Kelai, the Wall of Ionia

Nikushimi Zero··13 votes·2,928 views

Health: 600-2200 Health Regen: 7-23 Mana: 300-800 Mana Regen: 5-16 Armor: 30-95 Magic Resist: 32.1-53.4 Attack Damage: 57-117 Attack Speed: 0.65-0.97 Melee: 150 Movement Speed: 340 Primary Role: Tank Secondary Role: Fighter/Support


Background: The fighting was grueling and tiring as the weather got worse and the sky darker. The Noxian forces bashed against the Ionian fortifications set into the land. It seemed as if they would break through and the Ionians began to become demoralized. It was then that the Noxians met with something they weren't prepared for. As they breached the western barricades and swarmed inside a blast of power knocked them back and a man clad in golden armor battered and smeared in the mud and grit appeared. His sword gleaming and held before him in a stance that showed power and defense. The rain battered against the mans armor as he stood amidst the Noxian forces. Wary, but undaunted they threw themselves at him again thinking to overcome him, but in one motion he stepped and changed his stance and for a second it looked as if a pulse appeared around him. He spun his sword to his side and around his head bringing his blade back down and again the same pulse was seen, this time focused on his sword and the Noxian soldiers were tossed aside and back behind the barricade. Bringing the sword up in a downward vertical stance before him he rushed, charging them as his blade swung forward cutting through the Noxian soldiers. With a roar he screamed "Ionia will not fall this day! Brothers! Sisters! To arms! We shall throw these dogs back to where they belong!" With a mighty roar the Ionians moral increased and the Noxians were forced into retreat.

That day the man named Kelai became known as the Wall of Ionia. Unmovable and unstoppable. When he was on the front lines it was best to steer clear. His presence increased the moral of everyone. Well respected, and very skilled with a sword he became a great leader in battle.

"The best offense is often the best defense, or that is what my master has told me," - Kelai, the Wall of Ionia.


The picture(s) used for Kelai have been taken from google images and all rights for the picture go towards the owner. I am only using them as a reference.

Appearance: http://cs622622.vk.me/v622622850/305fb/VyZWBYJKQ7E.jpg The only thing this doesn't show is his face. His face is much like that of a normal Ionian with some differences. His hair is raven black medium length and tied back in a ponytail. Over his left eye he bears two scars. One that runs from just above his eyebrow, over his eye and just below his cheekbone. The other one just to the left of his left eye and the same length, but not over his eye. His right eye has a similar scar, but longer. It goes from just above his eyebrow near his temple, across his eye, down cheek slightly close to his nose and across his lips. This scar was given to him when he came across a tiger in the forests of Ionia as a child. He was saved by his master and taught to "see" again in another way. Think much like Daredevil. However unlike Daredevil he can still read printed words and see in great detail (At least, I believe Daredevil can only see rough details, and not flat words or pictures from my understanding). Also, this makes his eyes silvery white.

Weapon: A sharpened and reinforced broadsword. Very strong and very sturdy. He holds it with two hands.

Age: Early twenties. Height: 5' 8" Weight: 140-170lbs almost all muscle. Not including armor weight which weighs...well, a lot. XD


Passive: http://www.hiveworkshop.com/forums/resource_images/16/icons_15779_btn.jpg Defensive Stance/Area Locked: While in combat Kelai gains 5 Armor and Magic Resist whenever he is damaged up to a max of 30. This boost decays after 3s while out of combat by 5 every 0.5s. Also, 3/5/7/10% of the damage dealt to him is reflected back at the one who damaged him.

While out of combat when Kelai stands still he begins to lock down an area. This is shown by a golden circle radiating out from him whenever he stands still. After 3s it is at max which is a 500 unit radius. Once at max this area becomes "Locked Down" and Kelai is now free to move. While in the locked down area Kelai's Defensive Stance cap is raised from 30 to 50 and accrues over time in addition to when he is attacked. The increase over time is by 5 every 0.5s. Also while inside this area Kelai gains 5/10/15/20% of his Armor rating as bonus attack damage.

Allies while inside the locked down area gets a shield equal to 3/5/7/10% of Kelai's total maximum health and Armor rating that refreshes after 3s if not in combat and they are still within the "Locked Down" area. Upon leaving the area the shield rapidly decays; the shield is completely depleted after 3s of leaving the area. They're attack speed while in this area is increased by 5/10/15/20%. Kelai must be in the area for allies to gain these benefits.

For each enemy Champion inside this area Kelai gains 5% of his Armor rating as bonus attack damage.

Kelai's and allied health regen is increased by 50/100/150/200% while in this area and not in combat.

This area will disappear after 10s of Kelai leaving it and not returning. Upon Kelai's death it will disappear after 5s. Should no ally remain in the area and an enemy is inside the radius the area will be considered "Taken" and disappear. During the "Locking down" part when Kelai is standing still any damage taken, any movement (not taunts or dancing), or anything that would interrupt him will stop the locking down process and he has to start over.

Note: This passive is a new one, and most likely the final product. It seems to have a lot going for it so it might seem too complicated or powerful. It truly is quite simple and also completely setup induced. The locked down area is needed for the increases in armor and magic resist as well as the increases to his attack damage. Kelai has to remain within the area to gain any of the benefits as well as being in the area for allies to gain benefits. So, while it gives a good boost it also needs setup which is: Kelai MUST stand still for 3s before the area is locked down. He MUST remain inside to gain the extra benefits and MUST be inside for allies to gain benefits. Let me know what you think!

Note 2: There were a few confused as to why there were 4 numbers (at least one person so I'll mention it here). The first set of numbers is base. The next 3 are based on ultimate rank. So that is how the numbers scale. For example. The health regen. At base it is increased by 50%, but at ultimate rank 1 this increases to 100%, then 150% at rank 2, and finally 200% at max rank of 3. I just don't want confusion again, and this helps explain. ^_^


Q http://www.hiveworkshop.com/forums/resource_images/7/icons_6153_btn.jpg Shrug Off: Upon activation all CC effects are removed. Incoming attacks and abilities are reduced by 20/30/40/50/60% for the next 3s and he cannot be CC'd during this duration. Enemies within 300 units (Radius is centered on him) are thrown back 300 units and damaged for 30/50/70/90/110 (+30% Armor).

Cost: 50/55/60/65/70 Cooldown: 20/18/16/14/12s

Note: The way this looks is that he shrugs his shoulders and as he does he stamps his right foot down on the ground as he brings his word up and around before him. A "Pulse" emanates from his armor. P.s. For the icon imagine he has his hands forward with his sword in them and his legs set one in front of the other with his armor on.


W http://www.hiveworkshop.com/forums/resource_images/12/icons_11595_btn.jpg Rally: Kelai shouts within a 700 unit area rallying all allies in this area and hampering enemies. Depending on how close they are determines the effects. Allied Champions within 300 units of him are healed for 5/7/10/13/15% of their maximum health. Allies within 500 units who are in CC have it removed, enemies within 500 units are slowed both with movement and attack speed by 5/10/15/20/25% for 3s. Enemies between the 500 and 700 unit mark flee for 1s.

Cost: 70/75/80/85/90 Cooldown: 30/27/25/23/20s

Note: This ability has been changed, and might change in the future. Let me know what you think of it. It is meant as a means to help bolster your allies in the midst of a fight or right before one.


E http://www.hiveworkshop.com/forums/resource_images/9/icons_8202_btn.jpg Tiger Strike: Dashing forward 350 units he pulls along all enemies in his path with him. At the end of the dash he brings his sword around for a horizontal slash damaging all enemies before him for 50/80/110/140/170 (+60% AD)(+10% Armor) and knocking them back 300 units. This can be used to get through/over obstacles such as walls and barriers.

Cost: 50/55/60/65/70 Cooldown: 15/13/11/9/7s

Note: The visuals for this ability is as follows. He brings his sword up with the blade pointed downwards. Leaping forward a "wave" or "drag" appears around him which pulls along all enemies in his path with him. Once at target location he brings his sword up and around, slicing before him. Enemies before him are damaged and knocked back. Enemies to the side or behind him are immune to the damage and knock back. However, enemies diagonal to him in front of him are still hit and knocked back since they aren't directly to his side. Also note that enemies inside his drag/pull during this dash which takes about 1s to execute are unable to move. After the dash lands (Before the slash) they are free to move then.


R http://www.hiveworkshop.com/forums/resource_images/7/icons_6386_btn.jpg Ionian Wall: Passive: Area Locked radius increases by 100/150/200. Max radius of Area Locked becomes 700 at max rank.

Active: Upon activation Kelai gains a shield equal to his Armor, this effect is doubled if Kelai activates it in the Locked Down area. While the shield is up he takes 10/20/30% reduced damage from attacks. Basic attacks taunt enemy champions for 3s. Up to a max of 1/2/3 champions can be taunted. Cannot be taunted again for another 3s. All these effects last for 10s. If the shield is destroyed before the duration is over, it will refresh after 3s.

Cost: 100/105/110 Cooldown: 100/90/80s


Playing as Kelai, the Wall of Ionia: Strengths, Weaknesses, Early and Late game- Kelai is an Armor based champion much like Malphite and Rammus. He is best used top lane as a bruiser or bottom lane as damage mitigation/controller. Mid lane he works alright, but the threat of a gank from either side or both sides could shut him down early. His lack of range and speed also makes him easily kited due to the long range mages.

His strengths lie within his defense. As his master says "The best offense is often the best defense." Players should focus on buying armor and health. Magic Resist too, but Armor and Health better suit him. Much like a normal tank should. More so with Kelai. His defense IS his best offense.

The weakness that comes in with Kelai is that he is slow, is usually locked down to one area, and his range of attack is low. Using this information any ranged champion can poke him to death and any mage can easily rip through his health. While he has mediocre magic resist he is still weaker in this area and mages can wallop on him for hefty damage. True damage based on % health base ( Vayne ) will shred him due to his reliance on it. Any % max health or health based damage will be devastating to him ( DrMundo ).

Early game he should focus on stopping the enemy farm while either getting farm himself or letting his teammate, should he have one, get the farm. His skill is all dependent on what he wants to offer to his ally. His Q and E are his main defenses, his E being his main line of damage since with Q the enemy has to be extremely close for damage. His W is more for team fights and helping keep an ally (or allies) going. His ability to "Lock down" an area comes in handy, especially later on with his ultimate. He makes an area almost impassable with Lock down, but this restricts his movements as he must stay within this area. Allies near him and in the locked down area with him there gain good benefits and should remain close, but don't be afraid to leave his area if things get too hot. He can handle himself if he has the proper items and setup. His area is HIS. Enemies fighting him in his area should be wary. This is where kiting and ranged champions shine. It is best to help protect Kelai from these ranged enemies while he takes their attacks. Work together with Kelai and NO ONE will get through. Well, almost no one.

Late game is when he shines. In team fights he has the ability to control and conquer the enemy team with his teammates. Leading with his E into a fight and then his Q once surrounded. Follow this with a W. This allows time for his teammates to come in for the kill, or kills. Be wary though, as this could lead Kelai into traps or even death. His Ultimate helps to soak up the damage in a teamfight as well, and when in a locked down area he becomes a great wall.


Allies: All of Ionia. Enemies: Any who threaten Ionia.


Essential Items: item 3068 item 3075 item 3143 Offensive Items: item 3156 item 3022 item 3074 Defensive Items: item 3083 item 3026 item 3110 Other Items: item 3047 item 3072 item 3071


Quotes, taunts, etc: Upon Selection: "I shall stand between your enemies and your friends."

Attacking: "You shall not pass!" "You won't get by me!" "They don't call me the wall for nothing," "Face me cowards!" To fleeing enemies.

Quotes/Taunts: "Master Yi. It is an honor. My master talked much about you," "I-irelia, I shall do my best for you this day," A bit shy sounding at the beginning. "Karma, I-I umm, thank you for this chance to prove my worth," Also shy sounding. "Two blind Ionians? Well, that's a joke waiting to happen..." to Lee Sin. "Many Noxians have fallen against the wall. You're no different," Any Noxian on opposing team.

Moving: "This armor is heavier than it looks." "On my way." "The wall moves." Whistles nonchalantly

When dying: He falls to the floor with his sword planted in it. Propping himself up he refuses to die. This is to show his sturdiness and resilience. After a few seconds he disappears.

Recalling: He plants his sword in the ground and takes off his helmet placing it atop his sword. He then begins to stretch. Cancelling recall makes him grab the helmet and flip it back onto his head and grab his sword.

Personality: Kind and caring. Strong and stout. His voice is a slight deeper master yi's. He is also extremely shy around women. He grew up in an isolated monastery with no women and so he has remained "Clean" all his life, including now. So he is extremely shy around them. He is very loyal to Ionia and to an extent the allies of Ionia.


There you have Kelai, the Wall of Ionia! Just a nice, simple, sweet concept I made up. I hope everyone enjoyed and if you did please vote up! If you do vote down I'd love to hear why so as to better my concepts. Please though, no hate. Constructive and civil please! Same goes with feedback! I appreciate it. Though no one has time for hate. I like to converse with people who reply and explain things or talk about things. If anyone has any questions don't be afraid to ask! Thank you again! ^_^


Bonus Content for CCOS The champions from previous CCOS have been two of my own. They are Valen, the Displaced Professional who I worked days on just to get right, and thought extremely hard on his ability and move set. His skillset I imagined inside the world of league. Him being mid lane against their mages and dashing to and fro giving them hell, but then having to retreat once their jungler or tanks started to enter the fray. In team fights the imagines I thought of with him fighting side by side with his wife and their abilities wrecking havoc for but a short time they are together was touching to me. My second favorite champion I have ever made. His story, his skills, everything.

Second, tied with Valen for my second favorite, and also a CCOS entrant was Vyrion, the Desert Dragon. I always wanted more dragon champions after playing and seeing Shyvana in action. You could say I had a crush on her XD Might still have one. So it got me to thinking about Dragon champions. Possibly another one like her? Maybe an actual dragon. Then, as I was scrolling through google at dragon images the image you see in my concept popped out and I knew what I had to do. I created this concept with this image in mind, but fell short. Later, I revised my champion here: Vyrion, Dragon of the Desert.

He came into being as a burst ADC. The thought of using sand as a resource as well as to attack interested me beyond anything, and so I hoped to improve upon that. The uniqueness of my design truly is what brought me into the fold of making champion concepts.

Because of my own concepts and creativity, and also a result of others creativity, it made me thrilled to continue to create unique concepts that everyone would want and love. That is why these two were my favorite. While Vyrion was not my first (No, he was my third champion ever made with a Samurai who also became a rework followed by a Moon Champion inspired in part by Diana. Perhaps too much so.)

Anyways, long bonus content. Apologies. They just meant so much to me. When I entered Vyrion and Valen into the contest I was happy to see that people were taking notice of something I created, and of others works as well. So, thank you all. ^_^

46 Comments

ZXElement1 votes

Very Nice

Nikushimi Zero1 votes

Thank you ^_^ I did work a long time on him.

The Lilly1 votes

Tbh, that ult looks really overpowered, could just be my lack of knowledge of what is and isnt op.

Nikushimi Zero1 votes

Yes, the ult was something I was worried people might seem as too OP. Though the radius is centered on him. It is a bit overloaded (Might tweak a few things). I appreciate the feedback ^_^

arc951 votes

He seems incredibly OP but his Kit seems really fun I would definitely buy him

I love the idea simplistic-ish kit big brute of a tank... great "character background" .... great art/look...

and If you came up with those quotes,taunts etc. Rito should hire you because those are better than most champions :P

seriously its great he talks in a his "combat" quotes with a kinda cocky but in a I earned the right to be cocky sorta way and hes "extremely shy around women" despite being a massively powerful(and im assuming renowned) warrior is just gold :P

arc951 votes

This is how i would change it...

Q- damage reduction 10/15/20/25/30% Remove: the knock back, and damage

-4 effects on a Q is too much imo

and the ratio on the damage reduction was just way to massive condisering most fights wont last very long and again it would make him more or less unkillable at any point the game(assuming no one is fed)

W- Lower radius to 500

(yasuos whirlwind range is 475 for context)
Champion stat boost set to straight 10% or 15%(think of it this way at max level that boost would grant a tank around a 600-1000 hp health boost(shield))

E-again lower all the radii (again think of how long Yasuos whirlwinds radius is and the E would move enemies 175 units more thann that)

R- Again this ability is just over loaded lower the armor/MR buff to like 30/50/70(I think matching Jax's would be a good ratio)

Jax's ult gives Armor:30 / 50 / 70 (+ 50% bonus AD) MR:30 / 50 / 70 (+ 20% AP) -the previous amount was again just so massive that unless the enemy built all penetration they wouldnt even dent your health so the unkillable thing again :P

Assuming compelling to attack is just fancy talk for taunt..I must say I like the taunt but...

REMOVE: the slow

and lower taunt radius to 300 units(shens taunt is 600 in a straight line while his would be 500 AoE he would pretty much taunt the entire enemy team in a team fight well being more or less invulnerable with his ult and Q)... also i didnt entirely understand "Enemies cannot be compelled again after being compelled for another 3s."

Nikushimi Zero1 votes

I appreciate the feedback. That's the first thing I wanted to say. Now, allow me to just address a few things. First gonna talk about the ult.

Ultimate: The radius seems huge, but in actuality it isn't. Think about it this way. The cast radius for Anivia's ultimate is 625. Mine is 125 units less than that. It is also centered on him, so (Range wise) it would go out maybe 400-450 units from him. Gotta remember and take in the radius and that it is centered on him. Also, the ultimate is meant to envelop the area and lane he is in (Though I reduced it) because he is meant to be a "Wall" and what wall leaves openings?

I do understand about the slow though. The fact he gains so much to his armor and magic resist (Which his magic resist isn't anything to brag about) is because that doesn't scale. Now, not sure about Jax if the whole AD thing is added to his Armor or not, but that would potentially give him the same boost, or does he gain 50% to his attack? The reason I say this is because Jax ultimate if I am reading it right is that he gets 50% bonus AD so that could be anywhere between 50-100 to his armor plus the 70 at max rank would overcome my champions Armor who has no scaling. The AP though....Never used jax so idk how much AP he would have. I am just saying mine is a flat rate whereas Jax has scaling.

I will look into it though and adjust a few things. The slow was there to kinda make it hard to leave the area, but I could possibly remove it.

Q Yes, I was worried about that. However, the damage and knockback stay because of how short of a radius that is. They literally need to be within melee distance to even be damaged and knocked back by it. I could see about lowering the damage reduction. I did want it at a flat 50%, but wasn't sure people would like that. Think of the radius for the active of Crescent for item 3074 That has a radius of 400. People need to be really close to get hit by that. The knockback is also the same as the knockback from XinZhao

W I could indeed think of lowering it. However 500 is slightly too low, but possibly 600-700 since this is a shout and if he has that quiet of a voice....XD The % can definitely be changed though I did scale it that way for a reason so it wasn't too OP and it wouldn't be that strong until late game.

E Umm, E has no radius. It has a range. Think a slightly shorter Lucian dash that drags enemies along with him that are in the path of his dash. At the end of the dash enemies in front and diagonal to him are hit and knocked back. The same knock back as XinZhao in terms of how far they are knocked back. Least, that's how I imagine it.

Other things: Thank you again for your feedback! Much appreciated. To reply to your other thing (The one before the actual skill talk). Yes, he is a renowned warrior and slightly bigger than normal and he is shy around women XD I thought it an interesting twist and I'm glad you like it. I was going for a very simple lore and character with an interesting kit focused on tanking and control. I much appreciate the feedback. ^_^

You say he seems incredibly OP, but I believe that would only be determined in practice, and of course things could always be nerfed.

I did indeed come up with the quotes. I came up with everything in this champion concept except for the picture. I found the picture on Google Images and the rights for it go to the owner (Whoever that may be). I wish I could draw, but my talents lie elsewhere.

Thank you again! ^_^

arc951 votes

Yup yup you're right honestly there isn't much of a way of saying if something would be op or not without testing... like gangplank on paper he sounds like he would be op but he really is just average in game >.<

Nikushimi Zero2 votes

Pretty much. A lot of champions are like that. There is a lot of variables. Being shut down early. No gold for items. Getting ganked like no tomorrow.

I would love if there was a champion creator where you could make and test champions in like a "test" arena. That'd be pretty neat.

Mentalle1 votes

i love the idea of this champ but i would probably murder my whole family if he has a normal helmet plume and a back sheath

Mentalle1 votes

also any way you could toss some cc in there aside from his e that would be great maybe an uppercut slash with 1:1 ad ratio that knocks up and then stuns for 1.25 second with a scaling of .3.4.5

Tessel81 votes

Overall, it looks pretty solid. A tweak could be made to his passive to make it more unique, but the real issues are his Q and R.

I was reading his Q and was blown away with how ridiculously op it was. The cc interactions is ok, but I believe it doesn't need to do any damage let alone a .5 AD and .2 armor ratio. That just isn't balanced. It also shouldn't reduce incoming damage by that much, maybe a max of 60%. Remove the damage, keep the cc negation, lower resistance, and maybe add a slight slow to it. Then, it will be reasonable and viable.

His R isn't too bad, the only huge problem is the taunt/slow combo. The taunt lasts for a pretty long time as is, but to add a slow on top of it is unreasonable. I really like the idea of his Armor and MR getting a big buff, but a full taunt/slow setup is a little much. Remove the slow, keep the rest.

Other than that, his E and Q don't both need to be able to knock people back. I would say to remove the knockback from his E, possibly even add a very slight slow to it. By removing the knockback, this gives him extremely good synergy with Orianna as well as anyone else with some kind of Aoe attack.

His W is pretty good, I like the concept, but maybe it only boosts MS, AD, AP, and maybe defensive stats as well, as opposed to all. The minion buff could be a little shorter, or better yet, increase duration as you rank up the ability (2.5/3/3.5/4/4.5/5?)

Overall, this is a really good concept. I love the ability concepts and design. He has a nice W-E combo to initiate fights as well as his Q to zone and R to sustain. Very good champ design and idea.

Nikushimi Zero3 votes

Appreciate the feedback! I'm glad you enjoy. I do want to keep the damage and knockbacks though. The reason being more lore wise than anything. Being able to "Repel" fighters. Also in the lore he did "Knock back" with those abilities and taking them away would be slightly....off to me. I could definitely lower the damage on the Q though and possibly lower the AoE on it.

The R's taunt is 3s. After that they can't be taunted for another 3s. This adds up to 6s total, and the final taunt (If they're not out of it) is for another 3s for a total of 6s taunt and 4s slowed. I could of course remove the slow. In fact, think I might just do that now.

X SkeletonCandy1 votes

Two things:

  1. That ult could be really, really OP.

  2. Please lord get rid of his cringy dialogue towards women.

Nikushimi Zero1 votes

Awe, but that's one of the best part about him is his dialogue XD It's only towards those two anyways. Mostly he just coughs and clears his throat shyly. Like when people are uncomfortable.

His ult could be, yes. Then again, look at Nunu's ult. That thing could be seriously OP with the right item and setup. XD

I appreciate the feedback.

Nikushimi Zero1 votes

EDITS Removed the Slow on his ultimate. A shame, I kinda liked the feeling of being slowed. Reduced the reduction from attacks and abilities on his Q. Removed AD scaling to his Q. Added 10% to Armor scaling on it. This is to focus more on the Armor.

The Q radius for damage IS extremely small. I do appreciate all the feedback! Please let me know what you think ^^ Vote up if you like, and be fair and civil. Thank you! ^^

Neamean1 votes

so his q is Alistar and Olaf ultimates combine but it has 20 sec or lower cooldown cooldown

Nikushimi Zero1 votes

Sorta. His Q is definitely weaker (And doesn't last as long). The Q is 3s and the only time it knocks back or damages is when enemies are extremely close. The damage reduction is slightly less than Alistar's (Now that I redid it, and I would be willing to go to 50% instead of 60%). The CC is pretty much the same, just with only 3s. Less time than their ultimates and I would like to think less potent.

TheFirstGokun1 votes

You have an interesting idea here, but it falls short thanks to over simplicity. With all due respect, Q and E are probably Kelai's only interesting spells; his passive, W and Ultimate are all just crazy statboosters. Here's how I would change him. First of all, I want to talk about his W. "+25% increase to all stats" for all allies within 1000 range is not only ridiculous but unclear. Does this include health, or just bonus health? What about movement speed? Critical strike damage? There's so much going on over 3 seconds with just one press of a button that it's not even funny. Plus, with that range, Kelai could be over a wall or something shouting his head off and the enemy would never figure out just how your 0/3 Riven was 1v5ing their entire team. So how do you change that? I suggest you specify exactly what changes by how much (maybe +15% movement speed, +10% AD and AP, +25% MR and Armor) and consider how OP that can be. Also, Kelai's shouting offers enormous control over teamfights. No, scratch that, it wins teamfights. So how about making it a lot clearer just what is going on when the Wall of Ionia starts bellowing.

Kelai begins channeling for up to 5 seconds, rooting himself and increasing the (your buffs here) of all allies (excluding himself) within 1000 units for the duration of the channel and 2 seconds after it ends. Minion stats are doubled. While channeling, Kelai is visible to all enemies within the area of effect. Enemies and Allies can see the area of effect while it persists. Kelai can end the channel at any time by reactivating Rally.

This gives enemies a clear idea of what is happening, allows counterplay (aim your cc at Kelai to stop the channel), and allows Kelai to extend the duration of this buff by standing still for longer. Having the spell stop Kelai in his tracks is a good way to balance this insane teamfight and zone control potential, as well as lengthen the minion buff duration for the sake of, say, sieging towers! His passive is also boring, and no surprise there. You yourself said you took the idea from Rammus, a champ made back when Riot wasn't bothering with interactive passives (see Nasus, Morgana). There's a lot more interesting things you can do with this space to fit Kelai's playstyle better, for example:

Whenever Kelai takes physical damage he gains a stack of Honed Defense. At 5 stacks his next attack becomes Honed, dealing an extra X% of his armor as physical damage and slowing the enemy by X%.

This gives him both a frightening presence in teamfights and in lane, as well as extra cc once his Q and E are on cooldown, as well as extra effectiveness against team comps heavy on AD. Congrats, now Kelai is the quintessential counter to physical damage. Finally, his ultimate. An aoe taunt 3 times longer than Galio's. How were you expecting to sneak this one by me? Seriously, this is ridiculous. With all the raw stats this champ boasts I was expecting him to be pretty low on crowd control but this? This is just ridiculous. You weren't kidding when you said his combo would "lead to a victory", because there is no way to beat this. So let's get to fixing this. What is the purpose of this skill?

  1. Drawing the enemy team in.
  2. Helping Kelai tank better.
  3. Crowd controlling the enemy team/focusing the enemy team on Kelai. Alright, scratch number 2. Why? Kelai already tanks like a boss, considering his 60% damage reduction and crazy armor stacking. Why should it be harder to kill him? Why should he ever discourage the enemy from hitting him? Which means the ultimate should be some form of crowd control, drawing the enemy team towards Kelai? This is presumably to snatch enemy carries from your backline or catch their entire team, so I'll see what I can do.

Kelai taunts all surrounding enemies for 1 second, then swings his sword in a large circle dealing X + X% of his armor as physical damage to all enemies struck. Enemies are carried along with the sword for a full 180 degrees, and are stunned for X seconds and stopped if they collide with a wall.

How do you like that? Draws the enemy team in, but it then switches their backline for their frontline (or stuns them, but whatever). This should be excellent for tossing that Riven and Volibear away while pulling that Caitlyn and Xerath right into your team. And in the jungle? Stun city baby. The only thing is that the sword turn is very very fast, so it may be a bit disorienting for everybody. Anyway, this is just my idea. Overall, your concept for a full armor champion was lacking in interactivity and built on kind of boring stat boosts. I hope I didn't sound too critical, as it's a cool concept that deserves some recognition for the new ideas it brings in. Please continue to work on this idea, as I'd really like to play the final product :) Reviewer, away!summoner 4

Nikushimi Zero1 votes

Alright, that was a lot to read XD No worries, I appreciate the feedback! I might just miss a few things in my response. Hopefully I don't. XD

First things first I wanted to say that yes. This was a very simple champion. I made him simple because my champions who have been a little more complex seem to come under scrutiny for being "Too OP" or "Too Confusing". For example when I first started creating champion concepts I created a champion that used "sand" as a resource and a lot of his abilities were sand based, but because of what they did and how they worked I was told it was too confusing. Shrugs XD And recently one of my champions was told to be too OP/Complex. So I decided to try my hand at something more simple, and perhaps later on get a bit more fancy with him.

Onto other things His passive is what I'll start with. I admit. When creating this champion I had a clear idea of what I wanted to go for. A tank that gained attack from his defense. Someone that controlled the field and boosted allies. Pretty much a game changer without it being too strong right away, and only with help of items and teammates would he be able to be useful. This of course led me to looking at Rammus and Malphite. Rammus had the passive I wanted, but I couldn't make it exactly identical. I wanted something that gave him permanent power from his armor. Making the player focus on armor and not AD items. This is what brought the passive into what it is. Yes, it could be a lot more interesting and innovative, but I'm not entirely sure how I could do it unless I completely got rid of his AD altogether and made his power his armor, but that would be....i'm not sure how people would react. It'd be just like all the champions without mana using mana based items. They'd not gain the effect of the mana, but the other effects. What do you think?

Also, as stated. For the passive I wanted something more permanent. I was in fact thinking of "Everytime he gets hit he gets a stack of Honed Defense which gives him a bonus to his armor." I was also thinking of his passive being like an effect of Thornmail which grew in power the more he was struck, but I liked my whole Armor=Power thing.

W I admit this one was a bit....up in the air with me. I wanted something that showed he was a beacon that inspired his allies (Much like in his lore), and originally I was going to increase stats by 50% of champions, but decided that was definitely OP. Even if it was for 3s. So I scaled it and made it 25% at max rank. It's a 3s boost to allied champions and double stats for minions for 5s. 3s seemed like a pretty good time allotted. Especially in a team fight. I gave it a pretty long cooldown because I didn't want it to be spammed. I could also make it longer. 3s is a game changer, but with a medium-long cooldown it makes the player think of WHEN to use it. I will be decreasing the radius of the ability though. I might possibly add a 2s cast, and 3s afterwards. Yes, it originally upped all stats, but I could see about specifying certain ones.

Ultimate I forgot about Galio's ultimate. Yes, it is "potentially" 3 times longer. This is because it is meant to draw in enemies from a pretty decent distance. Give them time to get close for ally AoE and the like. However, after the first taunt they cannot be taunted for another 3s, I could make it another 4s. Though it is designed to make a potential of 2 taunts. He does have a huge defense boost, but that goes along with his whole wall thing, and I stayed away from the sword spin (I was actually thinking of that for my E), but I mean....Garen has that whole sword spin thing and I didn't want people to go "That's just Garen's ability with an added effect!".

There is one thing I was going to do with the ultimate, but can't remember if I just scratched it or forgot it, and that was to make him slightly slower. Not sure though.

In the end Thank you for your feedback! I much appreciate it, and as always people give me plenty to think about! ^_^ I appreciate it. I do want to keep the whole Armor=Power thing for the passive, and I'm still trying to think of a unique way to do that.

He does have the ultimate which is one stat boost (And the Q, but the Q is a very short duration. The combination of course is deadly), and then another stat boost for his allies (Probably going to change soon), and that's just because he's meant to be a wall, and if you hit a wall....it won't really budge all that much without a little extra firepower. This is why I made his magic resist weaker than armor. Mages (Especially Ziggs) can shred him down due to the magic damage they deal.

Also, Undying rage is the most annoying thing I've ever fought against with a competent player. One Tryndamere alone almost won an ARAM match I was in with those well placed Undying Rages....Or did they win that one? I can't remember XD Too many ARAM matches with interesting outcomes. Lol. Talk about unkillable....XD

Nikushimi Zero1 votes

Edits: Changed around his W. Made the radius smaller, a small channel time added to this. Let me know what people think about the channel time and everything.

Previous Edits: Removed the Slow on his ultimate. A shame, I kinda liked the feeling of being slowed. Reduced the reduction from attacks and abilities on his Q. Removed AD scaling to his Q. Added 10% to Armor scaling on it. This is to focus more on the Armor.

Thank you to everyone who has reviewed this! And please, if you enjoyed the concept vote up so this gets more attention! Thank you! ^_^

HighH11 votes

Seems OP. Like Ekko OP or Elise in her glory days OP but he looks like a fucking badass maybe keeping the helmet or just having a helmet would be better

Nikushimi Zero1 votes

He is definitely a tank. That's for sure. Of course, all things on paper look OP until actual play, and from there things can always be tweaked and nerfed or buffed depending on what is needed. To me he is a slightly more mobile Rammus.

I do agree though. When I found this image while searching for a badass in armor this guy was the best and just perfect for my champion. Whoever drew him I give props to.

Nikushimi Zero1 votes

Bumping for the CCOS so people can see my champion again. Thank you everyone who has liked my champion and upvoted him as well as given him a chance ^_^ Thank you!

Svddenly1 votes

A few questions/suggestions:

Maybe for a placeholder passive you could give him a thornmail sort of effect that scales with his total armor. Or have it so that after he hits a threshold of damage ("after taking x damage" or "after negating x damage with armor/mr") something happens. It's up to you.

Why does he have Olaf ult on his Q (plus a ton of damage reduction)?

What's the duration on his W?

"compelled to fight him" should be reworded as "taunt" to prevent confusion (cause that's what that is).

Nikushimi Zero1 votes

Hey there! Thank you for your feedback!

Now, allow me to answer things.

His passive is something I am working on, and I want it to be where he gains power from his defense. Not a lost of health or taking damage as that is not the teachings he has been given by his master. It is difficult to come up with something that isn't similar to Rammus. I am still working on the passive currently.

His Q is somewhat like Olaf's ultimate, but different. His Q is half as long as Olaf. He gains no AD bonus or movement speed. Instead, he gains reduction from incoming damage. Before I made edits this was much higher. The damage reduction at max was 90%. There are several other champions with immune to CC effects and removal.

His W lasts 5s unless interrupted in which case the duration is halved as well as the effects that it gives. He is continually shouting, AND he is rooted when shouting.

Compelled to fight him was used because it sounded fancier than taunt and I believe got the point across. You knew it was taunt. Confusion for what though as I'm a bit confused.

Thank you again for the feedback!

Svddenly1 votes

For his passive my other trigger suggestion was after he negated a portion of damage with armor or magic resist. That would be interesting.

My mistake on the Q, it's just the important part of Olaf's ult with a 3 second duration on a 12 second cooldown (with a possible 7.2 second cooldown) depending on when the cooldown starts that's possibly only 9 (or 4.2) seconds of downtime. Plus 60% damage reduction. Plus some damage and a knockback. Alistar has CC removal on his ult (but not continual immunity). Garen only removes slows with his Q (but not continual immunity to them). Then there's Olaf's ult. Then there's cleanse. Cleanse removes all CC and reduces incoming CC by 65% for 3 seconds and has a 210 second cooldown. Just to put things into perspective.

Why does his W root him? Doesn't make sense to me and just makes him an easy target.

Wording on his R should still be changed to taunt. Reason being, does Riot say in any of their tooltips "cannot move or cast spells or use basic attacks" instead of "stun"?

Nikushimi Zero1 votes

Thank you once again for the feedback!

I do see what you mean on the Q. I wanted to give his lore a sort of tie in with his kit, and in the lore he has this move. He is being held down by the enemy, but then in one swift motion knocks them back and off of him, removing his lock down, damaging and knocking them back. He is the able to move freely despite their efforts, at least for a while.

A bit of a crappy excuse, but still. I am also thinking of making this something like Fiora's new riposte. She targets a direction and then strikes. Upon activation attacks incoming are ineffective.

What I was thinking for him is make it something like Mega Gnars R. He knocks back enemies in target direction. I was thinking maybe make it something like this, but a smaller radius (let's say 300-400). Upon activation CC is removed and he is immune for a time.

His Q is the way it is currently due to mainly lore reasons. If this change was made it could combo well with his E. He Q's up those close to him, sending them in target direction, and follows it up with his E. Allowing him to engage the enemy as well as get them away from teammates or even too teammates, but maybe this is too strong and just a repetition.

His W roots him because of previous commentators saying it was too strong. So, I made a counter. I made him rooted for 1s, but able to be interrupted or stop it short, but this halved the duration and effects.

No, they don't say that stuff, but it was just a fancy way of saying it.

Nekusen1 votes
Passive: 

Also, he innately gains 5/10/15/20 to his Armor rating.

why not just increase his base and scaling armor then ?

For every 15 armor he gains 5 to his attack damage.

thats a stronger version of Rammus passive, which gives him 25% armor as AD, while yours gives 33% armor as AD, plus the other part of the passive

i would change it to be something like:

Passive

  • For each 10% missing health, Kelai gains 2/3/4/5 armor and 1/2/3/4 attack damage.

Q

  • Either knokback and damage or CC removal and damage reduction.
  • i would keep CC removal and damage reduction as his E already knocksback and damages enemies.

W is too strong for a basic spell, if you wanna keep it, you should:

  • change range to something like 300
  • if the spell is interrupted it should have no effect
  • remove the shield or just keep as augmented stats: shield (of 5/7/10/13/15% their max hp ), movement speed (15/20/25/30/35 % )

basically, you want augmented stats to initiate a fight (what his E already does), and shield+movement to either chase or disengage.

R a mass taunt would be too strong, even more combined with the stat boost, my suggested change (note the synergy with passive):

  • For the next 5 seconds, you take 20/25/30% of the damage dealt to target allied champion. You gain 300/400/500% health regeneration and additional 5/6/7% extra armor and magic resistance for every 100 hp redirected this way.
Nikushimi Zero1 votes

Thank you for your feedback! I want to say that first! I appreciate it!

His passive his something I am working with, and it is hard not to be somewhat close or similar to Rammus in this regard. I am trying to give across power from defense. Not power from loss of health since that to me isn't defense. It's more of a "I get damaged and stronger" from your example instead of "My defense is my offense". I am still working on the passive, and doing the math I can see how it would be strong than Rammus's passive because at 200 armor my guy would have about 65 AD from every 15 armor in that while Rammus with his % based would have 50. It's definitely something I am working on.

The Q is something of his.....You could say "trademark" ability. When doing the majority of his abilities he immobile (His Q and W). The reason there are a few effects here is that for the second set of effects (The Knockback and damage) need a prerequisite for them to take place. That is enemies have to be within the radius when he activates. It is not a persistent damage and knockback. With this ability, the only thing I would changed currently is the radius of it, but even that only to about 300-350. I do appreciate the feedback on this though!

W stuff

The W. Albeit strong. It is meant to turn the tide of a battle and to strengthen when your allies are on the brink of defeat. He is rooted during this duration. His voice also echoes across the battlefield. The reason why the radius is large is because....well, he is shouting. If I were to give him a 300 unit radius on this (Which btw they would literally have to be right on top of him for them the get this effect) it would be like his shout can only travel 5' from him. As if, lets say someone was right next to you and you were shouting in their ear. 300 units is extremely small of a a range. You also have to take into account that HE is in the MIDDLE of this radius which makes it even shorter.

Also, the reason it doesn't completely cancel the effects if interrupted, and only halves them all (Well, besides the minions buff. They get nothing because they would get 2x stats, but halved they'd give 1x stats which would be....well, the same they had) is because he starts shouting instantly, which gives buffs, but being interrupted would demoralize, but not completely because he was rallying them before. For example. I do see your point though in that it should do nothing. Maybe I'm thinking of it wrong.

I would be willing to decrease the range to about 600, but that's as low as I would go as he IS rooted AND he is shouting which should travel a ways. When you get rallied in a fight, you don't just get movement speed. You attack as if in a frenzy (or that's how I think of it). I will look into the shield, but the rest.....I'm not sure.

Also looking to increase the cooldown of this ability due to how strong it is. Thoughts?

End of W Stuff

The ultimate's mass taunt is one of the things I am hesitant to change because it was the core of his kit (besides his Q and E). The taunt works within a relatively small radius, and it lasts for 3s only. Afterword they can't be taunted again for 3s, and can escape the field before being taunted again.

This ability is definitely strong in teamfights, and that was the point. He is a champion meant to excel at team improvements and team fights. Alone or getting kited he isn't much of use.

For his ultimate I was thinking of slowing him a bit? Your thoughts? Also, was thinking of adding where the only "taunted" ones are ones who try to run away, or attack anyone besides him. Your thoughts on this?

End comments For my end comments I want to say thank you again! I am definitely taking these ideas in and thinking of how to better improve my champion concept. The passive was always something I thought on with him. I did lose him in the pile of other threads and me creating other champions lately, but with the recent event for CCOS he has popped back up. I am glad. I really like him and his idea.

He is a tank that excels at teamfights and crowd control. His defense is his offense. He has abilities to disengage and engage in a teamfight (His E), an ability to shrug off excess attacks due to his incredible defenses (His Q), and has a way to rally his allies (W). Finally he has a way to hold the enemies (R). This makes him an excellent teamfighter.

His passive needs work. I admit this.

His Q is a good CC removal tool, and if enemies are too close they get the effects of his defense due to how strong they are (Kinda like a "Ki" pulse if you have heard of that).

HIs W is a teamfight tool meant to turn the tide when things are going badly, or when things are going well for that extra push. His immobility allows for enemies to acquire him and stop him. I will think on the whole interrupt thing cause I see your point in that it should do nothing if interrupted, but there are champions who gain half benefits when interrupted.

His E. You didn't say much about it, but I love this ability most.

His ultimate. It needs some work, but currently I like it as it is due to the premise behind it. However, I need to think of a better way of the taunt/attack him only thing.

Once again, THANK YOU! ^_^ You've given me lots to think on!

Nekusen1 votes

is "wall" supposed to be his name or role? a tank is a high defense, high HP champ that jumps first into a battle and deals some damage. a wall has very high defenses and is pure utility while dealing almost no damage to speak of.

[{quoted}](name=Nikushimi Zero,realm=NA,application-id=A8FQeEA8,discussion-id=hl7jJ3a9,comment-id=000f0000,timestamp=2015-08-31T10:50:54.905+0000)

Thank you for your feedback! I want to say that first! I appreciate it!

you are welcome ^_^

His passive his something I am working with, and it is hard not to be somewhat close or similar to Rammus in this regard. I am trying to give across power from defense. Not power from loss of health since that to me isn't defense. It's more of a "I get damaged and stronger" from your example instead of "My defense is my offense".

you could see it as: the most "battle experience" he gets, the stronger his defense becomes. alternatively, if you want to increase with armor, you could give him 1 movement speed for every 8 **bonus ** armor, which would help him set up his Q

The reason there are a few effects here is that for the second set of effects (The Knockback and damage) need a prerequisite for them to take place.

well, he is a tank, so he will always be in the middle of the battle tanking damage, the passive change, items like item 3009 item 3742 item 3800 . i think that part does a similar thing to his W, so perhaps this spell should be purely cc removal and damage reduction, that would help him jump in the middle of the battle, hunt down or run away.

W stuff

If I were to give him a 300 unit radius on this (Which btw they would literally have to be right on top of him for them the get this effect) it would be like his shout can only travel 5' from him.

forgot to add this :P you could make him able to move while this effect takes place, this way he could benefit from the effect

As if, lets say someone was right next to you and you were shouting in their ear. 300 units is extremely small of a a range. You also have to take into account that HE is in the MIDDLE of this radius which makes it even shorter.

sona plays a musical instrument that buffs people and has 350 range.

End of W Stuff

The ultimate's mass taunt is one of the things I am hesitant to change because it was the core of his kit (besides his Q and E). The taunt works within a relatively small radius, and it lasts for 3s only. Afterword they can't be taunted again for 3s, and can escape the field before being taunted again.

  • it could work this way if he has to channel the taunt (being unable to move), this way it would only work during teamfights and thus, be easier to balance.

For his ultimate I was thinking of slowing him a bit? Your thoughts? Also, was thinking of adding where the only "taunted" ones are ones who try to run away, or attack anyone besides him. Your thoughts on this?

kinda what i said above, the suggestion i gave i my previous post was kinda addressing this as it would make the battle go on, Kelai would be being damaged instead of your ally. making it targeted would increase the skill cap, and giving more hp regen more utility. have in mind, a mass taunt on a tank basically negates the whole enemy team and has no counterplay.

  • other option is making him channel for 0.65 seconds, then he shouts taunting enemies for 1.3/1.6/1.9 seconds, he then gains 50% movement speed and 25/30/35 % armor and magic resist for 3 seconds.

His E. You didn't say much about it, but I love this ability most.

i think his E is fine, the only problem is the way his Q does it better and does more stuff, thats why i think E should stay and Q become cc removal and damage reduction, or cc removal and hp regen.

Once again, THANK YOU! ^_^ You've given me lots to think on!

you welcome, let em know if you are looking for more feedback or suggestions

Nikushimi Zero1 votes

Mainly it is his title that he gained while fighting for the Ionians. He has been called "The Wall" since his master took him in and he became a defensive master. Able to use his defense and his opponents own strength against them. As well as being unable to pass kinda thing.

When he went to the Ionian military and began fighting his name/title gained "Ionia" to make The Wall of Ionia. So, it is both his name and title.

What I wanted to do with him is have someone with huge defenses. Great at taking hits, crowd control (hence all the knockbacks, pulls, and taunts), as well as dealing mid range damage. After all, if you had a wall fall on you you would feel it. However, I didn't want him to be too weak. I've seen tanks and huge defense champs take lots of hits, but due to low damage was not able to DPS or out damage any other champion and lose when they shoulda won.

I am definitely working on ideas to change for him. I have many brewing in my head on how to change the Q and still get what I want out of it as well as the W. Might reduce the range on it a bit and allow for movement while he channels it. Not sure yet.

I have ideas I am working on. For now things aren't gonna be changed due to the CCOS, but afterwords I might just go in and edit a few things.

I appreciate all the feedback though!

Spookzie1 votes

I red should really look into this.

Nikushimi Zero1 votes

What?

Spookzie1 votes

I think this is a really interesting champion and i believe a red should read this and look into to. Consider creating this champion.

Nikushimi Zero1 votes

Oh, I get it. Red as in the name colors on the forums meaning the Rito employees XD I get it now. Lol. Sorry, I was confused there with the "I red" part. I was like "I red?"

Thank you for the clarification XD

And also, thank you! ^_^ <3

OhthePiplup1 votes

Maybe his passive can be a reverse to fiora, where he gains a spot on himself that if they hit it, he will take % less dmg. Maybe still bland because it is reusing fiora's mechanic, but it does make for a fun time, where he is positioning himself so they hit his spot. And they have to try to not hit it.

Immediate edit: And then maybe his ult could, instead of copying fiora again, greatly increase the size of the spot. So instead of the normal 25%, when he ults that spot turns to 30-35% of that side.

Nikushimi Zero1 votes

This....gave me an idea.

Something like a mix of Fiora's "spot" and Malphites "Shield". Where after being out of battle or near enemies he gains enhanced defenses that grows stronger the longer he stands still or the longer he fights with enemies. It is shown by an aura that grows around him.

This effectively gives him more power or something as well when it is in effect.

Something like that, and if or when it is shattered it lets out a small AoE or Thornmail like effect?

Hrm....ideas.

Nekusen1 votes

other alternative to the passive could be: gains 5/10/15 armor and/or magic resist for each nearby allied champion and gains 4/5/6 attack damage for each enemy champion nearby.

this would balance him more towards teamfights.

Nikushimi Zero1 votes

I have an idea someone kinda sparked. Not quite formed yet, but it would imply an "Aura" that is gained as he is either standing still or in battle with enemies. This "Aura" would continue to increase, and effectively give him more armor and resistances while fighting or standing still.

If he stands still it'll be like this "Every X amount of seconds that Kelai stands still his Magic and Armor increase by X amount while incoming damage is reduced by X% up to a max. After X amount of seconds Kelai "Locks Down" the area within an X amount of units. Allies within this area gain X amount of defense capabilities. Kelai can move around this area freely and keep the bonuses after the lock down is initiated. If he leaves the area then the area is no longer "locked down". Enemies in this area gain "attrition" which reduce something (not sure) or take damage (again, not sure)." Possibly adding health regen or something to this and removing the resistance or something?

If he gains it while in battle it'll be like this. "While in battle every X attacks (from him), attacks (from enemies), or seconds (Don't know which of these three yet) Kelai gains X amount of increased Magic resist and Armor. This bonus adds X to his basic attacks and rend the target of armor and magic resist OR slows them or like Ekko's passive deals a massive attack at max aura." Something like that. This version would be stronger than the standing still. To the point where he would be taking a LOT less damage.

But, what do you think? I kinda like them both. My ideas are in flow though.

Nekusen1 votes

[{quoted}](name=Nikushimi Zero,realm=NA,application-id=A8FQeEA8,discussion-id=hl7jJ3a9,comment-id=00120000,timestamp=2015-09-01T02:39:47.908+0000)

If he stands still it'll be like this "Every X amount of seconds that Kelai stands still his Magic and Armor increase by X amount while incoming damage is reduced by X% up to a max.

  • could be: Kelai gains 3% armor and magic resist for each 2 seconds he stays in combat, maxes at 30% if he stops dealing or receiving damage for 2 seconds, the effect resets.

this could create dynamic battles.

After X amount of seconds Kelai "Locks Down" the area within an X amount of units. Allies within this area gain X amount of defense capabilities.

looks more like an ultimate, which i think my suggestion fits the "wall" theme as a wall stands between you and the danger, you not being damaged until the wall is broken.

Nikushimi Zero1 votes

Could be an ultimate, yeah, but depending on how strong. I think it would be an interesting passive with the locking down of an area. It could also synergize well with his ultimate.

I know I want the ultimate to be a taunt of some kind, and one that can get multiple targets. I am thinking of making it where it taunts enemy champions who are facing away from him, or are attacking other allies within the radius. The taunt would be short lived of course, but the effect persist for a while.

I know I want that as an ult because as a "wall" there has to be something that makes enemies attack him instead of allies. Taunting is the only thing I can think of atm. Of course I'm running through ideas. Such as one where for a duration (most likely short) his allies (within a radius. Short to medium) are immune to attacks, but if Kelai is attacked for X amount or something then the effect is removed. Not sure. It's kind of a sketchy idea atm since to me, atm, it sounds too OP.

As for this passive there are things still being worked on, but it's definitely different and unique no?

Nikushimi Zero1 votes

Also thought of something as well.

Perhaps the passive could be he gains armor and magic resist while in combat. Then, while standing still he creates an area of X units that grants some defensive bonuses, or just health regen.

Then, as an addition once he gains his ultimate his passive gains additional effects which would be the "Locked Down" part. Now that he is able to "Lock down" an area enemies in it gain debuffs while allies gain buffs. The passive also becomes stronger.

This, to me, will allow me change the ultimate a bit. To send out a challenge/aura in a smaller initial area to taunt enemies for a short duration, but while in the "Locked Down" area he gains an effect much like the current ultimate, but only in the "Locked down" area.

This way he can literally be a "Wall" in an area as well as not be too strong outside of this area. Make sense? Hope so. Just some brainstorming.

Nikushimi Zero1 votes

Bumping for updated content. After this, I am probably done with Kelai. I hope you enjoy! ^_^

Edits/Updates in Concept Changed the passive COMPLETELY. The passive now allows for an area to be his, and while in this area he is resilient. In combat he gains armor and magic resist as he is damaged up to a cap. This allows him to be the wall he was meant to be.

I changed the W to be more unique and interesting. Always subject to change this one. It helps rally your allies who are close to you, help allies farther away while hampering enemies, and controlling enemies at the outer ridges.

Completely changed his ultimate. It now helps his passive, grants him a shield and damage resist, as well as the possibility to taunt enemies up to a max. His shield is doubled based on whether or not he is in his locked down zone.

Lowered the range of the knockback and damage on his Q from 400 to 300.

Thank you!

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