[Champion Concept] Khan, Lord of the Northern Skies
Place of Origins: Unkown Location. Primary: Mage. Secondary: Assassin. Additional Roles: Player Choice. Upon Selection: The skies of this frozen world belong to me. Arriving on the Rift: Trespassing into my dominion would be ill-advised.
Statistics: Attack Power: 3. Defense Power: 3. Ability Power: 9. Difficulty: 8.
Health: 377(+31) Health Regen.: 2.1(+0.38) Manna: 268(+30) Mana Regen.: 2.0(+0.37) Attack Range: 530(Range) Attack Damage: 31(+2.5) Armor: 13(+2.0) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342
Friends: None. Enemies: .
Appearance: (Bodily design) . Khan is a 5’4ft tall pale skin humanoid like being, both of his eyes are glazed deep blue & he does have long light grey hair that is tied up in 5 dreadlocks. On both of his forearms & chest are deep blue markings. (Clothing & Special features) . Khan wears a helmet that covers his entire face, plated body armor with a gaping hole in the chest area & gauntlets with matching greaves. Around his waist is a worn out black mantel held to waist by 3 metallic bands, Khan also has a metallic band around his neck that bore into his chest. (Equipment) . None.
Summoner Spells:
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Item Builds:
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Essential Items:
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Defensive Items:
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Innate Passive: Containing the Storm. Behind Khan are 3 orbs of pure electricity, each Ability that Khan activates one orb will be overcharged with electricity. With each orb overly charged Khan receives 5% less damage from all Ability Damage while also gaining 10% Movement Speed, when Khan has all 3 orbs overly charged his next Ability will drain the orbs to increase that Abilities current damage by 15% but this Passive will go on a 8 second Cool Down.
Q-Ability: Lightning Serpent. Range: 500. Cool Down: 18/16/14/12/10. Cost: 60/70/80/90/100. Magic Damage: 55/85/115/145/175(+50% bonus AP). **Activation: ** After Khan has chosen a narrow path with this Ability then upon its activation Khan will channel lightning into his finger then send out a bolt in the targeted direction, after the initial activation the first enemy that the lightning bolt comes in contact with will be dealt Magic Damage & have their Magic Resist will be Reduced by 4.5% as well as preventing the target from receiving any Healing for 1 second.
W-Ability: Flash of Lightning. Range: 550. Cool Down: 21/20/19/18/17. Cost: 70/80/90/100/110. Magic Damage: 35/65/95/125/155(+50% bonus AP). **Activation: ** After Khan has chosen a 65-radius location within this Abilities Casting Range then upon its activation Khan will transform into a bolt of lightning, after a 0.25 second delay after Khan has chosen the location he will reappear on the Map with the lightning crashing down with him. Once Khan has reappeared on the Map he will create a pulse of electricity out from him to spread over a 175-radius, enemies hit by this pulse will be dealt Magic Damage & applying a 35% Movement Speed Slow for 1.5 seconds.
E-Ability: Storms Conduit. Range: 450. Cool Down: 18/17/16/15/14. Cost: 60/70/80/90/100. Magic Damage: 45/65/85/105/125(+50% bonus AP). Activation: After Khan has chosen a single enemy Champion within this Abilities Casting Range then upon its activation he will have a bolt of lightning to strike the target, after the initial activation Khan’s target will be dealt Magic Damage as well as become charged with currents of electricity for 2.5 seconds. While an enemy is charged they will have their Attack & Movement Speed be Slowed by 20% while also reducing their current Attack Damage by 10%, if this charged enemy Champion gets damaged by either of Khan’s other Basic Abilities they will have an additional effect be applied to them:
.if hit by Lightning Serpent then the charged enemy will have 4 bolts of electricity arc of them hitting a random enemy (prioritizing Champions) within 170-radius dealing the Abilities current damage.
.if hit by Flash of Lightning then the charged enemy will be Stunned for 1 second but while also applying a De-Buff that causes the target to take 8% increased damage from all sources for 2 seconds.
R-Ability: Channeling the Tempests Wrath. Range: Self-Cast. Cool Down: 215/195/175. Cost: 140. Magic Damage: 55/75/95(+50% bonus AP). Activation: After Khan has activated this Ability he will channel a large lightning bolt into his left hand while at the same time releasing a 475-Range 80-Degree cone of pure electricity from his right hand, for the next 2.5 seconds all enemies inside the cone will continue to be dealt Magic Damage every 0.5 seconds while also having their bodies being chard applying a Bleed & reduces the targets Armor & Magic Resist by 6% while they remain in the cone & for 1.25 seconds after leaving the cone. While this Ability is active Khan is able to move around but with 15% reduced Movement Speed.