Kalhar, the Desert Mage (Champion idea)

Icestar1186·11/19/2014, 4:07:22 AM·2 votes·715 views

Kalhar is a relatively immobile mage who can do a lot of damage. He does have some crowd control (slows), but can be countered by high-mobility enemies. It is possible to play him as a support, but he functions best in the midlane.

Passive: Drought: Kalhar drains his enemies of energy, temporarily increasing his ability power by (10 divided by the number of enemies struck)% of the total damage dealt when he lands a damaging ability. The buff from Drought lasts for 5 seconds, and can only activate once every fifteen seconds.

Q: Dehydrate: Kalhar sucks the water out of an area, dealing (100 + 0.3/0.35/0.4/0.45/0.5 AP) magic damage to enemies in the targeted area after a 0.5 second delay. Dehydrate has a cast range of 750 and a diameter of 300. Its cooldown is 8/7.5/7/6.5/6 seconds.

W: Sandstorm: Kalhar sends forth a sandstorm, dealing (50/75/100/125/150 + 0.4 AP) magic damage to all enemies struck and slowing them by (10/12/15/17/20)%. Sandstorm is a skillshot with 900 range, and its cooldown is 8 seconds at all ranks.

E: Quicksand: Kalhar turns an area to quicksand for (2/2.5/3/3.5/4) seconds, applying a rapidly increasing slow to enemy units inside (Starts at 0% and increases by 12.5% for every 0.5 seconds an enemy is inside, capping at 50%). This slow lasts for 1 second after leaving the area, but only increases while inside. The area affected by Quicksand has a diameter of 500 and the spell has a range of 750. The cooldown is 20/19/17/16/15 seconds.

R: Force of the Desert: Kalhar roots himself for three seconds and deals (50/75/125 + 0.4 AP) magic damage per second for three seconds to all enemy units in a cone (Roughly the size/shape of Miss Fortune's R). Only the enemy champion nearest to Kalhar takes full damage; champions behind them take 80% damage. Minions take 300% damage. Force of the Desert also decreases the magic resist of all enemies hit by 10% for 5 seconds. Its cooldown is 90/80/70 seconds.

Right now all I have is abilities, but I'll add stats, lore, and voiceover lines eventually, and hopefully I can get someone who can actually draw to make splash art. Sorry if any numbers seem weird; range is confusing and I probably have some balancing to do with his abilities.

Edit Log:

  1. 11/18/14: Forgot cooldowns for three of his abilities, so I added them.
  2. 11/21/14: Changed the numbers on his E.

2 Comments

Booleans11/19/2014, 6:50:01 AM1 votes

This kit is practical, but basic. I look at this kit and see a small damage steroid when using an ability, an AoE skillshot, a linear skillshot, an AoE skillshot, and a conic skillshot, all with some light CC thrown in to complete it. There's nothing wrong with the kit, but there's also nothing exciting or innovative about it. Every mechanical part of this kit can be found in a bunch of other champions in some form or another, so the only uniqueness it has are the animations that would go with it.

When I browse through champion concepts on this forum, I look for are mechanics that don't currently exist in the game, or ones that innovate an existing mechanic so that it becomes fresh. For example, Aatrox was the first champion to introduce a reverse-conic skillshot. Vel-koz was the first to introduce a skillshot that follows your cursor. Yasuo introduced a projectile-blocker, and Ahri has a type of CC that no other champion in the game has.

I also look for gameplay interaction for the kit. Something like your champion's passive is practical, but boring. A passive like Kalista's lets you weave in and out of fights as you please, Zac/Anivia/Aatrox passive allows you to play more aggressively without fear of death. Kayle's passive encourages you to focus a single target. Jayce's passive encourages you to switch stances often.

One of the most important parts of a champion kit is how well it reflects the champion's personality. Rengar's leaps and stealth make you feel like a predator. Zac makes you feel like flubber when you bounce around your opponent. Syndra's zone control makes you feel like you have all the power in the world. Zed makes you feel agile and ruthless, because having your ult up suddenly gives you the balls to take risks.

All in all, I wouldn't have much fun playing this champion because hit kit feels too generic, and he doesn't fit any real archetype.