[Champion Concept] Koz, The Elemental Titan (fire and ice champ)

regonas·10/9/2015, 9:58:32 AM·5 votes·1,016 views
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Basic info Idea of him is pretty simple. I bet some of you hate to play mid against champs like Annie Brand Fizz Leblanc Orianna Syndra Yasuo Zed Veigar who can go all-in and kill you with one combo. To fight those you would usually need some tanky ap bruiser or anti-assassin, or champ with more range and good pokes. However, there is limited number of champs who could be decent against every assassin in this game and scale good into late game, because as game progresses those assassins get stronger and stronger until they can 1v3. I think he would be an answer on who could be best counter pick against assassins.

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COMBAT

~~ ~~ Attack range: 155

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Passive: Burning Ice: your magic resist becomes 0. All magic resist gained from any source is transformed into armor. In addition, reduce all magic damage taken by 20/21/22/23/24/25% (+1% per 25 of ability power)

Enhanced: increase your total armor by 10%. 2nd Enhance: increase all magic damage you do by 5%. 3rd Enhance: reduce mana cost of your abilities by 25%.

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Sunfire First [q] Cause your next basic attack to generate a heat wave in a cone behind enemy hit dealing 70/120/170/220/270 (+50% of ability power) magic damage to all enemies behind your main target.

Enhanced: will also deal its damage to the main target. 2nd Enhance: deal additional 30/45/60/75/90 (+15% of ability power) magic damage to your main target. Cooldown: 14/12/10/8/6 sec Mana cost: 45 Range: 400 Width: 300 (about 40°)

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Freezing Eruption [w] Cause icy spikes to erupt in a line dealing 50/90/130/170/210 (+45% of ability power) magic damage to all enemies hit and reduce their movement speed by 30% for 2,5 sec.

Enhanced: this ability will also leaves a trail of ice for 4 sec additionally slowing movement speed of any enemy in it by 30%. Both slowing effect does not stack. 2nd Enhance: additionally knock all hit enemies into air for 1,25 sec. 3rd Enhance: icy spikes will erupt instantly (normally they would move from you to the end of this ability like a missile) Cooldown: 8 sec Mana cost: 50/60/70/80/90 Range: 745 Width: 180

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Shield of Dual Elements [e] Shield yourself from 70/100/130/160/190 (+60% of ability power) damage for up to 3 sec. While shield last your basic attacks burn enemies for 20/35/50 (+10% of ability power) magic damage over 8 sec stacking up to 4 times. In addition, when you drop at or bellow 10% of your max health, then shield will be automatically deployed without triggering its cooldown for 50% of its normal power.

Enhanced: reduce duration of all slowing effects on you by 35% while shield lasts. 2nd Enhance: automatic shield will proc for 100% of normal power. 3rd Enhance: increase shields power by 20% and its duration by 3 sec. 4th Enhance: reduce cooldown of this ability by 6 sec. Cooldown: 18 Mana cost: 55/60/65/70/75 Automatic shield cooldown: 30 sec

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Heavenly Sentence [r] Passive: every time you kill an enemy champion is killed with this ability while under effect of this ability or killed by this ability then you gain one point of power. You can spend it to enhance one of your other abilities.

Active: freeze your target into solid ice stunning him/her for 1 sec. When this effect ends, then he/she will explode taking 200/250/300 (+60% of ability power) (+15% of his/her missing health) magic damage. In addition, nearby enemies will be knocked back by the explosion. Cooldown: 110/100/90 sec Mana cost: 130 Range: 400 Explosion range: 360 Knock back distance: from 200 to 500 (closer enemies are knocked back further)

(A note: if enemy champion is killed while frozen, then you still gain a point of power, even if other team mate got the kill)

~~ ~~ Some build examples:

  1. item 3020 item 3174 item 3003 item 3285 item 3027 item 3089 Mid vs AP champ
  2. item 3047 item 3174 item 3001 item 3115 item 3091 item 3157 Mid vs AD champ
  3. item 3020 item 3116 item 3151 item 3003 item 3027 item 3089 Top vs AP champ
  4. item 3111 item 3001 item 3025 item 3068 item 3027 item 3157 Top vs AD champ

~~ ~~ Some notes

  1. With 700 ability power you would take 53% less magic damage which is equal to about 113 magic resist.
  2. To enhance all abilities you would need 12 points of power, meaning with no cooldown reduction it would take minimum between 18 and 22 min to gain all those stacks. Shortest possible period of time to gain all stacks would be 10 min and 48 sec (+time before gaining R). Players would usually enhance only few of abilities, so they would need to think what they need the most and spend points of power with care.
  3. This idea is based on Omnimon, but only share its dual-elements theme.
  4. Non-enhanced Freezing Eruption should be not hard to evade, however enhanced version of it would be nearly impossible to evade.
  5. His q would also trigger item 3748 meaning two cones of AOE damage.
  6. Despite how he looks, he wouldn't be too hard to play. Only difficult part of him to decide where to spend points of power.
  7. He is melee-medium range champion. His basic attacks, E bonus damage and Q are melee range, R and Q wave effect is medium range, W is his only long range ability.
  8. And no, his kit isn't overloaded. He have melee wave clear, range knock up, shield and execute. He just look complex, but i don't think he would be too hard to figure out.
  9. You will gain points of power when you kill with your R. That means if enemy is killed by the explosion, then you gain point of power. In addition, if you manage to kill affected enemy while he is frozen, then that will also counts and gives you point of power.

8 Comments

Fauix10/10/2015, 9:29:45 AM2 votes

The passive is a bit strong to say the least, most AP builds have around 700 at 6 items, meaning he takes 53% less magic damage that cannot be penetrated to negate. Having all of the extra armor on top of that is just overkill. Might as well say "Can only be hurt by True Damage" at this point. The E's passive activation is a bit OP on top of how strong of a steroid it is. Overall, I like the idea of enhancing the abilities, but I do see it being more than a bit problematic. His ulti, while strong, is not a consistent kill, either by opponent not being enough health, or by someone KSing you during the windup to detonation. To fix this, I recommend having it mark the target for a few seconds on cast, and if they die while the mark is on them, it grants an enhance point. The enhances are just simply too powerful for how many free effects they add. His W for example at max enhance is an AOE skillshot with long range, a 1.25 second knockup (for comparison, that's how long Cho's is, and that has a long windup time), a slow on hit, and a slow field. Although immobile, he has no room for counterplay because he takes no damage when building glass cannon and brings a ton of long range damage and multiple sources of hard CC. He is almost literally unkillable when you aren't getting CC'd with how many resists he gets in addition to his shield.

Elegant42710/9/2015, 8:43:44 PM1 votes

I'll preface this by stating that I don't know a whole lot about champion balancing; however, his passive seems a little over powered.

I believe that stacking Magic Resist as Armor in a 1 for 1 makes items such as item 3001 and item 3174 become infinitely better. This also seems to remove counter play. You have a scenario for most lane match-ups.

Also, it seems like the upgrade system needs reworked. Twelve kills and his skills are maxed out. Power upgrades like that are usual coupled with weak early play and/or reduced scaling.

Questions:

How would his passive be affected by Magic Pen? What scenarios would be hard for him to deal with in lane? How does he handle team fights? How many kills do you expect him to average in a game? What room is there for counter play?