Sir King, The Great Magi (Champion Concept)

Aazog·9/15/2017, 2:58:04 PM·2 votes·527 views

Lore: A portal opens up atop a mountain

A man wearing a tuxedo and a flower decorated mask with only breathing holes steps out of it. Without looking around he says, "a forested mountain huh?"

"Ancient looking villages and temples," he nods, "this world is worth exploring."

Snapping his fingers he lifts up into the air, as if standing on something and floats off into the distance down the mountain.

More to come

Role: Utility mage

Gender: Male

Abilities:

Passive: The Fool CD: 15s individual cd

Hitting an enemy champion with an ability or with his phantasm cause them to be marked with "The Fool" for 5 seconds. When marked the enemy is revealed and certain abilities are granted special effects for the enemy. Only one target can be marked at a time.

Q: The Joker CD: 20s Mana Cost:100

King channels for 0.5 seconds and then summons his phantasm "The Joker" and it acts as a unit he can control with either the alt key or the Q key until it dies. It can not move more than 575 units away from King and attacks independently with its scythe for 65/80/95/105/120 + 30% of AP. It has Kings base attack speed + 50% of his bonus attack speed. "The Joker" has 6/7/8/9/10 1 hp bars and as long as it has not been killed it can be summoned without going on cooldown. The Joker will always trail behind the kind at its maximum attack range and when not directly controlled for 7 seconds will automatically disappear without going on CD. It heals 1 bar of hp every 2 seconds while gone. Attacking marked targets heals The Joker for 1 hp every third attack and slows the target by 35% for 1 second.

W: The Chariot CD: 17/16/15/14/13 Mana Cost: 60/65/70/75/80

While "The Joker" is not active King summons a Chariot phantasm and rides 700 units towards the cursor(can not go over walls).

While "The Joker" is active it charges towards the cursor slashing all enemies in the way dealing 60/90/120/150/180 +75% of AP as dmg. Enemies affected by "The Fool" charge in the direction of your cursor.

E: Death CD: 25/23/21/19/17s Mana Cost: 100

Not usable without "The Joker". While "The Joker" is active Death does 100/120/140/160/180 + 60% of AP dmg in an AOE of 300 unit radius around "The Joker" slowing all enemies by 40% and consuming the "The Fool" on marked targets stunning them for 1.1/1.2/1.3/1.4/1.5s. This unsummons "The Joker".

R: The Emperor CD:90/80/70s Mana Cost: 120

King creates a magic circle in an area that explodes after 1 second dealing 200/300/400 +50% of AP dmg. All enemy champions hit get affected by "The Fool" for 10 seconds. "The Jokers" attacks become and AOE radius of 100 units for 10 seconds.

Tell me what you think. Criticism if welcome.

Edit: scaling on E stun

2 Comments

Fine Ionian Silk9/16/2017, 1:39:07 PM1 votes

Hello, I thought I would let you know my thoughts about Sir King. I'm going to tackle it in paragraph formation so it's easier to read.

Lore - Well, the lore is pretty incomplete, so I can't say too much going into this. However, from what I see at the moment the person doesn't really fit into the League of Legends Universe (perhaps that's what you were actually going for?) and seems pretty out of place.

Kit - I can honestly say that I'm a fan of the Joker ability. It feels like it's a pretty good take on the pet/familiar concept in League. However, I feel like he might be a little too dependent on it. I would recommend changing one of his abilities to give him a little something to deal with while the Joker is on cooldown.

As for addressing the rest of the abilities individually, I'll start with the W. I can see the aspect of what you want the NoJoker form to do (running away and that), but I don't approve of it's charming of enemies with the Fool mark (referring to the W WithJoker form). It doesn't really make much sense for it to happen, as there's nothing to suggest charming them towards the cursor direction (by the way, what's the duration of this?). Rather than a charm, I think that something more of just inflicting greater damage or slowing them would be more fitting.

Next is the E. I'm not a major fan of it unsummoning the Joker. I feel like, for being such an influential part, should be sticking around. I would suggest that instead of having the stun for 1.5 seconds (pretty long stun I'd say), you reduce it to 1 second, but let the Joker stay active. This way, you both have him out and about, but also get some nice CC on enemies to inflict the rest of your kit. Another possible idea is having the CC length scale up... something along the lines of; (Stun Time 1.0/1.2/1.3/1.4/1.5), but that's just an idea.

Now is the ultimate. Generally ultimates have been costing around 100 mana, so I would recommend that amount. Other than that, I can't find much else to comment on. It seems like a pretty good ability to me.