Karqas (Fire mage concept)

Jellul··2 votes·482 views
Champchamp

Heyo summoners.

Got an idea for a champion concept recently and I wanted to share it in case some might remotely care about it and perhaps find it interesting. I did this 2 years ago for a void champ in case some of y'all want to give it a look too, should be on my profile somewhere. Wont be hard to find, I'm hardly ever active here, so...

Here we go--

https://pre00.deviantart.net/58ad/th/pre/i/2017/316/4/b/karqas_by_4nonym0us-dbtm4wn.png

Passive - Fuel the flame

Everytime Karqas uses a spell and hit something with it, he gains in power and CDR, increasing to a maximum of 20% additionnal AP and 10% CDR that can ignore the maximum cap of 40%. When he is maxed out though, he needs to hit champions specifically to keep it up there, as minions wont count toward gaining stacks anymore. As soon as Karqas hits max, he has 4 second to hit someone before losing half the stacks. Stacks will also drain normally if Karqas is not casting for more than 6 seconds.


Q - Watch me burn ( 12 / 10 / 8 / 6 / 5s CD, costs 4% of remaining HP )

Upon activation, Karqas ignites himself, making his 3 next basic attack deal ( 20 / 35 / 55 / 70 / 100 + 0.3 AP ratio ) and leaving a debuff called ''burning''. If Karqas uses all 3 attacks on the same ennemy, burning triggers, dealing 5% ( + 0.04 AP ratio ) of the target's max HP over 3 seconds. Karqas has 5 seconds to use this buff before it goes off.


W - Blazing chains ( 19 / 18 / 16 / 13 / 10s CD, costs 5% of remaining HP )

Karqas sends off a projectile that acts as a hook and deals ( 50 / 70 / 90 / 130 / 170 + 0.5 AP ratio ) and stays on it's target for a total of 2 seconds, while also slowing the target by 30%. Karqann can reactivate the ability to toss the ennemy in any direction from where the ennemy stands, also dealing ( 20 / 30 / 50 / 75 / 100 + 0.3 AP ratio ). The distance they will be sent is short, but will make them unable to perform any action for 0.5 seconds. While the hook is active, Karqas is still free to move and attack and gains 10% movement once the ability has been re-activated.


E - Feel the heat ( 22 / 20 / 17 / 15 / 13s CD )

Passive: Everytime Karqas uses a spell, he gains a stack of absorption, up to a maximum of 10 stacks. Karqas also passively gains ( 5 / 10 / 15 / 20 / 30% attack speed ). Active: if Karqas has at least 3 stacks, he can activate the ability to gain a shield and regen a small amount of his HP. Each stacks gives him ( 5 / 10 / 15 / 25 / 30 + 0.2 AP ratio ) of shield and regains 3% of his missing HP.


R - Total incineration ( 155 / 125 / 100s CD, costs 7% of remaining HP )

Karqas readys a strong AoE in a short distance before teleporting to it after 2 seconds, dealing ( 150 / 300 / 500 + 1.0 AP ratio ) magic damage to everyone around him and leaving the ground beneath him ablaze, dealing 2% max hp damage per second to those who stands in it, lingering for 6 seconds. The ultimate is only usable when Fuel the flame is fully stacked.


The whole kit is basically based around insane burst potential but extremely risky plays. Karqas uses health as a casting resource making him extremely easy to out-trade early game, and maybe even mid game - depending on how well the player manages Karqas. Late game, Karqas can take huge risks but gets extremely rewarded because of the insane damage he can pull off, but the lack of any escapes also makes him a prime target in team fights, so you have to play carefully if you dont want to end up dead as soon as any fights starts. Building him tanky can be an option, but the %hp taken off of his spell would just result in him chunking off larger amounts of HP every time he uses a spell. So in restrospect, you'd rather want to kill as fast as possible instead of making fights lasts with health and tank items.

Some of the numbers may be off -- some overpowered, some too low, but I aint a pro at balancing -- goal number one is to get a good scope of what the champion can potentially be, and I hope that it peeked the interest of some.


Tweak section

Here's an updated version of his kit by combining small tweaks from suggestions or by choice.


Q - Watch me burn

Removed ( 20 / 35 / 55 / 70 / 100 + 0.3 AP ratio ) Replaced by ( 20 / 35 / 65 / 90 / 150 + 0.4 AP ratio )

3 auto trigger Removed 5% ( + 0.04 AP ratio ) Replaced by 5% ( + 0.05 AP ratio ) max HP over 3 seconds

Improved the late game potential of his Q


W - Blazing chains

When the second cast occurs - if the targets enters collision with a wall, an explosion will trigger a 2 second stun and knock any units away from the target and the point of impact.

Added one hard CC to his kit - This is to prevent him getting out-CC'd and having nothing to retaliate with other than a mediocre slow. But at the same time, failing to make an ennemy enter collision with a wall will leave him without hard CC and could potentially mean Karqas's prey escaping... or him dying.


R - Total incineration

Removed ( 150 / 300 / 500 + 1.0 AP ratio ) Replaced by ( 150 / 350 / 600 + 1.2 AP ratio )

Overall damage improved from mid to late game. Since it was mentionned that the casting time was pretty long, if a Karqas ults whilst being spotted, chances are no one's gonna get hit. 2 second is indeed quite the window for escape in League. To counter this a bit whilst still making fairly easy to dodge when the ennemy team has a nice vision control, the damage is increased. So that whenever a teamfights starts and Karqas's team CC's the heck out of the ennemy, the ult is an extra reminder to never leave him unattended.

5 Comments

Deunne2 votes

Although its just my opinion, i feel like adding some cc would be good since the chain only slows maybe hitting an enemy to a wall would stun them or atleast knock them down for 1.5 seconds or so

Jellul1 votes

That's actually a really interesting way to introduce CC into his kit without making it too OP - I like it. I was reluctant at first to give him any stuns or snares - anything that could make a champion unable to act for a short period of time would've made it too easy to get the extra burst from the Q. But making it a little bit more challenging to gain a major cc whilst also being guarenteed to have a minor cc in case the tactic fails gives even more emphasis on taking risks for better outcomes. Thanks for the output.

Deunne1 votes

:) been a while since I interacted with the creative minds of the LoL community hopefully this gets enough exposure for riot to release a 3rd(4th?) fire based champion

Friendly Ram2 votes

Really strange to have an AA oriented mage, especially with health costs.

P: really scary in teamfights but with the aa oriented slant might want to go for something to buffer that. Q:nice farming tool if nothing else. W: a nice unique hook. E: is it 3%hp per stack or total. R:If you're going to put such a harsh restriction on activating this i'd say either drop the channel time or just have it's power increased by stacks.

Jellul2 votes

P: I forgot to mention that each auto from the Q counts as a stack for the passive, to prevent being caught without enough damage when it's low. I could buff it up a notch tho', knowing some mages could still potentially outscale him in AP. I really want him to have an insane amount of AP to counter that nasty health cost on spells.

Q: Yeah it would mostly be used early game for stronger auto pokes, quick passive stacks and last hitting. In the late game, with the bonus attack speed from the E passive (and maybe items), if you triple auto one particular target, it's like a Veigar ult but without the low health max damage restriction. Altho' I kinda wanna reconscider the scaling a bit, it does seem a bit low. Didnt want to make it too OP for the early game but I might want to change the damage for the late game.

W: I'm glad you like this ability :y Tho' I might change that one too a bit (in a good way). Like Deunne previously said, Karqas lacked any kind of hard CC - so like he suggested, maybe knocking someone in a wall on the recast could trigger a stun.

E: It's 3% per stacks making for a total of 30% missing HP regained (can be improved by heal-buff items, for instance Spirit visage). I did the math and usually you'd spend between 15 to 50% of your HP to get 10 stacks. Depending on how you manage your casting, you'll either regain 15% more than what you spent OR 20% less than what you spent. The shield being massive tho', it'll still be a great tool for fights getting out of control.

R: I agree that it might actually be a hard one to cast now that I consider how easy it is to just run away in 2 seconds. But at the same time I dont really want to make it too fast and be a ''I dont need my team to wipe yours'' ult type. Making it more powerfull would be a good idea. Either base damage or AP ratio in general. Or both, not sure.

I'm glad this thread interested you enough to leave a comment. Thank you for your output on this concept!

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