Takanei- Qaelin's Blade

Reksee·3/27/2019, 9:56:59 PM·2 votes·1,429 views

So I recently picked up Sekiro: Shadows Die Twice, I was inspired to make a champion based on the fighting system in the game. (The fighting system is cool in my opinion.) So, here it is. I picture Takanei as a hooded figure covered in dark fabric but not so much as to impair movement. He carries a short blade that shimmers with magic. Passive: Damaging of Stance . Every enemy champion can take a maximum of 30 Stance damage . Basic attacks deal 6 Stance damage . When an enemy takes maximum Stance damage they are disarmed for 0.75 seconds, are slowed by 50% for 1.5 seconds, and their armor is reduced by 15% for 1 second. .Stance will completely disappear if enemy is not damage by Stance for 3 seconds. . Cleanses will remove all Stance damage. . Once an enemy has taken full Stance damage, the Stance damage will fall off after 2 seconds Q: Counteroffensive Takanei raises his sword defensively for 0.5 seconds, blocking all damage and all crowd control during that time. Then he swings his sword in a cone, dealing 30/50/70/90/110+(100% bonus attack damage) damage and dealing 5 Stance damage to enemy champions hit. If Takanei has blocked an attack from one of the champions he hits, that champion takes 10 Stance damage instead. cone range: 350 cone degree: 70 cooldown: 13/12/11/10/9 W: Judgement's Strike Takanei leaps, becoming untargetable, if he lands on an enemy he deals 5 Stance damage and latches onto them. If he lands on an enemy, he can cast this again to deal 50/70/90/110/130+(40% total attack damage) damage as well as 10 Stance damage. (15 Stance damage total). Note: Takanei is untargetable during both leaps. range: 300 cooldown: 20/18/16/14/12 E: Precise Undoing . Can only be cast on an enemy who has taken full stance damage Takanei deals a blow to an enemy, before performing an execution that deals 90/120/150/180/210+(120% total attack damage)+10/15/20/25/30% of an enemy's missing health as physical damage. .Takes 1 second to perform .During execution enemy is suppressed. .Can only be interrupted by suppression or death. . This ability will be cancelled and will go on cooldown if the enemy is cleansed of crowd control. cooldown: 30/26/22/18/14 cast range: 250 R: Bladeborne Magic Passive: If Precise Undoing kills the enemy a cloud of bloodsmoke is released for 2 seconds. In this bloodsmoke Takanei is invisible. Invisibility will linger for 0.5 seconds upon leaving bloodsmoke or after bloodsmoke disappears. Active: Takanei channels the magic through his blade for 0.5 seconds before dashing forward. Dealing 200/400/600+(50% ability power)+(100% bonus attack damage) magic damage as well as 15 Stance damage to all enemies in his path. Enemies hit are also silenced for 1 second. range: 600 cooldown: 140/115/90 Pros: Lot's of Damage Decent CC Decent Mobility Cons Heavily countered by QSS and cleanse Long early game cooldowns Without W Stance is significantly harder to inflict Please leave comments, critique, questions, and suggestions.Thank you Sekiro for the inspiration and thank you all!

2 Comments

MooooooooreDakka3/28/2019, 8:14:30 PM1 votes

I haven't played Sekiro so my thoughts might diverge from the gameplay, here are the problems I think this kit has:

First, q and w are both iframes on basic abilities with pretty low cooldowns which seems like it would be pretty infuriating to play against.

Second, the ranges on his w and r are both really low. For reference, your w covers the same amount of distance as a Vayne tumble and your ult is outranged by vi's q and some adc's auto attacks among other things. Q has a similar problem in that it'll work just fine against a melee enemy but is never going to hit anyone who keeps their distance.

Third, the reward for breaking someone's stance. There's currently 3 different debuffs involved, all with different durations. The disarm is fine and fits thematically, the slow is also fine and gives him a way to stick his target, I'd suggest making the disarm longer or scale up with levels since the current duration is kind of underwhelming and then match it's duration with the slow for clarity but it works. The problem is the armor shred, his e, and the way he deals damage in general.

His main sources of damage are his r and his e; his q and w deal similar or lower damage to an auto attack and he has no sort of steroid to make his auto attacks deal additional damage. The slow and disarm will either let him get off one or two more low damage autos before he needs to use his e or they just won't matter because of him using his e immediately to hopefully kill his target and enter stealth. Compounding this, the armor shred lasts one second and his e does damage after one second so his main damage ability can never actually take advantage of the damage boost for breaking someone's stance.

Basically, he seems like an assassin in terms of being focused around burst damage with survivability tools on the same level as most slayers but without the sustained damage or target access to function with either playstyle.

Here's my take on the kit that moves him a bit closer to being a slayer with some ideas that might help:

Passive: Hitting an enemy with an ability applies a mark for a few seconds. Attacks against marked targets deal additional damage and give him 20% movement speed for 1 second. Attacks only deal 5 stance damage for the sake of clean numbers. Breaking a target's stance now slows, grounds, and disarms the target for .75 seconds, gives him an attack speed buff for 1.5 seconds, and applies two marks. Stance begins to regenerate after 3 seconds.

The idea here is to give him some form of sustained damage as well as making him feel better about basic attacking someone to break their stance. The armor shred got cut and the slow for nerfed in return for a brief grounding effect to help him against mobile carries and the marks and attack speed for a more satisfying and clear damage boost. The window to use e is increased to give him some time to wear his target down. The E damage, R damage, and/or might need to be nerfed to make up for him having damage in the rest of his kit, idk, I'm not good with numbers.

Q: short ranged cone changed to something like a longer Yasuo q so it can be dodged in melee range but can feasibly hit ranged opponents. Range would be something like 550 units; for reference, a Yasuo q has a range of 475.

W: First cast targets a unit, jumps to them, and latches on. If he doesn't recast it within a short window then he performs a slash similar to the Yasuo eq combo and tumbles off in the direction of the mouse. Alternatively, he can recast it to jump to a different enemy and perform the slash with higher damage than if they were the first target. Each jump would deal light damage and possibly slow briefly (something along the lines of Quinn's vault). Range would be something like 450 for the first cast and 550 for the second; for reference, Quinn's vault has 575 range. During the ability he'd take slightly reduced damage and be unstoppable. 5 stance damage on each jump, 5 on the slash. A target that he is latched to won't receive a passive mark from the slash.

The idea here is to let him engage from a greater distance, make it so he knows the second cast will be available when he uses the first one, and reward creative useage of the first cast while taking away his second iframe ability.

E: Slightly shorter suppression so he can't hold someone in place for his team for as long but also doesn't need to sit there and get beat up by the enemy team for as long when he's trying to execute someone. Also, good call with the long cooldown on this ability at early levels.

R: Cast time up to something like .75 seconds to give enemies a slightly larger window to dodge. Range increased to something like 1300; for reference, Malphite ult travels 1000 units and hits enemies within a 300 units radius. Speed increased accordingly. Applies a debuff to targets hit that causes stance damage to them to not decay for 10 seconds. Passive: Spending 1.5 seconds within a bloodsmoke cloud refunds half the cooldown of precise undoing and gives him 50-90% move speed decaying over 1.5 seconds.

The range buff gives him a reliable way to reach his target, the debuff and passive change lets him take advantage of the ult dealing 15 stance damage to all targets hit and in general do stuff after using his ult and e.