(Champion Concept) Koridan, the Lost Protector

ModEchoing·6/20/2016, 5:47:44 AM·15 votes·1,520 views
https://hydra-media.cursecdn.com/smite.gamepedia.com/7/78/T_Khepri_Default_Card.png?version=58c070a5dc128e5eaae41a44db161993

Scarabs are cool.

As a summary: Koridan is meant to be a Warden specializing in high situational mobility and shielding his team. He works best with at least one ally and thrives when his team can group. He looks pretty doofy otherwise, missing out on significant parts of his kit.

Good Neighbor Bonus: Go back to the CCOS sign-up thread and go down the list. I think I missed about two champions. Everyone else has a post from me.

Stats: HP: 590 (+89) HP Regen: 8 (+0.82) Mana: 365 (+40) Mana Regen: 7.1 (+0.68) Attack Damage: 62 (+3.1) Attack Speed: 0.694 (+2.2%) Armor: 27 (+3.75) Magic Resistance: 32 (+1.25) Range: 125

Abilities:

Passive: Scarab-Dad-Please-I'm-18-I-Can-Date-Whoever-I-Want. Warden's Shade - Right-clicking an allied champion within 400 range causes Koridan to dash in front of them. 15 second cooldown.

Q: Rolling Sun - Launches a sphere from behind Koridan heading toward the target point. The sphere explodes on impact with an enemy, dealing damage and slowing in an area. If it touches Koridan, it doubles its speed and stuns instead. Can be cast while moving.

Physical Damage: 50/90/130/170/210 (+0.9 bonus AD) Slow: 30%/35%/40%/45%/50% Slow Duration: 1.5 seconds Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds Range: 1200 - 600 units behind Koridan, 600 in front. Explosion Radius: 150 Speed: 500 Mana Cost: 60/65/70/75/80 Cooldown: 11/10.5/10/9.5/9 seconds

W: Swarming Shield - Grants a shield to an ally. The shield emits a swarm of scarabs that damage nearby enemies, converting some of the damage dealt into extra shield strength, to a limit. Half effect against minions.

Initial Shield: 40/60/80/100/120 (+3% max health) Maximum Shield: 100/150/200/250/300 (+7.5% max health) Physical Damage per Second: 20/28/36/44/52 (+0.15 bonus AD) Shield Damage Range: 250 Cast Range: 600 Damage-to-Shield Percentage: 50% Duration: 5 seconds Mana Cost: 80 Cooldown: 16/15/14/13/12 seconds

E: Shining Hope - Marks a large area, enhancing allied autoattacks made in that area with bonus damage. The first enemy champion to damage an allied, non-Koridan champion in this area becomes marked. Reactivating Shining Hope causes Koridan to teleport to the marked enemy, dealing damage and rooting them.

Bonus Physical Damage: 14/18/22/26/30 (+0.1 AP) (+1.5% bonus health) Physical Damage: 50/90/130/170/210 (0.7 bonus AD) Root Duration: 0.6/0.7/0.8/0.9/1 second Radius: 450 Range: 600 Eligible Range for Being Marked: 700 units from the circle Max Teleport Range: 1150 Duration: 4 seconds Mark Duration: 4 seconds Mana Cost: 65 Cooldown: 21/19/17/15/13 seconds

R: Guardian Force - Passively grants mana. When activated, creates a wide shield in front of Koridan, blocking enemy champion dashes and intercepting projectiles. Koridan redirects all damage taken to his mana pool while the shield is up.

Passive Mana: 150/300/450 Shield Width: 500 Damage-to-Mana Ratio: 1.0/0.95/0.9 Mana Drain per Second: 30/35/40 Cooldown: 30 seconds


Lore:

Once the ruler of a city in the Shurima desert, Koridan had everything he could ever care for taken away from him in a failed attempt to protect his people. Now ancient, ascended, and alone, Koridan seeks out the one person who can answer for this: Azir.

Before Shurima had reached its apex with Azir, Koridan was just a simple young sellsword with a big heart. This big heart caused him to come to the rescue of an equally young thief, Calin. A simple act of kindness turned into a mutual friendship, and Calin accompanied Koridan everywhere, working alongside him. While Koridan himself was not the most impressive swordsman, his kindness and loyalty won over even hardened hearts. Koridan eventually found himself in charge of a small mercenary band due to these uncommon traits.

As Koridan continued his business, more people began to gravitate toward following him. Not all of them could fight well, and most could not even fight. Faced with a dilemma on what to do, Koridan asked Calin for advice. Calin's reply was to create a base of operations for his band where everyone could stay and rest. This base camp, spartan at first, gradually began to expand as Koridan's reputation spread. He found himself fighting less and less for personal reasons and more often to protect others. Payment began to stop being an issue. Before Koridan had realized it, his "base camp" had become a bustling city, with him as its de facto ruler.

For a time, it was good. Koridan led his people in withstanding attacks both from monsters and men and saving those who couldn't fight or were too weak to fight. Calin served as his spymaster, keeping an eye out for those who needed help. The city's unchecked growth began to draw attention from others - most notably, Emperor Azir.

While Koridan and Azir's initial talks gave no signs of hostility, Calin was wary of Azir's power. It would be a simple task for him to order his vast armies, led by his Ascended generals, to destroy all that Koridan had worked for. To fight on equal ground, Koridan would need to be Ascended himself. Without consulting Koridan, he sneaked into Azir's palace to obtain the secrets of Ascension. He succeeded in stealing some scrolls, but was betrayed by an informant. Calin escaped, but Azir was furious at Koridan's apparent duplicity.

The war was brief, but brutal. Koridan, ignorant of what Calin had done, stood steady with his men, trying to fight off Azir's army in vain. When all hope seemed lost, Calin revealed to Koridan a secret weapon - through studying the stolen scrolls, Calin could perform the Rite of Ascension for Koridan, putting him on a level far surpassing a normal man. Wary at first, having heard of the strict requirements of Ascension, the gruesome fighting wore down Koridan's caution. In a desperate hope to save his people, Koridan agreed to the rite.

It failed.

Without the Sun Disc or most of the proper protections required, the Rite of Ascension instead apparently consumed Koridan and created a blast that leveled the city, killing everyone inside. Calin was the first to perish, barely having enough time to realize what he had done. The makeshift temple was buried, and left undisturbed until well after Shurima had fallen.

After Shurima - and Azir - had risen, the ground where the Ascension took place began to rumble. Out of the ground burst a giant scarab, covered in white and gold carapace. With one look around, the scarab realized what had happened - the Ascension succeeded, at the price of everything Koridan had ever worked for. Armed with new power, Koridan began scouring the new Shurima landscape, looking for answers and the one person who could give them all: Azir.

Deep down, Koridan regrets having lured Calin and so many other people to their deaths. All he can do now is live on in their memory, and continue protecting the weak and defenseless, however he can.


Pre-Emptive Q&A:

Hey, that guy is trash-talking you? Just downvote him. Please don't reply to him - I appreciate your support, but I'd like to keep this thread as topical as possible.

What? Koridan is a Warden that specializes in sticking next to allies and protecting them from enemies. He can jump around fairly quickly and set up some cool plays with his Q, and shield his entire team with his ult to block out enemy fire.

Is that- Yes, that's Khepri from Smite. Khepri is cool, man. Also, surprisingly hard to find cool scarab pictures.

What's up with his Q starting behind him? It's meant to be part of the whole rolling thing scarabs usually do. It starts behind you kinda like how Thresh's Flay hits behind you.

Isn't it really easy to hit people with it if you can cast while moving? I mean, if they're running at you like a moron, sure. After the first couple of times they ram right into a sun because they chased you in a straight line, they'll catch on. Even at doubled speed, Koridan's movement patterns are a pretty big giveaway.

So his passive is just a dash? Yup. Just a dash. No fancy bells and whistles there.

Champions only? Champions only. Minions are not people, no matter what schmaltzy glurgetastic YouTube videos say.

That shield is kinda powerful? You're not hitting full shield capacity if you're not hitting more than one target, and since it's a PBAoE, most ranged characters can't tap into that shield without putting themselves at risk of getting their faces turned concave.

Does the damage part on the shield go away if the shield is fully depleted? No. The damage keeps going until the spell ends.

Maximum mark range? To prevent Karthus, Ezreal, Ashe, etc. from getting fragged by a canny Koridan marking a nearby friend and then warping halfway across the map after a global ult.

What's up with the ult? It's a combination Braum+Poppy shield, taking a page from Reinhardt. It has similar mechanics in direction to Braum's shield.

Isn't that OP? It can block a significant portion of your team's damage, much like Braum's shield, except that drains his mana in response, meaning Koridan can't maintain it endlessly without being left helpless, and it's using a stat Koridan probably is not emphasizing. Also, while you can't dash through it, nothing stops you from walking through it after Koridan tosses out his cooldowns.

Why passive mana? Koridan isn't likely to build much more than Iceborn Gauntlet for mana. Maybe Frozen Heart, but that's not always a given. The passive mana boost is to give him some leeway in his build so he can still build like a bruiser and not have a trash ult.

How do I beat him? Isolate him. Koridan needs allies for his passive and E to work, and his ult is purely defensive. A full tank Koridan without his team is worthless. Bruiser Koridan might mess you up since his autoattacks are scary, but he still has no gap closer without his allies, making him easy to disengage and kite. He can only move as far as his team, so if you can keep fast-moving champions out, Koridan can't go any further than that with his mobility.

Where should I play him? Top, bot support, or jungle. Top and jungle both rely on his shield to trade/clear effectively. Bot support is also reliant on the shield to protect the ADC and help get some hits in on other melee supports. A bot lane with Koridan is fairly defensive and reactionary - hope you like farming.

You didn't answer my question? Ask away in the comments. I'm open to feedback.

Can you explain your thought process behind how you made this champion? Later, when I'm not super tired.

32 Comments

Xidphel6/20/2016, 5:10:16 PM6 votes

You're concept is so good and you are so great at making champs that I'm giving you a downvote.

Bobo1136/20/2016, 6:12:40 AM5 votes

*Side note: Would you consider Kephri to be the primary inspiration for the kit as well? (I just recognize the similarities with Koridan's Q)

I find it interesting to finally see a champ that partially relies on teammates, and tank/support champion that has multiple mobility mechanics that actually make sense. Indeed, Koridan sacrifices damage utility to do it, but it's actually an ingenius compensation - rather than tacking on a seemingly infinite amount of CC outlets. Many champs find themselves being awfully independant as of late, even when their roles in the meta suggest they shouldn't be. In an age of overloaded CertainlyT champion kits that dominate the meta, this kit shows an awesome way to bring champs back to being made for a more streamlined function rather than accomplishing too much. In a team-oriented game, I certainly hope to see champions like this on the rift some day, or at least champs made with this design philosophy in mind.

This kit definitely breaks the monotony of the usual tank/support trope. This is daring and paradigm-shifting idea. "Awesome" doesn't even begin to describe this.

sneezing slug6/20/2016, 9:24:40 AM5 votes

Really enjoy the kit, really enjoy the lore, love it love it love it.

I think it'd be really cool if this shield actually arc'd around him a bit in a large manner like a half circle, so people can not just stay behind it but they can stay inside of it to a point.

Anyway, love the concept dude. Great job on this.

Reaper Review6/20/2016, 5:53:38 AM5 votes

I think your passive needs a more unique name. It's Braum's W minus the word Stand, and considering it's essentially a passive version of that same ability sans the defense boosts...

Statikin7/8/2016, 6:39:04 AM2 votes

I feel the kit is really well rounded off. cue applause

I'm liking the mechanics on the E. It feels like something Riot would actually make and is well implemented regarding his whole warden theme. I don't see any problems on the W, and the Q is a really cool concept, but feels kinda out of place with the other skills. I like the ultimate, reminds me of ~~ hammer down! ~~Reinhardt

The passive is good, but feels a little bit unneeded. I get that it ties to his theme, but if you ask me, his E accomplishes what his passive does but more satisfyingly and also more interestingly (I get they are very different skills, but they have a similar usage if I am correct). I think the passive could be a little more interesting than Braum's Stand behind Me. It doesn't need to be mechanically complex, and it's good that it isn't overloaded at the moment, but it could definitely be improved in my opinion. Maybe-

Passive: Ascended Protector Whenever one of your skills interact with an ally (being damaged by an enemy within Shining Hope, being applied the shield, being effectively shielded from damage via ultimate) gain 10% movement speed for 2 seconds, doubled to 20% when near that ally or moving toward it. Cannot occur more than once every 15/13/11 (levels 1/9/16) seconds. Cooldown is reduced by 1 second every time a skill interacts with an ally. (numbers probably need tweaking)

I know the function is similar to the original passive, but IMO it is a little more interactive and interesting. It functions more reliably and works effectively while you are in the fray.

Teleport to enemy but find yourself in a sticky situation? No problem! Get out of there with your movement speed.

Need to quickly get to an ally to shield them with your ult? No problem, have some free movement speed! (technically it could be up multiple times during the ultimate)

I know it may not function as reliably as the dash in that immediate moment, but you can get it up more reliably overall and have some part in the reduction of its cooldown.

Just my two cents. But overall one of the better champions I've seen on the boards and good substance to your critical reviews :D

Raxistaicho7/9/2016, 3:41:26 PM2 votes

Khepri :D

Beruon96/21/2016, 8:20:07 AM2 votes

Good champ, but I think that the Q is strange.. like How can I not hit "myself" with it to double its power, when it starts behind me? So its just a constant buff o.O I like the shiled ability, but I think it should end the dmg output if the shield is depleted :P anyway, great ideas! Keep it up!

THE RlVER KlNG6/21/2016, 5:38:51 PM2 votes

Your picture choice aside, this kit bears similarity to Khepri as it is.

Universal Scarf7/6/2016, 2:19:01 AM2 votes

Hi!

I love the concept of your champ. It is well-tied at all ends - it doesn't intercept much with existing lore, it is well-tied to the picture and is well tied to the kit. Also, the Egyptian mythology that Rito love so much with Shurima characters.You clever bastard. Ascention is a great excuse to create champions as boundless as you want, in terms of appearance and such... WHY HAVEN'T I THOUGHT OF THAT.

Well, anyway. As for basic stats, I can tell you that 125 range for AA is small. J4 has 175, so I would suggest to increase it to at least 150. Thematically will make more sense too, since he is not using a weapon, but his extendable front legs to fight.

Passive - dashing tanks are painful. And I like it. Only thing is that, I would also add a flashy 45% damage reduction for your ally for 1 second. Since you pretty much don't have any other strong defensive protection on your kit (W builds up, R recharges for a long time and eats up a lot of mana), it would be a nice addition to "I took this damage on myself" kind of feel. Feels Braumy... but in a different way.

Q - speed is very low. Nami's Ultimate travels at 860 speed with its width. you didn't write the width in the description, but I assume it is less than Namis, so I suggest you up the speed of it since otherwise it will be impossible to hit anyone with it. Even if it doubles when Koridan touches it, it's too slow. Make it, maybe 600-650 initially, then it will be more reasonable. Otherwise I like the ability. The only thing is, if the range of it is fixed, it is really hard to tie it to the rest of the kit. It basically stands alone, and the conditions to make it strong kinda defies that "jump and save the ally", instead you are tied to the line where your Sun goes.

W - is a pleasant fight-encouraging ability. I like it, and the numbers are reasonable. Kind of an interpretation of Mordekaiser's W-passive interaction.

E - I have a little issue with this ability. The thing is, it requires an enemy to attack your ally for this ability to be usable. Your kit is already zoning as it is. This ability will be usable in teamfights, but it is really weak (0.5 second root is really brief), and in the laning phase, as soon as enemies see this zone, they will just turn around and run. I would rather make it something like Leona's Ultimate - it slows enemies in the area, and the closest to center is marked. Then you can dash to them and damage. It's just a suggestion, you amy make something else, but I tell you that as it is it's really weak now.

R - now, the ability is good within itself. The only thing that doesn't make sense to me, is the number of dmg-to-mana ratio and that it goes down. With the ratio as it is it will be overpowered anyway if you block, for example, Lucians ultimate, or MF's ultimate. And it goes down with level? Rather make it reasonably low of 0.75 on all levels - that will resolve the issue of too high conversion in late, and will be reasonable in early, and will place more accent on timing.

As overall, W and R are good, just need a little tweak to R. Passive change is just a suggestion, so it's up to you to decide. Q is out of the kit - well tied to thematics, but about plays - either I mis-interpreted some of your Q description, or you really made it hard to land and too situationally useful. E needs a change in my opinion - highly zoning and costly for early, too singular for teamfights in late game.

But overall, I had really fun time reading lore, and you have a lot more experience than i do in concepting, so you can objectively argue my review in the reply. Upvote to the post, anyway :)

Vorazun7/8/2016, 10:39:16 AM1 votes

CCOS Review

First off I would like to thank you for reviewing Reina. You've been very helpful (in general with the lore, and how I'm not the most...condensed writer)

In general, I don't think you can go toplane. If you do, your passive is almost always useless (unless you have a particularly gank-happy jungler, but even then, 400 range is a pitiful range for a dash) and would likely dictate that they come behind an enemy to be most effectiive, making it predictable. Even then, your E is almost always a better gapcloser then. Speaking of it, it's not in the best position because your E cannot be used effectively in a 1v1 situation, meaning that top-lane life becomes very difficult as you not only miss out on a passive, but a basic ability. Looking at the rest of it, it does not seem that the rest of the kit pulls enough weight to compensate for this (though this is likely for the better, as being viable top lane could potentially be overbearing in a support role).

Passive: It's...functional. I can see it being very useful in the bot lane as it provides a retreat option (as well as good combo potential with a carry like Twitch) while also having outplay potential. It just feels...there. (I admit that this may be a result of my tendency to overstuff unique mechanics everywhere.)

Q: It's a very interesting ability which has play opportunities. You can fire it from behind you for a potential stun (though it can be dodged easily) or from in front of you for a less easily dodged slow. The range means that it makes playing against ranged opponents more tolerable and allows you to get on top of them. My main issue here is the dreadfully slow projectile speed. 00 makes it the slowest projectile speed in the game (the current slowest is Anivia at 850), and even if the speed gets buffed it's still a far below-average 1000, which make it very hard to get the stun off effectively.

W: I really like this idea. Just one question. If the shield breaks, does the drain effect also stop? Or can you replenish the shield with the scarabs over the duration if the initial one has already been shattered.

E: I would personally shift a degree of the damage to the initial AoE, just so you don't lose an ability when you go toplane, but that's a very minor personal gripe. It's a very innovative idea otherwise.

R: I've personally explored the idea of using mana to tank before, but it's never really worked out imo. Mana is cheaper than health, which makes items like Frozen Heart or even Righteous Glory very efficient in terms of tank stats. I like the idea, but it's hard to find thematic consistancy for this ability (though the way you present it is well done). I still believe that such an ability is better found on an offensive tank (Vanguard, I believe the term is) since it reinforces the pattern of diving into the enemy team. Maybe if it redirected a portion of the damage done to allies around him to him..then it would feel better.

Overall...I'm kind of unconvinced of the guy's power. I don't feel like he is too effective as a Warden because of how his CC is delayed, and how he is not very effective against melee assassins/divers who can and will wreck your squishies. While his R does block dashes and projectiles, it's still not very effective against the most efficient assassins (ie Zed, Talon, Fizz) who can and will jump on your carry, delete them, and laugh as they retreat to safety. I also feel the redirection of damage done to him to his mana pool is misplaced as there is very little reason to target him with much priority given a very weak root, and an extremely telegraphed (even when enhanced) Q.

Arakadia6/20/2016, 11:10:27 PM1 votes

A few things could use some differentiation. For example the lore sounds like Azir's lore in the short run. "Guy kills his people and civilization because he screwed up an Ascension ritual. "

Also this guy seems unviable top lane and jungle because as you said he is reliant on allies and that's his weakness. He's basically missing a passive and ability in top or jungle. However his ganks wouldn't be that bad with his E.

He seems a little close to Khepri. Maybe give him something that differentiates himself from others like Jhin's shoulder mount and theatrical vibe or Taliyah's eyebrows and wings/cape of earth.

Awesome ideas feels pretty balanced and the kit is pretty sweet. The ult might be a little hard to balance though. It seems like it would be too good and be a mobile windwall with poppy W, or cost too much mana. Or it make take too much power from the rest of his kit. However Riot can do wonders, for the better or worse, so maybe his ult would be fine.

Finally I think "The lost protector" sounds cool, but you could find something a little more interesting. That would be kinda like calling Gnar the "Prehistoric Yordle". It works but we can find something better.