Crukk, the Blood Mage

Stacona··1 votes·455 views

Crukk [krahk] is a middle lane range mage that uses entirely health for his damage output and resource, despite getting a lot of health he is very squishy with his high health costs and inability to gain any bonus armor or magic resistance. Crukk's greatest weakness is getting poked out as his damage output is based on his current health, so less health he has, less damage he deals.


Basic Attack Range: 500 units Movement: 340 units per second


Blood Power (Passive): Crukk cannot gain bonus armour, magic resistance, or ability power; instead these values are multiplied by 10 and converted into health.

Additionally any Mana is converted into Health and any Mana Regen is converted into Health Regen. Mana restoring effects based on missing or maximum Mana restores health instead based on missing or maximum health at 50% effectiveness.

Spear Stab (Q): Cooldown: 6/5/4/3/2 seconds; Cost: 40/45/50/55/60 + 5% current health; Range: 950 units Crukk stabs in the target direction with a spear made out of his blood to deal 60/85/110/135/160(+5%current health) magic damage to all enemies struck.

Blood Blockade (W): Cooldown: 6 seconds; Cost: 80 + 2/3.5/5/6.5/8% current health; Range: 400/550/700/850/1000 units Crukk creates a giant wall of blood in the target direction to deal 40/55/70/85/100(+8%current health) magic damage to all enemies struck and knocking them to the side. Upon completion, the blood wall remains in play for the next 2 seconds preventing all movement from allies and enemies from going past it, including dashes.

Sacrificial Spike (E): Cooldown: 18/16/14/12/10 seconds; Cost: 80/85/90/95/100 + 10% current health; Range: 1800 units After a 0.5 second delay Crukk creates a large spike created from his blood at the target location to deal 120/140/160/180/200(+10%current health) magic damage slowing enemies down by 99% for 2 seconds.

Acidic Death Sea (R): Cooldown: 140/110/80 seconds; Cost: 500 Health; Range: 800 units / 500 units Crukk creates a pool of deadly blood at the target location for 1.75 seconds causing all enemies to sink into it that come in contact with it disabling their movement and abilities while dealing 200/300/400(+4%maximum health) magic damage.


3 Comments

King Maruilla1 votes

Ah, nice work with the "Cast from Life Points" style. Although when I saw the Ult, I thought of Vladimir

Stacona1 votes

In a way I kind of tried to set it up as a Vladimir potential rework but since it would be such a drastic change I just made it as different champion. A way to have a blood [health] mage that can feel fair to go against, so to reduce someone's tankiness that will get a sht ton of health you make it so they cannot get resistances and have no direct healing outside of items [grail on a health mage with no mana anyone?] this way you can give them high health costs. (I tried to aim for 10k health average after items, I actually do not know if this is capable of happening or not)

King Maruilla1 votes

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