I do not claim any rights on this champion. Feel free to use it, or any of its part, however you like. Credits are appreciated but optional.
Since I'm not getting a lot of feedback... I do accept trading reviews (I actually usually do reviews without asking anything in return... so it's a win-win). However, please do not ask me to review your August MCCC concept... I really don't like the theme and there wasn't any of the champions I saw that I liked enough to do a review of my own will...
Kafkar - The elemental scholar
These are the terms that I should be using throughout my thread and what they mean to me...
Ammo (system) : an ability that uses charges like Karma's Mantras or Akali's Shadow Rush
AoE : Area of Effect, or basically, something that can hit more than 1 unit (from Diana's Hook to Tibbers' aura).
Burst : a big amount of damage in low time (Leblanc's combo)
CC or Crowd Control : any debuff that hinders one's ability to damage youHard CC : a CC that stops both attacks and spells (Stun, Suppress, Polymorph, Taunts)DoT : Damage over Time, or basically a spell that deal damages per tick (like ignite)
Soft CC : a CC that only hinders a specific option (silence, snare, slow)
Nuke : often single-player, an instant burst of damage (any of Annie's abilities)
Purpose : what is the goal of said champion/ability (or often burst/DoT/utility)
Ready (ability) : an ability that is off cooldown.
Skillshot : an ability where you have to aim, is dodgeable.
Targeted : a click to hit ability, as opposed to skillshots.
Utility : an effect added to the ability that isn't damage (movement, crowd control)
this is basically my take at the archmage/elementalist archetype. In my opinion, an elementalist should be able to harness any elements the same way and all the elements should have potentially the same power. This is why I chose to break the 1/3/1 design basis (1 innate, 3 basic + 1 ultimate) to make it 1/4 like Udyr. Then again, I felt like he was a pretty bland and lackluster mage... So I chose that he should have the ability to focus on certain elements more than others and perfect his knowledge however he see fit, thus making all his abilities have a level cap of 7, while retaining the max 18 points.
Based on that, I needed all 4 abilities to have a distinct "purpose" and to be balanced (so one does not always go 7/7/4/0 or 7/7/3/1).
If you read Morello's posts about complexity vs. clarity, this is exactly what I was aiming for; a champion that you can be sure how to play but unsure how to play him best.
Kafkar's ancestors had been summoners for ages. However, when Maokai arised from the Twited Treeline's forest, his father ran away in fear, leaving the poor champion to die. Due to his poor conduct, he was exiled from the summoner's order and had to live a life of shame. Kafkar was thus born in the Fyrone Flats. His father tried to teach him summoning magics, but all he could create was some kind of force with no tangible appearance. He traveled the land, looking for a new mentor to teach him magic. Heading toward a port to reach the city state of Ionia, known for its focus on balance and knowledge over anything else. He traveled a long way, sharing company with an odd Yordle, until he reached Bandle City's port.
Once he reached the isle, he walked from temples to temples, peeking around and trying to apply their teaching to his art, until he ended up at the Hirana Monastery where a young boy was learning to channel his inner bestiality. After learning how he was basically summoning a perfect balance of the four elements and simply had to separate them, he chose to train under the monk to learn the tricks of his art. He finally mastered his art, channeling each elements into physical mediums to give him greater control. When the Institute of war decided to open a new Field of Glory, namely the Proving Grounds, Kafkar was shocked to see how they once again put the champions' and summoners' life in danger and decided to go to the league, crush all opposition to be able to close the Fields of Glory.
Kafkar has a the rugged look of someone who lived in the desert. Rough black hairs, attached together, relatively dark skin (not black, but more than tanned) and while not being very beefy, he still has enough muscle to not be considered thin. He wears a scarf around the lower half of his face (like Malzahar, but without the hood) that hangs down below shoulders. Otherwise, he wears some baggy cloth shorts, no top and some very bland slipper/shoes. When his skills are up, little orbs (of the appropriate color) will show up over him, and the one orb whose element that is currently focused (innate) on will glow. *N.B. Both teams can see them.
Ranged, Mage, Pusher (potentially Bruiser, Support, Assassin)
Stat............level 0 (+growth) level 18
Health..................390 (+75) 1740
Health regen.......6.5 (+0.55) 16.4
Mana....................280 (+55) 1270
Mana regen.........6.9 (+0.72) 19.9
Attack damage...52 (+3.5) 118
Attack speed.......0.625 (+1.36%) 0.778
Armor..................12 (+3.2) 70
Magic res.............30 (+0) 30
Innate : Focus
Kafkar's autodidactism allows him to be more efficient at spell casting.
Kafkar can level all of his abilities up to rank 7 and his highest-leveled ready ability receives 15% bonus effect. In case of equal level, the one that has been ready the later has priority.
Q : Inferno (targeted single-player AoE nuke)
Kafkar calls the power of fire and sets an enemy on fire inflicting him with grievous wounds (50% healing). Targeted enemy takes 60/90/120/150/180/210/240 (+0.54 AP) magic damages and propagates Inferno to nearby units and structure for 50% of the damage (without refreshing duration). Structures takes further reduced (50%) damages.
Mana cost : 30/34/38/42/46/50/54 mana
Cooldown : 8/7.5/7/6.5/6/5.5/5 seconds
Cast Range : 600 units
Propagation Radius : 250 units
W : Blizzard (slow + DoT "wall")
Kafkar calls the power of ice, creating a blizzard at the targeted location slowing and damaging enemies hit.
Enemies caught in the blizzard are dealt 30/35/40/45/50/55/60 (+.2AP) magic damages per second and are slowed by 20/25/30/35/40/45/50% for 1.5s.
Mana cost : 80/92/104/116/128/140/152 mana
Cooldown : 20 seconds
Duration : 3/4/5/6/7/8/9 seconds
Cast Range : 700 units
Cast time : 1 second
Width : 350/400/450/500/550/600 units
Thickness : 150/165/180/195/210/225/240 units
E : Lightning Bolt (Very small circle AoE ammo nuke)
Kafkar calls the power of the air, summoning down a thunderbolt striking down on targeted area. Enemies hit gain 1 Lightning Rod stack for 5s seconds and receives 80/105/130/155/180/205/230 (+.4 AP) magic damages. Lightning bolt will split* toward nearby enemies afflicted the lightning rod debuff. Kafkar stores enough energy for a thunderbolt every 15/14/13/12/11/10/9 seconds and can hold up to 1/1/2/2/2/3/3 bolts.
Mana cost : 40/51/62/73/84/95/106 mana
Cooldown : 1.5 seconds
Cast Range : 900/975/1050/1125/1200/1275/1350 units
Hit Radius : 120 (+20 per Lightning Rod stack) units
*I felt like I had to explain this one... When you are affected by Lightning Rod, the bolt won't deviate toward you, there will simply be a spark that splits to hit you (and only you) if you are hit while being outside of the regular 120 range (aka being hit because of the stacks)
R : Earthshaker (AoE circular nuke)
Kafkar calls the power of the earth. After focusing for 1s, Kafkar summons a big boulder crashing down dealing 80/100/120/140/160/180/200 (+.8 AP) magic damage to all enemies hit. Any champion hit directly by the rock is stunned for 0.5/0.75/1/1.25/1.5/1.75/2s while others are pushed away.
Mana cost : 70/80/90/100/110/120/130 mana
Pushed distance : 150/200/250/300/350/400 units
Cooldown : 17/16/15/14/13/12/11 seconds
Cast Range : 900 units
Damage Radius : 250 units
Stun Radius : 100 units
Abilities explanation :
Innate : FocusI thought about this passive as it would allow you to make more use of the spell you level the most. As a scholar, looking more into one spell should give you better effect on that one. The off cooldown part is to encourage using all spells (and possibly leveling differently from 7/5/1/1 or 7/7/4/0)
Q : InfernoA new take on the fire ability, a bit similar to brand's passive. Basically, I started with a standard fireball, went onto a fireball that left you burnt and ended up with inferno, who is, in fact a ravaging wildfire.
W : BlizzardThis is his only reliable cc should one decide not to level it up, he has no cc and no escape. However, leveling it up to level 9 will provide a nearly permanent strong slow with some nasty DPS.
E : Lightning BoltI tried to make this a burst or dps decision... Ammo system + lightning rod debuff points toward burst, but stacking them up means you might lose some of them. I added the rod debuff to make it easier to evade AND dodge (the more you hit the harder it is to dodge, but the sooner you dodge, the harder it is to hit).
R : EarthshakerI really wanted to introduce some hard CC in his kit while keeping it useless for escaping. I found that an explosion did just what I needed and chose to go with the meteor path...
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