phyrexians. Growls"
