Colubrus, the King of Serpents (Champion Concept)

TheHappyReaperz·2/20/2017, 5:50:13 PM·3 votes·1,245 views

Visual Representation: http://mythicalarchive.com/wp-content/uploads/2015/12/basilisk_by_wretchedspawn2012-d8sc6ps-1024x921.jpg Credit to these guys

Overview: Attack: ◼◻◻◻◻◻◻◻◻◻ - (1) Ability: ◼◼◼◼◼◼◼◼◻◻ - (8) Defense: ◼◼◼◼◻◻◻◻◻◻ - (4) Difficulty: ◼◼◼◼◼◼◻◻◻◻ - (6)

Name: Colubrus, the King of Serpents Gender: Male Race: Basilisk Allegiance: Independent Alignment: Chaotic Evil Class: Battle-mage

Colubrus is a Battle-mage specializes in extended trades, combining his offensive and defensive abilities to deal a significant amount of damage over time. Primarily, he serves as a Top, combining AP with defensive items, with possible secondaries Mid or Jungle.

Stats: Health: 590 - 2053 Health Regen: 7.35 - 18.5 Armor: 28.3 - 90.5 Magic Resist: 31.5 - 53.4 Attack Damage: 61 - 134 Attack Speed: 0.630 + (0 - 34.3%) Attack Range (M): 175

Passive Ruination: Basilisk's are known for their deadly poisons, and Colubrus is no different. Upon casting an ability, Colubrus pulses venom from his body dealing magic damage over time, and slowing enemy champions. Ruination deals bonus damage to minions, but not to nuetral mobs.

Some things to note: This ability does apply spell effects. Spellshields do prevent the DOT of this ability, as well as blocking the slow.

Stats: CD: 10/9/8/7/6 Damage: 6 + 3 per lvl, scaling with 35% AP Duration: 3/4/5/6 Bonus Minion Damage: 15/20/25/30/40% Range: 400 Wave Speed: 1575 Slow: 20/30/40/50/60%

Basilisk Fang

Colubrus's fangs are infused with a deadly acid, increasing his auto-attack range. His next auto-attack will deal bonus magical damage and heal Colubrus. If the target struck is killed, the heal is increased. This skill can be used on turrets, dealing reduced damage. Doesn't apply on-hit effects, but still applies spell effects.

Some things to note:

  • Ruination procs on the activation of this skill, not the AA.
  • If the empowered auto is blocked or missed, the bonus magic damage is still applied, as is the heal. However, the base auto damage isn't.
  • This skill can be proc'd on turrets for reduced damage, but not on inhibitors or the Nexus.

Stats: CD: 10/9/8/7/6 Damage: 50/70/90/110/130 + (70% AP) Turret Damage Reduction: - 50% AA Range Increase: 15/15/20/20/25 Heal: 10/15/20/25/30 + (15% AP) Heal Bonus: 10/10/20/20/30% of Colubrus's Missing Health

Deadly Scales

Colubrus's hide is covered in a thick layer of scales, passively reducing the damage he takes. For a short duration, Colubrus forces poison into them, damaging enemies who strike him, and cleansing Colubrus of CC. Damage is inflicted when Colubrus is damaged by basic attacks or spells. If Colubrus is damaged again, while this skill is active, the damage is applied again, at a diminishing rate, capping at a certain point.

Some things to note:

  • The max damage loss on the active of this ability is 100%, triggered after 11 instances of damage.
  • Damage is lost per hit, meaning that the first hit does 100% damage, the second 90%, the third 80%, etc.
  • This ability can proc on multiple enemies at once, scaling individually. For example, one enemy may be at 90% damage, while another may be at 40% damage.
  • DOTs still proc the active, once per tick of the DOT.
  • Colubrus loses the passive damage reduction, while the ability is on CD.
  • The CD of this ability begins after the active ends, meaning that after 8 seconds, the 15 second CD will begin

Stats: CD: 40/35/30/20/15 Duration: 4/5/6/7/8 Damage: 20/30/40/50/60 + 2/2/3/3/4% + (1% per 100 AP) Enemies Max Health Damage Loss: - 10/20/30/40/50/60/70/80/90/100% Passive Damage Reduction: 5/10/15/20/25%

Poison Flame

Colubrus spits out a ball of flaming poison, damaging enemies in a line. If an enemy champion is struck, the ball is stopped, and inflicts the struck enemy with a damage over time burn, damaging them every .5 seconds for 3 seconds. Colubrus gains bonus movement speed, when moving toward a target being burned.

Some things to note:

  • This skill cannot strike multiple champions.
  • Burning minions don't proc the bonus movement speed, but large and epic monsters do.
  • Spellshields block both the damage and the burn, preventing Colubrus from getting the bonus MS.

Stats: CD: 14/13/12/11/10 Range: 825 Missle Speed: 1650 Damage: 75/115/135/155/175 + (70% AP) DOT Damage: 10/15/20/25/30 + (30% AP) Movement Bonus: 20/25/30/35/40%

Sibilant Hiss

Colubrus releases a dreadful hiss, channeling for the next 4 seconds. Every second, he releases an empowered waves of his passive, dealing bonus damage. The waves increase in size, but decrease in damage, as they extend from Colubrus. As long as Colubrus is channeling, he gains double the damage reduction from his Deadly Scales, regardless of whether the ability is on CD. When the channel ends, or is interrupted, Colubrus loses the increased damage reduction.

Some things to note:

  • The damage reduction on the ultimate scales with the rank of Deadly Scales.
  • Damage, slows, and snares don't interrupt the channel, but stuns, silences and knock-backs will.
  • The DoT from Ruination is applied each wave, with subsequent waves refreshing the duration.

Stats: CD: 170/130/90 Range: 0 - 1800 Wave Speed: 1260 Bonus Damage: 70/140/280 + (90% AP) Damage Loss: - 25/30/35 per 550 units Damage Reduction: 10/20/30/40/50%

Lore: The origin of Colubrus is a mystery. Reports and Artifacts have been found across Runeterra, paint the history of a monster, killing everything in it's path, and leaving nothing but ruination in it's wake. A statue, found deep in the wilds near Bandle City, depicts a massive serpent, jaws agape, standing ready to strike. Etched into the base of the statue, was a line of scripture, lost to time. When the Yordles attempted to transport the statue back to the city, it crumbled with a serpentine hiss. From the rubble emerged a nest of serpents, striking violently at the explorers before fading into the jungle.

Noxian reports describe the same snake, spitting green flames, chasing down its flaming targets. Few seem to have escaped, with none surviving for very long. The flame itself appears to be toxic, burning a potent venom into whatever in comes in contact with. No cure exists for this flaming toxin, and this slightest burn could lead to an ashen death.

From Demacia, the tale of a brave knight is found on an ancient scroll. Full of Demacian vigor, He rushed to battle a monstrous snake, terrorizing a small town. The battle was lost as soon as it started. The blade of the knight corroded, and a frightful venom spread through his body, killing him with every blow he landed. His valiant battle did yield a reward. A final blow, shattering his sword, but slicing several scales from its body. The serpent fled, but the scales it left behind were forged in a magnificent set of armor, giving +45 armor and +30 Magic Resist, as well as a bonus 7% reduction to poison damage.

Bilgewater sailors, if given enough to drink, will whisper to you stories of a dreadful snake, spotted on a trip down the coast. It raised its head to the sky, letting out a frightful hiss. As if by magic, the grass around it died instantly. Birds fell from the sky, and the very ocean recoiled in horror. The sailors themselves, tried to deafen themselves, doing whatever they could to drive that hateful sound from their ears. As quickly as it started, it ended, and the serpent disappeared. All it left was a circle of death, to show that it was there.

However, it is from the Freljord that the strangest of discoveries was found. A cave, hidden by a ice snow, revealed various paintings, depicting the onslaught of a horde of large snakes, spitting flames, lead by a seemingly crowned serpent, fighting against beings that almost look like Yordles, some large, some small, wielding weapons crafted from bone. It is unclear, from these cave drawings, which side was victorious.

Change-log: Posted: 2/20/17

2 Comments

LunaGalaxy142/21/2017, 1:46:47 AM2 votes

I'm not an expert in lore, but it reads very solid, so good job on that.

Otherwise, I really like his kit, and in my opinion, you incorporated the current vision/theme of Cassiopeia way better in Colubrus. I really like his DOT poison and relative tankiness. An awesome tank mage. These elements work well, and along with the finishing touches: increased range on AA on Q (almost like a biting snake who strikes really far) and the thornmail-like active on his W.

One thing I would say, though, he has a lot of strengths and way more additional stuff that doesn't need to exist but besides make him basically a stronger version of Cass.

I'd possibly tone down the strong AP scaling you got there on his Q or turn it into total damage instead of bonus magic damage considering how easily he can farm and heal up poke damage he received from a trade. Scratch that, it doesn't apply on-hit effects. Still, yes, it's on a 10-second cooldown, but it's hardly a challenge for him to just go walk up to a minion wave and Q in order to get back a % of his missing health with the bonus range he has. It doesn't bode well with me when I notice everything else of his kit is strong, but it's all in delayed DOTs / attacks that require patience, and some requiring him to stay in range (ex. Ruination and E). Take it with a grain of salt, but I feel like this should have a lower CD and lower damage, so he can just proc his passive more which feels way more thematic and healthy, then a semi-ranged auto attack ability that deals 130 + (70% AP xO) + total AD upfront.

But wait!

~~All things considered, the rest of his kit have a lot of downtimes and counterplay that "Ruination" seems lacking since in-game, it sounds like he'll rarely get to proc it and when it does: it accomplishes thing with minimal effect. ~~

It seems like I didn't notice the duration scales to 6 seconds, but same with the cooldown, why is this? Basically, a 60% slow aura, relatively, whenever he pleases (add that with the movement speed he gets from E). The relative cooldown of this is basically 0.

My next statement, he shouldn't have innate tankiness. To clarify, his abilities should amplify resistance. Don't give him damage reduction which works separately with MR and Armor. (At least I believe so?) This way, he actually needs to build some resistance if he wants to be a solid dot/tank mage late game. He shouldn't be able to build JUST ability power and still (gradually) kill enemies with the innate damage reduction he has ( it's even more frustrating for the enemy when has a missing % of hp heal here ).

There are some more things I want to say, but don't know how to clearly explain. Basically, the gist of it is...


Enforce his weaknesses (Like long cooldowns and buffs only when it's off cooldown that needs to be considered by the player before they are used) Then remove some of his additional strengths...

  1. Movement speed on his E (Thematically nice, but it's kind of strong along with Ruination. A walking battle-mage shouldn't feel faster than a squishy burst mage, or at least, shouldn't have mobility and CC at the same time.

  2. That % missing of HP heal on Q. This is relatively too strong when his tank items start rolling in (rylai's, which I don't even think he needs considering that passive... and ROA's) since the heal would be scaling on a percentage amount instead of a flat amount. It should be a base amount, feels-good man during the squishy laning phase, but gets weaker if he builds really tanky.

  3. Damage reduction and his strong AP scaling on Q, remove it. It strongly favors full AP builds too much over tanky builds. It should be removed, so the pool of items he could theoretically make use of are larger It favors both extreme full AP builds and really tanky builds: one renders him really strong while being strongly durable, and the other basically making him an immortal god //exaggeration.// It should be varied and have more situation items he can use.

  4. Ruination is weird. Why does the duration last as long as the cooldown? Unless I'm missing something here and that the cooldown activates AFTER the duration ends.

  5. Idk if that's all of them, but what I'm trying to say here is that his kit should be more focused on one thing which is fulfilling his battle-mage role and some of his abilities diverge/contradict that. He has a very decent wave clear with that passive. Nice, thematic things are what they say, nice, but there are too many nice things here. (almost like the dilemma Camille had, why does she had such a long shield on a short CD and has magic damage on auto attacks when she ults? W0t is this Camille champ anymore. I might be biased)...


Yay, now we're done with the nerfs. On to the buffs,

  1. If you're gonna nerf/clarify Ruination, then you should reduce Q's cooldown while weakening Q for more Ruination procs.

  2. Strengthen his in-front-of-your-face mentality, but don't over do it like that strong slow on his Q.

  3. Give him more tools to defend himself, but that's probably overdoing it with 2. But I mean, according to what the mob knows, shouldn't stronger risk = greater rewards? Heck, I don't know, maybe give him more unreliable damage/resistance.


That's all I have. I literally hit the keyboard with my thoughts while making this post. I had a lot of things to say, and I hope you understand what I said. (Since English isn't my native language)

I really like this champ :>! MHM, I look forward to your future concepts, bless you on your future champion concept endeavors.