Kalshmar, the Parasite

Prospector Pete·8/23/2015, 9:52:52 PM·1 votes·571 views

Kalshmar is a bloodthirsty parasite that can infect his enemies.


Passive: Deadly Bites- Kalshmar's auto attacks cripple enemies, causing Kalshmar to steal 3% of his target's maximum health on each attack and apply a 15% slow for 3 seconds.


Q: Bloodlust- Kalshmar and nearby allies passively gain 10/12.5/15/17.5/20% lifesteal. When activated, Kalshmar gains 30/35/40/45/50% lifesteal, 20/25/30/35/40% attack speed, and he deals (25/30/35/40/45% AD) bonus physical damage on his auto attacks for 3 seconds. Cost: 50 mana Cooldown: 16/15/14/13/12 seconds Passive Radius: 800


W: Crippling Strike- Kalshmar uses a powerful strike against an enemy, dealing physical damage equal to 14(+1 per 60/55/50/45/40 Bonus AD)% of the enemy's maximum health. This also stuns the enemy for 1 second. Cost: 45/50/55/60/65 mana Cooldown: 10/9/8/7/6 seconds Range: 200


E: Out of Sight- Kalshamar passively turns invisible if damage hasn't been taken within 12/11/10/9/8 seconds. His next attack coming out of stealth deals 30/40/50/60/70% increased damage. Enemies can see Kalshamar while invisible if he comes within 450 units of them.


Ultimate: Infect- After a 1 second delay, Kalshamar infects an enemy champion from any distance. The enemy will not know they are infected, and Kalshamar is untargetable and invisible while in an enemy champion. Kalshamar can infect a unit for up to 90 seconds, and can reactivate this ability to pop out and appear next to the enemy. Upon popping out, nearby enemies will take 40/80/120(+20% AD)(+25% AP) to 200/400/600(+100% AD)(+125% AP) magic damage and will be feared for 0.5 to 2 seconds depending on how long Kalshamar had been infecting his target. The damage and fear cap out at 20 seconds. Cost: 100 mana Cooldown: 200/170/140 seconds




Did you like my champion? Leave a comment on anything you think should be changed!

3 Comments

Squarefighter8/23/2015, 10:27:59 PM1 votes

Looks absolutely broken, not gonna lie. 60% lifesteal would be ridiculous to play against, his E is just a better Evelyn passive and we all know how that one turned out, and if he ever gets ahead his ult means it's game over because he has a global presence with his ult. I do like the theme though.

MisterHealYoGirl8/23/2015, 11:32:24 PM1 votes

I like the champion's design, but I'm a little bit worried about its power. I'll go by ability.

Passive I'm assuming that the extra damage is physical, since all the rest of his damage is. I would also assume that the heal is calculated after armor, which would let his early lane bullying be stronger and, but let the slow shine later.

Q I like this. Good for jungle sustain, (I'm assuming he's jungle or top). It's strong, especially if you compare it to Warwick's Hunter's Call, but it doesn't terrible by any means.

W With maxed CDR (Lucidity boots and a Black Cleaver work out okay with the right masteries), it's a 2 second stun on a 3.6 second cooldown, on top of his passive slow. I think you see the problem. It also scales into an really huge nuke for such a low cooldown. I do love the increased scaling per AD; it's a good way to make it scale even if you start to build more tanky towards the end game.

E This is a scary ability. Evelynn is already super intimidating with her passive, and Kalshamr has a LOT more burst than she does; this also doesn't have a proximity warning like her passive or Rengar's ult. I would NOT make this passive; I'd make it more like Twitch's Q, where he can get bonus damage on his first auto after de-stealthing, and also give it a limited duration and a setup time. I could also see it working on a long charge system like Akali's Shadow Dash; you get a charge maybe every thirty seconds, or on takedown. Essentially, I would limit the amount of stealth that a champion this bursty has access to.

R I'm not sure how I feel about this. I like the damage building with time, and I REALLY like the fear from a flavor standpoint, but it seems like a LOT of uncertain setup. You can pop up in the middle of their team for some literally terrifying initiation, but that requires your team to force a pretty specific teamfight in a fairly narrow window of time. If you can't force that, you're in a pretty bad spot, and you're likely massively behind in farm, and you can't force objective pressure.

Overall, I think the biggest problem you'd run into is that there is not a lot to differentiate Kalshmar from Nocturne. An attack-speed based sustain-fighting jungler with a global surprise gap closer and single target crowd control? Sounds a little bit familiar. That's not to say that Kalshmar is a bad champion; it's not bad by any stretch of the imagination. I would just find the things that make him different from Nocturne (his burst and teamfight initiation, in my opinion) and play them up.