(Champion concept) Kharn, Scholar of time

X1complex·7/7/2018, 5:07:30 PM·7 votes·4,060 views

What kind of champion is Kharn?: Kharn is a mobile AP assassin with multiple options for engaging and escaping. However, his kit allows him to contribute to team fights in ways other than simply getting a pick on a squishy adc.

Brief Lore: Kharn was a wealthy Piltovian scholar, held in high esteem by the bureaucracy. His constant inventions and academic achievements shocked and awed his fellow colleagues, much to his boredom and distaste. Eventually, Kharn's unchecked ambition for knowledge and power, only further encouraged by his constant success, led him to pursue power over even time itself. Rumors led him to the back alleys of Zaun where a certain boy had supposedly shattered time. This of course, was Ekko. Much to his dismay he was unable to catch Ekko and learn his secrets, but not before he witnessed the seemingly impossible acts that Ekko was able to perform. Tired of the stale self flattering ethos of Piltover, Kharn left the city to conduct his own research. He was presumed missing for many years, until one day he returned claiming to have mastered the secrets of time. Kharn now searches for the recognition he deserves from his inferior colleagues and for the upstart boy Ekko, to prove that it is only him that has mastery over time.

Stats:

HP: 570 (+68 per level) Hp Regeneration per 5 seconds: 9 (+0.8 per level) Mana Pool: 320 (+51 per level) Mana Regeneration per 5 seconds: 8.3 (+0.6 per level) AD: 67 (+4.8 per level) AS: 0.72 (+2.4% per level) Armour: 31 (+3 per level) Mr: 34.5 (+1.25 per level) MS: 350 Auto Attack Range: 125

Passive: Time locked After Kharn hits an enemy with an ability, his next auto attack on that enemy within 400 units will allow him to dash to the target dealing 24 (+9 per level + 55% of AP) as bonus magic damage. This effect cannot be applied on the same target for 7 seconds. His passive serves as an engage and a disengage tool. He can either dash to an enemy for a combo or he can dash to a minion or other monster to escape. It also provides a significant boost to his burst damage.

Q: Shattering wave Kharn releases a wave of energy that deals 100/120/150/220/290 (+100% ap) magic damage and slows all enemies it passes through by 30% (Target range: 850) (Projectile speed: 1400) (Cast time: 0.3 seconds) (Mana cost: 40/50/60/65/80) (Cooldown: 14/13/12/11/10 seconds) Shattering wave is Kharn's most effective way of setting up his passive. With a large range and high damage, Kharn can use this to set up his combo and deal significant damage to his enemies. However, the projectile has a rather small hit-box, making it a difficult ability to hit. Shattering wave can be used for harrass, but its Mana cost and cooldown are rather steep early game, making it inefficient for constant lane harrass.

**W: **Time Warp Kharn channels for 0.5-2 seconds and is unable to move or cast abilities during this channel. The ability may be recast to end the channel early. During the channel Kharn gains 45% damage reduction (+40% AD.) After the channel is complete Kharn deals 60/80/90/100/120 (+10%) AP as AOE magic damage and slows all enemies in the impact area for 10%-60% for 2 seconds, increasing with the length of the channel. Kharn also gains 25% movement speed for 4 seconds. If Kharn channels for 2 seconds, enemies in the impact area are stunned for 1.5 seconds instead. (Effect radius: 550) (Mana cost: 60/65/70/75/90) (Cooldown: 18/16/16/13/10 seconds) _Time Warp is Kharn's primary defensive ability. If Kharn gets caught out and is unable to either escape with his passive or E, and is unable to fight his way out, Time Warp may be his saving grace. The damage reduction allows him to stay alive during the channel, and the movement speed he gains along with the slow/stun to enemies gives him an opportunity to escape. Kharn can also use this ability in team fights, utilizing the damage and stun to zone off enemies from him and his team, or to set up more CC and damage from his teammates. _

E: Phase blink Kharn dashes to a target. If that target is an enemy Kharn deals 50/70/80/100/110 (+45% of AP) magic damage. If Kharn has dealt damage to this enemy in the last 5 seconds Phase blink will deal an additional 20/30/50/60/80 (+20% of AP) as bonus magic damage. If Kharn has not dealt damage to this enemy in the last 5 seconds Phase blink has 40% of its cooldown refreshed. (Target range: 350) (Mana cost: 50/55/70/75/80) (Cooldown: 17/16/16/15/15) _Phase blink serves a similar role to Timelocked; it can be used to engage with extra burst, or to disengage from a dangerous situation. If Kharn wants to all-in an opponent, he can use his E after using his passive to deal extra damage to win a tight 1v1. However, this will leave him stripped of his mobility, leaving him vulnerable to be collapsed upon or ganked. Kharn can also use his passive to engage on an opponent. Whilst its range is smaller than his passive, making it harder to land, it will have a significant portion of its cooldown refreshed, giving Kharn an opportunity to escape. _

R: Chronology Passive: (Unlocked from level 1) For each Chronorb under ally control the duration of Kharn's ultimate is increased by 0.25 seconds. Every 3 minutes a Chronorb will spawn at a random jgl camp not currently occupied by a champion. These are highlighted on the mini-map, and may be captured by any champion on either team. Only 10 Chronorbs will spawn per game. Chronorbs will be highlighted on Kharn's mini-map 10 seconds before it spawns. Additionally, the spawning of Chronorbs will be delayed if Kharn is currently slain.

Active: Kharn unleashes his true power,having his movement speed reduced by 80% for 1.5 seconds before stopping time for 0.5 seconds (+0.25 x number of Chronorbs under ally control). All structures, minions, monsters, pets, champions and projectiles become Timelocked. All projectiles are frozen and will not move during the duration of Chronology, however if Kharn walks into them Chronology's duration will end. All projectiles created from item actives by Kharn will be frozen, but Shattering wave is unaffected. Kharn will not draw minion or tower aggro whilst Chronology is active. All other champions are unable to move or cast abilities. All damage and CC Kharn deals during Chronology will be applied after its duration is finished. (Mana Cost: 300) (Cooldown: 300/240/180 seconds) If you're having difficulty understanding exactly what Chronology does, the best way I can think to explain it would be the pause feature. Kharn's ult could be described as using the pause feature, except that he can still move around and do whatever he wants.

How his his ult balanced?: Its true that Kharn has a very powerful ultimate. Having a global stun in your kit that literally makes you invincible is pretty OP. However, I think that the strengths of Chronology are balanced out with its weaknesses. 1: Chronology has a very short duration. With a base of 0.5 seconds it's going to be hard to do much aside from get a pick, which is pretty standard for most assassin ultimates. The highest duration you can get it to is 3 seconds, which whilst strong, leaves only enough room for one full combo and requires a lot of setup to get those 10 required orbs. 2: The cooldown on Chronology is very high. With its base cooldown being the same as a summoner spell, any Kharn player will need to use it wisely, and will most likely be used only a few times during the course of a game. 3: The windup on Kharn's ultimate, which has a global signal (like a sion or kled ultimate) alerts everyone to its activation. Now this is tricky for a kharn player, as if you ult too close to the enemy team they can easily cc you whilst you're under the 80% movement reduction cancelling your ult and putting it on cooldown. However, if you ult too far away you simply wont get there in time.

So that's all. I think I've done an okay job on balancing his base stats, scaling and abilities, but I don't work at riot, and I don't exactly have the tools to test this xD. If anyone's got any comments on the stats, or Kharn's kit in general please leave me a comment below. If you like what I've come up with please consider up voting me, it would mean a lot ^^. Thanks all. [slayer-jinx-catface]

15 Comments

ACupForTea7/7/2018, 5:24:17 PM3 votes

Intresting idea. Somehow reminds me of kassidin with the mobility he has. Would be a fun champ to play, but I think the damage numbers, especially his E would have to be tuned down. I think his ult is actually rather balanced because of the time frame provided and the channel time offers the enemy some degree of counterplay, its the other abilites that I think just need a numbers tuning. But obviously that sort of think would come with play testing so can't really shout "IT WOULD BE OP!" now can I xD.

My main criticism would be with the chrono-orbs. Not really from a gameplay perspective, but more from a lore perspective of why does he have them? Instead of them just being put in there in his gameplay have it grounded in lore some way.

But overall, good concept! Not a mage man but I like it! :)

DoubleTRBL7/7/2018, 6:04:57 PM1 votes

Sees lore Maybe a good champ

Sees Author NVM TERRIBLE CHAMP

GrReaper967/7/2018, 7:10:13 PM1 votes

High scaling and way too much mobility. Plus his W is too similar to Irelia kinda

Velzard of Koz7/7/2018, 10:33:10 PM1 votes

So Ekko, but 1000x more broken.

Daedeye7/7/2018, 11:16:33 PM1 votes

I think, it's brilliant. I only find the time orb minigame a bit extravagant. And the damage reduction during W probably shouldn't scale with AP (I think you meant AP ^^)