[CHAMPION CONCEPT] Kori, Child of the Winds (WIP)
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Kori, Child of the Winds (Originally Caelum, Master of the Winds)
To Do List: Lore Strategy Tweaking Art Number Tweaking Balancing
Art: (W.I.P.)
Primary: Marksman Secondary: Mage Health] 525--1900 Health Regen.] 5.7--15.3 Mana] 310--900 Mana Regen.] 7.5--19.5 Range] 550 Attack Damage] 55--105 Attack speed] 0.625 (+0%--40%) Armor] 25--75 Magic Resistance] 32.1-53.4 Move speed] 350
Lore: (W.I.P.) Harpy, Ionia, Student, Monk, Fairly young, Virtuous, Reckless, Noxus Invasion, Allied & Rivals with Riven, friends with Yasuo, Rivals with Singed, Swain.
Passive: Free Spirit [Gains movement out of combat before flying. Combat and cc remove speed boost and apply slow, negates first cc] After 4.5/3.75/3 seconds out of combat , Kori will begin gaining 25%/37.5%/50% move speed per second until she reaches 100%/150%/200% move speed, where she will lift off of the ground and begin to fly. Dealing damage, receiving damage from champions, and any crowd control (the first instance of said disabling effect being negated), will knock Kori out of the sky, applying a 50% slow that decays over 2/1.5/1 second(s).
Q: Swipe Cost: 40/42.5/45/47.5/50 mana Range: 750 Cooldown: 3/2.75/2.5/2.25/2 sec Cast Time: n/a [Projectile that passes through units and deals reduced damage to units after first] Kori swipes through the air, sending razor thin blades of wind that pass through enemies. The blades deal 50/65/80/95/110 physical damage (+75% bonus ad)(+ 50% AP) to the first target hit, dealing 30%/32.5%/35%/37.5%/40% damage to all subsequent targets. Can be cast while Free Spirit is active. Applies 15 Updraft per blade.
W: Pressure Gradient Cost: 50/55/60/65/70 mana Range: Cast=500/Cone=300 Cooldown: 12/11/10/9/8 sec Cast Time: n/a [Cone that damages and slows units hit. No cast time and does not end Free Spirit] Kori rapidly ejects the air from a point, creating an area of extremely low pressure. The atmosphere around the low pressure point rushes in to fill the area, and the force from this action causes the air to blast out from the point in a cone shape, buffeting and knocking the air out of any enemy or neutral monster hit. After .75 seconds, this air blast deals 20/25/30/35/40 magic damage (+20% bonus AD)(+25% AP) to all enemies or neutral monsters hit, as well as applying a 20%/22.5%/25%/27.5%/30% slow. Dealing damage with this ability does not knock Kori out of the air. Applies 20 Updraft.
E: Spiral Dive Cost: 50/45/40/35/30 mana Range: 500 Cooldown: 15/13/11/9/7 sec Cast Time: n/a [Dash that can knocks champions back] Kori closes her wings rapidly, sending her spiraling through the air toward the target location. Any enemies within 125 units on either side of Kori are knocked back 300 units. Kori can only dash over terrain if Free Spirit is active. If used while Free Spirit is active, 2 seconds of the cool down will be refunded. If Kori takes or deals damage from champions during the dash while Free Spirit is active, the slow will not be applied as well as Free Spirit being deactivated. Applies 20 Updraft.
R: Cyclogenisis Cost: 100/110/120 mana Range: 1600/2000/2200 Cooldown: 100/90/80 sec Cast Time: 1 sec Passive: Kori's abilities and auto attacks apply Updraft to enemy champions. The amount of Updraft on an enemy champion determines the effect Cyclogenisis has on that champion. Basic attacks apply 5 Updraft per attack. Updraft decays by 10 per second after 3 seconds of not being procced. Active: After a 1 second cast time, Kori calls upon the wind to embrace the enemy champions. She summons an area 800 units wide that applies Area Of Effect damage for its 5 second duration, dealing 100/175/250 physical damage (+ 80% AP) per second to all enemies. If the enemy has 0-49 Updraft, a 25%/27.5%/30% slow is applied to them for as long as they are in the area. If they have 50-79 Updraft, they are rooted for 1/1.5/2 seconds. If they 80-100 Updraft, the enemies are instead pulled towards Kori at 50/75/100 units per second. After casting, Kori receives a debuff reducing her damage and attack speed by 80%\75%\70%, decaying over 5 seconds. Kori can be interrupted during the cast by any hard cc effects, in which the cool down will be reduced to 10/7.5/5 seconds. (NOTE: Walking towards or perpendicular to Kori during 80-100 Updraft will not prevent movement. Moving towards Kori will allow for regular movement plus the amount the champion is being pulled by. Leaving the 800 unit wide area will stop the effect. This note is for clarity and does not need to be included in final tooltip.)
Strategy: BOTTOM LANE: With her ability to get anywhere on the map in a matter of seconds, Kori is a highly mobile champion out of combat. Using spiral dive as a way to not only speed up travel but also bypass terrain, Kori is easily able to get to where she needs to, when she needs to, no matter where she is on the map. Her mobility drops significantly in combat to accommodate for her decent amounts of damage dealing capabilities. Swipe allows for a constant flow of damage to come from Kori, even while she is out of range of her enemy, allowing her to easily harass and zone her enemies. Pressure gradient is a strong tool when it comes to staying in a fight, or running from one. The slow from pressure gradient allows Kori to engage and activate the ability, slowing her enemy and letting her either get in closer or finish them from afar. Because dealing damage with pressure gradient does not knock Kori from the air, she can use this to help her escape. If being chased, activating the ability right before or as Free Spirit activates allows for Kori to gain some major ground from any pursuers since she is slowing her enemy and gaining a massive speed boost at the same time. Once she is in flight, using her dash will allow her to pass over terrain. This dash can also be used to close a gap with an enemy, or potentially disable and enemy long enough to turn the tides of a battle. Since Spiral Dive knocks enemies back that are on either side of her, Kori can use this to survive a deadly gank, or even prevent an enemy from reacting by engaging with it. Kori can also use this dash to prevent the slow that comes with being knocked out of the sky. Kori can sacrifice her dash in order to be able to run, or she can use it to engage by using a damaging ability or basic attack followed up with a dash. Cyclogenisis is her ultimate. By channeling her powers in the wind, Kori is able to unleash the wrath of nature on her opponents. Using her abilities to stack up Updraft onto her enemies, Kori can cause different effects to occur. The longer Kori spends in a fight, the better the effects is for her team. If trying to prevent running enemies from getting away, Kori can activate this to slow them. If a fight has started and is going the opposite direction, or Kori would like to bring it more into her teams favor, she can activate the ability once the enmy has reached 50-79 updraft in order to stun them. If Kori has been attacking her enemies long enough and wants to force them to make new decisions rather than have them try and run, the final ability will force them to either run to the sides or towards the threat. Kori must think before she acts, though. Once activated, the exhaustion from the channel will greatly decrease her offensive abilities. Kori must think about whther or not she wants to keep fighting, or assist her team.
Key Combos:
Free Spirit → Q → E → W → Q → R/Basic Attack(s) This combo allows for a deadly surprise attack. Free Spirit allows for Kori to reach her opponent at a speed they would not expect before unleashing a barrage of abilities. Pressing Q then dashing right afterwords prevents Kori from applying a slow to herself when the Q damages her opponent. Pressing W then activates the slow which will allow Kori to stay on her opponent longer. Two Qs and a W will apply 50 updraft, enough to make Cyclogenisis apply the root.
Free Spirit → W → E This combo would be used while running from an enemy. If Kori can stay out of combat for long enough, she can activate free spirit for a boost of speed. Pressing W and aiming behind her will cause the pressure gradient blast to slow any pursuers. The delay is just long enough to keep them chasing but still get hit. Once Kori is using Free Spirit, she can then dash over terrain to make the gap larger.
Champion design: Cyb3rpunk Panda + SuperCrazyNinja Art: TBD Feedback: tplegs0708, Ehkrickor, Foodtank, SenpaiiiNoticeMe ... Other categories TBD