Champion Concept (Hakana, the Fallen Empress)

MrShunpo·2/28/2016, 11:25:26 AM·10 votes·1,626 views
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(First image- Hakana, the Fallen Empress , Second- Yasha Kurai, the Shadow Dragon)

Hakana, the Fallen Empress (Mage, Assassin)

Base Stats- Health: 475 - 1735 (+70 per lv) Health Regen: 6.5 - 16.7 (+0.6 per lv) Mana: 385 - 1465 (+60 per lv) Mana Regen: 6 - 19.6 (+0.8 per lv) Attack Damage: 53 - 103 (+3 per lv) Attack Speed: 0.625 (+2% per lv) **Armor: **24.7 - 82.5 (+3.4 per lv) Magic Resist: 30 Movement Speed: 315 Range: 550

Kit: (critique wanted here!) (Passive) Herald of the Shadow When Hakana casts 2 spells in quick succession her remaining spell is enhanced. This effect lasts up to 5 seconds or until the spell has been used, in return when that spell is on cooldown it has 5 extra seconds added to its cooldown. Damaging enemy champions with a spell reduces 2 seconds of the passives cooldown for each enemy hit and auto attacks are 1 second. [35 second cooldown]

(Q) Shadow Claw- Range: 700 Cost: 80 Mana Cooldown: 7.5/6/5.5/5/4.5s Hakana summons Yasha Kurai’s claw to appear above the targeted area slamming the ground damaging enemies. Damage: 70/105/135/185/210 (+80% AP)

Herald of the Shadow- Range: 825/80° Cooldown: +5s Yasha Kurai's claw on impact stays trapping enemies under it (snare),dealing more damage. 80/110/140/190/220 (80% AP) Snare: 1.5s

(w)** Dark Reign**- Range: 625 Cost: 70/85/100/115/130 Mana Cooldown: 11/10.5/9/8.5/7s Hakana unleashes a dark pulse/wave of magic. (Active- a pulse/wave travels outwards from Hakana in an area around her damaging and slowing enemies for 1.5s) Dark Reign Slow: 20% Damage: 80/90/145/185/220 (+70% AP)

Herald of the Shadow- Range: 625 Cooldown: +5s Yasha Kurai’s wings appear above Hakana, as the wings flap the pulse/wave returns inwards back to Hakana dealing reduced damage and slowing greater for 1.5s. Slow: 45% Return damage: 35/55/75/85/110 (+20% AP)

(E) Silhouette- Range- 950 Cost: 80/85/90/95/100 Mana Cooldown: 25s Hakana slips into the shadows blinking to targeted location

Herald of the Shadow- Range: 950 Cooldown: +5s Hakana becomes invisible for 5 seconds. If Hakana gets a kill within 7 seconds the cooldown is refreshed, assists only halve the cooldown and don’t reset it.

(R) Shadow Dragon Yasha Kurai- Range: 1050 Cost: 100 Mana Cooldown: 120/100/85s Yasha Kurai charges out from his vessel towards targeted location knocking enemy’s aside and dealing immense damage before disappearing into the shadows. Damage: 250/350/450 (75% AP)

Lore (Open to ideas here!)

_Some of my own ideas. _ 1: An empress who ruled Ionia crossed pathes with Yasha Kurai who possessed her and uses her body as a vessel, where he then slaughtered the royal family and rules all Ionia using Hakana's identity, until the elders rised against him and eventually overthrew Hakana/Yasha Kurai?

2: Yasha Kurai and the empress were bound together? Empress didn't find out until crowned and seeked to rule all Runeterra together?

3: Yasha Kurai is a spiritual/forbidden/banished god and Hakana devoted herself/ or freed him and became his vessel where he now can toy with the mortal world?

**4:**The empress wished to rule all so she turned to a banished god (Yasha Kurai) who intended on granting her wish if only she frees him and that she becomes his vessel for his spirit like body and helped him get revenge on those who banished him (Aurelion Sol perhaps? A dragon feud? Ancient Rivals?)

9 Comments

OmniOmega2/28/2016, 2:57:12 PM2 votes

The lore is pretty similar to Illaoi's. Messenger/conduit for a more powerful being. Abilities summon bits of the being to punish her enemies.

The mechanics of the kit are pretty generic. If we took away the thematic descriptions (bits of Yasha Kurai are summoned), I would gain no insight as to what kind of character Hakana is. She does damage and has blink. Why should I pick Hakana over another mage or assassin? What does she offer to the team that other mages or assassins don't?

I think her passive is neat but it doesn't tie into her identity at all. The passive gives off kind of a back-to-the-wall, wounded animal, stronger-when-cornered vibe (in my mind) which doesn't really seem to fit with the rest of Hakana's character.

Kªiser2/29/2016, 3:02:56 AM1 votes

This might just be me, but reading the passive, I got a little confused. What exactly does the 'enhanced' spell do? Other than that, her kit seems pretty well balanced. Not too much damage, a gap-closer, escape, and some cc. I also really think that lore number four would be a good choice, only for the reason that the others seem similar to Illaoi Love the idea!

Lord Acacius3/1/2016, 1:20:48 AM1 votes

Hi there, I heard you wanted some critique, and that is what I do best!

Your passive: I feel that it is a bit overloaded with information (and we all know how people feel about Jhin's passive...)

Also, the enhanced abilities differ far too much from the original ability! It doesn't fit the idea of an "enhanced ability". I think you should make the enhanced ability serve the same purpose, but with a greater result. Similar to Rengar's ferocity stacks. That said, I think you also need a more predictable/reliable way to get this enhanced ability. I would recommend using an alternate resource like Rengar. Yes yes, I know you're thinking "but I want to make this champion unique!". I say this for a good reason. It creates a more readable champion for the enemy. In the current state that it's in, you can almost never predict when she will throw out an enhanced spell. It will be very hard to counter, especially since it requires the spells to be cast in quick succession. So yes, maybe make it like Rengar's ferocity, or make it so that every 3rd spell has a bonus effect or something (IE your champion has a glowing effect like sheen when your enhanced spell is ready). Now, moving on...

Your Q: Sounds cool, no problems here. The problem comes when it's enhanced. What's the use of these "dark flames"? Your character seems more bursty than DoT, other than the ultimate, which does more damage on the initial cast than the burn damage. I think we can offer a different use for this ability. Like I said, you want the enhanced abilities to be exactly what an enhanced ability is supposed to do... enhance! HOWEVER, I do see a slight problem with this kit. We do not have any hard CC. As a personal opinion, every mage needs hard CC. So, I'm going to sort of switch around the roles of your abilities. Every hard CC spell needs to be a skill shot. So, let's use your Q rather than your W to apply CC. The enhanced ability will stun all targets caught in the area and deal more damage!

Another small change I want to make here is to make this ability have a small delay. I think the whole falling bones thing requires a small delay. It will also allow a good deal of counter play for your enemies.

Your W: I'm not gonna try to change too much of your kit, so I'm keeping this ability pretty much the same. The slow will help you land the Q, 'nuff said. The enhanced version seems a bit too thematically different. Perhaps instead of having the wave return, just have it slow for more and deal some more damage. oh, and lose the wings... I think you should only reveal her true form through her ultimate.

Your E: Pretty straightforward, allows for a bit of mobility. Although, I wanna see this ability fit in more with her theme. She is a DRAGON, why is she blinking around? Make her take flight or something!

Your R: Pretty cool. Although, I would opt out the burn damage. Sorta overloaded with the damage and such. With an ability that offers mobility, I don't think you want to put in too much damage.

That's it! I hope this helps you!