Kanrin the something of spookyness idk!

TeineDor·4/26/2016, 12:05:06 AM·1 votes·353 views

Just ignore all the stats i made for him i was bored and wanted something to do. But i wanted kanrin to be kind of a nocturneish type champion with a huge sword and a dagger. I wanted him to be like an assassin but a fighter at the same time, but in order to kind of balance the whole assassin deal make his attack speed locked at a certain point like jhin.

Kanrin Stats AD: 56 (+3.6) 120.8 AS: 1.15 (+0) Armor: 28 (+3.4) 89.2 MagicResist: 32 (+1.25) 54.5 HP: 580 (+91) 2218 HpRegen: 6.22 (+0.59) 16.84 Mana: 284.6 (+50) 1184.6 ManaRegen: 6.56 (+0.44) 14.48 MS: 335 MeleeRange: 125

P: locked attack speed at 1.15, 50% of ap is converted into ad. Kanrin gains nothing from attack speed.

Q: Shadow teleport thingy Mana Cost: (60-50-40-30-20) CD: (5-4-3-2-1) seconds Range: 350 units Kanrin teleports a short distance stabbing his target with his knife dealing (10-35-50-75-100) (.2 ad ratio) (.2 ap ratio) as physical damage and marking them which changes the damage type he deals to them with every auto. First Use: will change the targets damage taken to magical (this effect will revert after 5 seconds of not taking damage from kanrin) Second Use: will change the targets damage taken to True damage for only 2 auto attacks. Then the targets damage taken will revert back to physical. (only kanrin will deal the different damage type to the marked target)

W: InvisiWave (fallout 4 reference) :) Mana Cost: (50) CD: (20-17-15-13-10) P: using Q: makes Kanrin invisible for .5 seconds. Increases Q: Mana Cost by 40 mana

Kanrin will become invisible for 5 seconds after rooting himself for 1 second but loses 10% damage for the duration of invisibility. CD starts after ability is done.

E: Broken TimeWarp Mana Cost: (60-70-80-90-100) CD: (14-13-12-11-10) Kanrin partially freezes time with his broken timewarp machine stunning enemies for .5 seconds then freeing them for .5 seconds for 5 seconds in a circle around him. If the enemy is at or below 40% of their maximum health then E: does (10-20-30-40-50) magic damage to that target per tick. CD starts after ability is done. (I think this is his most confusing ability but its kinda cool imo.)

R: Who needs armor? Mana Cost: (100-110-120) CD: (300-250-150) Kanrin sheds all of his armor and magic resist and a portion of his hp exposing himself and drops his sword at his current location to gain (50-75-100%) increased movement speed and gains extra utility on his other abilities.

-Increased range on his Q: to 450 units -Increasing the duration on his W: to 8 seconds and the 10% damage reduction is removed for the duration of R: -Changes his E: to a 1.5 second stun.

Reactivating R: again or after 20 seconds pulls kanrin's armor and sword towards him and healing him for the health he originally lost when activating this ability. Anyone in the way suffers (80-150-250) plus 10% of their missing health as magic damage.

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