I see this champion and I'm immediately reminded of the Hydra from Hercules. Was that an inspiration for the design? I know there's several different multi-headed serpents/dragons throughout mythology so any one of them could be it lol
Just one glance at this thing tells me that he's a very mechanically difficult champion with a high risk-reward. People who are new to him won't know what they're doing, but experts, well...there will be lots of killing. So just from looking at his kit, his suggested items and scaling, it looks like he's a Mage/Fighter champion, a rarity. He's got a lot he can do, but he seems to be the kind of champion who'd be really slow and really big. So...a mage juggernaut? A maggernaut? ...yeah, that pun wasn't a good one. XD
I'm not really sure where in the lore he could fit in, though. A hydra king with the power of four elements...hm, he could possibly be from Ionia, land of all that is Chinese. XD A dragon king would have to be pretty notable, though. It's possible he could hail from a new place no one's even heard of yet. Perhaps he knows of
or her father? After all, she was raised with dragons, wasn't she?
Anyway, onto his passive! I see that the traditional elements (fire, water, wind and earth) were a huge design inspiration and I love how detailed each element is. They each have different strengths, so you have to be mindful of which element your basic attacks are if you're going to maximize damage. His fire element passive is nothing we haven't seen before; basic, straight-forward and not very powerful on its own. It's like a mini-
really. The wind element passive has me a tad confused when you say that it stacks up to 10 times. Does that mean the length of the buff stacks or the attack speed? And judging from that, I assume the wind passive has a cooldown? If it does, you didn't write it down. Just a little clarification here would be appreciated. ^^ As for the water passive, a small AoE that reminds me of
but not as OP. All in all, complicated, but manageable and not too powerful. I assume that he'll be going either mid or top lane, so he'll be switching elements a lot.
His Q is really strong, but not because of the initial damage. The DoT is insane on this thing. I think the burn damage over time should definitely be toned down a bit. I'll admit, it does give the vibe of burning your enemy alive, but it doesn't offer much in terms of counterplay and can you imagine how much this would hurt early game? 140 guaranteed damage is a lot for level 1! And with your fire and wind attacks refreshing the duration, making it last longer, you could easily melt someone to half their health or more with one ability and one basic attack. Though the fact that water attacks end the debuff is a good touch and I like that. I also like how the wind also keeps the fire going - nice touch of elemental harmony. ^^ I'd tone down the numbers here, but the ability itself isn't bad.
I actually really love his W. Like super love it. And no, not just because my screen name is Wind and it's my favorite of the classical elements. :P I assume that it fires off similarly to
's W. I like how it bounces off of walls and structures, so someone could hide behind a turret to dodge it, but it also lets you be sneaky with it too. You could bounce it off a wall and hit an escaping enemy with an unexpected angle, for example. It's also good that you toned down damage from multiple tornadoes - good balancing move. I can't think of any good criticism for this ability, except maybe the max movement range might be too long? I don't know lol
His E is interesting, because not many mages have a form of protection outside of
. I worry that it conflicts a bit with the rest of his kit, which is primarily a damage-dealing sort, and that the shield might make it hard to kill him in lane (I will fully admit, however, that this is potentially bias I have against shields on damage dealers because of
and
) I also don't think that it needs to shield allies; it's nice to help your buddies, but when you're playing a rampaging dragon king, you want to feel like one, so having a spell that protects instead of hurts sort of feels a little out of place. Plus you're likely big enough to shield them with your body, so...lol If I were you, I'd replace the shield with a damaging ability based on water - perhaps some kind of AoE like his passive? That's just a suggestion, though.
Now onto his R....oh boy. Here's what would probably make him extremely OP. It's a buff ult instead of pure damage, which I don't have a problem with, but wow, this thing would be a nightmare to fight. Remember the problems I had with his Q? This is where they'd most easily be taken advantage of and you could probably handle a 1v4 or 5 pretty easily with this bad boy. There's a lot of power in this - a fast AoE basic attack that gives DoT and resets said DoT with every hit. That's gonna hurt. And with his spells getting augmented, that'll hurt even more! Though I'll admit, a blind and a slow are more CC than actual damage, so it's not as bad as it seems. Still, it leaves very little room for counterplay...or does it?
Now, from his kit alone, he's a very, very powerful champion with a lot of fancy toys to play with. However, like I said before, he's going to be slow and big, so that means a big hit box. Plus, he doesn't have very much mobility so outside of
he's not going to deal with escaping very well. On top of that, I feel like CC would be this guy's kryptonite - he can't hurt you if he's too busy being plowed into walls and knocked into the air. He's a bit bulkier than your standard mage too, judging from the item builds you suggested, but with
a thing now, ADCs do have a means of taking him down. Also, I believe someone else noted that his % mana costs will probably greatly hinder him, especially early on. So mana regeneration is a must for him if he's going to put out all the damage he's capable of.
So, all in all, this champion is an odd one. On paper, he looks broken, but he does have a lot of practical and exploitable weaknesses that can be accounted for. I'd say watch his numbers, especially his Q, change his E up a bit to make it fit with the rest of his kit, and maybe take a look at the % mana costs so he's not constantly backing or OOM during the laning phase. Perhaps increase the % mana cost as he levels his abilities instead of having it flat across all ranks? I do like his concept and I feel like he'd be very rewarding to play as, but I wouldn't want to play against him. Some fine tweaks would do him some good, but you definitely have a very nice package here!