[Champion Concept] Komachi, the ferryman of the river

NineballCirno·6/27/2014, 6:31:03 PM·1 votes·1,527 views

This is a rework of a concept I made about two years ago, with the intent of focusing more on making an anti-mobility assassin

Komachi, the ferryman of the river

General Concept

Komachi is an close-range assassin who specializes in disrupting the movement of a single target through forced movement and minor cc. Her main goal in a fight is to help isolate a single target while preventing other enemies from interfering.

Komachi is a poor initiator, as her low durability does not favor charging into an entire team. Additionally, she has a small window when she can force an enemy onto the front lines, meaning that disrupting her movement is a key weakness.

Statistics (Subject to change)

HP: 420 (+80)
HP5: 7.25 (+0.85)
Mana: 220(+35)
MP5: 6.5 (+0.7)
Damage: 54 (+3.0)
Range: 175 (melee)
Armor: 14 (+3.3)
Magic Resistance: 30 (+1.25)
Attack Speed: 0.613 (+3.25%)
Movement Speed: 340

Abilities (Subject to change based on feedback)

Last Update: July 7, 2014

Passive - Spirit Scythe

Komachi’s abilities and deal (20 + 5*level + 0.3 AP) bonus magic damage to movement impaired targets

Q - Stygian Slash

Komachi’s next basic attack deals 50/75/100/125/150 (+0.5 AP) bonus magic damage, gains 125/175/225/275/325 bonus range, and knocks up the target for 0.75 seconds.
8 second cooldown. Costs 40/45/50/55/60 mana

W - River’s Toll

Komachi throws coins (600 range), dealing 60/80/100/120/140 (+0.5 AP) magic damage and marks the first enemy hit for 5 seconds. Upon damaging a marked enemy, Komachi gains 3 bonus gold and steals 20%/25%/30%/35%/40% movement speed for 3 seconds.
10 second cooldown. Costs 60 mana at all ranks

E - Sanzu Boarding/Sanzu Ferriage

First Cast - Sanzu Boarding: Komachi dashes in target direction (600 range), dealing 100/130/160/190/220 (+0.6 AP) magic damage to the first target hit and stunning them for 1.5 seconds. If Sanzu Boarding hits an enemy, Komachi can cast Sanzu Ferriage for 1.5 seconds. This ability can be reactivated after 0.5 seconds.

  • Costs 75 mana at all ranks

Second Cast - Sanzu Ferriage: Komachi dashes in target direction (600 range), pulling the unit hit by Sanzu Boarding towards her. Enemies along the path take 75/90/105/120/135 (+0.4 AP) magic damage and are knocked aside(175 range).

  • Costs 75 mana at all ranks

R - Narrow Confines

Komachi marks target location (800 range). After a 0.75 second delay, Komachi creates a 400 radius circle, deals 100/150/200 (+0.4 AP) magic damage to all enemies in the area and marks them. This circle lasts for 5 seconds and any marked enemies that exit the circle take 100/150/200 (+0.4 AP)additional damage and are snared for 2 seconds.
100/90/80 second cooldown. Costs 150 mana at all ranks.

4 Comments

Stephenizgod6/28/2014, 1:52:28 AM1 votes

Interesting champion i have a few questions/comments though.

What does his Q pull? His attacks are melee range and his Q seems like a AA reset, so im confused on what it pulls.

His W is pretty cool, but personally i think, at least early game, the slow needs to be toned down just a little. 30% is quite a bit specially when he has his E.

His E is good, but what if they run away after being hit by the first cast? does it still pull them? For example you hit them with the first cast and they run or dash the other way before you can reactivate it. What about if they Flash?

His R is crippling in a team fight, but it seems awesomely fun. I just think balance-wise it does too much damage and is too punishing. Maybe it shouldn't have a snare and less base damage on the second part but up the scaling.

It costs surprisingly little mana too for how much damage it does, off the top of my head Malzahar's Q costs 80 mana at level 1 and does 80 + 80% of your AP i think and his R costs 100 mana and does 250 magic damage + 120-130% of your AP over 2 or 3 seconds i cant remember too well, but the trade off for the damage is its damage over time and he is stationary.
Komachi's ults only trade off is if they dont move out of the circle, but that only has an effect in laning phase, and even then it will still do a ton of damage.

But im not so good at balancing so i could be wrong.

Anyways i love the concept i hope my comment can help, if not then oh well :).

Carroth6/29/2014, 12:32:19 AM1 votes

he seems cool but i agree if youre in their face whats the point of a pull? Yeah Darius has a pull like that but i works with his ult so does skarner but again its a constant pull and if thats what you meant thats toooooooooo Over powered...

Rubitonabuilding7/1/2014, 6:50:37 PM1 votes

I like how both previous commenters didn't pay attention to the fact that Komachi is a woman.

Overall concept is great.

Would she get any bonus when attacking or moving on water like the river in Summoners' Rift?

NineballCirno7/7/2014, 10:49:31 PM1 votes

Made a few adjustments to Komachi's kit and clarified a few things.

First off, Sanzu Strike now briefly knocks up an enemy instead of pulling an enemy on the next auto attack.

I have toned down the movement speed steal on River's Toll for early game.

Narrow confines has the damage is toned down and the area of the circle is slightly increased.