[Champion Concept] Akuro, the King of Fighters
Character/Balancing Note For this character, I kind of took inspiration from fighting games. He has 2 variations on his Q, E, and R. I was thinking that since you can't really put stick movements into league, you can use multiple button presses, which could be used for a throw or a more powerful hadouken in fighting games.
I balanced everything around a special meter and landing combos. I made sure that you can't use the WR until you knockup the enemy with your WQ. Even then you shouldn't be able to use your WR until level 11 because you need 100 aura in order to use it and the limit on the meter is 100 until lvl 11. I'm pretty sure its balanced really well, but I could be missing something. I wasn't trying to create a champ that can insta-burst you to 10 hp.
Lore Far west off the coast of Shurima on an island unknown to anyone on the main lands, there is a village that houses fighting techniques that could take down entire battalions. At the age of six, Akuro shown great promise amongst his fellows. He was able to compete with the top students. At the age of twenty, Akuro triumphed over his former masters and became their teachers. Soon enough Akuro's great determination and tenacity earned him the mastery of the Final Buster Cannon, a technique so terribly difficult that it hasn't been seen for more than 1000 years.
Akuro grew tired of the island and decided to depart across the world, looking for worthy opponents and students to fight.
Passive Unyielding Tenacity - In a 1 v 1 any amount of cc landed on Akuro will instead slow. If two or more champions are near Akuro the cc will instead be halfed.
2nd Passive Aura Burst - Auto attacking minions(1 aura each aa) and champions(5 aura each aa) will fill up the Aura Burst Meter. The Aura meter is a replacement for a regular mana bar. The Aura meter has 3 tiers. The second tier is unlocked at level 11. The third tier is unlocked at level 16. Aura meter limit is 100 for tier 1. Tier 2 is 150. Tier 3 is 200.
Q Fiery Fist - Akuro dashes forward dealing burn damage. The dash is about as long as an Aatrox and will stop in front of the enemy champion. The move has 2 procks: one for the dash and another for a mini knockback. 15 aura for each prock cast. 10 sec cooldown
W Aura Charge - Akuro stands stationary charging up aura. The longer he uses it the slower the aura meter will fill up. (example: +4 aura for the first 2 sec. +2 for the next 2 sec. +1 for the next sec) 0 aura cost. 10 sec cooldown
E Perfect Defense - Akuro blocks all damage in front of him. He can't move while doing this or use any abilities while in this state. He can be damaged from behind. 0 aura cost. 5 sec cooldown.
R Reckless Whirlwind - Akuro does a powerful spin kick creating a small whirlwind around him for 1 sec. Anyone caught will be thrown to the opposite side of where they were facing Akuro and dealing damage. Any projectile abilities will be thrown back in the opposite direction. i.e. jinx ultimate will go back to where it was fired from. Any enemies caught in said jinx ultimate after being redirected will be damaged. 75 aura cost. 90 sec cooldown.
W/E Perfect Burning Barrier - While using** Aura Charge**, Akura gains a fire barrier to his defense. Any melee range auto-attack or ability that tries to damage him from front or back will burn the enemy along with 30% of the damage blocked/taken from the ability or aa. 1 aura every 1 sec. Cooldown is dependant on Perfect Defense and Aura Charge.
W/Q Blazing Knuckle - While using** Aura Charge**, the player can hit Q. Doing this will lengthen the range of the dash and increase the damage of Fiery Fist. If the player hits the enemy with the tip of the dash, Akuro will perform Jawbreaker. If the player has enough aura, they can then animation cancel into Final Buster Cannon. 45 aura cost. Cooldown is dependant on **Aura Charge **and Fiery Fist.
**Passive Jawbreaker** - Akuro will perform an uppercut knocking up the enemy and stunning for 1.5 sec and refunding 20% of aura from **Blazing
Knuckle**
W/R Final Buster Cannon - Can only be activated after the knockup of Blazing Knuckle. Akuro charges up a punch for 1 sec then unleashes a shockwave a lane wide with a length of a fully charge Zac E dealing aoe damage. Akuro becomes unstoppable during the cast. If Akuro's health reaches 0 while casting, he we finish the attack before dying. 100 aura cost. Cooldown is dependant on Aura Charge and Reckless Whirlwind.