Khara, the Blade Summoner - Melee/Ranged Champion Concept Preview
Howdy Summoner!
Welcome in this discussion! This concept took me literally almost a year to get to this point, and I must thank all the people that helped me the first time this was released or supported me irl.
_This is a Concept Preview: In this discussion i'll show you the abilities with detailed infos about the playstyle and itemization, and after hopefully recieving your feedback, I'll finalize the Art and the Lore part thanks to you! _
Pro Tip: follow Pro Tips to avoid boring walls of text! - Pro Tips aren't enough? Check this out!
Anyways, Sit down and grab yor popcorns [slayer-pantheon-popcorn] And let's get started!
{{summoner:2}} - General infos Name: Khara - the Blade Summoner Sex: Female Race: Semi-human (antropomorph creature) Role: Marksman / Assassin Basic Attacks: Melee Secondary Bar: Mana
- Shop-like stats Physical Damage: 8/10 Defense: 5/10 Abilities: 2/10 Difficulty: 8/10
- Lore and Art
I already have drawn a pretty detailed sketch of her, but I wanted some opinions and ideas of yours without any info on her look to reflect better her abilities and gameplay style. Also, if you are interested in it, please share in the comments some ideas about a potential Lore for Khara inspired just by her abilities, it would help me a lot! I hope this experiment will work, everything will be eventually posted in the finished concept!
ABILITIES: This is why you are here, isn't it?
Notes: Numbers are approximate. My English too. Please correct me in the comments ;)
Pro Tip: there are a lot of additional notes, but don't be scared! Feel free not to read them, they aren't necessary to understand the concept ;P
P: Runic Armor
Upon using three basic attacks on the same champion or big monster Khara's Runic Armor shields her for 5/45/75/95/105/115/125/135/145/155/165/170/175/180/185/190/195/200_(+4/5/7% bonus mana)_ damage based on champion level that for to 10 seconds. In this time every attack on that target increases by [140] the shield. This bonus amount cannot exceed [5200].
18/16/14/12/10 seconds static cooldown (at levels 1/6/11/16/18)
Q: Blade Summoner
PASSIVE: Khara spawns a Blade every 7.5 seconds (MAX 2). Blades can be thrown as ranged basic attacks on champions or minions and are refunded on killing blows. Also, Melee attacks deal [2.5~10%] bonus damage per Blade on hit.
ACTIVE: cost 35 mana; cooldown 4.5/3.5/2.5/1.5/0.5 seconds Khara instantly spawns a Blade. Her next ranged attack deals 10/15/25/40/60_(+0/3.75/7.5/11.25/15% Base AD)(+7.5% Bonus AD)_ bonus physical damage. Killing blows also restore 15/20/25/30/35 mana with this effect. Consecutive reactivations cost 20 more mana but refund 10 more mana than the previous one on killing blows. This stacks up to 4/5/6/7/8 times.
•NOTES (Skip these if you want, it's all about functionality and boring stuff) Ranged attacks are considered as such: they apply on hit effects, can crit, can be interrupted by Braum or Yasuo, dodged by Jax, blocked by Pantheon, Teemo is able to make them miss, etc. They need 4 hits for the double hit of the Devourer, they add only one Guinsoo stack, Runaan is normally applied, Sheen items work as usual, etc. Blades regenerate one at the time. You can see the blade respawn timer on the ability icon, just like Zyra's W, Teemo's R, or Vel'Koz's W.
W - Lacerate
PASSIVE: Every three attacks on the same champion or big monster Khara gains 17.5% bonus attack speed for 2 seconds.
ACTIVE: cost 60/70/80/90/100 mana, cooldown 26 seconds In the next 4 seconds Khara gains 17.5% bonus attack speed and every third attack deals 30/40/55/75/100 (+1/1.5/2/2.5/3 every 1% target missing HP)(+20% AD) additional physical damage, slows the target by 45% for 0.5 seconds and the attack speed bonus is doubled for 2 seconds. The first two times you deal Lacerate damage the duration of the active effect increases by 3 seconds.
•NOTES The stacks start decaying one each second after 3 seconds. Only one unit at the time can have Lacerate stacks, and activating this ability deletes all stacks currently applied.
E: Soul Dance
PASSIVE: Khara feels the Souls of nearby champions and gains 2% bonus movement speed for each of them. This effect can stack up to 3 allies (Khara counts) and 3 enemies at the same time. -While out of combat, allies' Souls' percentage is increased to 6/7/8/9/10%. -Whenever you autoattack, enemies' Souls' percentage is increased to 6% for 1.5 seconds.
ACTIVE: No cost; cooldown 3 seconds Consume a champion Soul and dash in its direction. Your Soul can be used to dash in any direction. Your Soul respawns in 12/11/10/9/8 seconds, enemies' in 12, and allies' in 8. Every autoattack reduces every Souls' cooldown by 1 second.
•NOTES In order to dash, you need that champion to be in the range of the passive effect and then click on the champion itself, or you'll consume your soul.
R: Tempest's Fury
PASSIVE: Blades' spawning time is reduced by 1/1.5/2.5 seconds and by [200% CDR]%
ACTIVE: Cost 125 mana; Cooldown 130/115/100 seconds After a 1.5 seconds delay, Khara summons a circular whirlpool that slows by 35% enemies for 4 seconds as it expands. After reaching the maximum extention, it goes back in, dealing 75/150/225_(+40% bonus AD)(+25% AP)_ physical damage and slowing by 50% for 2.5 seconds all enemies hit. Champions in the inner zone are also dragged to the center and recieve 150_(+40% bonus AD)(+25% AP)_ bonus magic damage.
•NOTES The drag effect is considered as a knockup for Yasuo. The ability maximum extention is about a Teemo larger than the dragon/baron pit. The inner zone starts from the exact half of the circle radius.
Abilities additional notes + itemization (Pro Tip - just look at the item icons)
•P - Runic Armor
The shield can help surviving in the jungle or during a lane trade, but the cooldown creates an opportunity for your opponent to engage on you.
Synergizes well with mana [>
Manamune/
Trinity Force/
Iceborn gauntlet] and even though the shield has a high value, it costs a lot of mana because of Blade Summoner (Q), and this undirect cost balances its strenght.
•Q - Blade Summoner
Blades managing is the minigame you will be playing in the laning phase. You are rewarded on lasthits, but trades cost a lot of mana**[>
Tear of the Goddess>
Manamune]. The active is useful to farm better and deals quite a lot of damage[>
Sheen>
Trinity Force]** limited to champions or minions, which means you'll never activate it in the jungle. On the other hand, by taking the risk to come at melee range you deal bonus autoattack damage, making this ability fundamental in the jungle as well. This bonus damage also amplifies other damage sources like on-hit bonus damage from items [>
Recurve Bow/
Kircheis Shard/
Sheen] .
Keep in mind that this whole ability has no effect on structures.
•W - Lacerate
The passive is a huge boost to the jungle clear, the attack speed boost will be always available. The active scales well with attack speed** [>
Devourer enchantment/
Youmuu's Ghostblade/
Zeal]** and will be your main damage source in trades. The punishment you recieve if you don't deal damage right after the activation is a reduced duration of the effect, and along with the high cooldown you will be forced to use this ability wisely
•E - Soul Dance
The passive component of this ability is something unique and powerful: it allows to roam very well with your team mid-late game and provides to the laning phase that on hit movement speed [>
Phage>
Trinity Force/
Black Cleaver] that makes attack-moving more fluid, since you have to use the keyboard in it. The dash itself is very predictable: it's usable only on champions. On the other hand, it's a strong tool for chasing and creates cool moments in fights, where there are champs all around you. Also, by coordinating with your teammates you can surprise your enemies by dashing through walls or in unexpected directions either to escape or engage with an hidden ally.
•R - Tempest's Fury
Passively synergizes with CDR** [>
Essence Reaver/
Iceborn Gauntlet/
Black Cleaver/
Trinity Force/
Youmuu's Ghostblade/
Warrior enchantment]**. The active has a lot of zoning power for the massive AoE damage and crowd control, and has maximum potential in teamfights or when contesting an objective. In lane it could be super effective in combo with an ally that has tons of CC to keep them in the area, but could also be used to zone enemies AWAY from that area even defensively, making this ability very reliable in various situations.
-Recommended Items Roundup
**Starting Items [Lane]
Early Items
Core items
Damage
Situational

Starting Items [Jungle]
Early Items
(
or
)
Core Items
(
or
)
Damage
Defensive
Situational
**
That's it for now! Please let me know down here what you liked if you did, and what you would like to be changed, added, or deleted! Remember that suggestions and ideas about Khara's look and lore are highly appreciated!
I'll be happy to answer anything you would like to ask, dont hesitate! Unless you're a
main (JK(JK))
{{summoner:2}} _ Stay tuned for future updates! I will sometimes make some tentative changes that will be reported down in the comments!_ ![]()