[Champion Concept] Kahina, the Cursed Knight

darkdill·2/26/2018, 4:58:57 AM·2 votes·1,602 views

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 Lux - 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.

Thresh - 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 - 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 Anivia - 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 - 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.

Caitlyn - 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.

13 Comments

KestrelGirl2/26/2018, 5:38:55 AM2 votes

The only issue I find with this is that her Q is basically Illaoi's W without any tentacles to make it better, and her W is just a more powerful Fiddle drain. Her E is a little more unique, though, and I like the idea of having to attack or use a combo to really get mileage out of an ability. Her ult's simple, but also something we haven't really seen before, as it's not too similar to its closest analogue (Sion or Kled ult).

So I'd recommend doing something different with her Q - I like the direction it's going in, but it might need a little more oomph. Her W basically makes Fiddle obsolete so I'd recommend a different kind of soul link that also doesn't mimic Illaoi or Swain.

EDIT: Also, she's one of the Radiant Ones and probably should not really have dark powers (but maybe not light either.)

Final Spark Lux2/26/2018, 6:12:08 AM2 votes

Tbh, I agree with KestrelGirl's edited comment at the end. I don't find it thematically fitting that someone with dark powers would somehow end up being the leader of a Demacian warrior order, regardless of how good of a person they are. (Also saying light and dark go together doesn't really make any sense either. Darkness cannot exist in light's presence.)

I really like the kit (Her ult especially, it's almost identical to Amaterasu's ult from Smite which you may or may not know, but it's a really fun mechanic) but from a purely thematic standpoint I gotta say I'm not a fan : (. I'd imagine she'd be like the female counterpart of Garen without such a strong hate for magic. It's a warrior order after all. While there might be a place for magic in the Illuminators (don't tell Garen) I don't think it fits her, especially not when it's dark magic.

Forhonor3212/27/2018, 3:26:20 AM1 votes

So briefly looked over your concept and here's my critique:

  • Stats overall are ok i guess. I didn't really compare them to other champs at the moment, but overall I think they're decent. Armor may be a bit too low early on though, as well as attack speed but you do gain the bonus from the passive so... I guess numbers help overall?

  • Passive overall I don't find that interesting. Yes, damage reduction is a huge thing and the CD I can find to be respective for the durations but it alone just doesn't feel like a whole lot.

  • Q ... I have issues with. Granted, the range isn't that large, but this is a gap closer on a 5 second CD maxed, lowed to 3 seconds with 40% CDR, and a fairly low mana cost. For juggernauts, to my philosophy, I don't ever think this is a good idea. It's fairly powerful to have sticking power no matter what, and a juggernaut that hits hard and you can't really get away from a lot doesn't sound like a good concept. I do like how it does a bit more damage with the lower health you have, and how it doesn't crit to try and balance that out, but I will still argue that a constant sticking Jugg is not what players want to face against a whole lot.

  • W for the most part I like. It's not like a binding spell like Morg's ult or LeBlanc E, but it does still insist that you move away as it's her main form of damage and way of sustain. CORRECTION: I misread the ability! It's literally a mobile version of Fiddle's W and is basically Leoric's W from HotS. I'd recommend making it more or less that when you hit them it does the damage and heals your rather than

  • E as far as I can tell is point and click AND I HIGHLY ADVISE AGAINST THAT! People already have an issue with certain forms of point and click abilities, say Malz ult for example, so having an ability that just auto roots you after a delay doesn't sound fun. I do like the idea of having to do a combo to proc the root, but I'd probably advise only having it proc off of Q f& a brief slow when it expires normally.

  • Ult...it's literal Leoric's ult. Here's the thing, I'm not against the idea of taking abilities from other games, so long as they are different enough. Here I feel like she should be allowed to move and the direction she goes dictates the swing, but also make it so she instead does more damage at low health and on kills or assists she heals herself. Maybe throw in a bit more damage reduction in there as well, say proc the passive again or something separate.

  • Storywise I know this is based off of Lux's friend but I don't fully see how a dark cursed knight would work in Demacia (then again I haven't read the lore about her so I may be judging too quickly of her character).

Overall, I don't want to say this is a bad concept, but it needs work. If you want to sell the concept of a close to death strong juggernaut, you're going to have to make more abilities powerful as she loses health, maybe even have health costs to help with that a bit. Also, the theme of a dark knight in Demacia is just off putting. Being a bit of a lore nerd at this point, I can almost "Garen-tee" (kill me) that they wouldn't allow her near there, unless she's like Taric and exiled. But again, I haven't gotten to reading about her so I don't fully know.

It's far from the worst thing I'm seen on C&C, which is a very god complement, but it really needs work gameplay-wise, theme-wise and story-wise.