Kaiju Juggernaut Concept Inspired by Cho'Gath
Cho'Gath E and Ult are pretty cool, and mechanically speaking, they seem to put together an interesting Juggernaut combo of being a hulking being and landing massive damage behind your size. League also happens to lack Kaijus as a whole, so hey, why not take a swing at it?
Tentative Name: Kaiju Resource: Fuel (explained in Ultimate)
Passive - The Beast Every time Kaiju kills a unit, he gains bonus HP and Fuel. Kaiju starts off as a small creature, but once you gain enough bonus HP, he will grow. As Kaiju grows, his abilities get slower, but inflict far more damage in a far greater area.
[1 minion=+0.1% Maximum HP, Large Minions, Monsters, and Champions are worth more (unsure how much to tune to)] [I think Kaiju reaching max size should require about 1000 Bonus HP or 2000 Max HP, one or the other. Ignoring the % Ratio of his passive, that's easily at least two heavy HP items of investment right there, ensuring that Kaiju has to invest into the Juggernaut build path to get Juggernaut power]
This is where Kaiju's growth lies. I wanted to ensure two things in this passive: Present Kaiju as this growing threat that will feed and grow into the titanic monster, and stat bound him as a Juggernaut here so that I'll have more flexibility with his active abilities later. Currently, I think his growth system should be divided into three steps: Small, Medium, and Max. It would give him the feeling of growth without making the passive change in his abilities muddy or unable to project how they're changing.
Q - Thrash Kaiju lunges forward, crashing his claws against his prey. At his smallest size, Kaiju dashes in a straight line and stops at the first enemy he hits. At his maximum size, he steps swings his claws in an area in front of him, knocking back any units he smashes through.
[The ability is a free targeted dash. When he is small, it would have the range and speed of Vayne's Tumble, or maybe a bit further than that. At his maximum size, it would resemble more of one large step as Kaiju's weight crashes down. Kaiju alternates from which side he attacks from per cast.] [Damage scaling based on Max HP. Possibly include Armor Reduction? Possibly massively decrease cooldown with size?]
I wanted to solve a gameplay and thematics issue that occurs when you want to deliver on a hulking monster smashing through targets that also starts off tiny and probably not heavy enough to achieve the same effect. On top of this, there is the issue of small Kaiju being far too defenseless without his girth to back him up. While it's not more powerful hitting his targets, this gives small Kaiju some form of escape when he needs or a way to rush forward and collect his farm and survive until he grows. When he does have some size behind him however, he can deliver on this titanic beast smashing his way through everything in front of him. Thematically, I feel Armor Reduction as size increases can be an option here. The generic monster movie trope of smashing down buildings and such more or less reads to me as breaking down armor in a way. It may be a neat nod if, at max size, this damage also does damage to towers. Not Ziggs tower busting damage, but just plainly that he does some damage to towers with this ability.
W - Rampage Kaiju grabs onto the target with his jaws, damaging them and healing Kaiju for a certain amount. If he kills a unit with this ability, he gains a bonus heal and an extra point for his passive. As Kaiju grows, he will suspend the target into the air for a brief moment before slamming them down for bonus damage.
[Melee range point and click ability (think Irelia Stun)] [I think I want the heal to be a %HP mechanic. Whether it's Max Enemy HP or his own Max HP I can't decide, since one does thematics well while the other does mechanics well] [The bonus Heal should be for a flat amount] [Suspension time I think would be 0.5 seconds at medium size to 1 second at max size] [Kaiju would effectively be rooting himself for the duration of the suspension] [Perhaps slam down damage is based on Enemy's %HP?]
Cho'Gath's ult is cool, but I don't think it delivers on the fantasy of a gigantic monster well enough; too quick and not heavy enough. Works perfectly well when Cho'Gath/Kaiju is small, but a little odd if they're gigantic, at least if they're attacking a unit bigger than a minion/Yordle. Keeping the quick chomp around for when Kaiju is tiny thus works perfectly well, but I imagine that a giant beast picking you up in its jaws and slamming down is an epic way to play about that sort of ability. The % heal is simply a Juggernaut thing and fitting for an ability where you're basically chewing up your prey. The flat heal is more specifically for small Kaiju as a sustain tool, giving him a way to survive in lane while still maintaining some of his weaknesses as a laner (namely, he has to walk forward in basically melee range to eat). While the suspension is potentially very powerful, because Kaiju is also effectively locking himself down for the duration, I think it has enough counterplay given that at his larger sizes, he's also a gigantic target. I thought %HP damage would be neat because, in many cases, Health based champions tend to be much bigger and heavier in League of legends, and the weight crashing down does the damage.
E - Blast Scales Kaiju has a layer of scales that naturally resist AOE attacks, Crowd Control, and Slow effects. If Kaiju takes a certain amount of damage in a certain amount of time, the scales point outwards, losing their defensive properties. Instead, the scales deal bonus damage to all enemies around him whenever Kaiju uses Auto Attacks or Thrash, or deals damage to his attacker if he is Auto Attacked. The scales come back down after being out of combat for a period of time.
Illaoi and Darius have hooks, Garen or Skarner have movement speed bonuses, Mordekaiser...well I guess he builds Rylai's, they all have tools to get on top of their targets or they risk being shut down from afar. Kaiju's answer to the problem? it's just difficult to shut him down from afar. Kaiju's a big guy, he's probably going to catch everything with his face on accident anyway, might as well embrace that. Besides that, most other solutions just don't match up with his fantasy. That and his Ultimate will give him ways to deal with far away enemies as well. I also think his scales should be especially brittle while he's small, and disproportionately more powerful as he grows. At max size, he should be unstoppable, but while he's still tiny, he should be relatively easy to pick off.
R - Plasma Breath Passive: Kaiju naturally generates Fuel, based on size and level. Active: Kaiju channels for a moment, before blasting the ground with concentrated energy. Kaiju will continue walking towards the cursor, breathing plasma along the way. Reactivation of this ability immediately ends its effects. The plasma breath burns the ground for a short period of time, damaging any enemies that stand within it. Kaiju cannot use this ability at his smallest size.
Okay so I'm not sure if this made sense so:
- The channel is the "big breath"/charge up moment. Whether he comes to a stop or lurches forward for this period I'm not sure
- Think Vel'Koz Ultimate and Sion ultimate combined, although he moves far slower than Sion. Maybe you can freely target the ground, maybe he'll constantly burn the ground at max range.
Any other questions or suggestions I will answer to.
This ability is how Kaiju will handle threats at range. I want to say if he fully uses up his Fuel, it should be the length and area of a Rumble Ult. The burnt ground mechanic is a zoning tool or even a way to trap foes into battle with the beast. And also, monsters breathing fire/lazer blasts is just plain cool.
My attempt at a Juggernaut kit based on Cho'Gath and Kaijus.