Katarina, the Sinister Blade [A Rework Concept]
Hey League! In the past, I've written up quite a few rework concepts for many of my favorite champions. This time, I'll be showing you guys my ideas for Katarina. Historically, Katarina's been an underpowered, unsatisfying to play blade assassin that snowballs harder than any other champion in the game. This makes her overpowered in games where she does snowball, and severely lacking in usefulness in games where she doesn't. The aim of this rework isn't to address all the issues of her snowballing, but rather to re-design her abilities in such a way that there is a meaningful interaction between Katarina's kit and the player behind the screen (which does not involve the aiming of a dozen skillshots). The desired end goal with a rework like this is to keep what players like about Katarina's kit, increase her theme as a blade-tossing teleporting assassin, while giving Kat's enemies just a little more room to outplay her and react to her resets in the event that she does get one (or a few). The way Katarina combines her abilities will also be extremely important in this new kit. The specific ability she decides to use to kill an opponent with and the order in which she executes her abilities could make the difference between a skilled Katarina player bouncing and juggling several blades at opponents after a single reset or an inexperienced Katarina player flopping around in the midst of the fray. And as always, I hope you enjoy and leave your questions and thoughts below, as I'll try my best to explain anything that's unclear. And critics are welcome to criticize my work, please do leave a comment if you feel this rework would not make Katarina a more fun or interesting champion.
Katarina, the Truly Sinister Blade
Voracity (Passive): When Katarina kills an enemy champion, Shunpo's cooldown and the cooldown of the killing ability is reduced by 12 seconds (doubled if Death Lotus is the killing ability). If her basic attacks, item actives, or Shunpo is responsible for killing an enemy champion, Katarina's next Shunpo within 12 seconds will grant her 90% damage reduction for one second instead.
Katarina's new passive is Voracity. The name hasn't changed, but the function of the ability differs greatly from that of her old one. Instead of mindlessly rampaging through enemies after a single kill, Katarina actually has to skillfully decide which ability she wants to use to kill her opponents with. On one hand, Katarina could simply press Shunpo on the low-health target within range and instantly kill it, but doing so will limit her ability to further her assassination potential. On the other, throwing a bouncing blade might backfire if the enemy champion's allies manage to intercept it, but will grant Katarina so much more chain kill potential. And then there's Sinister Steel for helping her own allies catch up to fleeing enemies or Death Lotus for a massive cooldown reduction. The ability combination that Katarina ultimtely decides to stick with will impact the teamfight in ways that simply weren't possible before.
Bouncing Blades (Q): Katarina throws a dagger at her target, which deals a baseline amount of damage. If it kills the target, it bounces back to Katarina immediately (regardless of range). If it doesn't kill the target, it bounces to the nearest target (prioritizing champions) within bounce range. The second bounce deals 1.5x the baseline damage. After the second bounce, it bounces back to Katarina immediately (regardless of range). Enemy champions can intercept the Bouncing Blade at any time for their allies. If they intercept a return bounce, they take 0.5x the baseline damage. If Katarina catches a blade from the return bounce, bouncing blades' remaining cooldown is reduced by 40% of its base cooldown (doubled if the blade killed the target).
Cooldown: 21 seconds
This ability is the crux of Katarina's new blade tossing style. It's a little in depth, so to clarify I'll lay out what happens with a decision tree from the moment Katarina clicks on a target, so that it's easier to understand.
Katarina clicks the target > Blade flies to the target and either hits it or gets intercepted. It deals 100% damage at this time regardless of who it hits. If the blade kills the struck target at this time, it bounces back to Katarina (no range limit, cannot be intercepted by struck target). Blade reaches a target > Blade then flies to a second target within range (prioritizing champions and then priotizing nearest targets). If there is no target within range for the blade to bounce to, it stops. Blade flies to second target > Blade then either hits the second target or gets intercepted. It deals 150% damage at this time regardless of who it hits, and then bounces to Katarina (same conditions as above). Blade flies to Katarina > Blade then either reaches Katarina and reduces Bouncing Blades' remaining cooldown by 40% of its base cooldown (80% if the blade caught had killed a target, such as a champion or a minion) or gets intercepted. It deals 50% damage if it is intercepted.
These mechanics combined make for an ability that has an insane amount of depth, without being overly complex. There are so many possibilities for opponents to deliberately outplay Katarina or for Katarina to let an opportunity slip. In the same way, there are also infinite possibilities for Katarina to pull off a stunning artwork of flying daggers when combined with her passive and multiple Bouncing Blades and Shunpos. It's everything you could possibly love about a point and click and even more. If Katarina decides to use Q to farm minions, the return will reduce the cooldown of the ability to about 4 seconds. Enemies can take advantage of this and block Katarina's blade when she targets a minion to put Katarina on hold for 20 seconds. Likewise, Katarina can instead target her lane opponent in response. What happens as a result is a mind game between Katarina and her lane opponent on which target she intends to toss a dagger at next. Additionally, if Katarina decides to use Bouncing Blade to finish off an enemy champion, its remaining cooldown becomes 9 seconds (21-12). This isn't a coincidence. By the time the dagger reaches her hands and returns 40% (8 seconds) of the ability's cooldown to Katarina, it'll be up for use again. That's all under the pretense that she decides to use Bouncing Blade to finish off her target, of course.
Sinister Steel (W): Katarina whirls daggers around her, dealing a portion of her enemies' missing health in damage and stealing the movement speed of champions struck for one second (all champions are slowed but Katarina uses the highest of the struck champions' movement speeds as the speed boost part of the movement 'steal').
Cooldown: 8 seconds
*Katarina deals little to no damage with Sinister Steel in exchange for a helpful and very short duration AoE slow for her team if she's bold enough to hop her squishy self into the fray. All champions struck will be slowed for a base amount, and Katarina will steal the movement speed of the speediest struck champion. Until enemies have very low health, Sinister still will be an ineffective damage tool because its base damage is removed. Combined with Shunpo and her passive though, Katarina can be an AoE slowing monster (given she has the means of staying alive and explicitly chooses to do so) through the use of multiple sinister steels that are accessed with the proper timing and use of her new reset passive. In tight situations where Shunpo isn't available, Sinister Steel is also Katarina's last means of defense, giving her the slight edge that might allow her to escape from dangerous situations. And as a final touch, it still becomes a formidable AoE damage tool against enemies with low health percentages even though it lacks base damage. *
Shunpo (E): Katarina teleports behind her target. If it is an enemy, she deals damage. Killing any unit with Shunpo reduces the cooldown of Katarina’s other abilities by 4 seconds (reduced by cooldown reduction).
Cooldown: 12 seconds
Katarina's Shunpo remains the same, except its damage reduction is at first glance, removed. Instead, she can decide to go the defensive route with Shunpo through proper use of her passive. Instead, if Katarina kills any target with Shunpo, her other abilities' cooldowns are reduced by four seconds. This gives her an incentive to use Shunpo not so unlike Irelia uses her Bladesurge - on low health minions to reduce the cooldown of her Sinsiter Steel and Bouncing Blades in order to secure a kill from afar when her opponents expect her abilities to be on cooldown. To prevent abuse cases with cooldown reduction, however, the reduction also scales with the stat, making it less effective as Katarina builds CDR. Instead, if Katarina chooses to build CDR at all, she'll be boosted in other ways that don't make her an unstoppable resourceless spam machine.
Death Lotus (R): Katarina throws 30 daggers within 3 seconds at the three nearest targets within 990-range in a 120 degree cone (prioritizes champions). Each dagger wounds the target(s) struck for a few seconds. Enemies hit by ten daggers in a row take additional damage from subsequent daggers as long as they’re wounded. Daggers ignore all item active and passives (except extra ability power gained from Rabadon’s Deathcap).
Cooldown: 120/90/60 seconds
Katarina's ultimate is a pseudo-skillshot. It's not really a skillshot because it works just as her previous ultimate did, but instead only affects a 120-degree cone in the direction of her choice, at much increased range (slightly more than a Veigar Q for comparison purposes). This means enemies can outplay this ability in several ways. One thing enemies could do is walk around Katarina. Most of the time, Katarina will be tempted to Shunpo onto fleeing enemies and launch her devastating Death Lotus, but closing the gap means the cone is relatively narrow at point of cast. This makes the ability very easy to dodge with a single dash or Summoner Flash. Another thing enemies could do (as always) is stop her channel. The ability is still channeled, so that hasn't changed. And finally, since Katarina may be tempted to channel Death Lotus from afar to limit the horizontal area enemies can manuever to avoid taking damage, enemies can dash or Flash directly away from her to avoid impending doom. That being said, however, Death Lotus is still a respectable ability. If she manages to cut off a point of escape with her cone of effect, enemies will have nowhere to run or be forced to tank the entirety of the ultimate, which deals more damage the longer you stay within it. Here are some hypothetical, numbers for you to get a sense of how the new ultimate would function. In no way are these set in stone and you're free to comment on how OP or UP they might be.
Dagger magic damage (per single dagger): 15/20/25 + 0.05 AP Magic damage dealt per second: 150/200/250 + 0.5 AP Total magic damage dealt (without debuff bonuses): 450/600/750 + 1.5 AP Additional damage per dagger on enemies hit by more than 10: 5 + 0.1 AP Maximum possible damage dealt (full channel): 550/700/850 + 3.5 AP
Under the assumption of the above possible numbers, and in no way are they set in stone, you can get an idea of how this cone ultimate would function. Enemies that escape within one second take minimal damage, but enemies that decide to stick around will take massive damage that scales even better than Katarina's ultimate on live. The ultimate itself has a much higher cooldown and will probably only be channeled once in any teamfight, given its increased range and possible area of denial effect. But the premise is that if Katarina can effectively and somehow catch her opponents off guard within the cone of effect, they will be completely and utterly devastated. Likewise, if Katarina makes the poor decision of wasting her ultimate in a suboptimal fashion, she might become her opponent's next juicy target instead.
Do note that while Katarina's Death Lotus will not apply bonus damage due to item actives or passives or disables like Rylai's Crystals Scepter, it does scale with item stats.
TL;DR -Q has new, interesting mechanics. -W's power is shifted away from damage and more to movement. -E's damage reduction is removed. -R is a wide cone of effect. -Please take the time to read, I put a lot of thought and time into the design.
Until next time, Cardi
That Q seems familiar...