[Character Concept] Calypso, the Will of Iron
Calypso is an iron golem. Like a cross between malphite and blitzcrank. A big, craggy iron golem. He was granted life by the league for whatever trivial reason and now he roams the rift. Whoosh, lore accomplished.
Calypso's main role will be jungling, and top lane. Calypso will be a bruiser, more damage focused than cc-focused, but there is some cc in his kit. He will have two ultimate abilities, which is unique in league. They will however be balanced by cooldowns and the inability to use both in a short window.
Basic stats Health: 606--2210 Health Regen: 9.0-18.4 Mana: 290-932 Mana regen: 4.7-9.8 Base range: 175 Attack damage: 65-132 Attack speed: 0.59 Armor: 29-110 Magic resistance: 25-94 Movespeed: 290
Abilities
Passive: "Too big, too heavy, too rough" In iron golem form, Calypso's autoattacks deal 120% of his total attack damage, and cleave for 30-50% of damage around the target. In steel titan form, Calypso's autoattacks knock back in the opposite direction by 50 teemos.
Q: "Jagged and sharp" Cost: 40/50/60/60/60 mana. Cooldown: 12/10/8/7/6 seconds An iron spike raises out of the ground near the closest enemy, dealing 100/145/180/240/300 damage to the target. It does 250% damage to minions and monsters. This skill does not have scaling. IMPORTANT NOTE:The skill will show under the enemy before it pops, works best on cc'd enemies In steel titan mode, the spikes will be bigger and will activate 3 times. The appropriate amount of mana will be consumed. Cast speed increases with Calypso's health and armor.
W:"Iron Echoes" Cost: 50/50/60/60/70 Cooldown: 22/20/18/16/15 seconds Iron Golem: Passive: The armor of all enemy units within 650 range Calypso is reduced by 4/8/12/16/20 Active: The echoes around Calypso slow the enemy by 90% for 1 second. While the skill is on cooldown, the passive is half as effective. Steel Titan: Passive: The armor of all enemy units within 800 range Calypso is reduced by 8/16/24/32/40 Active: The echoes around Calypso slow the enemy by 99% for 2 seconds. While the skill is on cooldown, the passive is half as effective.
E:"Steel Titan" Cost: 100 mana at all ranks Cooldown: 80/75/70/65/60 seconds Calypso transforms into a steel titan for 20/25/30/35/40 seconds. While in Steel Titan form, All units that physically bump into Calypso take 20/30/40/50/60+(12% of Calypso's max hp) as damage and are knocked back 50 teemos. This can only proc on one enemy every 8/6/4 seconds.
R:"Magnetism" Cost: 100/150/200 mana. Cooldown: 80/70/60 seconds. All enemy units within 1000 units of Calypso are pulled towards him over the course of 10 seconds with increasing pulling power per second. Calypso's initial pulling power is 50 units per second, essentially reducing champions movement speed by 50. It increases by 75 per second, up to a total of 725 units of pulling power. Cannot be used unless Steel titan is within its final 20 seconds or is not activated.
After 10 seconds or until the skill is reactivated, A coral of iron spikes explodes out of Calypso, impaling all enemy units within 400 units of Calypso, dealing 150/300/450(+0.8 Total AD) and slowing the units by 40% for 2 seconds, decaying over time.
I would love some feedback on this. What do you guys think?