Kjoll Kul, Herald of the Storm champion idea

Amoebanator··1 votes·486 views

Kjoll Kul, Herald of the Storm

Abilities:

P: Blade of True Ice While Kjoll Kul is not in melee range, his basic attacks become ranged with a range of 550. When Kjoll Kul is in melee range, his basic attacks become melee and deal an additional 1.5% of the enemies max HP as magic damage. If the enemy hit is slowed, they take an additional 10% of their missing HP as magic damage.

Q: Gelid Burst Kjoll Kul fires a blast of true ice in a straight line, dealing 40/50/60/70/80 + (0.25 AD) + (0.6 AP) magic damage and rooting all enemies hit for 1/1.5/2/2.5/3 seconds. Rooted targets slow all nearby enemies by 60% for the duration Cost: 75 mana Range: 400 Cooldown: 32/28/24/20/16

W: Arctic Circle Kjoll Kul slams his sword into the ground. After a short delay walls of ice rise up in a circle around him for 2/2.5/3/3.5/4. Champions outside the circle cannot effect anything inside the circle and vice versa. Champions cannot dash or leap through walls, and spells cannot target anything through walls. Cost: 100 mana Cooldown: 26/25/24/23/22

E: Frigid Presence Active: Kjoll Kul freezes the ground around him in a circle 300/375/450/525/600 units wide for 8 seconds, making it Frozen, and dealing 30/50/70/90/110 + (1.0 AP) magic damage to enemies hit.

Passive: Frozen Enemies on Frozen ground lose all movement control of their champions. Enemies that step onto, or attempt to move while on Frozen ground will continue to slide in the direction they were moving until they hit terrain or unfrozen ground. While on Frozen ground, enemies cannot use leaps, dashes, or movement altering abilities or items. While on Frozen ground Kjoll Kul gains 20/25/30/35/40% bonus movement speed. Cost: 40 mana Cooldown: 24/23/22/21/20

R: Herald of the Storm Kjoll Kul summons a true ice storm at his location 800/1000/1200 units wide, making the ground Frozen and dealing 20/25/30 + (0.1 AP) magic damage per second to all enemies within the storm for 4/5/6 seconds. Cost: 100 mana Cooldown: 120/100/80

Lore:

To the north of the Freljord, encased by jagged mountain, lives an unending storm. The Gelid Vortex swirls with all the magic of true ice. Not even those native to Freljord’s frigid temperatures dare venture into the Gelid Vortex, for none have ever tried and returned.

One day a man in black, ice crusted armor, bearing a Great sword of the purest true ice, emerged from the swirling storm. He said he had come to warn the whole of the world to prepare itself for the worst; should he fail and the Ice Witch succeeded in bringing the source of the storm out of the shielding mountains of the Vortex, and into the open world. For if she succeeded, the whole of Valoran would be covered in an eternal winter that few would survive.

He said his name was Kjoll Kul, son of the Gelid Vortex. And he had come for one reason: To slay Lissandra.

Appearance:

Kjoll Kul is a tall, slender man, not the kind of person you would expect to come out of the coldest part of the Freljord. His glowing blue-black armor and flawless sword are all made of true ice, like Ashe’s bow and Braum’s shield. His abilities look like what you would expect to see in the Howling Abyss, blue-white snow and ice, glowing with the pure blue power of true ice.

Game play:

Kjoll Kul is a top lane bully that excels at warding off melee enemies with his ability to place Frozen zones, while being able to make meaningful trades with his Gelid Burst and percent health bonus damage on melee attacks.

In team fights, his ability to take enemies or allies into a perfectly isolated zone allows him to pick off enemies, or save allies in times of need. His Frozen zones disrupt enemy movement, and his Gelid Burst’s AoE cc make it very hard for the enemy to focus on a single target, allowing you to protect your teammates for extended periods in a fairly large area.

The hardest part of his kit to use is his Arctic Circle, which creates an inescapable zone that cannot effect the world outside of it and vice versa. Soraka cannot heal allies inside the zone with her ult if she is not inside of the zone with her allies and vice versa. Likewise, if Karthas is inside the zone, his ult would not touch any enemy outside of the zone, and vice versa. It is a perfectly isolated area that may as well be on another map for the duration.

Let me know what you think of Kjoll Kul!

8 Comments

maxaroni1183 votes

his passive is already gonna kill someone... this is literally gnar without his nerfs lol...

ok hes fucking beast as fuck wtf his cc is real... literally put down your ult in a team fight, then q them all and maybe viktor or something will immediately kill them all

Amoebanator1 votes

Well his ult will force the enemy to spread out in whatever direction they were moving in until they are outside the circle, so his ult doesn't combo well with other champions aoe abilities.

And his passive might be too strong, but that's a playtesting and balance issue.

maxaroni1181 votes

no but like if u drop it right in the middle of them while they walk to you, along with an anivia wall to guide them into the frozen terrain, you can combo those with hellla damage and just a viktor E is sufficient... they run right into it for goodness sake

Amoebanator1 votes

that's true of most ults in the game though. If three people work together then they can do it.

maxaroni1181 votes

i think his kit has too much cc than is healthy for anyone lol

this guy is friggin more cc than cassiopeia with rylais...

or idk sion and ryze combined

Brutalitops013 votes

Biggest problem I have here: 10% missing health per auto on slowed targets in melee range. He starts Q in lane, pokes his lane opponent (I'm guessing he's supposed to be a top laner) down to half health with Q and his ranged autos, then he starts using his Q on minions to run up to them and do 10% of their missing health per auto. First off, execute damage shouldn't be per auto, it shouldn't be easy to proc, second is that it's a lot of stuff. What I would do is melee attacks apply a 3-hit passive that, after the 3 hits, slows them, deals 10% of their missing health, and gives him a short attack speed buff, but then that can't be procced again on the same target within the next few seconds.

Amoebanator1 votes

That's a much better mechanic for the melee bonus damage. However you have to remember that he will almost never be using melee attacks unless the enemy wants to fight him. you would have to walk up to an enemy to attack them, since just attacking would use his ranged attack instead, which has no bonuses. But i agree, it needs to be harder to proc.

Brutalitops011 votes

I made a similar concept a little while ago designed to be an ADC. Made him before the marksman reworks, so Graves didn't even have his reload mechanic yet, and I had an ammo mechanic on him. Basically, his melee form dealt more damage than ranged form and even had some good cc, but ranged form was more mobile and a lot safer. He has 5 throwing knives used for both his basic attacks and his abilities, and running out of them or walking within a 200 unit area of the enemy put him into melee form with 125 range. While in ranged form, throwing knives would stack up in enemies, and while in melee form, he could pull them out with basic attacks to deal a small amount of bonus DoT.

Looking at this champion, I'm just imagining him throwing Q's at people to snare them, then basic attacking with his ranged attacks while they're snared and just abusing the range, but then after they get low enough he starts throwing Q's at the minions for the slow and then trading with a couple of autos for the % missing health execute damage. These lane trades would be pretty strong, depending on his base attack speed, but he would have to have cripplingly low base attack speed to have him not just build some attack speed and movement speed and abuse this. But, if it's cripplingly low, he's now forced to build attack speed to function. What I would do is make it harder to proc and make it scale up to a decent number late game based on his level. This'll give him some better scaling, while also allowing you to siphon some power from the early game to counteract that. I'd put this on there in addition to it being a 3 hit passive, because 3 hit passives create much better overall gameplay than just simply hitting things by making it more fun to use while also being interactive with the enemy team to supply reasonable counterplay.

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