Champion concept kal'mar the runeborn

python 159·8/1/2016, 9:25:26 AM·3 votes·1,793 views

(to all fellow champion designers, and CCOS conestants. I am willing to do a review for review deal with this. Give me some advice on how to improve this champion and I will do my best to return the favour. The advice must be an actual suggestion as to what to do and not simply pointing out flaws)

Design brief Kal’mar is a drain tank/juggernaut, surviving constant beatings by stealing health from nearby enemies and healing from it while also bringing the pain down on his foes. What he lacks in the conventional durability of other tanks he more than makes up for with crushing damage, explosive initiation ability and cataclysmic crowd control. Playing Kal’mar demands forward planning and proper timing: all his skills can leave him at a disadvantage of they miss.


**Appearance ** Massive void creature the size of mega Gnar with proportionally short legs, long arms and wide shoulders. Forearms, shoulders and shins have large chitin plates along them and its hands end in large three digit claws while the feet end in two digit claws. Colouration is more blue than purple compared to other voidborn.

Stands and walks in a hunched position with his fists on the ground like a gorilla. A cloud of blue energy constantly surrounds it, and grows thicker and brighter as its hunger bar fills.

(image is not originally my own, i took the behemoth monster from evolve a recoloured it blue as my backside after a round of showjumping)

http://i.imgur.com/664505v.jpg[/img]


Role vanguard


Stats Health:591-1954 Health regen:9.1-24.1 Hunger: 100 Melee: 200 Attack damage:61-118 Attack speed:0.642 (+0%-33.6%) Armour:26.5-87.4 Magic resist:31.8-54.3 Movement speed:335


Abilities

Passive: Arcane leech Range:250 Minimum damage per second:2Xlvl (+1% max health) Maximum damage per second: 3Xlvl (+1.5% max health)

Kal’mar lacks mana, instead he has a hunger bar that fills as he deals damage with his attacks and abilities or receives damage from enemies. Kal’mar gains 2 hunger every time he damages an enemy with an attack and 2 hunger every time he takes damage, both effect are doubled against champions, and hunger decays at 5 per second once he leaves combat for 10 seconds. Kal’mar deals magic damage every second to nearby enemies when he has been in combat in the last 4 seconds, damage dealt by arcane leech doesn’t put him in combat, and restores his own health based on half the damage dealt, this healing is reduced to 25% against monsters and minions. The higher his hunger is the higher the damage per second he deals, up to 50% bonus damage.


Q: Earth splitter Radius:200 Damage per smash: 22/44/66/88/110 (+24% AP) (+4% max health) Damage of final smash:33/66/99/132/165 (+36%AP) (+6% max health) Max slow:15%/20%/25%/30%/35% Cooldown:10

Kal’mar channels for 3 seconds, during this time he is able to move noramlly but cannot make basic attacks or use his E or ultimate. Each second he channels for he will smash the ground around him dealing magic damage to and slowing all enemies hit for 1 second. For the final smash Kal’mar will slam the ground in-front him with both fists: dealing 150% damage, extending the forward range by 100% and knocking up enemies hit for up between 0.5 and 1.25 seconds, enemies further away from Kal’mar are knocked up for a shorter time (this drop off is proportional to the range of the ability so the drop off is half against enemies hit by the forward facing shockwave Kal’mar is facing) Interrupting crowd controls will only prevent Kal’mar from beginning the 1 second wind up for each smash, if Kal’mar is hit with an interrupt during the windup then he will still make the smash, but will not begin the wind up for the next smash.

W: Rune drain Cost: 50 hunger/5% max health Radius:350 Leash range:600 Healing increased: 5%/7.5%/10%/12.5%/15% Total damage: 40/60/80/100/120/160 (+40% AP) Cooldown: 13/12/11/10/9/8 seconds

Passive: Kal’mar receives bonus healing for all sources

Active: Kal’mar charges himself with unstable energy for 2 seconds, Kal’mar is un-inhibited during this time and silencing effects have no effect on it. After the charge is complete he will unleash a shockwave that silences surrounding enemies for 1 second and applies an energy tether to them for 4 seconds, the tether will break if the target moves too far away. Enemies affected by the tether take a base damage plus 150% of arcane leech’s damage, this damage is counted as coming from his passive and enemies don’t take additional damage if they are within arcane leech’s normal radius.

Kal’mar can activate rune drain without the nessecary hunger at the cost of his health instead and cna also activate this ability during earth splitter.


E: Titan’s charge Range:600 Maximum bonus movement speed:10%/15%/20%/25%/30% Cost: 100% current momentum Minimum damage: 50/75/100/125/150/175 (+25% AP) Maximum damage: 100/150/200/250/300 (+50% AP) Slow: 15%/20%/25%/30%/35% Cooldown: 20/18/16/14/12 seconds

Passive: Kal’mar gains momentum as he moves around while this ability is off cooldown, granting him increased movement speed the higher it is.

Active: Kal’mar charges forward in a straight line, dealing magic damage to and slowing all enemies he hits for 1 second, the charge stops at the first enemy champion he hits. The charge speed and damage are increased by up to 100% based on the momentum consumed. If he consumes 100 momentum then he will instead stun the target for 1 second while also damaging all nearby enemies when he stops either at the end of his charge or when he hits a champion, surrounding enemies take 75% damage adn are stunned for 0.5 seconds.


R: Runeborn fury Range: 650 Bonus damage per boulder carried: 20/40/60 (+5% AP) Bonus damage per critical boulder: 30/60/90 (+7.5% AP) Throw Damage: 150/200/250 (+30% AP) Critical throw damage:225/300/375 (+45% AP) Slow per boulder:20%/30%/40% Recharge time per boulder:30 Cooldown:3

Passive: Kal’mar carries up to two charged boulders around with him. Each boulder grants basic attacks and earth splitter bonus magic damage.

Active: Kal’mar hurls one of the boulders in a straight line: dealing magic damage to, slightly knocking back and affecting the first enemy hit with a slow that decays over 2 seconds.

After being thrown the boulders with enter a critical state for 5 seconds before they are destroyed. If Kal’mar is able to retrieve the boulder in this state he can use it normally to deal 150% bonus damage for 10 seconds or until he throws it again. Thrown critical boulders will explode upon hitting an enemy to deal their damage in an area but are immediately destroyed.

Kal’mar will always throw normal boulders before throwing critical ones.


lore “Prophet weak, void weak, world too strong. Rune make stronger, make stronger then world. Then make world ours.” Born from the void and reshaped by the magic of the world runes into an arcane mountain of flesh; Kal’mar has severed all ties to his home and the beings he once called his brothers. Though appearing outwardly dull he has managed to track down and acquire more than one world rune, despite the efforts of Ryze, with the aim not of blind destruction of the world but the creation of a new race from his former brothers using the same power that created him. How these “Runeborn” are made exactly is a mystery but their power is undeniable as they are clearly superior to their void born counterparts in all respects, save for being completely insane. Few in number now more are made every day with more and more reason behind their attacks; soon enough they will be an unstoppable army and when they day comes, ours will be numbered. A new breed has come and Runeterra isn’t big enough for the both of us.


Quotes (Kal’mar will more often than not simply roar or growl in place of normal dialogue. Taunts and jokes will still be played normally when prompted)

Upon selection “Void weak, rune make strong”

Attacking “Break you spine and soul” “Kill all humans” “Will enjoy this” “out of way or die”

Movement “Don’t know what complain, light fine” “Find them” “Want to smash, want to kill” “Hungry, what rune”

Activating earth splitter “SMASH!” Activating Runeborn fury “KILL THEM! KILL THEM ALL!”

Taunting Kal’mar beats his chest and slams the ground “We crush...with one finger” “Three times you size...what hope you have?” “you talk enough, time for smashing”

Taunting aureilon sol “you so smart, why you prisoner?” / ”Though you stronger”

Taunting Kassadin “you beat void, not beat rune”

Taunting near allied Kog’maw “Terror here, daddy here”/”Come, food this way”

Taunting ryze “Where you hide rune? Speak blue one”/”Tell where rune, we make die faster”/”We find rune without, you live not matter”

Taunting Sion “You big, but we bigger”/”make you dead again”

Taunting swain/azir/Quinn/anivia “Smell chicken”/”Make birdie bye-bye”

Killing ascended/Iceborn/Aspect/Aurelion sol/Ryze/Soraka/bard/Syndra/kindred/brand/anivia “Puny god”

Joke Kal’mar begins flexing and showing off his arms “Keep forget leg day” “Humans think dumb because don’t talk much. There difference between being dumb and not liking talk”

Skin ideas Battle cast omega Kal’mar Pretty much to same as all other battle cast skins with the addition of his dialogue becomes clearer and more articulated

19 Comments

Sans Hama8/2/2016, 11:05:46 PM2 votes

Hey! Im currently in the CCOS and would love some critique on my champion concept. I really like yours and would love to trade advice if you have the time!

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/7E6jE3Xc-veilios-the-reflection-finished-verison-ccos

Arakadia8/1/2016, 5:12:32 PM1 votes

Holy crap. Very deveneloped idea but you need to break all that information up. You should also used block quotes (they look like these: ">) to help break it up.

This is what a block text does.

Put a "----------------------------------" to divide the block quotes.

And This could be your next paragraph.

lccarus8/1/2016, 8:38:06 PM1 votes

This is sweet. No critique here, I'm not qualified really. But I dig this concept, it doesn't even seem overly strong. Sun fire would obviously be core on him, but really cool design.

Sans Hama8/3/2016, 9:21:18 PM1 votes

Hey python! Thanks so much for the help on my champion! I wrote about a paragraph but i got deleted and I'm a bit rushed right now so this probably wont be as long as i would like! Okay first off, i love his overall design, his champion concept, character, and setup are great, but some artwork would help a lot. however this part is great so keep it up! now! lets get into it!!!

Passive -

Overall this guy seems like he's gonna run in there and smash this to oblivion! This passive doesn't add to that, I really like the healing but i want it to fit better. What about like a wukong passive thats buffed? or like a constant weak rammus ult as his passive, something that crushes enemies that let him in the middle of them.

Q -

Smashing into enemies and crushing them, fuck yea! I really love his Q, however with CC, and the 15% slow, he would never even get the second one off! I would love some way for him to actually deal all of them, what about like a nerf to his health, or maybe damage instead of speed, also can he use his dash while its active?

E -

This move i really like because of its relation to his kit! Its great, the one thing is, instead of leeching health (he already has other area dmg) what if it leeches mana more like his kit? Overall the tether and silence seems a bit too overpowerd with all the damage. maybe some super small tweaks but this one is pretty good!

W -

He has such good damage to enemies around him this move is great! His passive is kinda like Miss fortunes Old one, and works awesome, he's super mobile now! I think if you can use this one during the rest of his moves it will be awesome. Overall right now you have nailed

R-

This is my main problem with his kit. He seems like a mobile team smashing enemy. And judging 2 damage skill shots doesn't seem like his style. I want something to fit with him more, and something way more unique.

Overall he seems like he really fits his purpose, the quotes and description is great, the kit is phenomenal! The ult is a tiny bit more confusing but overall i love it! I am assuming he is played top lane or jungle, and i feel like his landing would be a bit weak on him. he has not great 1v1ing and he might get bullied, but lane game he could easily win team fights with a teamwide silence and knockup. he seems super great late no matter what. Maybe some slight nerfs and an ult change. But right now he's super unique and wonderful! great job*[slayer-pantheon-thumbs]*

Ýones8/7/2016, 12:23:56 AM1 votes

Hey Python 159! I'm here to review your concept because I love helping everyone and I'm a wonderful person! (Honestly I just want the Good Neighbor bonus mwahahahh ok I stop...) Don't judge me if I have any grammar issues because I'm writing this on my phone, I don't review other concepts alot, and I'm a little bit tired, so bear with me. Bears are cool, but bearing is cool too!

Now that I've rambled on enough, here is the feedback I've pieced together!

PASSIVE This ability seems to be a little boring honestly atleast in my understanding. It really doesn't seem so rewarding or satisfying once you reach that mighty 100 Hunger, maybe he could generate this Hunger by damaging enemies, and at 100 Hunger, the resource bar would fastly drain off but while it's decaying, Kal'Mar would gain a crap ton of lifesteal or something like that? It would surely feel satisfying and great once you reach that cap, but that's just my opinion.

Q I like this one, you smash in to wreack havoc on the enemy team, that seems really cool! I really like th the third one will be this mega-smash, that feels satisfying and rewarding once you get that third hit, that's why I love 3-hit passives!

W Seems like a solid ability, though many of you might know that Riot doesn't like silences.

E Seems like a more complicated Gragas E/Sejuani Q. It could be a cool innitiation ability for his team though, so not in need for a change.

ULT Mega Gnar's Q on stereoids, not like it's a bad thing, just that it isn't thematically right for him in my opinion. He is this giant rune-monstrosity, so maybe if this was a basic buff? Would give you size and make the Arcane Leech deal double damage while it is active, generate masisvely increased Hunger or smthng.

LORE Neat.

OVERALL I disagree with Juggernaut being his secondary subclass; Juggernauts are these melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility. Kal'Mar has a movement speed passive on his E, which also has a dash in it, and a ranged ultimate. But he definently is a Vanguard, no question. What I really think your concepts/posts need is distinction - people should know by reading your post that this is a guy who made that concept, or just make them distinctive from other concept creators' posts. Pretty much like how I make these artistic diagrams showing off my concepts' abilities, some people actually recognice me when they read my posts. And also, don't put too much effort into numbers; They are ever evolving, can be changed in patches and playtests. Don't put too much pressure in them. My overall rating will be: 7/10. -1.75 because this post has nothing but text. Put some nice pictures there showing your concept, it'll make it more attractive! -1.25 for minor kit issues.

Hopefully this helps solidfy my thoughts on Kal'Mar, the Runeborn. Best luck in further concepting, and have a wonderful day!

The HeraId8/10/2016, 4:51:19 PM1 votes

Hello Python!

Best of luck in the CCOS!

I will skip the pleasantries for now and get straight to the review.

Passive; I like it, benefits him for fulfilling the Vanguard role. On a side note, a Vanguard and a Juggarnaut would never been classified at the same thing. Vanguards are basically the replacement for 'engagers'(IE, Malphite, Leona, Sejuani(etc), basically the big tanks that want to charge in and have built in mobility, Juggarnauts are basically classified as being immobile, short range, cannons. When they get to you they will punish you, but may not be able to get to to punish you because of slows/cc.

Q: Solid ability, gives him some soft cc, and the ability to force an enemy reaction. Seems to somewhat step on the toes of Sion Q, but this overall provides less utility for an area all around him compared to the threatening cone of death from Sion.I feel you will want to give this a larger range. Right now he has to be point blank to do anything with it, on top of slowing himself.

W: You might want to make this ability more punishing to use with out hunger. Right now, for five percent of his health, he is dealing heavily increased damage from his passive, on top of the tether damage. Like it overall.

E: I would say give this more damage in the AoE, possibly even leave it at 100% of the damage taken for those around him at the stopping point. Remeber, he can barely use this to it's full potential because of the 20 second CD. If you want to Keep the damage the same as now, you really have to the lower that cooldown, because currently, he has to wait 20 second, then get to full momentum to get the full use of it.

R: I really like this ability, nothing to really say here. Seems solid enough, and I like that he can't just run around with his boulders at all times by retrieving them. Steps a little bit on Mega Gnar's toe though.

Overall: I like the champion, seems like a solid design, but could use some looking into for CDs. A few similarities with other champions, but I would over look that for the overall! Best of luck!