[Champion Concept] Korin, the Sage of Nature

AppleStarz·10/23/2015, 6:07:47 AM·1 votes·638 views

Korin, The Sage of Nature

Korin is a melee champion who wields a wooden staff as a weapon. His staff twists into a spiral at the end and has a singular leaf growing from the top of his staff before it starts twisting into the spiral shape. Korin's colors are brown and green, representative of the earth.

Korin excels in disrupting in fights by utilizing his crowd-control abilities and ensuring his team kills. Though he could probably be effective top lane due to his nice sustainability, I envision him as a jungler primarily. Korin is a melee magic user.

Passive - Nature's Pact: Korin produces a shield of leaves and twigs every 240 seconds. This shield negates the effects of any hard crowd-control ability. (does not shield damage, only the CC effect)

(Q) - TreeStrike: Korin absorbs the power of trees and on his next auto attack, releases that power, dealing 50/80/110/140/170 (+70%AP) extra magic damage to targeted enemy. Leaves scatter when the targeted enemy is hit, dealing the same magic damage (without extra damage from the actual auto attack) to enemies in a small radius around the targeted enemy. This ability resets Korin's auto attack timer. 8/7.5/7/6.5/6 second cooldown

(W) - Tears of Mother: When this ability is learned, a green leaf will become visible above Korin's character. Every 13/12/11/10/9 seconds, a droplet will fall from the leaf and heal Korin for 75/105/135/165/195 (+45% AP). Korin may activate this ability to force a droplet to fall and heal him, but this ability will then go on cooldown. While this ability is on cooldown, droplets will not passively fall. 20/19/18/17/16 second cooldown

(E) - Nature Blast: After targetting a location, Korin summons down an energy. (Cast range about 900, cast radius about 150.. Kind of similar to Miss Fortune's "Make it Rain," except a little longer casting range and a little smaller radius.) After 1 second, this energy will explode, dealing 80/120/160/200/240 (+60% AP) Magic damage, and stun all enemies hit for 1/1.25/1.5/1.75/2 seconds.

(R) - Natural Disaster: Calling upon the most powerful forces of Nature, Korin wills a natural disaster to happen. On activate, a burst of purple energy will surround Korin (to warn his allies and enemeis). All of Korin's abilities (excluding his Passive) will be replaced by natural disaster abilities. After Korin uses one ability, or after 6 seconds, Korin's abilities will return back to his normal kit.

NATURAL DISASTER KIT:

(Q) - Earthquake: Korin slams his staff into the ground, causing a shockwave around him. Enemies within a 1000 range of Korin will take 150/200/250 (+65% AP) Magic damage and be stunned for 1/1.5/2 seconds

(W) - Blizzard: Korin summons a Blizzard to blow in a long straight line for 3 seconds. (Range about 2700, area of effectiveness about as large as Braum's ult.) Enemies in the Blizzard will be slowed by 40/50/60% for as long as they stand in it, and take 45/60/75 (+65% AP) Magic damage per second they remain inside.

(E) - Tornado: Korin summons a tornado on top of a single enemy champion. (Targeted ability [range of about 700]) The tornado will remain for 3.5 seconds, slowing the targeted champion and other champions that remain close to the targeted campion by 20/30/40% and dealing 25/35/45 (+70% AP) Magic damage every .5 seconds.

(R) - Drought: Korin summons a drought in an area around him lasting for 5 seconds. (Range about 900 around Korin) Enemies that remain in the drought will take 45/60/75 (+ 70% AP) Magic damage per second.

It is important to note that Korin's normal abilities will become available directly after using a disaster, even if the disaster lasts for a set amount of time (like the drought or Blizzard).

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