[CCCCC] Kamek, the Arch Magikoopa

Meep Man·4/27/2017, 10:51:05 PM·3 votes·1,410 views

http://vignette4.wikia.nocookie.net/yoshi/images/e/e4/Kamek_Artwork_-_Yoshi%27s_Island_DS.png/revision/latest/scale-to-width-down/2000?cb=20120526203519

This concept is made as an entry to the CCCCC, aka the Crossover Custom Champion Creation Contest. Kamek is a character made by Nintendo and I do not own him in any way, shape, or form.

LORE Kamek is likely the closest thing that Bowser has had to a father figure. Over the many years that Bowser has been triumphed by the Mario Bros., Kamek has always been there to support him. When the king was but a young lad, Kamek was his personal caretaker and made sure that the rising king was taken care of. First appearing on Yoshi's Island when he kidnapped Baby Luigi, Kamek sought to prevent a future he had seen within his magical crystal ball that foreshadowed the coming obstacle that the Mario Bros. would represent in Bowser's many attempts to rule the Mushroom Kingdom. Constantly empowering creatures in order to prevent Yoshi and Baby Mario from saving Baby Luigi, Kamek was constantly forced to pull back until he himself was forced to fight Yoshi, being beaten in the end. Ever since those days, Kamek has been involved in Bowser's many schemes. He is the only one in Bowser's army that Bowser himself treats with respect and is still the koopa king's personal caretaker. No matter what happens, Kamek will always be there to support and council the king he raised from just a tiny baby. https://www.mariowiki.com/images/thumb/6/6d/Kamek_and_Baby_Bowser_Artwork_-_Yoshi%27s_New_Island.png/180px-Kamek_and_Baby_Bowser_Artwork_-_Yoshi%27s_New_Island.png


KIT Kamek, the Arch Magikoopa Main Role: Enchanter Secondary Role: Disruptor Health- 445 (+65 per level) (445-1550) Health Regen.- 4 (+0.4 per level) (4-10.8) Mana- 400 (+50 per level) (400-1250) Mana Regen.- 9 (+0.6 per level) (9-19.2) Armor- 16 (+2 per level) (16-50) Magic Resist- 30 (+0.5 per level) (30-38.5) Movement Speed- 325 Attack Damage- 47 (+2 per level) (47-81) Attack Speed- 0.55 (+2.25% per level) (0.55-0.76) Attack Range- 625 (Ranged, Very Slow Moving Projectile)

Passive- Master of Magics Innate- Magical Broom: Kamek rides upon his magical broom, allowing him to fly through the air. This allows him to ignore unit collision and impassable terrain while moving, allowing him to fly across the battlefield unhindered. His own personal vision will also ignore impassable terrain. However, enemy vision of Kamek will also ignore impassable terrain, meaning they can see Kamek over impassable terrain if he would be within their vision range without the impassable terrain obstructing their vision. Kamek cannot hide within brush and cannot see within brush unless he is directly over the brush. Kamek cannot travel off of the map. Innate- Magical Wand: Kamek's basic attacks are converted to deal magic damage.

Ability 1- Magical Duplicates Active: Kamek creates a clone of himself that wears a different colored robe. The clone will then travel to the target location and then persist there for 45-60 seconds (based on level) before disappearing. Kamek Clones have 50% of Kamek's max health and 60/70/80/90/100% of his total armor and magic resist. Kamek can cast spells from his clones, effectively extending the range of his spells to include the area around his clones. Kamek clones provide unimpaired vision within 800 units of themselves. Kamek clones reward 15 gold on death and will laugh upon dying. Cost: 40/45/50/55/60 mana Cool Down: 30/26.25/22.5/18.75/15 seconds Range: 2000/2750/3500/4250/5000

Ability 2- Massive Mischief Active- Allied Champion: The target allied champion grows in size by 30/35/40/45/50% (+5% per 100 AP) for 4/4.5/5/5.5/6 seconds. During this time, the target takes 20/25/30/35/40% (+3% per 100 AP) reduced damage, ignores unit collision, and gains 6/7/8/9/10% increased movement speed. Active- Enemy Champion: The target enemy champion grows in size by 30/35/40/45/50% (+5% per 100 AP) for 4/4.5/5/5.5/6 seconds. During this time, the target takes 6/7/8/9/10% (+1% per 100 AP) additional damage and is slowed by 8/9/10/11/12%. Cost: 65/70/75/80/85 mana Cool Down: 16/15/14/13/12 seconds Range: 800

Ability 3- Teleportation Active: After a 1.5 second delay, Kamek teleports to the target location. Kamek Clones cannot cast this ability unless Kamek himself is also within range, causing both Kamek and all clones within range to teleport to the target location. If Kamek and at least one clone teleports with this ability, Kamek and all clones who teleported with him will all teleport to a random position around the targeted position and all share the same appearance for the next 6/7/8/9/10 seconds. During this time, Kamek and his clones will all move in the same direction until Kamek himself is damaged. Cost: 40/45/50/55/60 mana Cool Down: 19/17/15/13/11 seconds Range: 500/550/600/650/700

Ultimate- Super Size Active: Kamek or the nearest clone travels to the target allied champion and begins to fly in circles around the target allied champion, channeling for the next 3.5 seconds and causing the target allied champion to glow a rainbow color. Once the channel is complete, the target will become Gigantic for the next 8/11/14 seconds, granting them the following effects:

  • +100/125/150% Size (ignoring the size limit)
  • +100/125/150% Ability Range
  • +100/125/150% Basic Attack Range (Ranged Only)
  • -40/45/50% (+2% per 100 AP) Damage Taken
  • +10% Movement Speed
  • +10% Additional Movement Speed after not taking damage for 5 seconds
  • Ignores unit collision
  • Ignores impassable terrain after not taking damage for 5 seconds
  • Vision ignores impassable terrain
  • Can be seen globally by the enemy team
  • Cannot hide within brush

Kamek cannot cast Massive Mischief on allied affect by this ability and vice versa. Cost: 100/125/150 mana Cool Down: 160/150/140 seconds Range: 800


QUOTES

Upon Starting a Match

  • "Oh dear, where has Bowser run off to this time?"
  • "It's going to take ages to find Mr. Bowser."
  • "Something tells me I won't be finding any evil cookies or evil milk around here."
  • "Oh dear, where am I?"

Moving

  • "Look at those little insects squabbling down there. It's a nice little show."
  • "Such violence. It's not like this back in the Mushroom Kingdom."
  • "Ka ha ha, what a bunch of insects around this place!"
  • "Reminds me of the days back when I kidnapped those babies."
  • "Sometimes, I swear, Mr. Bowser can get himself into such trouble."
  • "Where did the king run off to this time?"
  • "I have never seen this place before. Hhmmm..."
  • "Bunch of weirdos around here."
  • "Maybe, one day, I can retire to a nice koopa beach. Yes... keh heh heh..."
  • "Magic? Oh yes, I am good at it."

Attacking

  • "Dirty little insects!"
  • "Zap! Keh heh heh!"
  • "Persistent aren't we?"
  • "Attack!"
  • "Keh!"
  • "You dare attempt to take me down?"
  • "Kee hee hee!"
  • "Come here to be destroyed, have you?"
  • "Ignorant little pest huh?"
  • "Prepare yourself for the fury of the Koopa magics!"
  • "Oh, you sad little Goomba..."

Casting Magical Duplicates

  • "Oooh, which one's the real me?"
  • "Remember, I'M the real Kamek."
  • "Not going to lie, ever since that one time, I've started to hate these clones."
  • "Oh my, what a handsome fellow."
  • "Can you guess which one is the real one insects?"
  • "Seeing double are we?"

Casting Massive Mischief

  • "This won't do. It simply won't do! Bigger! BIGGER!"
  • "It's about time we put things into perspective around here."
  • "Bigger is better!"
  • "Hope this doesn't bork like last time."
  • "Grow! Grow!"

Casting Teleportation

  • "See you later pests!"
  • "Kyaaaaa haa haa haaaa!"
  • "Keh heh heh heeeh!"
  • "Kee hee hee heeee!"
  • "Well, time to lose you for good, then!"

Starting Casting Super Size (Global)

  • "Allow me!"
  • "It's winning time"
  • "Let me help!"

Finishing Casting Super Size (Global)

  • "Now all will be crushed!"
  • "Yes! Now they will be crushed!"
  • "They will all be crushed!"

Failing to Cast Super Size Due to The Target Being Killed

  • "OH MY!"

RECOMMENDED ITEMS

Starting Items item 3303 item 2003 item 3340 Essential Items item 3158 item 2301 item 3174 Standard Items item 3504 item 3089 item 3050 Situational Items item 3190 item 3157 item 3285 Consumables item 2139 item 2055 item 2033


ROLE Kamek is an incredibly unique character that offers his team power mainly through his ability to provide amazing scouting vision for his team and directly increase the power of allies on his team by increasing their size. Alone, he would be hard pressed to defeat his enemies. However, if he is with an ally, he can make the lives of his enemies rather frustrating as they are constantly bombarded with gigantic assaults and bolts of magic. He is rather hard to catch, but can be quickly dispatched if he is locked down and bombarded with quick damage. During the laning phase, Kamek's main role would be securing power in the bottom side of the map by positioning his clones at key locations near his lane to provide vision for his team without the use of wards. He can also use Massive Mischief in order to make trades rather favorable for his allies. Once he has reached at least 20% Cool Down Reduction, trades will go rather favorable for Kamek and his allies as long as he can get in a basic attack. Once he has reached Level 6 and obtained Super Size, he and his lane partner can plan ahead of time by allowing Kamek to channel Super Size on his ally before unleashing some major pain on enemies from a great distance. If Kamek can get off a good Super Size right as a fight starts, his opponents will find themselves having a hard time killing the giant before them. Once Kamek's team begins to roam and team fights begin to occur, Kamek will mainly be of use by using Super Size on the most valuable member of his team so as to increase their chances of surviving and killing enemies. Have you ever seen a Cho'Gath that's 125% bigger than how big he is normally? That's a sight to behold. Allies that use cone abilities are in particular nasty to use Super Size on since cone abilities will be much harder to avoid if they are increased in distance by a large amount due to them spreading out much more. Allies that demand short distance fights will gladly accept being boosted to ginormous sizes, allowing a fight that would normally be just outside their preferred range to become just within their range. As the game begins to close out, Kamek should be at 40% Cool Down Reduction, upon which he should try and make sure to mark whichever enemy his allies are currently focusing so as to heal them for very large amounts of health. Ardent Censor will proc off of this heal as well, giving Kamek's allies even more offensive power from attacking a marked enemy. Also, Super Size should be at maximum rank by this time, allowing Kamek to use it to maximum potential. A Marksman with 150% increased Attack Range that can also see over impassable terrain will surely scare the enemy team enough to force a retreat or at least get a decent response from the enemy team. Be careful using Super Size while a fight is going on however! It is very obvious when you are casting it due to the rainbow particle effects and the global quote that Kamek says to taunt his enemies. Any crowd control will interrupt the effect and Kamek himself is vulnerable during the long channel time, giving the enemy plenty of time to react to the ability.

Above all, it is very important to note that Kamek himself has no ways of dealing damage to the enemy team outside of his own basic attacks, which are the weakest in the game and only useful for the benefits they provide Kamek's allies. While it may be tempting to just fly wherever you please, it is important to remember Kamek is a very fragile character who's only escape has a decent delay. Plus, remember that whenever you fly near an enemy and spot them over a wall, they can see you too and, if they can, will try and kill you. TL;DR Even though you can fly wherever you want, you should leave the clones to scouting and performing dangerous runs. You should stay with the team.


Thank you for reading and I hope you have a wonderful day! If you liked this concept, I would highly recommend you check out this other entry to the CCCCC too! It's a concept for the big himself, Bowser, and it is exactly how I think he should be! https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/9i9lNHtm-ccccc-bowser-the-king-of-koopas

3 Comments

Doctor Fail5/3/2017, 4:15:12 AM1 votes

Kamek is a pretty cool character, and I’m glad somebody created him for the contest. The kit has quite a lot of interesting mechanics inside it, particularly the flight and clone scouting.

The passive is a bit overloaded. The team information and mobility provided by being able to see and move over walls is a pretty strong passive by itself even before you add the AP auto-attacking and additional effects from cooldown reduction.

The secondary effect especially seems a bit overpowered when combined with the rest of the passive. Cooldown reduction is something a lot of people will build a good bit of, even if they don’t max it. Building a Morellonomicon is relevant to Kamek’s interest even without factoring the passive in, and that item alone will boost Kamek’s cdr-based innate into a state comparable to Ashe’s passive. This essentially means that Kamek has 1/3rd of a passive that’s comparable to a different champion’s entire passive. If you feel he doesn’t have enough of a slow without this passive then you could up the slow on Massive Mischief some.

Out of the various effects, the flight is definitely the most Kamek part of the passive, and it can provide neat synergy with his Q. Because of this, I would recommend ditching the cdr effects and focusing on the flight aspect. The flight and ap autoattacks are more than powerful enough of a passive, anyway.

Ability 1: It’s a cool idea that has some nice synergy with the passive in that it allows Kamek to provide very safe scouting for his team. The duration might be a little on the long side (Even one minute is a long time for a move to persist)

Ability 2: Making enemy champions larger is an unique concept, and it’d be interesting to see more of that kind of thing. In terms of general use, a flat six seconds is quite a bit and it might be good to have it scale up to six seconds as the move levels. On the target ally side, 40% damage reduction is really good by itself even without the movement speed boosts. It might not hurt to lower that some.

Ultimate: The idea here is really good. Kamek picking somebody and basically transforming them into a globally notified raid boss is a very unique and cool idea. Balance is tricky on this kind of ability. The long channel time combined with the duration means it might be a little too hard to set up properly without wasting a lot of its duration. At the same time upping the duration will make it a bit too much. Maybe an interesting idea would be to up the movement speed increase, but only have the movement speed and impassible terrain negation last for a shorter initial period. This way it would let the team-mate supersize and be broadcasted enough for the enemies to have their “uh oh” moment, right before it charges over a wall into the enemy team. This would also give the enemy a chance to flash over the wall and escape should they survive the initial charge, where-as otherwise there’s no real way to survive the super-sized enemy since you can’t outrun his range reliably, even without taking into account Kamek's autoattack slows.

The ideas presented in the kit are definitely very cool and unique for a league champion, but it's definitely very hard to balance these kinds of kits. I can tell you had a lot of fun with the idea, which is the most important part. And for the most part the kit feels like something you would expect from Kamek: a unit that uses its spells to babysit the allied team before turning them into giant final bosses.

Meep Man5/3/2017, 1:55:45 PM1 votes

Change List 9:50 AM EST 05/03

Base Stats

  • Base Attack Damage increased to 47 from 44
  • Base Attack Speed increased to 0.55 from 0.425
  • Attack Speed per Level increased to 2.25% from 1.75%

Master of Magics

  • Removed additional effects on basic attacks based on CDR

Magical Duplicates

  • Duration reduced to 45-60 seconds (based on level) from 60-90 seconds (based on level)
  • Clone Armor and Magic Resist increased to 60/70/80/90/100% from 20/40/60/80/100%
  • Mana Cost reduced to 40/45/50/55/60 mana from 50/55/60/65/70 mana

Massive Mischief

  • Duration for both targets reduced to 4/4.5/5/5.5/6 seconds from 6 seconds
  • Allied Movement Speed changed to 6/7/8/9/10% from 5/7.5/10/12.5/15%
  • Enemy Slow increased to 8/9/10/11/12% from 6/7/8/9/10%
  • Cool Down reduced to 16/15/14/13/12 seconds from 18/16.5/15/13.5/12 seconds

Teleportation

  • Delay reduced to 1.5 seconds from 1.75 seconds
  • Clone Copy Duration increased to 6/7/8/9/10 seconds from 3/3.75/4.5/5.25/6 seconds
  • Cool Down reduced to 19/17/15/13/11 seconds from 20/18/16/14/12 seconds
  • Range increased to 500/550/600/650/700 from 400/475/550/625/700

Super Size

  • Duration increased to 8/11/14 seconds from 6/8/10 seconds
  • Movement Speed Boost reduced to 10% from 15%
  • Target now gains 10% increased movement speed after not taking damage for 5 seconds
  • Target now only ignores impassable terrain after not taking damage for 5 seconds
  • Mana Cost reduced to 100/125/150 mana from 100/150/200 mana
  • Cool Down reduced to 160/150/140 seconds from 165/155/145 seconds