[Champion Concept] Kahina, the Cursed Knight
I was reading up on Lux's lore and after seeing mentions of the character Kahina, I felt like I'd give her a unique kit.
#Kahina, the Cursed Knight
Reference Artworks
http://imgur.com/ilayzHF
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=29301404
http://imgur.com/6fqE1Hi
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=37784365
http://imgur.com/8ZEyEQH
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=46694200
(Artworks are for reference, and do not represent a final product; credit goes to the original artists)
General Concept
Kahina is a melee juggernaut who becomes deadlier as she approaches death, coupled with excellent sustain and dueling power. All this is counterbalanced by Kahina being slow and easily punished if she misses with her abilities or uses them poorly, as her cooldowns and mana costs are unforgiving. She also, unlike other juggernauts, has a small amount of crowd control via her Entomb ability, though this ability is slow to trigger and gives her opponent plenty of time to react. All this aside, however, Kahina can be very tough to kill, and is easily capable of baiting enemies who think they can finish her off.
Last Update: Feb. 27, 2018
Statistics (subject to change)
HP: 601 – 2131
HPR/5: 8.9 – 23.4
MP: 263 – 901
MPR/5: 6.59 – 12.5
Damage: 59 – 131
Range: 175 (melee)
Armor: 27.5 – 90.5 Magic Resistance: 32.1 – 53.4
Attack Speed: 0.550 (+0% – 18%)
Movement Speed: 330
#Abilities
(EXPECT CHANGES)
P - Dark Resolve
When Kahina is reduced below 30% of her maximum health, she takes 35% less damage from physical and magical attacks for 4/6/8 seconds. This effect has a 120/100/80-second static cooldown. (improves at levels 7 and 13 respectively)
Additionally, Kahina innately starts with +20% bonus attack speed. (this is just for last-hitting)
Q - Malefic Strike
Kahina's next basic attack within 6 seconds releases dark power from her blade, having increased range (350 total range), causing her to dash to her target, and dealing 40/60/80/100/120 (+1.0 total AD) to 60/90/120/150/180 (+1.5 total AD) physical damage, increasing based on Kahina's missing health. Resets attack timer; applies on-hit effects. Cannot crit.
9/8/7/6/5 second cooldown. Costs 30/35/40/45/50 mana.
W - Drain Spirit
Kahina sends out a skillshot that tethers to the first enemy Champion or large Monster it hits. While tethered, Kahina deals 4/4.5/5/5.5/6% (+1% per 100 AP) of the target's current health per second as magic damage (capped against monsters), and Kahina is healed for 6/6.5/7/7.5/8% (+1% per 100 AP) of her missing health per second (healing is halved versus monsters). Lasts up to 5 seconds.
14 second cooldown. Costs 80/90/100/110/120 mana. 500 casting range. 600 tether range.
E - Entomb
Kahina marks a target enemy Champion for 2.5 seconds. If Kahina hits a marked enemy Champion with a basic attack, she roots it for 1.25/1.5/1.75/2/2.25 seconds. If the mark expires without her landing a hit, it roots the target for 0.5 seconds.
18/17/16/15/14 second cooldown. Costs 75 mana. 500 casting range.
R - Demacian Onslaught
Kahina becomes Unstoppable as she advances in a target direction and performs three devastating swings of her blade as she advances, hitting enemies in a wide arc with each blow. Each strike deals 150/250/350 (+2.0 bonus AD) physical damage and restores 8/10/12% of Kahina's missing health for each enemy Champion she hits.
140/120/100 second cooldown. Costs 100 mana. Kahina cannot cancel this ability or use Flash while using Demacian Onslaught.
#Champion Matchups
Champions who synergize with Kahina
- Along with being good friends in-story, these two make a great combat pair. Lux's crowd controls and shields help Kahina in numerous ways, while Kahina's Entomb lets Lux easily land her skillshots on targets that might otherwise dodge them. Light and Dark really do go together.
- One of Kahina's biggest weaknesses is her lack of mobility, something Thresh can help a lot with. Dark Passage is great for either pulling Kahina into position to attack or for pulling her out if she overextends. Thresh's multitude of crowd controls also make it much easier for Kahina to land Demacian Onslaught in team fights.
- Orianna provides both mobility and defenses to Kahina, while her Shockwave can be used on her team's initiators to set Kahina up for Demacian Onslaught. Command: Protect can be invaluable to Kahina when she's low on health.
Champions who Kahina struggles against
- Kahina is slow and easily kited, something that makes Anivia an enormous pain to deal with. Between her slows, stuns, and walls, it can be hard for Kahina to get close enough to hit anything. It doesn't help that Kahina can't go through Crystallize with Demacian Onslaught.
- Darius shows no mercy to Demacians, and in Kahina's case that's a bad thing. Darius can match your sustain and damage with his own, but he excels in extended fights even more than Kahina does. In particular, once he gets Noxian Guillotine, he can completely bypass Kahina's Dark Resolve, decapitating her when she's supposed to be at her most dangerous.
- The long arm of Piltover's law will make Kahina's job very difficult, as Kahina will have a hard time getting past Caitlyn's traps, nets, and long range. Caitlyn's high degree of safety simply amplifies Kahina's high level of risk, taking it to suicidal levels.
The numbers are probably off, so try to judge the functions of the abilities first before you go into number-crunching.
- Along with being good friends in-story, these two make a great combat pair. Lux's crowd controls and shields help Kahina in numerous ways, while Kahina's Entomb lets Lux easily land her skillshots on targets that might otherwise dodge them. Light and Dark really do go together.
- One of Kahina's biggest weaknesses is her lack of mobility, something Thresh can help a lot with. Dark Passage is great for either pulling Kahina into position to attack or for pulling her out if she overextends. Thresh's multitude of crowd controls also make it much easier for Kahina to land Demacian Onslaught in team fights.
- Orianna provides both mobility and defenses to Kahina, while her Shockwave can be used on her team's initiators to set Kahina up for Demacian Onslaught. Command: Protect can be invaluable to Kahina when she's low on health.
- Kahina is slow and easily kited, something that makes Anivia an enormous pain to deal with. Between her slows, stuns, and walls, it can be hard for Kahina to get close enough to hit anything. It doesn't help that Kahina can't go through Crystallize with Demacian Onslaught.
- Darius shows no mercy to Demacians, and in Kahina's case that's a bad thing. Darius can match your sustain and damage with his own, but he excels in extended fights even more than Kahina does. In particular, once he gets Noxian Guillotine, he can completely bypass Kahina's Dark Resolve, decapitating her when she's supposed to be at her most dangerous.
- The long arm of Piltover's law will make Kahina's job very difficult, as Kahina will have a hard time getting past Caitlyn's traps, nets, and long range. Caitlyn's high degree of safety simply amplifies Kahina's high level of risk, taking it to suicidal levels.