Kelai, the Wall of Ionia

Nikushimi Zero·7/2/2015, 1:48:45 AM·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

ZXElement7/2/2015, 1:54:32 AM1 votes

Very Nice

The Lilly7/2/2015, 1:58:53 AM1 votes

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

arc957/2/2015, 2:09:05 AM1 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

Mentalle7/2/2015, 4:05:22 AM1 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

Tessel87/2/2015, 4:22:55 AM1 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.

X SkeletonCandy7/2/2015, 4:52:01 AM1 votes

Two things:

  1. That ult could be really, really OP.

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

Nikushimi Zero7/2/2015, 5:14:36 AM1 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! ^^

Neamean7/2/2015, 5:19:50 AM1 votes

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

TheFirstGokun7/2/2015, 9:37:07 AM1 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 Zero7/2/2015, 7:22:44 PM1 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! ^_^

HighH17/3/2015, 3:30:46 AM1 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 Zero8/17/2015, 1:03:25 AM1 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!

Svddenly8/31/2015, 12:18:37 AM1 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).

Nekusen8/31/2015, 2:53:01 AM1 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.
Spookzie8/31/2015, 8:25:59 AM1 votes

I red should really look into this.

OhthePiplup8/31/2015, 11:40:34 PM1 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.

Nekusen9/1/2015, 12:11:44 AM1 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 Zero9/13/2015, 9:19:12 PM1 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!