Karqas (Fire mage concept)
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.