[Champion Concept] Cole ,The Lost Prince

LeapingLime·9/14/2015, 3:52:49 PM·1 votes·606 views

Hey guys I've had this concept in my head for a very long time and its still pretty early but I think ive rounded him out and given him a really good kit. I feel like he would be perfect in the jungle but he has potential in ever lane. He's the son of Tryndamere and Ashe , Im Still working out his lore so give me time but please tell me what you think so far

Cole, The lost Prince

Attack Range - 175

Passive - FrostFury

All of Coles abilities gain Guardian effects if he is not holding his hammer.

Cole’s basic attacks apply stacks of (Icy) that can stack up to 10 times for 5 seconds. Cole does 60% of his attack damage when he does not have his hammer and gains 12% lifesteal

Q - Icy Trauma Range: 200 - 900 Cooldown: 18 / 16 / 14 / 12 / 10 Cost: 75 / 80 / 85 / 90 / 95 Mana

Guardian: Cole gains movement speed and can reactivate Icy Trauma at any time during its travel time at no mana cost to blink him to the hammers current location.

  • Movement speed: 5 / 10 / 15 / 20 / 25%

Active: Cole Throws his hammer in a line to target location Dealing physical damage to the first enemy it hits and slowing them for 1.5 seconds while also applying a stack of (Icy), if the champion hit already has a stack of (Icy) all stacks are consumed and they are stunned for 1.0 (+.1 per stack) 2 seconds total.

The hammer remains at target location until Icy Trauma is off cooldown. Cole can pick up his hammer to reduce the current cooldown of Icy Trauma by 50%.

  • Physical damage: 80 / 110 / 140 / 170 / 200 (+120% AD) (+10% AP per stack)
  • Max Physical Damage: 80 / 110 / 140 / 170 / 200 (+120% AD) (+100% AP)
  • Slow Percent: 26 / 32 / 38 / 44 / 50%
  • Projectile Speed: 900

W – CrossLance **Cooldown: **16 seconds ** Cost: **100 mana

Guardian: Cole's attack damage is increased and he gains attack speed. Cole can activate Crosslance while hes not holding his hammer to grant Truesight in a 2000 unit radius from the hammer for 1 seconds.

  • Attack Damage: 15 / 25 / 35 / 45 / 55
  • Attack Speed: 20 / 40 / 60 / 80 / 100%

Active: Coles hammer turns ranged for 12 seconds, granting him magic damage on his attacks and also increasing his range by 400 (575 total range). His attacks also slow his targets for 2 seconds.

  • Bonus Magic Damage: 15 / 25 / 35 / 45 / 55 (+15% AP)
  • Slow Percent: 10 / 15 / 20 / 25 / 30%

E – Coldzone Radius: 450 Cooldown: 24 / 22 / 20 / 18 / 16 seconds Cost: 95 mana

Guardian: Every 4th auto attack increases Cole's lifesteal by 2% for 4 seconds up to a maximum of 12%

Cole can activate coldzone while not holding his hammer to turn his percentage of lifesteal into a shield based off of his max health for 4 seconds This bonus lifesteal only persists if Cole does not have his hammer but the shield does persist

Active: Coles hammer freezes an area around it dealing magic damage to enemies, the hammer leaves behind a coldzone for 5 seconds slowing all enemies that remain inside the area. (Icy) stacks are consumed to deal additional magic damage. Cole and allied champions inside the coldzone gain double health regen and are shielded for 2 seconds.

  • Magic Damage: 75 / 120 / 165 / 210 / 255 (5% AP per stack)
  • Max Magic Damage: 75 / 120 / 165 / 210 / 255 (50% AP)
  • Slow percent: 5 / 10 / 15 / 20 / 25%
  • Shield Strength: 35 / 55 / 75 / 95 / 115 (+20% AP)

Ult #1

R – Frost Giant

Cooldown: 140 / 120 / 100 seconds Cost: 150 mana

Active: Cole and his hammer become one, covering his entire body in ice Crystals for 5 seconds.
He gains increased movement speed, armor and magic resist, will avoid unit collision and is immune to all crowd control while he is crystallized. Cole is unable to attack and cannot cast any of his standard abilities while in this state but can cast Frozen Prison using any learned ability.

  • Armor: 10 / 20 / 30
  • Magic Resist: 10 / 20 / 30
  • Movement speed: 35 / 50 / 65%

Frozen Prison Range: 250 Cole Grabs an enemy champion and they receive physical damage and will be frozen solid for 3 seconds, while slowing all enemies’ movement speed around a 500 radius.

  • Physical Damage: 200 / 325 / 450 (+100% AD) (+25 AP per Icy stack)
  • Slow Percent: 40 / 60 / 80%

Ult #2

R – Deadzone/Watch Above Cooldown: 160 / 130 / 100 seconds Cost: 200 mana Range: 4500

Guardian: Watch above turns into DeadZone.

  • Deadzone

Active: Coles hammer erupts creating a circle of impassible terrain around the hammer for 4 seconds. While inside the deadzone all champions are silenced for its duration. The walls act as barriers and negate all incoming damage and disables from the outside. For every champion inside the deadzone, Cole and all allied champions within the deadzone will be healed for a certain amount

  • Heal: 50 / 100 / 150 (+25 / 50 / 75 per stack)
  • Watch Above

Active: Cole hurls his hammer high into the sky, after 2 seconds the hammer will come crashing down on target location dealing physical damage at the center point and magic damage at the outer point and stunning all enemies hit for .5 seconds.

  • Physical Damage: 400 / 700 / 1000 (+100 AD)
  • Magic Damage: 250 / 400 / 550 (+60 AP)
  • Center Radius: 250
  • Outer Radius: 750

10 Comments

Deadly Fondue9/14/2015, 4:20:15 PM2 votes

I like this Concept although i have a couple of recommendations

The first is he seams to be an auto attack ad based champion with an ap caster style - builds might get confusing - what would be your recommended build on him? some of his abilities are too close to olafs - i would change some around and make a couple of changes to remove the ones that are to close :)

I Proxy I9/14/2015, 5:39:16 PM1 votes

Yeah sounds to much like an olaf and league is trying to make every champion differnt. Its a good concept but kinda a knock off.

Stephenizgod9/14/2015, 6:29:53 PM1 votes

Hmm he might be a bit too strong without his hammer though. He deals an additional 60% of his AD and gains 12% lifesteal passively while not holding it. His Q gives him 25% movespeed, his W gives him 55 more AD and 100% attack speed, his E gives him 12% more lifesteal which he then has the option to turn into a shield. Without the Hammer mechanic this is pretty much the strongest auto-attack melee champion in the game, add in his abilities and he has a blink, true sight, and a shield. The first ult turns this monster into an unstoppable incredibly fast and tanky Pentakiller, the second ult is even more broken. You trap X amount of enemies in an enclosed space with this monster and silence them while simultaneously healing all allies, but if he has his Hammer Watch Above deals massive damage. Now we add in his Hammer abilities... Do you see where I'm going?

He can not be this strong both with his hammer and without his hammer, its not just about numbers because i know those can easily be balanced but the kit itself is very broken. You give him all the strengths of an AD melee champion and then some and take away all the weakness. Basically all he needs to do is throw his Q blink to them and start wailing on them, his 24% natural Lifesteal will heal through any damage, movement speed means no escape unless already near turret, and his damage is above old Fiora levels (her old W use to give he flat AD if anyone remembers lol)