Kerik Magus of LIght - New Champ Concept

Utter Butter··3 votes·1,447 views

Base Stats Base Health starts at 450 and grows at 65 per level Base Mana starts at 250 and grows at 50 per level Base Attack starts at 55 and grows at 3 per level Base Attack Speed starts at .7 and grows at 3% per level Base Movement Speed is 330 Base Health Regen starts at 6 and grows at .8 per level Base Mana Regen starts at 7 and grows at .6 per level Base Armor starts at 14 and grows at 2.5 per level Base Magic Resist starts at 30 and grows at 0 per level

Passive - Wisdom of The Magus Kerik's power is increased by 3% per level and cooldown increased by 2% per level. additionally, his empowered Light Cannon receives a 25% power boost

Passive - Bending Light - Alternate Kerik bends light around himself, allowing any type of damage, melee, ranged, or abilities to miss him.

Ability 1 - Light Cannon Kerik fires a cannon of magic power from his hands. first target hit receives full damage. adjacent targets receive 75% down to 25% based on range from initial target. damage absorbed by Holy Guard is added as bonus damage. additionally, using an empowered Light Cannon reduces cooldowns by 2 seconds Mana Cost - 50/65/80/100/115 Cooldown - 9/8/7/6/4 Damage - 50/75/90/120/150 Ability Power Scaling - .7

Ability 2 - Holy Guard Kerik casts a shield that absorbs any physical damage for a short time. he then takes half of this damage and empowers his Light Cannon. Mana cost - 40/50/60/70/90 Cooldown - 10/8/6,5/5/4.5 Shield Amount - 30/50/70/100/120 Ability Power Scaling - .5

Ability 3 - Spell Thief Kerik weaves a portal before him and catches an enemy spell. after catching three spells, he opens a return portal and unleashes another cannon blast made of the combined damage of caught spells and his own. The beam goes through targets in a line. dealing less damage to each subsequent target behind the first. Mana Cost - 50/65/80/95/110 Cooldown - 14/12/10/8/6 Damage - 50/70/90/110/130 + caught spells. damage is reduced by 33% per subsequent target Ability Power Scaling - .3

Ability 4 - Divine Judgment Kerik flies to the air with wings of light and unleashes judgment upon the enemy champions. Global channel spell. Kerik ascends for 2 seconds before unleashing the damage for another 3 seconds. if he ends the channel while ascending by using R again, he will slam his fist into the ground to deal immediate damage at half the max damage and stun for 1 second. Mana cost - 150/250/350 Cooldown - 160/120/80 Damage - 200/350/500 over the course of 5 light beams per champion Ability Power Scaling - .5

Criticism welcomed on thoughts if something is too strong, or too weak.

6 Comments

Praetor Don1 votes

Passive is a bit lackluster.

Utter Butter1 votes

Yeah, a bit. i just wanted the scaling to be even. i put up and alternate to it then

TheDeathstalker1 votes

So, and I'll say more later if I have the time, but one thing I want to let you know right now is that the coolest mechanic in the whole champion is the W feeding into the Q.

You could replace everything else on this guy with anything else, and I wouldn't really notice (no offense, I'll explain later), but that feeding is really cool and does a lot for the identity of the champion as a whole.

I would recommend you completely rephrase the champion in your head and keep only the W->Q mechanism, and see if you don't stumble upon some other really cool functionality. Don't scrap the idea as a whole, but, as an exercise, forget the rest for a bit and try with a completely different theme, like Blood, and the shield absorbs only physical damage. What would the rest of the kit be then?

Utter Butter1 votes

Well i didn't want him to be too overpowering, like giving him a flash like move, like Ezreal, to get in with his ult. but his basis was to be anti mage a bit like Galio. just more spell damage stealing. but i guess i could adjust it so his w supports his other moves as well.

TheDeathstalker1 votes

So, I think you missed my point. I really like what the QW do together. I think it's great, and I just think the rest of the kit is boring in relation.

The ultimate does damage. The E does damage or whatever. They're flat, boring abilities that don't really make the champ more interesting.

Put another way: it's not fun.

The interaction between the W and the Q makes for a lot of fun. You get the chance to feel good for using it right, and deal more damage while blocking some on yourself. That's GREAT. The issue is: If you just take that mechanic and transfer it to the E too... well... it's more of the same. It's not more interesting, it's not more fun, it's just boring.

Your best bet would be to really just sit down and say "what would be fun to do?" Mobility and Utility are two great places to start for fun, because they make you feel you're making an impact and your actions have strong effects on the game.

Honestly, the same goes for the passive. Right now, its awful. None of them have any meaning past numbers (which you should rarely if EVER put into a champion idea til you know the skills are what you want. Also 5 levels of advancement, not 4).

In summary: Do what I said before. Don't make a new thread for it, but respond to this with a "What if he blocked melee damage, and was blood themed instead of light?" What skills would he have instead of the Passive, E and R?

This is kind of a creative thinking exercise, but it'll make you a better Champcrafter in no time if you try this stuff.

Utter Butter1 votes

So i made some changes. I'm not sure of the passive myself yet. but let me know what you think of the changes.

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