[Champion-Concept] Malv Kar, the Hydra of Balance

Tentakill Myself·7/20/2015, 3:06:34 AM·2 votes·962 views

Passive - Maintaining Perfection

Malv Kar utilizes a Balance Guage for his resource bar. Using an ability in one of his forms will raise the power of the respective gauge by 10 and lower the other by 10. If one side reaches 100, Malv Kar will Overheat, preventing him from using any abilities except his R, which will be replaced with Steam Eruption.

Q (Magma Form) - Flame Breath | 10/9/8/7/6 Second CD

Malv Kar breathes a high temperature blaze to a target location, igniting the area for 5 seconds. Enemies who step inside the area take 20/40/60/80/100 (+0.7 AP) Magic Damage every second.

If Flame Breath ignites an Oil Spill, the flames will spread to all connected Oil Spills and last for 10 seconds. Enemies inside the ignited Oil Spill will also be slowed by 60% until they leave.

Q (Aqua Form) - Oil Spill | 30 Second CD Per Charge, Max 3 Charges

Malv Kar spits a oily liquid to a target location, slowing enemies in the area by 60% until they leave.

The oil lasts for 30 seconds and has an interaction with Flame Breath (Q).

The cooldown between casting charges is 9/8/7/6/5 seconds.

W (Magma Form) - Molten Artillery | 20/18/16/14/12 Second CD

Malv Kar fires a blast of Magma from his mouth, dealing 80/120/140/160/180 +(2.5% of his max health) as Magic Damage.

If this ability hits an enemy that has been struck with Hydro Drench in the last 7 seconds, they will turn into solid obsidian, becoming stunned for 2 seconds.

W (Aqua Form) - Hydro Drench | 10 Second CD

Malv Kar drenches all enemies in front of him in water, applying a debuff to them for 7 seconds. Enemies struck with Molten Artillery during this time are stunned for 2 seconds.

E (Magma Form) - Triple Crunch | 14/13/12/11/10 Second CD

Malv Kar takes 3 bites out of the target enemy, dealing 120/140/160/180/200% of his AD in Physical Damage.

E (Aqua Form) - Pulse Jet | 16 Second CD

Malv Kar dashes in a target direction, dealing 90/120/150/180/210 (0.5 AP) in Magic Damage to all enemies struck.

If Malv Kar hits an enemy Champion, he stops his charge but knocks them up for 1 second.

R - Form Change | 3 Second Cooldown | DOES NOT AFFECT BALANCE GUAGE

Malv Kar switches between his Magma and Aqua form.

His auto attacks in his Magma form burn for an additional (2 x Current Level) true damage.

His auto attacks in his Aqua form slow enemies in a 225 Radius AoE by (3 x Current Level%) for 0.75 seconds.

R (Overheated) - Steam Eruption | 160 / 140 / 120 Second CD

Malv Kar concentrates all of his excess energy at a target location for 2.5 seconds, cutting sight to enemies inside the area and dealing 75/100/125 (+0.2 AP) Every 0.5 seconds.

Malv Kar returns to 50/50 on his balance guage after this ability.

Here I have added artwork that shows (VERY ROUGHLY) what Malv Kar should look like. Art is by DaybreakM.

3 Comments

Elite4Runner7/20/2015, 4:42:00 AM1 votes

Resource It may be simpler to use one resource bar and have the extremes represent the limit. Each ability used would increase\decrease the resource by 5 instead of 10. If the champion reaches 0 or 100, they are silenced.

Ability scaling (statistics) It would be interesting in my opinion if the different forms utilized opposing damage types, physical and magic damage. The fire form would be physical damage, scaling off AD, and water form would scale off AP. This would give players the option to focus on one form vs the other if they chose.

Ability scaling (resource) Option 1 Another interesting idea would be to add a scaling factor to the damage based on what level the resource bar is at. If you even like this idea you may decide to increase the damage/effects of his abilities the closer they are to their respective extremes, which will cause players to lean to one end of the resource bar, in danger of silencing themselves. Option 2 Alternatively, you can scale the damage/effects on how close the resource bar remains to 50\50, causing players to try to maintain balance, which seems to be the general focus your intention for this champion.

I think combining the statistic scaling and Option 2 would be my preference because it would cause players to benefit from itemizing for hybrid damage and I don't think this is common enough. The ironic part is, this would actually be a nightmare for Riot to establish balanced ratios.

Questions Is Overheated available only while the resource bar is at an extreme level and if not does it cause the same damage regardless of the current position of the resource meter? Does the resource attempt to return to 50\50 over time without changing form? If so, how quickly does it raise/lower? Does it require that you are not 'in combat'?

Overall, I think this is a very interesting champion idea. I'd like to see it make it's way into the game.

Conjugate Base7/21/2015, 4:09:40 AM1 votes

This looks a lot like a pokemon