Ro'Ka'Em, The Twisted Horror(Champion Concept)

Mr Voidling·3/20/2019, 7:34:29 PM·2 votes·2,860 views

I did not create the art, check out the artist yourself. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0156d00e-7f44-419d-a703-5abb6bcec846/d9rfau5-b0c75098-90f9-4431-866d-8715cabebc47.png/v1/fill/w_1280,h_609,q_80,strp/monster_by_irenbee_d9rfau5-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjA5IiwicGF0aCI6IlwvZlwvMDE1NmQwMGUtN2Y0NC00MTlkLWE3MDMtNWFiYjZiY2VjODQ2XC9kOXJmYXU1LWIwYzc1MDk4LTkwZjktNDQzMS04NjZkLTg3MTVjYWJlYmM0Ny5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.8GYuHzf5LJOT92uXBYMRIyCwa8b7NwXZO9HMuCo3qIA https://www.deviantart.com/irenbee/art/Monster-590259101


Ro'Ka'Em, The Twisted Horror

A hydra like creature with 3 heads, no legs, and a long tail. Hailing from... er... Runeterra. Maybe the Serpentine Delta? Could totes chill with Xul'Ka...


STATS HP|600+100 MP|285+35 M5|8+0.6 AD|60+4 AS|0.675+3.5 AR|28+3 MR|32.1+1.25 MS|340 RG|150


Passive: Head Regeneration


Ro'Ka'Em is separated into 3 different heads, Ro, Ka, and Em. Ro'Ka'Em has its health bar separated into 3 parts, for every 1/3 of its health taken it will lose one of its heads. Once a head has been destroyed Ro'Ka'Em will slowly generate a grey health bar, which cannot be damaged and does not count as life, once the grey health reaches 1/3 of Ro'Ka'Em's Max Health then a head is restored. Ro'Ka'Em cannot be healed for 1/3 of its Health for every head currently lost. Grey Health generates at 1.1% Max Health every 2-1 Seconds (depending on level).

For each head lost Ro'Ka'Em's abilities will function slightly differently: 3 heads is referenced as Ro; 2 heads is referenced as Ka; 1 head is referenced as Em.


Q: Dragon Snap | Cooldown 8 | Cost 50 | Range/Radius 200


Ro: Bites at up to 3 nearby enemies dealing 10/15/20/25/30 (+75% Attack Damage) Physical Damage to each unit, applying on-hit effects. If only 1 target is within range on-hit effects will apply 3 times. Units killed by this grant 1 Flesh stack. Ka: Bites at up to 2 nearby enemies dealing 20/30/40/50/60 (+100% Attack Damage) Physical Damage to each unit, applying on-hit effects. If only 1 target is within range on-hit effects will apply 2 times. Units killed by this grant 2 Flesh stacks. Refunds 20% of the cooldown on cast. Em: Bites 1 targeted enemy dealing 30/45/60/75/90 (+125% Attack Damage) Physical Damage, applying on-hit effects. Units killed by this grant 4 Flesh stacks. Refunds 40% of the cooldown on cast.

Flesh: Gain 1 Bonus Attack Damage for every 5 stacks.


W: Lacerating Breath | CD 16/15/14/13/12 | Cost 65/70/75/80/85 | Range 400-1,000


Ro: Fires a wide beam of dark energy (150x400) dealing 50/80/110/140/170 (+50% Ability Power) Magic Damage, and applies a 50% slow for 2 seconds. Ka: Fires a beam of dark energy (100x700) dealing 60/100/140/180/220 (+60% Ability Power) Magic Damage, and applies a 35% slow for 1.5 seconds. Em: Fires a narrow beam of dark energy (50x1,000) dealing 70/120/170/220/270 (+70% Ability Power) Magic Damage, and applies a 20% slow for 1 second.


E: Rising Serpent | CD 20/18/16/14/12 | Cost 40 | Range 500 +150 head range


Ro: Dives a head into the ground and then 0.25 seconds later launches it out of the ground from a targeted location in targeted direction, deals 25/45/65/85/105 +(50% Bonus Attack Damage) Physical Damage, and pushes enemies 50 units back, afterwards the head lingers for 1 second. Whilst lingering the head will attack nearby enemies dealing 0 (+45% Attack Damage) Physical Damage and applying on-hit effects. Holds up to 3 charges. Ka: Deals 35/65/95/125/155 +(65% Bonus Attack Damage) Physical Damage, and 0 (+60% Attack Damage) Physical Damage per hit. Holds up to 2 charges. Em: Deals 45/85/125/165/205 +(80% Bonus Attack Damage) Physical Damage, and 0 (+100% Attack Damage) Physical Damage per hit. Holds up to 1 charge.

Ro'Ka'Em May recast within 1 second to launch an additional head anywhere within range or it goes on a 2 second cooldown. Ro'Ka'Em can cast Dragon Snap and Lacerating Breath during the 1 second lingering time, causing the displaced head to use them at its location instead, this causes the head to linger 1 second longer. Ro'Ka'Em receives 35/32.5/30/27.5/25% of all damage dealt to its displaced heads, and is rooted while any head is displaced.


R: Ro'Ka'Em | CD 135/115/95 | Cost 125 | Range 400-800 | Radius 400-800


Roars sending all enemies within 400 units fleeing and spews a dark shield on itself for 100/150/200 (+60% Ability Power) that lasts 3 Seconds. Fears enemies for 1.5/1.75/2 seconds. Recast within 3 seconds to rush forward 600 units with all mouths open dealing 150/225/300 (+130/140/150% Attack Damage) Physical Damage to all units passed through, stopping at the first champion hit. Casting this instantly brings all displaced heads back to Ro'Ka'Em

Passive - Ro's Resilience: Ro'Ka'Em gains 1% increased Armor and Magic Resist per 10 Flesh (Rank 1/2/3). Passive - Ka's Agility: Ro'Ka'Em gains 1% increased Movement Speed per 20 Flesh (Rank 2/3). Passive - Em's Destruction: Ro'Ka'Em deals 0 (+15% Ability Power, +15% Flesh) bonus Magic Damage over 5 seconds whenever it deals Physical Damage to a champion, stacking up to 3 times (Rank 3).



Basic idea is that you lose and gain heads over time and that affects your abilities.

E shoots the head out 150 units BUT the head will then stand more upright similar to Zyra's plants, so when casting other abilities from the head they will cast from the starting point of your E. Basically the 150 units will show their attack range.

Passive gives you a head every 60-30 seconds, so roughly 1.75 seconds off per level, at level 6 you get 8.5 seconds off for a 51.5 second head regeneration, at level 11 it is 17.5 seconds for a 42.5 second regeneration, then 26.5 at 16 for a 33.5 second regen. Ro'Ka'Em has NO health regen, so keep that in mind. Most champs have around 6-9 per 5 at level 1, Mundo has 582 Health with 8 per 5 + 0.3% per second so another 8 per 5 basically, giving him 16 per 5 seconds. Ro'Ka'Em gets about 15 invisible Health per 5 once a head is gone, at level 18 this increases to 115 per 5 or 23 per second. Unlike other champions though until 33% regenerates no health is actually gained so Ro'Ka'Em can easily be killed during the regeneration, and items like Visage cannot effect the regeneration.

Q Passive can POTENTIALLY give you a lot of AD, but even Nasus Q can be hard to stack, so keep that in mind. Every 5 units killed with a 1-head Q will give you 4 Bonus AD, this requires you to be below 1/3 life though so it is high risk vs reward. Using a 3-head Q it'll take 5 units per 1 AD or 300 CS for 60 AD. Assuming you are always around 33-66% life and do 2-head Q's then you'll get 40 AD per 100 CS. Average game you'll end up with around 80-ish AD? Lowest CD for 1-head Q is 2.7 seconds.


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

19 Comments

4 Step Cadence3/20/2019, 9:07:32 PM2 votes

Ro'Ka'Em is Xul'Ka's dog in the same way Aurelion Sol is Zoe's.

Hecking 3 headed doggo does a slither.

Gilgayu3/21/2019, 1:58:03 AM2 votes

This concept is fantastic!

I absolutely love how you worked with the three heads to make his kit so interesting (you know I don't normally sound like this, I'm truly impressed).

Ro'Ka'Em's damage is pretty high, and I see you gave him medium-low armor to compensate for that. Since you said you want his ult to grant more tank stats, perhaps make it a big passive with a weak active? What I mean is perhaps do something like:

(the ability should be called Ro'Ka'Em because why not)

rank one: unlocks Ro rank two: unlocks Ka (still has Ro) rank three: unlocks Em (now has all three)

Ro: Ro'Ka'Em heals 2% of the damage dealt by their abilities for every 20 Flesh. Ka: Ro'Ka'Em gains a shield that equals to 10% (for every 50 Flesh) of the damage dealt by their abilities. Em: The ability gains an active (just a weaker version of yours).

How's this? I think emphasizing they are three in the ultimate in ways more than just damage/shield can be pretty cool. I took inspiration from dragon knight from Dota 2 because he gains bonus effects upon leveling up his ultimate.


Once again, really cool concept. [slayer-pantheon-thumbs]

nasu0103/21/2019, 12:25:32 AM1 votes

Ha lol a Hydra hmm cool but IMO its lacking love how you made the head regen mechanic and the abilities are fabulously devised but my question is after e can i w/q ?? This would be what am expecting from this concept but I don't see a duration for how long it can stay at the location, also e should be a knock up to synergise with his w more, also can he pick a direction for the head to face after e is cast? Or does it face the general direction of the others.

Just some questions i have i can give more pointers/suggestions afterwards if you want but as always good job on this. [sg-poppy] now to check out that other concept you linked up there.

nasu0104/16/2019, 5:25:24 PM1 votes

so with these change is it like a tank mage?

Mr Voidling4/23/2019, 6:29:37 PM1 votes

From one string of code you will begin building you web, a home to call your own, and perhaps someday it will become a cascading community rich with life. And then League will be no more! Well, not really, but maybe a lot of people will choose "Nasu010 MOBA Simulator 2020" over League, as it'll be unique and more interactive.


In general I think it'd be great to have a semi-annual competition for champion/hero concepts, judged solely by designers/staff (as the ones working with the code SHOULD know more about what can work and be balanced), and a skin concept competition voted on mainly by players(since they'll be buying the skins). Skin competitions would be judged using a % bar(in 10's) on how much people want EACH skin in the running, so no unfairness is to be had the highest % wanted skin wins. Basically it wouldn't end up like Trist and her 3 skin choices where people were split between 2 skins but DIDN'T want a specific skin, and couldn't portray that, you chose 1 out of 3 skins and even if you were 80% - 70% - 0% it showed as 100% - 0% - 0%. I don't like clear cut Yes/No options since nothing is black & white so that gives you poor representation. Just my opinion though.

All community added skins/champions would net the user 5-10%(somewhere around there) of all sales regarding the champion/skin as incentive/reward. Of course you'd also have to factor in stuff like "time since last skin" Cough RekSai Cough, "number of skins" Cough RekSai Cough, and "roles needing more champions".

And umm... I would probably put a block on people like you and me, so I could see all the posts before they get posted to judge whether or not to add the champion before people see a concept.