Champion Idea for AP Assassin Jungler: Kuro, The Cosmic Darkness
This is my take on making an AP Jungler Assassin. The abilities are designed to make the champ extremely good in the jungle, but genuinely terrible in lane. Also, it is to make very sure that there is no other way to play this champion than as an AP Jungle Assassin. Aside: Kuro is the Japanese word for black. Yes, I feel bad for using the word Kuro as a name.
Base Stats -Medium defensive stats that don't scale well into the late game to combat late game tankiness. -Mana pool and mana regen would be somewhat high, since his clearing relies totally on spamming his abilities. -Base AD and per-level AD would be even worse. This means that cs'ing is ridiculously difficult, and that he must rely on Q for everything. Since Q is AoE and channelled, it makes cs'ing early on almost impossible, especially without being harassed. -Autoattack speed is above average. -Autoattack range is also very low, with the caveat of his passive.
Abilities Passive: All damaging abilities apply a mark. Autoattack range is drastically increased when targeting a marked target, and pulls you into the marked target, consuming the mark. -Stats: Range is similar to Aatrox's ultimate. Pull will only pull to max range, allowing flashes, dashes, and blinks to escape.
Q: Channels a low range, AoE blast. Levels put into Q reduce cast time, increase damage, increase range, and reduce cooldown. Blast area is egg shaped, having a low radius at the back with a higher radius at the front. -Stats: Very low cooldown, medium damage.
W: Charges a linear dash, which damages enemies passed through. Levels put into W increase range, increase damage, decrease cooldown. Total charge time to max range does not change. Movement is restricted while charging (much like Xerath's Q). -Stats: Medium cooldown, low damage. Very fast, like Diana's R. Charge time similar to Xerath's Q. Base rank max range similar to flash. Max rank max range similar to Xerath's Q.
E: Activates a self buff that adds damage to every ability for every ability that strikes a target. Killing a minion or monster increases the duration. Killing a champion resets the cooldowns of Q, W, and E. Only adds a single stack for groups of monsters/minions. Damaging multiple champions adds stacks per champion. Stats: Long cooldown. Fair duration. Cooldown begins at activation. Meant to be used to assist in clearing the jungle with a single activation. Duration should be long enough to reach from camp to camp while utilizing W, but not from jungle to lane or jungle to enemy jungle. Zero cast time, can be cast during other abilities.
R: Activates a massive damaging field centered around you. Slowly pulls all affected enemies closer to you. Damage and pull are decreased the further away an enemy is from you. (unsure of mark mechanics on ultimate, depending on strength of E) -Stats: Damage at edge considerably less than Fiddle ultimate, damage at center slightly higher. Extremely high cooldown. Slight cast time. Ranks increase duration.
** Champion Explanation** As an assassin, the majority of his killing power revolves around his E, which increases damage per instance of ability damage dealt after activating E. As such, combo'ing abilities and using E at the right moment to maximize duration are key to making this champion useful. Due to the early cast time of Q and low range of W, making it from camp to camp will be difficult, but going from jungle to jungle will be impossible, making this champion very strong in his own jungle, but very weak outside of it. This makes invading very risky for other junglers, since not only will he be strong, he will also be taking camps very quickly. On ganking, he'll mostly be relying on overpushed lanes or on counterganking, since those don't rely on him engaging from long distances and puts the enemies within range of his Q.
His kit is also designed to make him an extremely bad laner. Since Q has somewhat high damage for a spammable ability, keeping E stacked will push the lane far too hard. Since he has no heals or defensive steroids, being pushed is extremely risky, since he's somewhat immobile early on. Not only that, the high early cast time will make it easily punishable, especially by ranged champions. Considering top is ruled by those who can punish or avoid punishment, mid is ruled by long range mages and manaless assassins, and bottom is ruled by ranged champions, there are very few matchups he would be able to go against and stay even, much less excel.
Post level 6, his ability to kill targets skyrockets, due to his passive and ultimate synergizing together so well. By then, his Q's cast time is seriously mitigated, his W has actual mobility, and being able to cast multiple abilities makes his E truly useful outside of the jungle.
Champion Thematics: I imagine this champion as a kind of cosmic dark matter human formed thing, radiating dark energy. -Q would have him suck in his aura, and then explode dark energy around and in front of him. -W would have the same kind of aura sucking, but would then shoot him forward, with the energy spiking behind him, like a bullet over water. -E would intensify his dark aura drastically due to stacks, so that when he gathers it for his abilities, you can tell how powerful they will be. -Ultimate would look like a dark supernova, flooding the area with a whirlpool of his energy, all being sucked inwards towards him. -His passive would look like he leaves dark energy on targets, and the pull would make his body look like it gets sucked into the mark and reforms on the person he attacks.