Khorn, the Shotgun Specialist

Stacona··1 votes·1,328 views

Khorn will be a marksman, that even though will have very long range even at the start of the game, he will deal very little damage because he is using a shotgun and to stay true to the shotgun the closer you are the higher the damage, the further you are the weaker the damage. If he attacks someone at around 550 range he will deal around 100% damage, average range so average damage. For maximum damage Khorn needs to be 125 units or less away from his target.

Lore:

*It is getting late, and I am getting sleepy, I better get some sleep. Before I know it I woke up the next morning, or so I assumed, but not in my bed like I would have thought. I ended up waking up in a strange land that felt dark and eerie and did not seem like a living creature lives... nor does it feel like a living creature ever lived here. And yet here I am, flesh and blood, alive in this dead land.

When the darkness came in later that same day, then I realized where I was, thinking this place was a myth this entire time, just hearing stories during the harrowing season to scare the children. Yet here I am, staring at death face-to-face. I did what I needed to do and blasted the rotting corpse with my trusty partner [shotgun] and quickly ran away to hide in the shadows.

I stood my ground the best I can, but eventually I will run out of shells, all I am doing is delaying my inevitable doom. I need to get off this god-forsaken island; for if I don't I have a feeling my soul will forever stay in this hell hole.

Eventually I came to the shore of the island and lucky for me there is a raft. As beaten as the raft was it is my only hope to getting off this island to hopefully a place that does not wreak of death.

Now being a safe distance away from the island I looked back to notice that the island of death I was just on are the Shadow Isles.

Today I stared death in the face, and with my trusty shotgun and being the cunning escape artist that I am I got out of what would have been me permanently joining the Shadow Isles as a resident of the dead.*


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Basic Attack Range: 725 units

The Shotgun (Passive): Khorn prefers a shotgun for his weapon of choice allowing him to deal between 40% - 200% damage for each basic attack depending on how close he was to his target when he fired the shot.


Double Barrel (Q): Cooldown: 9/8/7/6/5 seconds; Cost: 50/60/70/80/90 Mana Khorn fires off two shells at the same time for his next basic attack to deal between 48/50/52/54/56% - 240/250/260/270/280% damage. (The second shell deals 20/25/30/35/40% damage.)


Quick Feet (W): Cooldown: 18/17/16/15/14 seconds; Cost: 60/45/30/15/0 Mana; Range: 400 units Passive: Khorn surrounds himself with a feint halo with a radius of 500 units that only the user can see.

Active: Khorn dashes in the target direction. If Khorn attacks an enemy champion within 1.5 seconds being within 500 units or less Quick Feet may be cast again within the next 1.5 seconds; this effect may occur 2 times before Quick Feet goes on cooldown. Maximum amount of dashes is 3.


Death's Stare (E): Cooldown: 26/23/20/17/14 seconds; Cost: 40 Mana Khorn looks at death face to face gaining an eerie aura around him for 1.5 seconds causing the next ability against him to consume the aura and protect Khorn while sending it back to the attacker in 60/70/80/90/100% of the crowd control (stun, fear, immobilize, polymorph, knock-up, knock-back, slow, taunt, charm).


The Great Escape! (R): Cooldown: 160/125/90 seconds; Cost: 100 Mana Khorn instantly hides into true stealth for up to 10 seconds. Khorn's Movement Speed is capped at a maximum of 400 while stealth. Khorn's next basic attack after emerging from true stealth deals between 125/150/175% - 340/370/400% damage based on distance. The Great Escape!'s basic attack cannot critically strike.


All his damage spells may critically strike since they are all basic attacks. True Stealth is undetectable by True Vision / immune to True Vision.

~ Stacona

EDIT: The Shotgun: Damage lowered to 40-200% from 50-200%. Indicated damage on Double Barrel has been changed to reflect this, second shot is still 20/25/30/35/40% damage.

Death's Stare: The reflect portion of the ability block no longer reflects any damage from reflecting 40% of the damage back at the attacker. The ability block now reflects 60/70/80/90/100% of the attack abilities reflected crowd control (if any) from 100% at all ranks.

The Great Escape!: Damage adjusted for next basic attack after emerging from true stealth to 125/150/175% - 340/370/400% from 100/100/100% - 275/300/325%, but now this basic attack is no longer able to critically strike.

28 Comments

Elphrihaim3 votes

"30 minutes ago"

[text]

"30 minutes ago"

bump

... No.

2WhiteAndNerdy3 votes

Graves Pumps shotgun This Rift ain't big enough for the two of us.

Stacona1 votes

Graves has a special made and altered shotgun though, this is more traditional

Agent20902 votes

Immunity to true vision for 10 seconds? All the while he gets more damage as he gets closer to an enemy. So basically you've made a ranged character that has long range but also counters assassins, (who have to get in close to kill him) because 300% damage plus "true stealth".

This character has no weakness, he can farm safely in lane. You may say "but reduced damage!" and you'd be wrong. Any adc worth his salt can farm even with reduced damage. At level 6, say goodbye to the enemy bot lane. Doesn't matter if they have a pink ward or anything, he can all in anytime he wants and come out unscathed. Basically R > get in close > AA > Q > AA and they're dead.

This guy has the strength of a marksmen and the strength of an assassin with the weaknesses of neither. Simply reduced damage at range does not make up for the immense amount of strengths he has.

Stacona1 votes

So Warwick, Zed, Leblanc, Rengar, Sion, Kassadin, Katarina, Irelia, Ezreal, Lucian, Twitch, Vayne, Caitlyn, Graves, etc etc basically every champion with a gap closer are the most insanely overpowered broken champions in the game to your logic-

the point to the reduced damage is not to deny himself farm, it is to state a weakness, his range gives him low to no mobility and low damage for high range-- the shorter his range the greater his damage

i gave the ultimate a long cooldown for a reason because of its great escape or kill potential you can get from it - using abilities will de-stealth you and most champions have skill shots so he can still be killed, it is not like he is shaco where he flashes and stealths --- anyways, as long as you have vision of Khorn you can tell whether he is running away or towards you

i will open up some more counter play opportunities however

Agent20901 votes

So Warwick, Zed, Leblanc, Rengar, Sion, Kassadin, Katarina, Irelia, Ezreal, Lucian, Twitch, Vayne, Caitlyn, Graves, etc etc basically every champion with a gap closer are the most insanely overpowered broken champions in the game to your logic-

the point to the reduced damage is not to deny himself farm, it is to state a weakness, his range gives him low to no mobility and low damage for high range-- the shorter his range the greater his damage

i gave the ultimate a long cooldown for a reason because of its great escape or kill potential you can get from it - using abilities will de-stealth you and most champions have skill shots so he can still be killed, it is not like he is shaco where he flashes and stealths --- anyways, as long as you have vision of Khorn you can tell whether he is running away or towards you

i will open up some more counter play opportunities however

The gap closer isn't even the problem, I never even said anything about his gap closer being a problem, I have no idea where you got that from.

You're saying he's high risk, but I'm not seeing the risk. This guy is extremely safe while having insane damage.

I guess I should get clarification though, before I jump to conclusions. Can he move while using his Riot Shield? Does the Q reset his auto attack? If yes to both questions, then my concerns are valid. Basically, get in close with the ult, it's 10 seconds long so you can easily use it in fog of war and get in close, AA > Q > AA, with 300% damage + 390% damage (assuming Q is being maxed first) + another 300% damage, dash away (since he was extremely close, he'd get the max dash distance or at least close to it) and shield for 50% damage reduction while falling back. That is the very definition of a safe all in. And with so much damage so early in the game, I can almost guarantee the all in will kill a level 5-6 adc or support. Not only that, the damage only gets stronger as the game goes on.

Even if the Q doesn't reset the auto attack, once he builds some AS, it doesn't really matter.

He has the safe laning of Caitlyn with the relatively safe all in of Fizz, then he has Kha'zix's/Rengar's stealth, except better and longer lasting. I don't really see the high risk, but please clarify. I do enjoy the concept, but I just don't see what you're seeing.

Stacona1 votes

The damage reduction on Riot Shield is directional and remains in that direction the entire time even if he attacks in a different direction- so damage dealt behind the shield is applied in full- only the FRONTAL damage is reduced - Double Barrel is only a basic attack amplifier - it is 20-40% increased damage based on rank Riot Shield he can move, but cannot use Quick Feet [shield too heavy] Fog of War if you werent sitting on a ward you get the ultimate gank off, restriction is cooldown [i'm treating this ultimate like it is a global]

Low Risk, Low Reward for abusing the long range- High Risk, High Reward for abusing the closer than melee range damage - because if you mess up or you don't critically strike you can die real fast Should state that despite being invisible around turrets, if nothing is there to take turret aggro turrets still aggro you even stealth by his ultimate so point and clicks [minus turret basic attacks, but that is A.I.] cannot hit you, but you can know exactly where he is if he is tanking the turret so skill shots can land on him and kill him

Quick Feet in a way is suppose to be like Kha'Zix's evolved wings reset mechanic so khazix jumps in - kills his target - and jumps out --- Khorn on the other hand ultimates in, tried to kill his target and cleaning dashes away with Quick Feet-- but i don't want Khorn to be a reset champion, so instead he gets a dash that increases in strength based on how much he interacts with his opponent- using his maximum range he doesnt go anywhere - but if he is face to face point-blank with his opponent then he gets a long range dash [corki's dash is like 800 or 850 units] Remember dashes can be interrupted mid dash and if you can get behind his Riot Shield then he will die real fast being the squishy that he is-

If you are isolated against Khorn there is a good chance that you will die just like being isolated against Twisted Fate, Nocturne, Rengar, Kha'Zix, and Twitch types of champions

the damage of the shotgun is non-linear by the way --- 50-100% damage will be around 725 to 550-525; 100%-150% will be around 525 to 400; 150%-200% will be around 400 to 150-125; 200%-300% will be around 125 to 1 --- the super damage will be less than melee range, even longer range melee champions have trouble getting off more than one basic attack- so basically the only way to reach super damage is by using his ultimate to literally stand on top of your opponent and blast his face off with Double Barrel

at level 6, you will have no critical strike chance - so it is impossible to one-shot someone, even with super damage 300% doubling to 600% three crits usually dont kill someone unless you are very fed and the opponent is both behind and a squishy- Ashe can deal almost 400% damage with Volley and Focus at levels 1-3 --- i was thinking you can one-shot an isolated squishy with at least infinity edge, statikk shiv, last whisper and your double barrel critically strikes with sitting on top of your opponent- if you dont crit it will hurt but cannot kill [i guess you could get infinity edge and sword of the divine for the guaranteed crit but that will kill your DPS damage and makes your marksman only an assassin instead of an assassin/marksman]

Eye of Orion2 votes

I have never seen such a champ idea be this broken ever. Just no.

Stacona1 votes

You people are in the wrong forum, champion concepts is meant to be a fun creative thing the community can do - even if Riot gets ideas for abilities for future champions here, none of these champion concepts will be a real champion ever - your downvoting and toxic kind need to leave the forums, this is a place for people to be creative and brainstorm things up

TheDeathstalker3 votes

So, Stacona, I really don't want to be rough with this, but the post you've decided is toxic, is true, and is accurate feedback. Just because he wasn't verbose or gentle doesn't make it untrue. Your champion suggestion is wildly out of balance, and everyone who has responded has agreed to this fact, and agreed that the primary issue is the passive, which you have not budged one bit on.

This is fun and creative, but if it is just a brainstorming exercise, why are you going to your grave defending these ideas? We have thoroughly and thoughtfully replied, and you have not responded positively to one person's specific feedback.

This community is far from toxic, and accusations of such are out of line in my book.

You've had plenty of feedback, both written and through the up/down votes. We disagree powerfully with this champion's design for reasons we've gone over time and time again. If you want to know how to make a better one, I recommend you listen. I already posted my review, and have gotten no feedback from you at all. You need to relax and let this be fun.

Accept this design is flawed and either find out how to fix it or just make another. If you don't want to be told what does and doesn't work on your champion, don't post it here. Again, sorry to be rough on this, but you've been blasting everyone for just telling you the truth.

Slaaneshine1 votes

I'm sorry sir, but there is only one Khorne

CuckDuck1 votes

LeeSin I don't see what you mean

Stacona1 votes

and yet i have not a clue of what that is, nor have i ever seen it before

TheDeathstalker1 votes

Blood for the Blood God!

Oh, I should actually review something here...

Um... First things first, Look at Graves, he's already got a shotgun, well implemented. Not saying there can't be more than one (I mean, how many giant swords do we have?), but it needs some work to... work.

So, for the passive, 300% damage is insane, as is 50% and 725 range. How's this for the same effect, just with some smoother edges:

Passive - The Shotgun - When making attacks within 200 range of an enemy, Shred <Number> Armor and/or Magic Resist per hit. Or do <Number> extra physical damage.

Uh... the rest of it. I mean, it works, it's just not very snazzy, nor is it different or unique. I mean, in almost every way, Graves does what you want to do but better.

Sorry I couldn't be of more help :(

Shamont1 votes

yes i agree with person above, you need more uniqueness, not much to say about him. (twitch already has a spray and pray ult) . Think about the arch type toy want him to be, how would you like people to play him, and what little unique niche does he fit. You need to look at the big picture, focus on that rather than the ablities. A backstory can help you develop you ideas. good try and keep on thinking, dont give up

Stacona1 votes

The champion is suppose to be high risk, high reward with getting super close to the enemy to deal extreme damage and then walking away with quick feet - but if you play him with his very long range then he will be an immobile champion that deals low damage but has safety in range - or get face to face with your opponent to blast their face off with a max damage Double Barrel shot with a full build [and infinity edge] you will one shot any squishy if you critically strike- this is actually very backwards logic for the marksman role since you want to hit things at max range with safety

with reworking my ultimate, which now fits him better, he can play like an assassin marksman to get up close and blast someone's head clean off their body and make a clean get away with quick feet

Shamont1 votes

i think you have made him better than last time i saw him, so good job. he is definitely a bit more unique. he just need a bit more balancing. If we are going with you low risk low reward concept, then while he is tru stealthed then he should lose some defense, to balance out that ult. I might give the W a high mana cost, or low cooldown. I never hated the idea, just thought it needed tweaking, and you tweaked it. so now its better, keep thinking about his arch type, his little niche in the game, youll find it, and when you do a real legend will emerge.

Stacona1 votes

And sometimes you just need to walk up and blast people's face off with a shotty - you dont need class or elegence, it gets the job done

Shamont1 votes

sorry if i came across as too factitious, i didnt mean to offend you. I can see that you hav and idea, and I think that it will be a great one when its finished.

Stacona1 votes

I nerf'd the passive's max damage, gave a small buff to quick feet, gave him a new E, and made a change to the great escape that make the next attack after the true stealth deal great increased damage max damage goes up on rank ups and cooldown got lower slightly on ranks 1 and 2

Stacona1 votes

bump

Shamont1 votes

It keeps on getting better and better :). I feel like you are moving Khorn in the direction he needs to go now, I can see his image developing much more clearly, you are the brink of creating his own unique arch type (at least in my eyes). I like his W I feel like it fits the escape artist theme, if thats what your going for then I like it! I do feel that his W returning the full damage and entire effect is a tid bit OP. I like the part where the effect is copied, but I think that at a minimum the damage shuld be about 75% of what it would have been received at. I mean its a shield AND a mirror, so it shuld have some weakness. But overall good job on that new W

PS I still think 10 sec on the ult is a lil bit long, still like it thou, it fits the escape artist arch type i guess (if thats wat ur going for)

Stacona1 votes

W is his Quick Feet- you probably meant his E Death's Stare is an ability block first and then it is a Reflect - i was just going to make it block CC and reflect it back at the enemy but that would have made things complicated- the reflect could be half damage and full cc - the first portion is an ability block like sivir and nocturne, but with a more unique animation, i decided to throw in some Shadow Isles to his kit because he is involved with the place even though he is not a part of it [it is like a near death experience, literally, which he escaped from- something no one thought was possible]

the reworked Quick Feet (W) allows for a maximum of three dashes as long as you meet the requirements for the 2 additional dashes - i tried to make it so that he can only be mobile by enemy champion interaction and short range combat- trying to avoid him being Tristana's long range, high damage. and safety

10 seconds is needed, especially having capped movement speed while stealth, i want stealth to sneak up on the enemy, not rampaging like an elephant and somehow the enemy does not know you exist on their face- while instant stealth is so that this ability can be used as an escape spell - restriction is with a long cooldown- i want his ultimate to either be for setting up a kill or staying alive and his w-e will be for the outplay while passive-q is brute force damage and offensive use with his ultimate and Q combo do remember Twitch gets 7 seconds of stealth and 20% movement speed


the reflect damage i am going to lower, i mainly want the cc to reflect in full making this ability a really powerful defensive spell

Shamont1 votes

ok these are some nice edits, you character is being fleshed out more. If an enemy accidentally hit Khorn with an ability, while he was in his ult what would happen?

Stacona1 votes

Casting abilities and attacking cancels stealth- if he casts Death's Stare first and then ults it would block the ability and reflect it- stealth is unable to be seen, turrets still detect him if nothing took turret aggro, but he is still invisible under turrets

Shamont1 votes

ok nice, guess his ult seems a bit better now that I understand it, with the balances and all, good job

Shamont1 votes

You have inspired me to do great things! please come take look at the product you help create! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zWVzZnLk-champion-concept-gryndheim-the-usurper

Shamont extends a gracious welcome for you to come check out his concept

Stacona1 votes

Made some balance changes

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