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Sukuna.Kobito


Itsthatguy
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Changelog:[/size]

Date

- Began creation ^-^

Changelog: 10/5/2013

[W] First Proc scales with from 100% Weapon to 80% Weapon Damage. Second Proc lowered Scaling from 50% to 30% INT and now deals Physical damage instead of Spell Damage (This means Gravity edge no increase damage) [i also forgot INT gives +0.5 weap on this hero lolz].

[E] Decreased Damage from 80/140/200/260[+80%INT] to 70/120/170/220[+60%INT]

[R] Circle now Slows by 25% instead of 35% and reduced burst scaling from 80% to 60%INT.

10/6/2013

[Q] Decreased Damage Scaling. It can now only deal a maximum amount of True Damage to each target (Cyprus ulti deals 3000 Spell Damage, it will only deal 350 bonus True Damage max).

 

Why These Changes? Well Moo pointed out that the Heroic passive could make her go caster (And while i doubt it would be super effective) it makes it a definate POSSIBILITY. I don't want that. I want it as a flat out support hero, who focuses on SUPPORT items instead of being a support by just massing INT so they deal a ton of damage and still heal a ton (or in this case, just deal tons of damage). This hero isn't made to deal a ton of damage. It is ment to grant ally buffs and CC the enemy (in unique ways).

 

Name: Sukuna.Kobito

Portrait:

Unit Base:

Type: INT Support

Script:

 

Starting Stats:

Base Health 275

Movement Speed – 2.9

Attack Range – 1.25

Attack Speed – 2

Base Damage – 47

Attack Name | Animation - Lucky Mallet Bash

Base Armor – 2

Strength – 20 + [4]

Agility – 18 + [3]

Intelligence – 28 + [6]

 

--

 

Heroic Passive: Lucky Mallet

"Sukuna has the lucky mallet which can change the sizes of objects and skills. Sukuna also gains +8 Gold per 10 seconds passively. This passive GP10 does not work for the first 2 minutes of the game. In addition, Sukuna gains +2 Gold for every enemy creep that dies in a 15-unit radius from her."

 

Effect: Explains her skills and basically is a GP10. She also gains +2 gold per creep dead near her (whether she gets it or not).

 

--

 

Ability One: Grow Even Bigger!

"Sukuna super sizes the next basic attack or ability of her ally. This causes the next basic attack or ability to deal more damage as True Damage. In addition, is the ability is a Skillshot or AoE Effect, the radius of said effect will be increased by 25%. (Skillshot = Range // Width of ability increased). If it is a basic attack, the ally will have +2 Increased Attack Range for the attack if the target is not a Structure. The additional damage done (to each single target) can not exceed over a total of 300 True Damage."

Energy Cost: 50//60//70//80

Cooldown: 20//16//12//8

Range: 15

 

Level 1: Next ability deals 10% more damage as True Damage or next basic attack deals 20% more True Damage.

Level 2: Next ability deals 15% more damage as True Damage or next basic attack deals 30% more True Damage.

Level 3: Next ability deals 20% more damage as True Damage or next basic attack deals 40% more True Damage.

Level 4: Next ability deals 25% more damage as True Damage or next basic attack deals 50% more True Damage.

 

Effect: This effect can be fairly strong. It only amplifys one ability (next casted) on ally or self. This can be weak or strong. This ability doesnt effect towers, so no bonus damage or outranging it. This also means that a mandrake dealing Damage in a 4-unit radius, will deal damage in a 5-unit radius instead (as well as CC increasing the radius of the ulti :P). This ability goes extremely well with mages or burst AD heroes. Note: That if you have a on-hit ability, that which ever was expended first, the ability or AA, will be effected by this. (Tychus Q, he activates before hitting, the Q gains bonus damage but the AA doesnt).

 

--

 

Ability Two: Shining Needle Sword

"Sukuna dashes to an enemy striking it and slowing it by 20% for 2 seconds while dealing Physical Damage. If the target stays within a 4-unit radius of Sukuna 2 seconds after the dash, they will be stunned for 1 second and take more Physical damage."

Energy Cost: 60//80//100//120

Cooldown: 18//16//14//12

Range: 6

 

Level 1: Deals 40[+80%Weapon] Physical Damage. Second Proc deals 60[+30%INT] Physical Damage.

Level 2: Deals 60[+80%Weapon] Physical Damage. Second Proc deals 100[+30%INT] Physical Damage.

Level 3: Deals 80[+80%Weapon] Physical Damage. Second Proc deals 140[+30%INT] Physical Damage.

Level 4: Deals 100[+80%Weapon] Physical Damage. Second Proc deals 180[+30%INT] Physical Damage.

 

Effect:

 

--

 

Ability Three: You Grow Bigger!

"Sukuna causes the targeted enemy to grow causing them to become 50% bigger including their hit radius (Decreasing the required attack range) making it easier to hit the target with skillshots. This deals Spell Damage upon application. The target is enlarged for 8 seconds and loses 10% Movement Speed during the duration."

Energy Cost: 45//50//55//60

Cooldown: 30//25//20//15

Range: 7

 

Level 1: Deals 70[+60%INT] Spell Damage.

Level 2: Deals 120[+60%INT] Spell Damage.

Level 3: Deals 170[+60%INT] Spell Damage.

Level 4: Deals 220[+60%INT] Spell Damage.

 

Effect: Your hit radius for getting nailed by a Raynor's Silence may be 2-units meaning that you have to be within 2-units of the center. This increases your size by 50% and hit radius = 3-unit radius of the center then. It makes it fairly easier to hit the target and the combo with the [Q] so that your teammates will almost always land skill shots (or be a nub).

 

--

 

Ultimate Ability: Crushing Wish

"Sukuna creates a circle at a targeted spot 2-units large. The circle grows increasing in radius size by 1.5 - unit per second. All enemies inside this circle will lose 25% Movement Speed and take minor spell Damage. After 4 seconds or until Sukuna reactivates this ability, the circle burst and all enemy units in the circle will recieve Spell Damage and be stunned for 1.25 seconds and the circle will be removed. (Max size of circle = 8-unit radius)"

Energy Cost: 100//125//150

Cooldown: 130//110//90

Range: 4

 

Level 1: Circle deals 20[+10%INT] Spell Damage per second. Circle Burst deals 150[+60%INT] Spell Damage.

Level 2: Circle deals 35[+10%INT] Spell Damage per second. Circle Burst deals 250[+60%INT] Spell Damage.

Level 3: Circle deals 50[+10%INT] Spell Damage per second. Circle Burst deals 350[+60%INT] Spell Damage.

 

Effect: You can either get a small radius stun for burst and ensured stun on a priority target, or let it run in a teamfight, covering a massive area (and dealing slightly more damage) to stun a large group after a short duration.

 

--

 

Additional Information

 

Recommended Item Build:

 

Starting Items:

 

Mid-Game Items:

 

Late-Game Items:

 

Core Items:

 

Optional Items:

 

--

 

Closing statement

Thanks for reading, and please make a constructive comment \ suggestion!

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That passive is super duper OP, you would be able to be a whole item ahead of everyone else just by farming. Then, because you have most money in the game, you do a ton of damage, so then you use your OP q on yourself, slow entire enemy team with nitro because of increased radius of ulti, and rape everything's shap, then go farm another item faster than anyone else in the game and snowball into a flobing monster. Then, if the enemy survives to late by turtling cuz your teams wave clear is low, you still are OP because Q scales retardedly, and ulti scales well.

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That passive is super duper OP, you would be able to be a whole item ahead of everyone else just by farming. Then, because you have most money in the game, you do a ton of damage, so then you use your OP q on yourself, slow entire enemy team with nitro because of increased radius of ulti, and rape everything's shap, then go farm another item faster than anyone else in the game and snowball into a flobing monster. Then, if the enemy survives to late by turtling cuz your teams wave clear is low, you still are OP because Q scales retardedly, and ulti scales well.

Hm... Your suppose to be a support. Most of her abilities aren't even very strong for damage wise and more for the utilities.

 

After playing League of Legends for so long, i forgot that Aeon of Storms, don't even no what the function of the support is (And please do not say, Heal team).

 

The Role of a support is to: Spend your money on Consumables for the Team to gain Vision control and to allow your Carry (Or whoever your laning with) take every single kill. Your role after that is then to Crowd Control a priorty target, the enemy team, or Peel for your Carry. Of course, i'll say you do have a valid point. I don't think going INT caster would be the best role for her, but is DEFINATELY viable, and i don't want that.

 

The [Q] is not ment to be used on yourself. Because of this, you can have 0 INT items, and be equally as useful as if you had 1000 INT (Because it gains no benefit bonus benefit on ally from your INT. It only would increase your self-damage which wouldn't only be good in 1v1 situations). It has a decent CD early game, and is nearly useless late game except as poke. (and easier poke to land).

 

The [W] is to CC your enemy target. Enemies with blinks or escape abilities can escape, since the stun isn't immediate (Use debuff immunity ability as well) so it isn't that strong. It is strong because of the slow + Stun but easily countered (Nice for gap close tho, helps for other abilities)

 

The [E] just does flat damage. Most heroes have some ability like this. Nothing really more needs to be said about that

 

The [R] has a very low range, and low starting radius. Its primary used for teamfights (Altho it is quite strong since the radius can be so big after a couple of seconds, and usually CC is expended early and not later in a fight).

 

I will make change to make it more of a support instead of ppl just making it a caster like they do with egon. (Lolz Egon is not a support, he is a Support Caster who excells at healing a lot, yet dealing a ton of damage at the same time). To MAKE it a support. This way, the bonus gold WON'T matter except to buy support items. (And you shouldn't be giving him all the money since he has money making passive.).

 

Nerfed:

[W] First Proc scales with from 100% Weapon to 80% Weapon Damage. Second Proc lowered Scaling from 50% to 30% INT and now deals Physical damage instead of Spell Damage (This means Gravity edge no increase damage) [i also forgot INT gives +0.5 weap on this hero lolz].

[E] Decreased Damage from 80/140/200/260[+80%INT] to 70/120/170/220[+60%INT]

[R] Circle now Slows by 25% instead of 35% and reduced burst scaling from 80% to 60%INT.

 

(Note: Most of the abilities have fairly large CDs early game and require lots of leveling. Early game, this hero has very little threat (especially being melee).

Note: I didn't nerf the Heroic Passive. Because this passive is ment to allow you to get GP10s earlier (and stack money more) to buy support items like Silver Soul//Spell Buffer (or watever its called now), and Eternal Drive without having to steal Creep money from her ally

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Hm... Your suppose to be a support. Most of her abilities aren't even very strong for damage wise and more for the utilities.

 

After playing League of Legends for so long, i forgot that Aeon of Storms, don't even no what the function of the support is (And please do not say, Heal team).

 

The Role of a support is to: Spend your money on Consumables for the Team to gain Vision control and to allow your Carry (Or whoever your laning with) take every single kill. Your role after that is then to Crowd Control a priorty target, the enemy team, or Peel for your Carry. Of course, i'll say you do have a valid point. I don't think going INT caster would be the best role for her, but is DEFINATELY viable, and i don't want that.

 

The [Q] is not ment to be used on yourself. Because of this, you can have 0 INT items, and be equally as useful as if you had 1000 INT (Because it gains no benefit bonus benefit on ally from your INT. It only would increase your self-damage which wouldn't only be good in 1v1 situations). It has a decent CD early game, and is nearly useless late game except as poke. (and easier poke to land).

 

The [W] is to CC your enemy target. Enemies with blinks or escape abilities can escape, since the stun isn't immediate (Use debuff immunity ability as well) so it isn't that strong. It is strong because of the slow + Stun but easily countered (Nice for gap close tho, helps for other abilities)

 

The [E] just does flat damage. Most heroes have some ability like this. Nothing really more needs to be said about that

 

The [R] has a very low range, and low starting radius. Its primary used for teamfights (Altho it is quite strong since the radius can be so big after a couple of seconds, and usually CC is expended early and not later in a fight).

 

I will make change to make it more of a support instead of ppl just making it a caster like they do with egon. (Lolz Egon is not a support, he is a Support Caster who excells at healing a lot, yet dealing a ton of damage at the same time). To MAKE it a support. This way, the bonus gold WON'T matter except to buy support items. (And you shouldn't be giving him all the money since he has money making passive.).

 

Nerfed:

[W] First Proc scales with from 100% Weapon to 80% Weapon Damage. Second Proc lowered Scaling from 50% to 30% INT and now deals Physical damage instead of Spell Damage (This means Gravity edge no increase damage) [i also forgot INT gives +0.5 weap on this hero lolz].

[E] Decreased Damage from 80/140/200/260[+80%INT] to 70/120/170/220[+60%INT]

[R] Circle now Slows by 25% instead of 35% and reduced burst scaling from 80% to 60%INT.

 

(Note: Most of the abilities have fairly large CDs early game and require lots of leveling. Early game, this hero has very little threat (especially being melee).

Note: I didn't nerf the Heroic Passive. Because this passive is ment to allow you to get GP10s earlier (and stack money more) to buy support items like Silver Soul//Spell Buffer (or watever its called now), and Eternal Drive without having to steal Creep money from her ally

I do understand the concept of a support, but the way you had her before, she could be a retardedly good int carry. The nerfs on the scalings are good though, so ty for that. Q is still too strong. The number of applications where this is retarded are numberless. Examples: Zeratul bubbles, crackling w, Cyprus ult, cow ult, unix ult, rory ult (mother of god why) and molo, boros omni, Jackson ult, Vergil ult, raynor ult and silence, erekul ult, Maar fireball and auras, tychus q, starscream ult, biotron ult, darpa's w, immortal q, shadow q, rancor snipe and nuke, tassadar q, kitty ult, lurker q, queen e and r, jakk's e mines, garamond r and turrets, cyprus w+q combo, nully d sword, and anyone else I forgot with an ability that deals a good amount of damage or has a very good AoE skill. You need to change q so that it only increases radius of skill, or rework it entirely. 50% extra true damage on any skill or aa with an 8 second base cooldown that also increases range and/or width of aa/skill. That is so stupidly OP. I am sorry for the rage/rant, but what I am saying is true, and I am not just trying to be mean. That q needs a big, big change.
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I do understand the concept of a support, but the way you had her before, she could be a retardedly good int carry. The nerfs on the scalings are good though, so ty for that. Q is still too strong. The number of applications where this is retarded are numberless. Examples: Zeratul bubbles, crackling w, Cyprus ult, cow ult, unix ult, rory ult (mother of god why) and molo, boros omni, Jackson ult, Vergil ult, raynor ult and silence, erekul ult, Maar fireball and auras, tychus q, starscream ult, biotron ult, darpa's w, immortal q, shadow q, rancor snipe and nuke, tassadar q, kitty ult, lurker q, queen e and r, jakk's e mines, garamond r and turrets, cyprus w+q combo, nully d sword, and anyone else I forgot with an ability that deals a good amount of damage or has a very good AoE skill. You need to change q so that it only increases radius of skill, or rework it entirely. 50% extra true damage on any skill or aa with an 8 second base cooldown that also increases range and/or width of aa/skill. That is so stupidly OP. I am sorry for the rage/rant, but what I am saying is true, and I am not just trying to be mean. That q needs a big, big change.

True. I just had this concept that the fact that if you have some type of combo, you really only get 1 effect off (Say if you AA before casting the ability, then fail, If you do cyprus Q W combo, the Ability amplified is the Q so the W gets nothing.

 

Anyways, don't you think Rory's ult need buff. Need to make Molotov deal 50% True Damage or the Turret to deal 50% MORE True damage. hehe

 

Well played sir

I wanted the ability itself to be good but it only effects ONE ability. So comboing won't work. And altho it still amplifys damage, it is an ability, and actually deals less than a normal ability. I wanted to keep the radius on the target. If shadow ultis, well the ulti radius is increased, but it only increases by 25% (which actually isn't that big). The bonus only extends slightly to hit enemies that your normally would barely miss. (Mostly increases most abilities by 0.5 - 1 unit radius.)

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