Champion Concept: Karok, the Soul Stealer
Karok, the Soul Stealer
Base Stats:
Base Health - 456 (+49 per level) Attack Damage - 53 (+2 per level) Basic Attack Range - 500 (Ranged) Starts with - 1000 Spirits (+0 per level) Spirit Regen - 0 [+200 per second at base] (+0 per level) Attack Speed - 0.684 (+6% per level) Armor - 27 (+1.5 per level) Magic Resist - 28 (+2 per level) Primary: Mage Secondary: Tank
Passive - Animus Range: 300 Static Cooldown: 225 Seconds Karok gains 2%/2.5%/3%/3.5% (increases at level 6/12/18) additional AP for each 1% of spirits he's missing. Upon killing an enemy champion, Karok regains 40% of his maximum spirits. If Karok assists an allied champion, he regains 20% of his maximum spirits instead. Innate: An allied champion that dies has a marker placed over them for 5 seconds after their death. Reanimate: If a dead allied champion is marked, Karok can channel for 2 seconds 2 reanimate them at 10/15/20/25% (increases at level 6/12/18) of their maximum health. While channeling, Karok is rooted and cannot basic attack or cast any other abilities.
Q - Explosive Soul Range: 650 Cooldown - 5 Seconds Cost - 40/50/60/70/80 Spirits Throws an explosive soul, dealing 110/130/150/170/190 magic damage (+0.8 AP) to target champion and slows them by 50%. If this kills target champion, restore 20/25/30/35/40% souls to Karok.
W - Soul Drain Cooldown- 3/2.5/2/1.5/1 Seconds Cost - 30/50/70/90/110 Health per Sec. Toggle on: Deals 30/50/70/90/110 (+0.4 AP) damage to any surrounding champion(s) and/or minions per second (range 250/275/300/325/350), absorbing 10/15/20/25/30 Spirits per second. You cannot move or use other abilities or move while using this. All enemy champions in range are slowed by 20%. Can be toggled off instantly, but goes on cooldown time instantly afterwards.
E - Soul Hunt Range: 1850 Cooldown-15/14/13/12/11 Cost - 80 Spirits Karok releases a Spirit that seeks out the nearest enemy champion for 2/3/4/5/6 seconds and marks them for 2/3/4/5/6 seconds. While marked, the next basic attack or ability an allied champion uses on the marked target deals 30/40/50/60/70 (+0.25 AP) bonus magic damage.
R - Power of the Shaman Ultimate Range: 1450 Cooldown - 9/6/3 Seconds Cost - 30/60/90 Spirits per Sec. Toggle on: Deals 30/60/90 (+0.3 AP) magic damage to target champion per second and slows target champion by 60%. This ability gets interrupted if Karok gets stunned, knocked up, or silenced. If Power of the Shaman is cancelled/interrupted, the slow lasts for 1/1.5/2 seconds. Absorb health equal to the amount of health lost by the target. Karok cannot move, basic attack, or use any other abilities while casting Power of the Shaman. Can be toggled off instantly but goes on cooldown time instantly afterwards.
I do realize there are a few balancing issues with this champion (the passive is broken, I know), but I'd like to see what you guys would think could improve upon this concept. If any members of the Riot staff read this, I completely consent on giving you the right to put this champion in League of Legends (or at least something based on it).
Edit: I've made edits based on the ideas suggested by InsaneCornChips (thank you).