Kaj'naar, the Living Evolution

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Petyr Baelish

Senior Member

10-07-2011

Kaj'naar is an adaptive champ that can change roles based on the situation. He works well with most items and allows a lot of room for creativity by the player.

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Appearance:
Kaj'naar is a gelatinous green ooze with a smooth lump for a head, a hole for a mouth, and two thick oozy limb-like arms with rounded ends. To basic attack, he wallops his target with one of these, alternating between arms. His slimy outer layer is covered in bright blue semitransparent bubbles of various sizes, arranged in a random formation, the largest of which are on his back. He moves by stretching his front forward and then pulling his back up to it, similar to a how a snail moves. As he moves, he leaves a trail of green slime behind that lasts for about two seconds before evaporating. Upon death, the bubbles explode, splattering green goo everywhere.
As he puts points in his abilities, his appearance and animations change.

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Lore
What is now Kaj'naar began as a simple single-celled organism. Created by a Zaunite biochemist, its DNA replicating mechanisms had been intentionally damaged, so as the cell divided, it failed to replicate every gene properly. This led to every duplicate organism being mutated. While most duplicates died, unable to process food or divide themselves, the rate of successful mutations was high enough to warrant further study. The organisms were submitted to a series of challenges which could only be achieved through mutation - extremes of temperature, force and radiation. The cells that survived were then put in a vat containing ample nutrients, but also a food chain of predatory organisms.
The results were astonishing. The mutating cells split into a variety of species, some aggressive predators, some defensive photosynthesizers, but all quickly replaced nonmutant organisms in each niche in the artificial ecosystem. Multicellular life appeared in weeks, and intelligent life thrived and grew. No two creatures were ever similar enough to be considered a species, every offspring brought with it a slew of new mutations. The ever-changing life was taken out of the vat into a larger simulated ecosystem with larger, more dangerous predators. Evolution still conquered everything in its path.
Until, through a stroke of genetic luck, an intelligent and predatory organism evolved normal, gamete-based duplication without mutation. It used a system of haploid and diploid organisms to severely reduce the rate at which mutations happened. Free to make offspring guaranteed to live, it quickly outnumbered the other species that could never make true duplicates. It hunted them to extinction before they had time to adapt. When they ran out of prey, ingested all the organic material available to them, they began to hunt each other. Eventually only one was left. Large and terrifying, with a variety of strange adaptations that had enabled it to overcome all the obstacles chance had thrown at it, it was a diploid, and therefore allowed to live, unable to replicate itself without another member of it's species. It called itself Kaj'naar.
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Base Stats:

Attack Damage: 49+3.5/level damage (112 damage at level 18)
Attack Range: 150 units
Health: 370+90/level health (1990 health at level 18)
Move Speed: 310 units per second
Armor: 19+3.5/level armor (82 armor at level 18)
Magic Resistance: 30+1.5/level magic resist (57 magic resist at level 18)
Health Regeneration: 7+0.6/level health per 5 sec. (16 health per 5 sec. at level 18)
Kaj'naar will always be a bruiser/fighter, since he has no initiation, escape, or burst. He has scaling magic resist to allow him to build damage without getting wrecked by burst mages. His other stats are similar to other bruiser characters.

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Passive - Adaptive Mutagens

Each of Kaj'naar's abilities has two modes he can switch between. Switching abilities has a 3 second global cooldown. This cooldown is reduced by 0.03 seconds for each 1% of his maximum health missing.
Kaj'naar's gameplay revolves around constantly changing passive bonuses to fit your situation. His abilities have no effect upon activation, instead, they can be activated to switch to the other of two available sets of passive bonuses. He can alter himself faster at times when adaptations are most necessary.

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Q - Gouging Claws/Living Projectiles

Gouging Claws: Kaj'naar gains 20/25/30/35/40% increased attack speed, and his auto attacks apply Gouge to the target, allowing Kaj'naar to penetrate 3/4/5/6/7% of the target's armor and magic resist for 5 seconds, stacking up to 5 times. On a critical strike he slashes with both hands, applying 2 stacks of Gouge and Kaj'naar's active poison to the target, either Crippling Poison or Corrosive Venom.

Living Projectiles: Kaj'naar's attack range is increased by 200/250/300/350/400 units and his auto attacks deal 20% of his ability power as bonus magic damage. Critical strikes splash on impact, dealing 20% of his ability power as magic damage to all enemy units within a 200 unit radius, and applying his active poison to all targets hit.

Animation
Gouging Claws: Shiny bone claws slide out of Kaj'naar's wrists, curving in serrated arcs out in front of his hands like the mandibles of a giant insect. On basic attacks he slices his target with one of these, and on critical strikes he hits with both.
Living Projectiles: One of Kaj'naar's arms reforms into a thick green cannon-like structure mounted at his shoulder. On basic attacks he launches a chunk of green ooze at his target, and if the attack crits the ooze will splatter on impact.
As a champion dependent on his auto-attacks for damage, this ability gives him his biggest choice - melee or ranged? The answer can be based on whether he is building AP, AD, or on-hit, but it also can be altered for fighting against a squishy or a tank, single target burst or sustained AoE.
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W - Crippling Poison/Corrosive Venom

Crippling Poison: Kaj'naar's auto attacks apply a stack of Crippling Poison that lasts 3 seconds, slowing the target by 4/5.5/7/8.5/10%. Upon application, Crippling Poison deals 10/15/20/25/30 physical damage to the afflicted target.

Corrosive Venom: Kaj'naar's auto attacks apply a stack of Corrosive Venom, dealing magic damage equal to 1/2/3/4/5% (+0.01 AP) of the target's max health over 3 seconds.

Both abilities stack up to 4 times, and any one target can only have 4 stacks total. Applying a stack of one to a target with full stacks will remove a stack of the other one.

Animation:
Crippling Poison: The bubbles on Kaj'naar's back fill with a swirling blue-black liquid that sloshes around as he moves. His weapon of choice, be it blunt hands, bony claws, or slime cannon is smeared with this shiny ink-like substance, as are targets affected by the slow.
Corrosive Venom: The trail of ooze Kaj'naar leaves behind him as he moves hisses and steams away in his wake, leaving blackened scorch marks in the ground that last 3 seconds before fading. His active weapon is smeared with electric neon green slime, as are targets affected by the damage over time.
This is his main source of damage, either a flat increase and cumulative slow or a percentage-based DoT. Purely situational, though an AP Kaj'naar may get slightly more kick out of Corrosive Venom.

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E - Trollscale Plating/Ironthorn Bark

Trollscale Plating: Kaj'naar gains 20/25/30/35/40 magic resist. Each second, he regenerates 2/4/6/8/10 (+0.07 AP) health plus 0.33% of his missing health. The amount is tripled while in combat.

Ironthorn Bark: Kaj'naar gains 20/25/30/35/40 armor. Enemies that deal damage to him take 10/15/20/25/30 physical damage plus 10% of his bonus armor.

Animation:
Trollscale Plating: Metallic green scales emerge to cover Kaj'naar's gelatinous surface, though they part where there is a bubble. When he moves, the scales shimmer through shades of green-tinted chrome, and in gaps between them you can see his neon green biomatter.
Ironthorn Bark: Jagged black spikes pierce out from Kaj'naar's body and arms, surrounding him in a bristling array of sharpened iron. Enemies dealt damage by the effect have a small burst of black spikes erupt from them.
This is his primary defensive ability, allowing him to reduce either physical or magic damage. Trollscale Plating is nice when you are expecting burst, while Ironthorn Bark is strong in a sustained fight.

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R - Dragonmaw/Basilisk Eyes

Dragonmaw: Every 8 seconds, Kaj'naar's next auto-attack is a breath of flame, dealing 150/250/350 (+0.8 AP) damage to enemies in a cone front of him. The delay until the next breath is reduced by 0.5 seconds each time he autoattacks.
625 unit range, 45 degree cone angle

Basilisk Eyes: Enemies in front of Kaj'naar that auto attack him are turned to stone, stunning them for 1.5 seconds. Stunned enemies gain the Averted Eyes effect for 10 seconds, and cannot be stunned this way again while the effect lasts. However, Kaj'naar gains 20/30/40% increased critical strike chance against targets with Averted Eyes.

Kaj'naar will gain no critical strike chance against targets with Averted Eyes while using Dragonmaw. The 8 second delay until Dragonmaw will still tick down while using Basilisk Eyes, but auto-attacks will not reduce it.

Animation:
Dragonmaw: Kaj'naar grows four curving bone horns out of his head, and his body is crisscrossed with fiery red-orange fissures in random, jagged patterns. When his next attack is going to be modified, his head glows bright red. The attack is a wave of fire that grows as it rolls outwards over about .3 seconds, forming a cone.
Basilisk Eyes: Kaj'naar opens two small holes in his head, revealing beady grey eyes. He also grows lizard-like green frills on either side of his head, and between small stone spines that run down the back of his neck. Stunned units are greyed out and frozen in the position they were stunned in.
This is his ult. Dragonmaw pairs with Corrosive Venom to make a strong AS/AP build, while Basilisk Eyes gives critical strike chance that works nicely with his Q. While out of combat Kaj'naar is likely to be using Basilisk Eyes, keeping Dragonmaw ready for when an enemy appears.


My goal designing Kaj'naar was to make a champ that can be built and played in many different ways, but is not just multiple champs combined into one. He scales off just about everything, meaning the number of viable build choices is quite high. However, this should not trouble new players, as they can build him like their favorite champion and do just fine. Sadly, there are no items for an AP/Crit build, or an attack speed tank. But, as they say, restrictions breed creativity!


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Toad72

Senior Member

10-07-2011

Very interesting champion concept, I really like it, though some of the skills seem kind of op. Specifically the 1st and 2nd E abilities and the second R ability. Does he use any resources?


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CruxAlloys

Junior Member

10-07-2011

Seems good


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Petyr Baelish

Senior Member

10-08-2011

No he does not use resources. The idea is that you keep switching your abilities around to adapt to what you are facing.
Basilisk Eyes was only intended to have about 600 range, so it may not be as strong as it seems, but the numbers can be nerfed if you think it is OP. Trollhide Plating at max ranks is no better than a 100 HP heal on a 5 second cooldown with 1.0 scaling, which is about even with most heals. Chameleon Scales probably does need a nerf to the teemo stealth effect, if anyone can think of a good change that would be nice.


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Jaykoboy

Senior Member

10-18-2011

The R sounds like it has a way OP cooldown. Also, the attacks sound like they deal WAY too much damage. And his passive sounds nice, but like Fiddlestick's passive (Diehard fan, FTW) it really doesn't make much of a difference. Just give it a revamp. Also, I thought his R would switch between his ranged/melee attacks and different abilities, sort of like Nidalee's, except maybe with a bonus active (Sorry for the reference, but sort of like Samus's Final Smash in Super Smash Bros Brawl.)


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Elithik

Senior Member

10-18-2011

I don't understand how you switch between the two ability subcatagories. Can you please explain?


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Petyr Baelish

Senior Member

10-18-2011

All of his abilities are toggle abilities, like Swain's R or Nidalee's cat form. Each ability can be switched between two modes, on a 1 second cooldown. With 4 toggle abilities, there are 16 different combinations of passive bonuses.

Nerfing some numbers. Thanks for the feedback. Any suggestions for an alternative passive? Also, check out another champ I made, Rakii the Demonblade. http://na.leagueoflegends.com/board/....php?t=1379528


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Petyr Baelish

Senior Member

10-18-2011

Clarified the range of the ult, not as overpowered as it may have appeared. Which attacks deal too much damage Jaykoboy? Remember, this champion has no activatable abilities so all his damage has to come from passive bonuses to his auto attack.


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HereticalWarlock

Senior Member

10-21-2011

No Cost perma 50% slow after auto-attacking 5 times, which can be made easier by using living projectivels. Sounds balanced to me. Even GP's Innate can only slow by 21% and Ashe's frost shot drains her mana constantly and slows only 35% at max ranked.

Moreover, he can also take away 25% of your max health over 4 secs. Divided by 4 you lose 4.125% of your max health every secs. So basically he has stronger and FREE version of madred's bloodrazor without having to botehr himself to spend 3800g.

A No-Cost Mass stun every 6 secs which can easily be executed just by walking towards a grup of enemy. So do you mean when this guy walk to your team you guys must all turn around or run. Moreover, even if you can get behind him, how long does it take him to turn around and stun you?

The rest are balanced and interesting. Don't make any change to them. they're fine the way they are.


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dumponursoul

Senior Member

10-22-2011

very intresting, I really like the general design.

reduce the range on Q2
to like 150 or so

W(both) have one poison stack remove the other stacks. necessary for balance
W2: have it not apply on hit effects becasue it is very strong

R2: change, it is cass ult