[CHAMPION CONCEPT] Khamsin, The Desert Wind: Bio and Details

DMC75001·1/11/2014, 10:15:42 PM·3 votes·2,008 views

Khamsin: The Desert Wind


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“I was reborn in the desert; now, I am the last wind that you will breathe today…”

-Khamsin


The Desert of Shurima, as they say, is a cruel mistress. Mercenaries, gods, and even heroes have come from the horrifying depths of the sand. However, the winds of Shurima blow toward a different direction. They blow towards a man who is fated to have given his soul towards the desert. Yet, he commands the winds with such acuteness and precision, it is as if he is part of the winds himself. His name is Khamsin Tai’dan, master of the blade and the one to master the forbidden Shuriman wind techniques.

Originally, Khamsin was born as a young Ionian student of a legendary blade master who taught the Ionian outcast, Yasuo, and his brother, Yone. The three disciples were the best among the master’s pupils, but only one could master the legendary Wind technique: Yasuo. However, Khamsin was a proud, boastful individual, and believed that Yasuo never deserved to master such power. So, Khamsin did something that earned him banishment from Ionia: he publicly challenged Yasuo in a duel for the Wind technique, and Khamsin lost, not only disgracing his personal honor, but his master himself. Yasuo watched as Khamsin angrily rushed away from the temple with his personal belongings. Proving to show he could be the only one to wield the Wind technique, Khamsin traveled to the continent of Valoran on a Ionian ship heading towards a small settlement in Shurima. There, Khamsin hoped he would find peace and solitude in the little town, so he could return to his master, renewed and more knowledgeable of the world around him. However, a great beast suddenly attacked the ship during a horrific, destroying the vessel and the crew around it. Only Khamsin survived the ordeal, and he suddenly awoke, washed up on the shore of the Shuriman Desert. With no food, no water, and no supplies, Khamsin was forced to trek through the blistering desert. 

For the first time in his life, he was truly alone.
After a months of trudging through the sinking sand, Khamsin fell down in exhaustion, ready to forfeit his pathetic life. However, though his squinting eyelids, he could see a sandstorm quickly approaching him. He braced himself for the painful impact, but as the storm surrounded him, he was suddenly lifted up into the air, and he felt his body surge with enormous power. Sand enveloped his body, and his mind was imprinted with knowledge of a technique that was unknown to even the most skillful of swordmasters. The forbidden Shurima Wind Technique, used by the ancient Shuriman warriors of old, now resided in the mind of Khamsin. As the storm subsided, Khamsin opened his eyes. The sun beat down his face, but he felt only warmth and kindness, not the scorching heat of the desert. His body was filled with energy, and he felt alive once again. As Khamsin stood up, he noticed an ordinate katana lying at his feet. Khamsin picked it up, and unsheathed the blade: the desert wind howled at the open blade as Khamsin swung it around for a few times. Khamsin smiled as he sheathed his newfound power into his scabbard, and looked onto the rising sun of Shurima. It was his time to rise from the sands, and unleash the winds of Shurima upon his enemies.

Khamsin traveled the desert of Shurima, slaughtering the greatest of monsters, destroying the most fearsome of mercenaries, and beheading the vilest creatures that came upon his path. When he learned of the conflict between Noxus and Ionia, Khamsin saw it as a mere distraction to get revenge on the one person that ruined him: Yasuo. Returning to his old master’s temple in Ionia during the war, Khamsin found his old master, undefended, and overjoyed that his old student had returned with renewed purpose and vigor. But, Khamsin did not greet the master with a heartwarming handshake. Instead, he used the fury of the Winds of Shurima to cut down his master in one strike. Khamsin, satisfied at his kill, left the temple in great haste, and when Yone arrived, he was blind to realize Khamsin killed the master, and directed his anger towards his own brother, Yasuo.

Khamsin witnesses Yasuo cut down his own brother, Yone. As Yasuo screamed to the sky in despair, Khamsin merely walked away, now confident that Yasuo will find the one that killed his master. To divert attention away from him, Khamsin placed an Ionian/Noxian Wind Dagger Blade, used by the warriors of Ionia and generals of Noxus, in the back of the master’s skull, making Yasuo think that it was Riven that killed his master. However, Khamsin knows that his final confrontation with Yasuo will come soon. And, when Yasuo and Khamsin lock swords together for the last time. Khamsin will bury Yasuo under the sandstorms of Shurima. 

For, the desert wind and Khamsin feel no guilt or regret; only retribution and revengeance.

Abilities

Passive

Swordsman of the Shurima Desert: Khamsin is the second champion to use Flow, which is filled up by moving constantly. For a specific Attack Damage Value Khamsin has, he gains a flat percentage of armor. Even if the Attack Damage reaches a certain limit for a bonus, the percentage will not apply until Khamsin reaches that level. This level increases up to level 18: Additionally, when the Flow bar is full, Khamsin’s strikes against an opponent release a dry, burning wind around a specific radius that damages nearby enemies. The wind deals a small percentage of his attack damage towards enemies his around the opponent’s radius. The wind increases damage by a certain percentage at certain levels. When the Flow bar runs out, the wind blows away, and Khamsin does normal damage towards a single opponent.

Armor Percentage Values:

Level One: 5% bonus for 50-70 Attack Damage

Level Six: 7% bonus for 80-110 Attack Damage

Level Eleven: 11% bonus for 120-150 Attack Damage

Level Sixteen: 15% bonus for 200-270 Attack Damage

Level Eighteen: 25% bonus for 350-450 Attack Damage

Wind Damage Value Radius:

Level One: 5% of Available Attack Damage

Level Nine: 10% of Available Attack Damage

Level Eighteen: 20% of Attack Damage

Q Ability

Sandstorm Slashes: Khamsin lashes out in a specified direction, dashing towards the path, precisely slicing enemies in a straight line. He then turns around and arrives at his regular location, slashing as he comes back. Both slashes deal physical damage along with attack damage (40% percent of Attack Damage) on impact. Khamsin is untargetable while dashing, and is immune to crowd control effects.

Base Damage per Level: 90/120/150/180/240

Cooldown per Level: 14/13/10/7/5

W Ability

Fury of Shurima: Khamsin thrusts his sword into the ground, and unleashes an eruption of sand at the specified location, dealing magic damage. Enemies caught in the pillar are knocked up and stunned for a few seconds. (Also deals 20% percent of Ability Power)

Base Damage per Level: 60/80/100/120/190

Stun Duration per Level: 1/1.5/2/2.25/2.5

Cooldown per Level: 20/16/14/12/10

E Ability

Tempered Steel: Khamsin empowers his blade with the power of the sands and winds of Shurima. His basic attacks deal the full amount of attack damage and ability power Khamsin has, along with a flat amount of true damage that increases per level. However, once Tempered Steel ends, Khamsin is weakened severely, lowering his armor and magic resist values by a flat amount. Once Tempered Steel is recharged, Khamsin’s armor and magic resist values return to normal.

True Damage Bonus per Level: 10/30/50/70/100

Armor Difference per Level: 10/25/35/45/60

Magic Resistance Difference per Level: 10/25/35/45/60

Cooldown per Level: 15/13/9/7/4

R Ability

Wind of Destruction: Khamsin unleashes the full force of his power, dashing towards target champion and unleashes a maelstrom of slices around his opponent. During this ultimate, Khamsin is untargetable. Nearby enemies are dealt 80% percent of Khamsin’s total damage during the ultimate. If Wind of Destruction kills an enemy champion, the cooldown on his abilities are halved. If it scores an assist, the cooldown is reduced by a third. (Deals 50% of Attack Power and 30% of Ability Power)

Base Damage per Level: 150/300/450

Cooldown per Level: 200/150/90

11 Comments

RagingFire211/11/2014, 10:51:26 PM5 votes

This is (sort of) an OP combination of Master Yi and Yasuo. You could easily just abuse his abilities by 6. EWRQ, for this champion, is a horrendously strong combo. While his cooldowns are a little high, that doesn't compensate for the amount of damage this guy can put out.

For his E... that's basically changing ALL of his basic attacks to true damage. He could solo a whole team with that. You need to specify the duration of his E. I like how the E has it's downside, which can be pretty hefty on Khamsin, but if he can solo a whole team, then what is the point? He can make the tankiest champions seem like toys. He can melt squishies without ever using anything but his E. He is extremely powerful due to that one skill. You may need to change the values of it. Maybe converting... 30% of combined AD and AP into true damage, along with the base damage the skill gives?

I have no complaints about his Q, except for his base damage above level 2. Change the values to something more reasonable, like... 80/110/130/170/210. That seems more reasonable, in my opinion. His AD ratio seems okay for this particular skill.

His W... I like it, but the stun durations seem a bit odd. Change them to something like 1.25/1.5/1.75/2/2.25. That way, his stun isn't longer than something like Rammus's taunt or Fiddle's fear. Other than that, the skill is perfectly balanced.

His R is great. It is okay, but the cooldowns are so off. It's odd for it to be reduced by 50 at level 2, and then 60 at level 3. Change them to something like 200/150/100, or, if you want to make him just a (little) stronger early on, then 180/140/100.

I have no criticism to give for his passive. It is fine, in my opinion.

I am in love with Khamsin's lore. It is simply spectacular and this seems like the kind of champion that I would like to play. He looks amazing, too! But... yeah. His skills are a little wonky. Try adjusting the values a bit.

All in all, 8/10 for the concept, and 4/10 for his skills!

Rykhet1/11/2014, 10:52:01 PM2 votes

I really like this concept!! Sounds like a lot of fun with a high risk high reward setup.

TC5TrickOrTreat1/12/2014, 1:17:52 AM2 votes

I would really like to see this champion come out... Coming out with a whole new archetype of champions to add synergy to yasuos gameplay and story would be awesome! But yasuo has a CRAP ton of damage and so i feel that adding a tanky aspect to this champion would be a great idea. I do feel his kit is a little overpowered though as far as base damage and his ultimate though

4inviso9971/12/2014, 9:53:28 AM2 votes

To start, his lore is absolutely outstanding.That's the only way I can think to put it. His passive is also very interesting and somewhat innovative. However, his q does seem a bit over the top dealing a combined 480 + 80% of attack damage for both slashes as well as being untargetable and immune to cc and all of that on a 5 second cooldown would make for tons of instagib capabilities.It seems like it would be fun to use but it does need lower damage and maybe a lower cooldown as well. His w seems pretty cool but probably lower the stun a bit, a 2.5 stun on a 10 second cooldown for a heavy damage melee is probably an instant kill. His e is very innovative and the drawback does give room for more leeway on the damage but still attacks dealing 100%ad+100%ap+ 100(at level 5) the damage is really high, the drawback helps but at level 5 his defenses are only reduced for 4 seconds and then he can start up his uberattacks again. His r does seem pretty solid and would be a lot of fun to use but the cooldown does seem a bit wonky, maybe something like 140/120/100, after the level 1 and 2 are longer than karthus's ulti. Overall, this champion seems really, really cool and a ton of fun to play. His lore is amazing and he has a very innovative passive. I just think the cooldowns and damage need revised a bit and this guy would be awesome.

SunDipFunny1/12/2014, 4:42:38 PM1 votes

Riot won't take any champion ideas.

The Neverworld1/14/2014, 10:33:35 AM1 votes

You have to think about how to play against your Champion.

For example, there is kind of no lack of defense or utility. That makes your Champion frustrating to play against. For example, Q lets him dash forward and backwards, but makes him immune to CC. His W makes enemies in a area knocked up (airborne) and stuns them for a short duration. His E deals ridiculous high damage, especially with true damage. Then his Ultimate, which is a pretty nice skill, but hilarious overpowered in combination with all of his other skills.

Your Concept is good, especially the Lore. But you gave him too much of everything. What role is he supposed to be? What I see, is an Tanky Fighter Assassin. While it's alright, because Irelia is a tanky assassin fighter, same as Shen (even if he more focuses on Defense), those tanky assassin fighter are very hard to balance.

For example: Assassins are supposed to go in and come out with a kill in seconds, if well played. Tanks are supposed to go in, take several damage for his team, protect his team and CC the hell out of the enemy, so they will be distracted. Fighters are supposed to go in, chase the important targets like Marksman or AP Carry, and then go out of the fight, if necessary.

But a Tanky Fighter Assassin can do following: Go in, survive heavy attacks, assassinate important targets and get out.

That's your Champion right now, and I'm not here to say that I dislike it, but personally, I wouldn't want to play this kind of Champion, because I prefer more of high skill Champions who needs to be played well or perfectly, to achieve the same thing as an easy-to-play Champion. If you want my opinion:

Passive: Give him armor based on his flow. Additionaly, the more armor he has, the more attackdamage he receives. The levels can stay, as like on level 1 he receives 5% bonus armor when he has full flow. So he has the guard to initiate fights, and loses it when he unleashes his flow.

Q: Lower damage about 20%. Delete the cc immunity.

W: max 1.5 second duration.

E: Decrease true damage to 5%/10%/15%/20%/25% of the damage done is treated as true damage (So no true damage value is added, but percentage of your damage output will be treated as true damage)

R: Can stay, but maybe 50% of the damage done? Dunno, just a suggestion.