[Champion Concept] Kronk, the Siege Weapon of Noxus
This is just a WIP idea im trying to flesh out, comments are welcome...in fact please comment V.0.0 beginning of a bad idea
**Short Story: ** “Kronk was 9 when he was hit by a chemical bomb, that was what father said.” “He told me how mother wasn’t strong enough, an that I was stronger and braver than the rest of the people” “He told me how the crow man will make me better, make me able to walk again” “Crow man was scary at first, he never smiled, just watched me as the men in white gave me needle of glowing green stuff, stuff that burns, he says to make me stronger” “I’m stronger now, I walked, my head hurt the roof, im tall like daddy was.” “Crow man started new tests, told me I couldn’t feel pain, that’s why the green no longer burns. He made his crow tickle my eyes. I don’t mind after a while the green stops.” “Crow man put me in room with old daddy other day, I don’t remember him being so short but he was. Crow man told me to play a game called pulley, it wasn’t really fun at first but after daddy split in half it was funny. Though after daddy I finally saw Crow man smile, he was proud of me, I wonder if dad would be too. Though this game wasn’t as fun as when I played pulley with the dragon.” “Daddy finally let me out today. He even bought me a new toy, it was like a giant ball, though I could see the crow inside the middle, glowing green, just like all the tests I got to play, this time I would have as many friends to play with as I could imagine. He just told me no matter what remember that when people scream, they are happy.”
Overview: Kronk is a very high mobility AD offence melee fighter that relies on brutal combos, careful placement and timing to destroy enemy fortifications, but his cool-downs punishes greatly for mistakes since he can quickly find himself with no abilities and his passive giving him greatly reduced speed. He is quite manuvable early game but his longish cool-downs and low damage aren’t cost effective, however late game AD scaling is extremely effective, pushing people to build more tanky early game and for pure AD late.
Primary Role: Fighter Position: Top Bar: Health
Secondary Role: Tank Position: Jg Bar: Momentum
Statistics ---Health: 550 (+81 per level) ---Health Regen: 8.1 (+0.9 per level) ---Attack Damage: 56 (+3.6 per level) ---Attack Speed: 0.58 (+2.1% per level) ---Attack Range: 175 units ---Armour: 28 (+3.67 per level) ---Magic Resist: 38 (+0 per level) ---Movement Speed: 345 units
Abilities:
Passive: Heavy object Kronk is tethered to his Flail which acts as a physical object (interrupts movement of all units and skill-shots) which he drags around at a radius of 675 units and has a model size the same as any champion (175 units). If he is within that radius of 675 units he can move around unrestricted. When he walks outside of this radius and pulls the flail with him, he is slowed by 40%.
Passive: Momentum Kronk gains Momentum when he uses his abilities. At 10 Momentum he becomes weighted, becoming weighted resets his momentum bar. When Kronk is weighted he deals bonus 5% (+0.84% per level) damage and receives 10% (+1.12% per level) less damage for 3 seconds.
Q: Wrecking Ball After a 1 second delay Kronk smashes his flail down at location, dealing damage to all surrounding enemies on impact as well as knocking them away from the center of the AOE. Additionally this ability generates a Mass stack which increase damage. The cast range of this ability is decided by how far he is initially away from his flail, the closer he is the further the max cast range of this ability. If this ability hits an enemy champion the Cool-Down of this ability is set to 1 second.
Passive:_ Mass _ Thanks to Swains magic, enemies Kronks flail kills are absorbed, this essence becoming a mass stack. A mass stack is a stackable permanent enhancement which adds 2 magic damage to this ability per stack.
---Damage: Deals 90/100/110/120/130 (+6.67% of AD per level) + additional damage from Mass stacks ---Effect: Knocks enemies away from flail to edge of AOE effect ---Range: Cast range of ability is 675 units minus the initial distance the flail was from Kronk. The AOE has a radius of 325 units. ---Type: Cast, delayed, AOE ---Cool-Down: 15/14/13/12/11 seconds
W: Crush Kronk jumps to the location of his flail, dealing damage to all surrounding enemies and knocking them away from him.
Passive:Growth Spurt Gives bonus 20 bonus health for each minute of gameplay
---Damage: Deals 80/95/110/125/130 (+45/55/65/75/85% of AD per level) physical damage ---Effect: Knocks enemies away from Cronk to edge of AOE, gain mass stack on impact ---Range: N/A ---Type: Instant, AOE ---Cool-Down: 15/14/13/12/11 seconds
E: Get Over Here ---CoolDown: 15/14/13/12/11 seconds
Kronk pulls his flail to his location. Dealing 30 (+3.89 per level)(+10/15/20/25/30% of AD) damage to all enemies in the way of his flail and knocking them towards Kronk.
---Damage: Deals 50/60/70/80/90 (+30/35/45/60/80% of AD per level) physical damage ---Effect: Knocks enemies towards Kronk when it hits them ---Range: N/A ---Type: Instant, AOE ---Cool-Down: 15/14/13/12/11 seconds
R: _Catapult _ After channeling for 1.5 seconds Kronk throws his flail to a nearby area an deals damage upon impact and then dashes to that location, dealing damage to any enemy he hits along the way,
---Damage: Deals 125/135/145 (+100/125/150% of AD) physical damage with AOE effect, Dash deals 5/7.5/10% of Kronks health as damage to any enemy hot along the way ---Effect: Knocks enemies away from the AOE effect ---Range: 2025 cast range, 500 AOE effect range ---Type: Channel, AOE dash ---Cool-Down: 60/40/20 seconds