Kulkal, Speaker of the Elements (Champion Concept)

Ðeimos·2/24/2018, 6:39:50 PM·1 votes·448 views

Passive - Ancestors When a totem is destroyed a spirit totem takes it's place granting vision (like a ward) and shielding the caster (default totem doesn't shield or last as long as other totems). When an elemental dies a spirit takes it's place healing all nearby ally champions and granting vision of all nearby enemy champions (doesn't attack or follow the caster anymore).

Q - Lightning Surge (Unit-targeted) Charge up a lightning bolt to hit an enemy champion from afar.

W - Elemental Fury (Ground-targeted) Summon a totem appropriate for your element.

Default Totem (removed once the player chooses his specialization): Buff nearby ally champions increasing cast speed and cooldown reduction for a limited time. Wind Totem: Buff nearby ally champions increasing movement speed and cleansing slows, blinds, and silences for a limited time. Ally champions within range have increased movement speed moving towards the totem. Fire Totem: Buff nearby ally champions increasing attack damage and ability power for a limited time. Ally champion abilities now burn enemy champions for a limited duration. Earth Totem: Buff nearby ally champions increasing armor, magic resist, and tenacity for a limited time. When spawned it lets out a earthen pulse which slows all nearby enemy champions hit.

E - Earthen Grasp (Ground-targeted) First Cast: Grounds all enemy champions within the target location. Second Cast: After a delay it can be recast to grab all enemy champions within the target location stunning them temporarily.

R - Thane of the Elements (Ground-targeted) Summon an elemental appropriate for your element.

Wind Elemental: Buff nearby ally champions increasing movement speed and cleansing slows, blinds, and silences (caster keeps buffs) for a limited time. Purify nearby ally champions every few seconds giving them a boost of movement speed and shielding them for a portion of their health. Fire Elemental: Buff nearby ally champions increasing attack damage and ability power (caster keeps buffs) for a limited time. The elemental has an small aura of flame that burns nearby enemy champions for a portion of their health. Earth Elemental: Buff nearby ally champions increasing armor, magic resist, and tenacity (caster keeps buffs) for a limited time. Lets out earthen pulses every few seconds that slow nearby enemy champions hit.

You can change your element every 5 minutes starting at 5:00 when out of combat.

So far this is what I have, what do you guys think? I'll go ahead and add cooldowns and stuff later on.

1 Comments

Mindleator2/25/2018, 2:19:26 AM1 votes

I like the concept (hint: I love shamans from WoW!) but I'm afraid I don't see a significant differences between the W and the R, other than what your passive does when it is destroyed. Perhaps there should be a mechanic for him/her to reduce the cooldown of changing the elements? As of now, it seems a little unfair for Kulkal, because there's nothing very unpredictable about him. He kind of seems like a more complicated Udyr in that respect, but Udyr can change stances during a fight, so there's more playmaking potential. Have you considered making it more of a stance champion, where he would start with Q, W, E, R and make Q a lightning based stance with a little bit more range, W is air stance, etc?

My second question is this: what do you see Kulkal scaling with? It seems like only his Q and maybe the fire damaging enemies has AP/AD scale potential. The rest would scale with ability level, I imagine? So perhaps Kulkal is a tank? I'd just like to know a little more about where you see him going!

Realize these comments are based only on the information I have currently, and I can certainly imagine that you have ideas to work around this! I'll be checking in to see what you do with scaling and whatnot. :)