[Champion Concept] Kraus, the Indomitable Spirit

showcase25·12/3/2015, 6:25:26 PM·12 votes·2,722 views

#Kraus, the Indomitable Spirit


######December 2015 Community Concept Open Stage Entrant

######December 2015 Community Concept Open Stage Results


http://pre07.deviantart.net/50d2/th/pre/i/2014/211/f/0/rage_of_the_rhino_fist_by_starvinartist-d7sxuz0.jpg

######Photo Credits: starvinartist.deviantart.com



##Theme Music

https://youtu.be/V7OdI-b61qg

#Overview

##Pronunciation kra • ows

##Roles Primary: Tank Secondary: Fighter

##Resource Mana

##Generic Playstyle Resistance Tank

##Profile |      | | |- | Attack Power  | ■■■■□□□□□□ | | Defense Power  | ■■■■■■■■■□ | | Ability Power  | ■□□□□□□□□□ | | Difficulty  | ■■■■■□□□□□ | |  | |

##Statistics |   |Base  | Growth Per level | |- | Health  | 585 | +94 | | Health Regeneration  | 6.82 | +0.57 | | Mana  | 340 | +51 | | Mana Regeneration  | 6.2 | +0.7 | | Attack Damage  | 54.50 | +3.1 | | Attack Speed  | 0.65 | +3.7% | | Armor  | 27.5 | +3.4 | | Magic Resist  | 32.1 | +1.25 | | Movement Speed  | 335 | | | Range  | 150 | |

#Basic Information

Gender Male

Race Human

Attack Form Melee

Weapons Hardened Fist (Granted from Rhino Spirit)

Armor Extremely Resilient Skin (Granted from Rhino Spirit)

Birthplace Freljord

Allegiances None

Occupation Spirit Walker

Residence Former: Iron Spike Mountains Current: None (Last Known Location: Plague Jungles)

#Lore

Born under the same blood red moon as Udyr a generation prior, Kraus is a Spirit Walker with a true passion for the untamed nature of the animal guides. Kraus sees Udyr as a weakened and diluted Spirit Walker, due to his human cultural integration at Ionia. And appallingly engaging in a war on their behalf — risking life and limb, while not protecting the balance of nature: a Spirit Walkers’ prime objective. Kraus uses his Spirit Walker animal guide, the now extinct Rhino, to be an enforcer to uphold the balance of nature regardless of the offender and their rank within the human world.

His constant agitated state along with his impressive strength and unmatched durability make Kraus a powerful force. He despises most humans and anyone who interferes with nature. He vows to end the dilution within the Spirit Walker ranks, and destroy those who interfere with the natural order of things.

#Abilities

##PASSIVE: Survival Instincts

On Spell Damage Modifier

Kraus’ damaging spells and damage from spell effects deal an additional 10% / 15% / 20% of his total Armor and 10% / 15% / 20% of his total Magic Resist as physical damage.



##Q: Impale / Heave

Self Targeted Buff | Auto Attack Modifier | On Hit Marked Effect Additional Attack Range: 150 Additional Attack Width: 80 Fling Range (Behind Kraus): 200 Cooldowns: 10 Cost: 45 Casting Time: None Interrupts Movement: No

Kraus’ next 3 auto attacks are enhanced with the aid of his spirit animal within the next 5.0 seconds, granting him additional attack range.

The first two attacks will impale all enemies in a line and deal an additional 15 / 25 / 35 / 50 / 65 (+15% AD) in physical damage per strike. The third attack will deal an additional 25 / 50 / 75 / 100 / 115 (+20% AD) (+8% / 9% / 10% / 11% / 12% of targets maximum health) in physical damage and fling all non epic monsters damage this way behind Kraus.

⌈ Maximum Total Damage: 55 / 75 / 145 / 165 / 225 (+50% AD) (+8% / 9% / 10% / 11% / 12% of targets maximum health) ⌋

Total Attack Range: 300

  • The additional range will continue to classify Kraus’ auto attacks as melee.


##W: Rush of Nature

First Cast Linear Pass Through Skill Shot Range: 500 Projectile Width: 250 Projectile Speed: 1300 Cooldowns: 12 / 11 / 10 / 9 / 8 Cost: 35 / 45 / 55 / 65 / 75 Casting Time: .5 seconds Interrupts Movement: Yes

Kraus’ spirit animal rushes in a line a short and fixed distance stopping at terrain at any point along its path, while damaging enemy units it passes through for 20 / 30 / 40 / 50 / 60 (+15% AD) in physical damage. After a .5 second delay, Kraus may recast Rush of Nature within 3.0 seconds for additional effects.

Second Cast Auto Targeted Linear Collision Dash | Conditional On Spell Effect Dash Speed: 1300 Radius: 250

Kraus rushes in a direct line to the location of his sprit animal knocking enemy minions aside as he travels. Kraus will stop at terrain or collide with the first enemy champion, dealing 25 / 40 / 55 / 70 / 85 (+20% AD) in physical damage and slowing them for 15% / 20% / 25% / 30% / 35% for 1.0 second.

This second cast uses a charge of Impale / Heave if the ability is active, applying the effect to all enemies it strikes in a small radius.

⌈ Maximum Total Damage: 45 / 70 / 95 / 120 / 145 (+35% AD) ⌋

  • The range of the spirit animal range is static. Casting this ability with any terrain in its path will have its range stopped at the start of the terrain.

  • If Kraus is interrupted during his dash, he will not continue or retry his dash, even after his interruption is cleared. He gets one attempt and the spell immediately goes on cool down when it fails.

  • The spirit animal dash does not grant any enhanced effects if Impale / Heave is active. Only Kraus’ dashing portion will grant them.

  • Kraus will not attempt to dash to his spirit animal’s location if he is more than 2000 units away from it. Distance will be checked at the time of the dash, and will go on cooldown immediately if this case is true.

  • Therefore, casting Rush of Nature then getting knocked back results in a longer ranged charge to the spirit animal’s location. Remember, Kraus will take the straight and direct line towards his spirit animal’s location.

  • Rush of Nature charge stops after colliding with an enemy champion, but can affect multiple enemy champions if they are close enough together.



##E: Rawhide

Passive Self Targeted Mark via On being Shielded l Auto Targeted On Being Hit Conic Area of Effect Conic Degress: 30 Range: 500 Projectile Speed 1600

Whenever Kraus is shielded, he gains the mark of Resiliency.

Whenever Kraus holds the mark of Resiliency and is hit by a projectile or autoattack from an enemy champion, he will have particles from the attack bounce back towards the source of the projectile, dealing 20 / 30 / 40 / 50 / 60 physical damage to all enemy units in the conic area.

  • As Kraus holds the mark of Resiliency, whenever he is hit by a projectile, the point on impact becomes the midpoint for the On Being Hit effect. Therefore, the damage will reflect back 15° to the left and 15° to the right from the point of impact, creating the 30° conic area of effect.

Active Self Targeted Shield Cooldown: 18 / 16.5 / 15 / 13.5 / 12 Cost: 45 / 55 / 65 / 75 / 85

Kraus increases his fortitude and gains a shield, blocking 60 / 85 / 110 / 135 / 150 (+35% Armor) (+35% Magic Resist) damage for 5.0 seconds.

  • The cool down of this ability begins at the end of the shield’s duration or when the shield is destroyed, whichever comes first.


##R: Unleashed

Passive On Hit Effect

Whenever Unleased is active, Kraus’ auto attacks benefit and deal damage from his Survival Instincts passive.

Active Barrage | Self Targeted Area of Effect | Self Targeted Buff | Auto Attack Modifier Barrage Count: 4 / 5 / 6 Barrage Rest Timer: 5.0 / 6.0 / 7.0 seconds Dash Range: 300 Radius: 500 Cooldowns: 100 / 90 / 80 Cost: 100 Casting Time: .5 seconds Interrupts Movement: Yes

Kraus lets out a primal scream, and letting the spirit animal take over him for 5.0 / 6.0 / 7.0 seconds.

During this time, Kraus will ignore unit collison, gain 50% / 60% / 70% movement speed decreasing by 30% over the next 2.5 / 3.0 / 3.5 seconds, and his next two auto attacks against an enemy champion will now dash towards the target a short distance.

If another barrage is cast while active, Kraus will refresh all the benefits. If he allows the reset timer to pass, then he will reduce the cooldown of this ability by 10 seconds for every remaining barrage amount.

  • Even though this ability grants Kraus the ability to ignore unit collision, he will still collide with the first enemy champion with Kraus' dashing portion of the Rush of Nature ability.

#Suggested Summoner Spells & Items

##Summoner Spells summoner 21 summoner 4

##Starter item 1029 item 2003 item 3340

##Essential item 3742 item 3102 item 3075

##Offensive item 3091 item 3156 item 3139

##Defensive item 3190 item 3083 item 3065

#Trivia

  • Kraus as defined in German translates to: wrinkled, furrowed Mobile Link / Desktop Link. This is a play on the constant furrowed face Kraus has.

#Personal Notes

  • I'm always happy to hear any form of constructive feedback and criticism. I make changes on agreeable suggestions and give credit where credit is due too. Comment freely.

  • You liked this concept? You can check out the full collection of my other champion concepts on my Champion Concept Mega Thread

#Patch Notes

##Version 1.3 - 05/19/2018 Abilities

  • Q: Impale / Heave

    The first two attacks will impale all enemies in a line, placing a mark of Punctured for 3.0 seconds and deal an additional 15 / 25 / 35 / 50 / 65 (+15% AD) in physical damage per strike. The third attack will deal an additional 25 / 50 / 75 / 100 / 115 (+20% AD) in physical damage and fling all non epic monsters damage this way behind Klaus.

    Simplified the ability.

  • W: Rush of Nature

    Kraus’ spirit animal rushes in a line a short and fixed distance stopping at terrain were it can not fully dash through stopping at terrain at any point along its path, [...].

    Now the spirit simply can not pass terrain, avoiding inconsistent spell result versus expectation.

  • R: Unleashed

    Barrage | Self Targeted Area of Effect | Self Targeted Buff | Auto Attack Modifier Barrage Count: 4 / 5 / 6 Barrage Rest Timer: 5.0 / 6.0 / 7.0 seconds Dash Range: 300 200

    Kraus lets out a primal scream, removing all crowd control effects on him, dealing 150 / 225 / 300 (+30% AD) in physical damage in a small area around him, and lets the spirit animal take over him for 5.0 / 6.0 / 7.0 seconds.

    Whenever crowd control outside of Supression is applied to Kraus while Unleashed is active, it may affect him no longer than .5 seconds, including airborne effects. If another barrage is cast while active, Kraus will refresh all the benefits. If he allows the reset timer to pass, then he will reduce the cooldown of this ability by 10 seconds for every remaining barrage amount.

    Removed the annoying cc dependent condition to reset skill and transferred it to a barrage ability, allowing the player to determine its reset. Added cooldown reduction for allowing the skill to reset with remaining barrage cast left.



##Version 1.2 - 12/24/2015

Abilities

  • E: Rawhide

    Kraus increases his fortitude and gains a shield, blocking 60 / 85 / 110 / 135 / 150 (+30% +35% Armor + 1% per 2% missing health) (+30% +35% Magic Resist + 1% per 2% missing health) damage for 5.0 seconds.



##Version 1.1 - 12/07/2015

Stats

  • Stats updated

Abilities

  • Passive: Survival Instincts

    Kraus’ damaging spells and On Being Hit damage from spell effects deal an additional 10% / 15% / 20% of his total Armor and 10% / 15% / 20% of his total Magic Resist as physical damage.

    ######Patch Note Credits: The Djinn

  • Q: Impale / Heave

    Self Targeted Buff | Auto Attack Modifier | On Hit Effect Marked Effect | Bleed Cooldowns: 10 / 9 / 8 / 7 / 6 10

    Kraus’ next 3 auto attacks are enhanced with the aid of his spirit animal within the next 5.0 seconds, granting him additional range. The first two attacks will impale all enemies in a line, causing a bleed placing a mark of Punctured for 3.0 seconds and deal 15 / 25 / 35 / 50 / 65 (+15% AD) in physical damage over 1.0 second per strike. The third attack causing a bleed will deal 35 / 45 / 55 / 75 / 85 25 / 50 / 75 / 100 / 115 (+20% AD) in physical damage.

    Kraus will consume the mark, flinging all impaled enemies behind himself and deal 8% / 9% / 10% / 11% / 12% of targets maximum health if he strikes a unit with a mark of Punctured. over 1.0 second when they land.

    ⌈ Maximum Total Damage: 50 / 80 / 120 / 165 / 180 (+50% AD) ** 55 / 75 / 145 / 165 / 225 (+50% AD) (+8% / 9% / 10% / 11% / 12% of targets maximum health)** ⌋

    ######Patch Note Credits: The Djinn

  • W: Rush of Nature

    First Cast Linear Pass Through Skill Shot Range: 400 Projectile Width: 250 Projectile Speed: 1300

    Kraus’ spirit animal rushes in a line a short and fixed distance stopping at terrain if it can not fully dash through while damaging enemy units is passes through for 20 / 30 / 40 / 50 / 60 (+15% AD) in physical damage. After a .5 second delay, Kraus may cast Rush of Nature within 3.0 seconds for additional effects.

    Second Cast Auto Targeted Linear Collision Dash | Conditional On Spell Effect Radius: 250

    Kraus rushes in a direct line to the location of his sprit animal, knocking enemy minions aside as he travels. Kraus will stop at terrain or colliding with the first enemy champion, dealing 25 / 40 / 55 / 70 / 85 (+20% AD) in physical damage and slowing them for 15% / 20% / 25% / 30% / 35% for 1.0 second.

    This second cast uses a charge of Impale / Heave if the ability is active, applying the effect to all enemies it strikes in a small radius.

    ######Patch Note Credits: The Djinn

  • E: Rawhide

    Passive Self Targeted Mark via On being Shielded l Auto Targeted On Being Hit Conic Area of Effect Range: 350 500

    Whenever Kraus is shielded, he gains the mark of Resiliency.

    Whenever Kraus holds the mark of Resiliency and is hit by a projectile from an enemy champion, he will have particles from the attack bounce back towards the source of the projectile, dealing 20 / 30 / 40 / 50 / 60 physical damage to all enemy units in the conic area.

    Active Self Targeted Shield

    Kraus increases his fortitude and gains a shield, blocking 60 / 85 / 110 / 135 / 150 (+35% Armor) (+35% Magic Resist) (+30% Armor + 1% per 2% missing health) (+30% Magic Resist + 1% per 2% missing health) damage for 3.0 5.0 seconds. If the shield is not destroyed at the end of the duration, his skin becomes renewed and more durable, granting Kraus a mark of Resiliency for 3.0 seconds.

    During this time, whenever he is hit by an projectile from an enemy champion, he will have particles from the attack bounce back in a cone and deal 20 / 30 / 40 / 50 / 60 physical damage to all enemy units in the area traveling back towards the source of the projectile.

    ######Patch Note Credits: The Djinn

28 Comments

ModThe Djinn12/4/2015, 4:37:52 PM3 votes

Beautiful concept here, and VERY well designed. I'm not sure I've ever seen so professional a presentation: I'm VERY impressed, which seldom happens on these boards (although it does occur on rare occasions).

A few minor critiques:


Survival Instincts should probably just add the damage to his spells and auto-attacks. It's not a huge amount of damage, and you lose a lot of clarity by having to specifically exempt auto-attacks when his ultimate is NOT active. Yes, the numbers might need to drop a bit, but the extra clarity is a big gain. The other option is simply to reword it so that it says spells, and let the player figure out that it applies to their Q by themselves, then have the ultimate add it to auto-attacks. The problem currently is that autoattacks apply on all on hit effects, making it seem like it should trigger all the time.

Of the two options, I prefer the first one. I think the attack speed increase in the ultimate is enough of the damage boost, and you could have a slightly lower damage across the board be the baseline.


Impale / Heave is an absolutely incredible ability, but the very low cooldown worries me on a move with such powerful displacement. Flips can be very strong. I also think it suffers a bit from being an automatic enhancement: it makes it harder to line up really cool plays with the ability.

Personally, I'd like to see this become a short range skill shot with three charges and maybe a 0.5 to 1 second cooldown between the use of the charges. You can then keep the cool down low by starting it when the charges have expired or after X seconds, whichever comes first. Specify that the last charge only throws targets it hits who have also been hit by an earlier charge, and you have an ability with a lot of cool counter play, but also a lot of power.

Finally, I'd make the damage of single application for each use. 1 second bleed is hardly noticeable, and you can just make a mark that lasts for a couple seconds instead to trigger the toss. Id even suggest severely back loading the damage on to the third head, making it so that your damages significantly lower if you can't land at least two hits on the same target. You could even do something like a percentage of their maximum health to really help sell this.


Spirit Rush is another fantastic ability, and my changes to it would be relatively minor. I would make the second - require a reactivation of the ability instead of being mandatory. This gives the player more of a feeling of control, and makes the ability less potentially penalizing. I've then encourage aggressive gameplay by uping the cooldown to about 2 seconds more than it currently is, but offering a 50% reduction if you strikes an enemy unit with the second part of the dash. That way you are still penalized for not following the spirit in, but if it ends up in a spot where you'd be killed instantly you at least have a choice of which penalty to take.


I want to love Rawhide. I really do. But it's undoubtedly the least interesting part of his kit, and not particularly functional. It's a relatively small shield with a strong incentive to use it before you're taking damage, because you benefit from it not being broken. Additionally, it's designed as an anti-ranged character tool, but the retaliation range on the ability is significantly shorter than the auto attack range of most of the champions it's designed to work against.

In short, it's an AoE thornmail for people who aren't currently attacking you, and that's really bizarre. I think you can do much more interesting things with this abjlity slot, even as far as extra effects on a shield go.


I do love Rampage. I love it a lot. But at the same time, I don't actually think it works. If it just made you immune to CC, it wouldn't actually be a problem. The issue comes that it flips moves that would normally penalize a character into moves that actually benefit a character, and that's going to feel awful for your enemies and be very counterintuitive. It also means that the damage potential of the ultimate is incredibly varied tastes on the enemy team and how good they are at not hitting you with crowd control.

So that portion has to go. I don't want it to, but its not good design: making your opponents waste powerful CC moves is bad enough. Penalizing them with an extended duration and extra damage is terrible.

I'm also not sure I like the attack speed bonus. It doesn't seem in keeping with a Rhino. Perhaps some sort of charge system that builds up to fewer, more powerful attacks instead? Maybe based on distance moved, like some sort of buffed Deadman's Plate? Seems more fitting to the theme.


Hope this was helpful, or at least interesting! I don't normally ask for return reviews, but you seem to have a good eye for design: if you get a moment, I'd love your thoughts on a champion of mine. Let me know and I'll drop you a link!

DesolationKaizer12/8/2015, 1:19:53 AM1 votes

I've always really liked the idea of a tank doing resistance based damage/and or getting a bit of offense from building resistances, such as Galio (QQ, so very few play him) and Rammus. The lore is short, but I enjoy it as well. Him basically showing what it's like when a spirit walker completely embraces their wildness and savagery, abandoning any humanity they held onto.

I like the passive of course, adding some damage dealing capabilities to a tank in a manner that makes sense for the class.

I like Impale/Heave a lot. Honestly, if I had to imagine a rhino-esque move in League, it wouldn't get much better than this. Great move for a tank, would make for some interesting plays for sure, especially being able to peel multiple enemies, or set them all up for someone's AOE or ultimate. I could just imagine this with a Malphite ultimate.

For Spirit Rush, I like that it synergizes with Impale/Heave, allowing for some interesting plays, though I like that it's highly punishable around terrain. So you have to use it wisely.

Rawhide is a bit boring for me, but it works for sure in this kit, giving him a bit more of that tankiness and damage-soaking he needs.

Uh, missing an ultimate, though I remember seeing it previously? I assume you're probably working on it or something.

Sorry if my points were kinda brief, not too good at reviewing or critiquing to be honest.

Also uh, if it's not too much to ask for, could I get a bit of feedback on this champion concept of mine? It's the first I've done in like..two years.

Rafnir, The Spellbinding Blade

shadowsaotome12/24/2015, 7:30:15 PM1 votes

First off, this has got to be one of the best put-together concepts I've ever seen. It's clear that you put a lot of effort and time into making this champion. I've always loved tanks as a class, and this guy just screams tank. To be honest, you've received a ton of good advice/criticism so far, and I'm not sure what else I can add. That being said, I'll list each ability and my thoughts on it, hopefully it won't be too redundant with what has already been posted.

Survival Instincts This is an awesome passive, very fitting with the character and gives the player huge incentive to build up stats a tank should be getting. However, this almost seems a little too powerful early on since it scales with total armor and magic resistance. This means that right out of the gate at lv1 you already have bonuses to your spell damage without having any items. Maybe have it scale with bonus armor and magic resistance; however, without actually being able to playtest it, it's hard for me to say for sure how strong this ability actually is.

Impale/Heave This is a really interesting ability, and I had to go over it a couple of times just to fully wrap my head around everything it could potentially be used for. First off, while this probably goes without saying, I'd imagine that you would not be able to fling epic monsters, aka Dragon and Baron Nashor. That being said, this ability gives him some unique strategies during both lane phase and teamfights. Two questions: 1. During the time that an enemy is being flung, are they able to use any actions? 2. How long are they in motion, and would this be considered a displacement effect that Yasuo, or any other champion down the road that interacts with displacement effects, could take advantage of?

Rush of Nature I can't really think of anything that needs to change or be addressed about this ability. It's a great way to get to your intended target, and it's well-balanced. Fits the character theme perfectly as well, so spot on!

Rawhide The first time I read over this ability, I was under the impression that it mitigated the effects of projectiles/AAs that hit it, and I was ready to go into a rant about how overpowered that would be. However, upon a second and third reading, I found that I was mistaken. While probably the least mechanically interesting ability in the kit, that in no way detracts from its effectiveness and cohesiveness with the character. It was also a nice touch to add that just being shielded grants the Resiliency mark, so that leaves the door open for good interactions with other champions, as well as summoner 21 and item 3190.

Unleashed (The h is missing from your original post, unless it's supposed to read Unleased.) Incredible ultimate ability, it conjures up images of a rampaging rhino in my head, which seems to be the effect you were going for. I particularly like the interactions with CC, and his ability to shrug off anything that would impede him from his rampage. Good job making the exception for suppression, leaves a bit of wiggle room/counterplay for opponents.

That's all, hope you find my review helpful! Again, this is an amazing champion concept, and it was great to look through. If you have the time, I have a champion of my own that I've been trying to get criticism and advice on: Martin, The Last Chance. Take care, and I hope you have a happy holidays!

Raptamei12/24/2015, 10:58:17 PM1 votes

CCOS review

Lore: Lots of effort went into this! Nice job. It even gives a lore friendly explanation for in-game power creep. Rhinos are extinct? o_O

Passive: Having it apply flat damage instead of modifying AD/AP is interesting, but balanced. I'm not sure why the percentages scale though: it is bonus armor, meaning it starts slightly above zero anyway. The percentage mostly seems to be there to make the ability useless until level 13. Deliberate?

Q: The mechanics on this are really neat, even if it is just another 3 stack auto attack ability. It reminds me of Tahm Kench's eat in that you need to hit someone 3 times in melee and then it repositions them, mixed in with Kharazim's turbo punch thing. The damage seems way off though, unless it is added damage on top of your auto attacks, but the description seems to indicate it isn't. It should be, because otherwise the damage is utterly ignorable. Also, why does this have max health damage? Is it supposed to bust tanks?

W: That's a ton of text, albeit nicely formatted, but I do get a "TL;DR" feeling. As for the actual functionality, it is much like a small version of Fire Renmant from Dota where you shoot out a unit and then you may dash to it later. I guess it's also like Azir's sand soldiers but Azir has no reason to have mobility in the first place because he's supposed to be a leader behind his soldiers, not the fucking Flash. /rant Again, the damage really should be on top of his auto attack damage, because this deals way less damage than an auto attack. This is only acceptable if you're like Master Yi or Jax or something.

E: I like this interaction with other champions. The shield lasts a bit too long, the mana cost is really low at level 1 and the return damage doesn't scale and therefore becomes ignorable later on. This should perhaps trigger only on champion hits, otherwise you can't buff the return damage without allowing him to push harder than old Sivir riding on Sylvanas' shoulders. Or preferably try a different effect other than damage reflection, because damage reflection feels terrible to be on the receiving end of (you could easily end up in a situation where you have 0% chance to win a fight even if he goes afk) and this particular implementation destroys Kog in particular.

R: Surprisingly for a self buff this is actually really balanced and adds gameplay! I won't spend too much time on the positives, but the ability has one big problem: crowd control resets the duration, making many abilities worse than not using them. For instance, Trundle is toothless because his Q applies a mini slow and his pillar is a rapidly ticking slow field so Kraus can just stand in it and continuously refresh his ult. It gets worse if you have a source of crowd control you can't avoid using: Rylai's, red buff, ...

Akenero12/25/2015, 1:35:13 AM1 votes

I'd like to see more raw POWER in his kit, this sounds like a man who has no need for items, so feel free to make his base stats beefy as hell, but have his scalings low, which has been done, also, his q shouldnt be useable without his spirit, so w should cause q to not work/ deal bonus damage or something, since his spirit gives him that pierce!

NsEternal12/28/2015, 12:12:00 AM1 votes

i mean he seems like a good idea but can we please stop making tanks for this game seriously. make him an assassin

Vorazun12/29/2015, 3:42:42 PM1 votes

CCOS Bonus

Just a couple of my thoughts on your concept.

Passive: Personally, I'm not too big a fan of having offense scale off defense. It feels like a personal no-no to me. That said, the way you've done it is specific enough and limited enough that it doesn't feel like too much of an issue. Additionally, it seems like the bases on the rest of the ability have been reduced enough so that they aren't too strong. It's definitely not the most exciting passive in the world, but the kit makes it so that it doesn't need it

Q: Ah, 3 HIT RITO PLS. Jokes aside, this feels fairly strong. It is definitely a very strong trading tool in lane, particularly since tagging an enemy champion will almost always assure the damage. I'm also assuming that the %age health is physical damage as well? Also feels like a very strong anti-dive tool, but I also feel that the 2nd hit should do something to targets already marked with Puncture. Perhaps consider splitting the % damage between the 2nd and 3rd hit with it, in order to reward actively pursuing the opponent rather than tagging them with 2 autoattacks, making it so you have to tag them with 3. Also somewhat unique as being the only real CC in the kit.

W: Another neat little ability. My one little gripe with it is how even though the spirit itself can go through walls, Kraus himself can't. It feels very counter-intuitive, particularly since the next closest abiltiy - Lissandra E, can go through walls. I understand that it's a thematic thing, and it does fit that theme very well, but it just feels a little off to me. If you intend to keep it not going through walls, I would suggest giving it a little more range, just so that you can dash up and smack that carry in the face.

E: Shields are pretty standard, but you've managed to add your own little touch to it. Nice work!

R: This is the ability I have the most trouble with. I'm sorry, but this feels like a textbook example of power/mobility creep. Being able to shrug off CC like that, particularly since that is precisely what an enemy team would want to throw at you, while also refreshing the effects? Seems extremely powerful. I would suggest that there be diminishing returns on the renewal/buff, ie 100% for the 1st hard CC, 75% on the second, 56.25% on the 3rd etc...while just having some innate slow resistance. That, or lowering the duration somewhat so that the enemy team has to actively throw CC at you in order to refresh the duration, since it feels extremely long at present, and can be sustained very easily without too much attention. Also I'm a little unsure as to whether there is a typo? Should it be Unleashed instead?

Recommended Items

I feel that this should include both Iceborn Gauntlet and Sterak's Gage as well. They both have great synergy with Kraus (since his base AD is decent, and the slow field grows with armor, while Sterak's is very good with his passive and is made for diving an enemy team).

LilStacey8712/3/2015, 9:18:40 PM1 votes

I up-voted due to the cool artwork/lore combo. The skills are also great idea's as well. I love what you did with the "Unleashed" Ultimate, because it has a Rhino "feel" to it in my opinion. The fact that he's an Anti-CC champ is pretty cool, and though champions like Olaf are immune, the idea is great to me. People might now agree with the Armor and MR scaling with damage, but I like it. It's rare and cool, and a Rhino fits the theme.

showcase255/19/2018, 10:23:24 PM1 votes

##Version 1.3 - 05/19/2018 Abilities

  • Q: Impale / Heave

    The first two attacks will impale all enemies in a line, placing a mark of Punctured for 3.0 seconds and deal an additional 15 / 25 / 35 / 50 / 65 (+15% AD) in physical damage per strike. The third attack will deal an additional 25 / 50 / 75 / 100 / 115 (+20% AD) in physical damage and fling all non epic monsters damage this way behind Klaus.

    Simplified the ability.

  • W: Rush of Nature

    Kraus’ spirit animal rushes in a line a short and fixed distance stopping at terrain were it can not fully dash through stopping at terrain at any point along its path, [...].

    Now the spirit simply can not pass terrain, avoiding inconsistent spell result versus expectation.

  • R: Unleashed

    Barrage | Self Targeted Area of Effect | Self Targeted Buff | Auto Attack Modifier Barrage Count: 4 / 5 / 6 Barrage Rest Timer: 5.0 / 6.0 / 7.0 seconds Dash Range: 300 200

    Kraus lets out a primal scream, removing all crowd control effects on him, dealing 150 / 225 / 300 (+30% AD) in physical damage in a small area around him, and lets the spirit animal take over him for 5.0 / 6.0 / 7.0 seconds.

    Whenever crowd control outside of Supression is applied to Kraus while Unleashed is active, it may affect him no longer than .5 seconds, including airborne effects. If another barrage is cast while active, Kraus will refresh all the benefits. If he allows the reset timer to pass, then he will reduce the cooldown of this ability by 10 seconds for every remaining barrage amount.

    Removed the annoying cc dependent condition to reset skill and transferred it to a barrage ability, allowing the player to determine its reset. Added cooldown reduction for allowing the skill to reset with remaining barrage cast left.