[DECEMBER 2014 MCCC] Kaosu the Ionia's Harbinger

Dis The Chris·12/12/2014, 8:41:06 AM·5 votes·1,006 views

Kaosu the Ionia's Harbinger


  • Runeterra Under Siege and Can You Endure?- Kaosu is a mage champion that excels in powerful crowd control specializing in manipulating and limiting enemy movement in the battlefield while allowing allied players to charge into the fight with little to no interruption. His abilities features various effects that can either disrupt enemy movements, preventing them from casting spells or isolating key enemy champions in a teamfight.

Once an oracle the olden ways of Ionia, bringing bout spiritual sight and fortunes to those who seek him. But one night, he had a vision - the Runeterra in chaos, his homeland scorched and bodies lay cold on the ground. The first of his vision brought him despair and fear but not long after another vision came forth, a familiar man engulfed in the very essence of chaos in his previous vision, defending and protecting his own homeland from the foreign invaders attempting to destroy the world.

There he stood, watching the moon turn to sun, an alluring voice echoed through his ears, asking or if not, begging to heed her call. He knew that there was something coming and it would be the fate of the world. He shouted with all his strength in hopes for finding the power he was offered. Nothing, nothing but the wind blowing through the trees and the sound of the chirping crickets but then, a malevolent laughter screeched throughout the place, a surge of violet energy started to swirl and engulf him, struggling against the unknown force, another vision came to him. A smile in his face, Kaosu stood up as the enigmatic energy faded along with the wind.

He knew that in his hands, the Runeterra's fate hangs in balance.


Primary Role: Mage | Secondary Role: Support Health - 475 (+70) | Health Regen. - 8.21 (+0.55) Mana - 360 (+55) | Mana Regen. - 6 (+0.9) Attack Damage - 52.66 (+3.5) | Attack Speed - 0.625 (+1.4) Armor - 19.90 (+3.5) | Magic Res. - 30 Ranged - 525 | Mov. Speed - 340


Void Omen - Passive

While out of combat for 4 seconds, Kaosu gains a 2% + (1% per Champion Level) Mana Regeneration. Additionally, enemy champions struck by one of Kaosu's abiltiies are slowed by 5% for 2 seconds. (Stacks up to 3 times and each stack refreshes duration).

Null Talisman

Kaosu scribes a talisman in a target area that lasts for 8 seconds. Enemy Champions that enters a talisman's range are knocked back for 175 units and receive 70 / 90 / 110 / 130 / 150 + (110% of Ability Power) Magic Damage. Talisman immediately disappears upon being hit.

Kaosu gains a charge of Null Talisman every 12 / 11 / 10 / 9 / 8 seconds. Caps at 3 charges and is affected by Cooldown Reduction.

Casting Range: 600 | Radius of Effect: 200 Mana Cost: 70 / 75 / 80 / 85 / 90 Cooldown: 0.75 seconds (at all levels)


Malevolent Foresight

Kaosu prepares to block the next ability that hits him for 2 seconds. After 2 seconds or upon being struck by an enemy ability, Kaosu dashes *250 * units towards the cursor and sends a blast of void energy in a cone in front of him, dealing 90 / 120 / 150 / 170 / 200 + 30% of Ability Power) Magic damage to all enemy units affected.

Range of Effect: 800 (Similar to Grave's Buckshot Cone Shape) Mana Cost: 70 / 80 / 90 / 100 / 110 Cooldown: 20 / 19 / 18 / 17 / 16 seconds


Peace of Absence

Passive - While out of combat for 4 seconds, Kaoso gains a 2% Cooldown Reduction per second for up to 20%.

Active - Kaosu launches a wave of void energy around him, silencing all enemy units for 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds.

Radius of Effect: 250 Mana Cost: 60 / 70 / 80 / 90 / 100 Cooldown: 12 seconds (at all levels)


Nihil Prayer - Ultimate

Kaosu channels for up to 4 seconds and create a void energy in a target area, While activated, Nihil Prayer can be toggled between two modes. Nihil Prayer always start with Fill upon activation. Toggling between Fill and Empty has a 0.75 cooldown before either effects activates.

  • Fill - Nihil Prayer will drag all enemy units that enters the area towards the center, dealing 80 / 100 / 120 + (30% of Ability Power) Magic Damage per second to all enemy units within the area.
  • Empty - Nihil Prayer will push back all enemy units currently inside the area and all enemy units that attempts to enter the area are pushed away from the area of effect and an additional 225 units away afterward before dealing 100 / 150 / 200 + (30% of Ability Power) Magic Damage against the enemy unit or champion. Consecutive attempts to enter the area by the same enemy unit or champion deals 50% less damage and is knocked back for 150 units away instead.

Casting Range: 600 | Radius of Effect: 300 Mana Cost: 150 / 200 / 250 ** Cooldown:** 110 / 100 / 90 seconds


Creatore's Notes - Would be more than happy to give a Full or Partial Review if you do the same. Remember to vote on the concept not the numbers! Numbers can always be changed!

P.S: Don't forget to leave the link of the champion you would like to get a review!

9 Comments

r u pregrant12/14/2014, 2:35:45 PM1 votes

Did you draw that? O3O

Rito Jericho12/14/2014, 5:18:10 PM1 votes

I personally love this champion idea! If he were to even be announced, I'd probably get Riot points just for him. The abilities seem very well thought out. I'm not the best with numbers, but I honestly think these numbers seem pretty fair. my ONLY problem is the dash-then-blast of his W, and that is only because I see that as a rather risky play for a ranged champ. Other than that, I think this guy is very well done. Would you be so kind as to check out the champion I posted? Gaius the Rouge General (That was SUPPOSED to be Rogue General. Spelling error on my part). I'll leave a link below.

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/2U62LeBA-champion-idea-gaius-the-rouge-general

weihe12312/14/2014, 8:07:00 PM1 votes

I have to admit. That looks like Sai from Hikaru no Go

Heres a picture:http://www.ipicstorage.com/wp-content/uploads/hikaru-no-go-fujiwara-no-sai-japanese-crane-wallpaper.jpg

and YES Sai is a guy.

Otherwise, there has to be at least SOME Japanese based things in league. i've seen nothing japan based... Though we may see a BURST if league ever decides to make a japan server. (And KA and NA would get rekt ;-;)

Dis The Chris12/14/2014, 11:08:08 PM1 votes

The reference picture is Keikain Hidemoto in Nura Hyon no Mago (or whatever you spell the anime), but essentially, you can envision him as an Onmyouji.

Raptamei12/16/2014, 12:11:19 AM1 votes

I'll emphasise the negatives, because telling you not to change something is not informative. ;)

Passive The stacking slow is fine. It may be a little counterintuitive in that you get the maximum slow if you stagger your abilities by 1.9 seconds. That's fine with me though. The magic damage reduction however should be replaced because it is 1. invisible power 2. power without gameplay. Your existence makes it harder for Veigar to kill you.

[Q] Firstly, the technical aspects: knockbacks don't just move you backwards, they also ministun you, so you're getting about 300 units ahead instead of 200. Also, if you cast it behind the enemy, does it push them in your direction? If so, that's probably a bad thing because you can move them all the way to you by recasting it 3 times in a row with zero counterplay because it's an instant ability.

Anyway, this seems to suffer from illusion of choice. If you walk into the area, you take damage and are knocked back but the area does not disappear. So walking into it is universally a bad thing. This is never the case in the regular game: facetanking a Veigar/Karthus/Jinx/etc wall gets you through faster than waiting for it to go away. Perhaps make it so it can only knock back each enemy once?

Damage is weird, starting out very high for something with no way to dodge and therefore no counterplay, scaling terribly with level and having an incredible 1.1 AP ratio on an AoE ability that can actually multihit. A skill like this would usually have around 60/100/140/180/220 (+0.6 AP) damage. Then again, you can derp on the [Q] key and hit someone 3 times with no counterplay, making this the most damaging non-ult in the game.

Also, you can permanently wall off an area until your mana gives out. Place one in the enemy creep line and the creeps can't get past and automatically die. Talk about counterpushing. Or safe farming. You can jungle with it by placing it at the creep spawn point and walking away. Hell, why not proxy with it: sit in the enemy jungle, walk out, drop one or two in front of the enemy creep wave between their towers and the entire wave dies while you go ARGLGLGL FWEEEEE.

Suggestion: Something has got to give, and I think it's the stacks that should go. The stacks are what makes this so bursty and why you can put down a wall of them.

[W] Base damage is very high, but so is the mana cost (140 mana to block an ability that probably costs 60-70?). The backwards dash may be a problem because backwards is rarely the direction you want to go. If you're using it to defend yourself while going aggro, the enemy now has a free Tristana ult. If you're using it to save your ass while running away, they can just cast any irrelevant thing on you and you'll sail back into their entire team.

Suggestion: Instead of making it an automatic dash, have it replace your [W] button with a dash for like 2 seconds. Also fix the numbers.

[E] The passive is fine, if a bit weakish at low levels. The active is completely useless because it has only 150 range, which is shorter than some champions' melee attack. Just a tip (and a 175 range spear to go with it). Worse, you stop when you auto attack, so when you're running from a 125 range champion like Kat, you're still going to miss half of the time.

Also, assuming it gets some actual range, how were you going to use this? There is no gap closer in your kit. Is it just to counter melee champions? That seems a bit specific. Between this and the passive I guess Poppy might as well afk though.

Suggestion: Add damage and some actual range, then decide how this is supposed to be used.

[R] The concept of this ability is pretty cool, and the game doesn't have a channelled AoE yet that isn't a PBAE. In practice however, you're looking at a four second AoE hard disable. This is basically Enigma's ult except in a bigger area and from farther away. Or Galio's ult with a shorter cooldown, double duration and at a distance.

The damage is fine. Until you figure out you can toggle it. R RRRRRRRRRRRRRRRRR and you deal 400 (+0.7 AP) damage every 0.75 seconds as well as 120 (+0.3 AP) damage half of the time while the enemies fly back and forth. This adds up to... 1470 (+2.775 AP) damage to someone who starts at or ends up in the centre.

It has the same problem as [Q] in that walking into the area only damages you and knocks you back out, so you'd have to be an idiot to walk into it.

Suggestion: Figure out a way to decouple the channelled 2 second pull and the instant knockback. Hell, why not make them different abilities altogether and let you choose one (cfr Khajor & Neru and their three ults). Or make it a pull, but add the ability to recast it to instantly end it and push enemies out.

Gameplay Okay, this guy cares more about his [Q] than Blitzcrank. It deals as much faceroll burst as many other mages' entire basic kit, whereas [W] is tied to a spellshield and [E] doesn't do any damage and is very conditional. [R] is insanely broken. In short, a bunch of zero counterplay knockbacks on top of a kit that just happens to ruin melee magic damage champions.

Hetchy12/16/2014, 12:14:13 AM1 votes

I like the design/visual concept. The kit seems overloaded though--it needs refinement.

And I don't think we're likely to see another silence added to the game, but who knows.