Khura, the Great Serpent

Psychoaryama·6/30/2016, 12:50:52 AM·3 votes·1,191 views

Basic concept for a serpent champion (other than Cass). If anyone has any suggestions, either for adjustments to the numbers so it's not too overpowered or underpowered, adjustments to the kit so it's still like a snake but with less abilities that (I admit) look at least similar to other champions' abilities, or just anything else you see that's either wrong or would look better in a different way, go ahead and suggest them in the comment section.

Khura, the Great Serpent

Roles

Assassin Secondary: Mage

Stats

Health: 568.97 (+81 per level) Health Regen: 7.86 (+0.68 per level) Mana: 319.29 (+30 per level) Mana Regen: 7.442 (+0.41 per level) Attack Damage: 52.918 (+3 per level) Attack Speed: 0.631 (+2.86% per level) Attack Range: 150 (melee) Armor: 26.758 (+3.7 per level) Magic Resist: 25.8 (+1.12 per level) Movement Speed: 355

Abilities Passive: Jungle Serpent

Khura can move along the tops and sides of walls. If Khura wishes to go over a wall, it must cover the distance up the side of the wall, over the top of the wall, and down the other side, taking extra time, but its movement speed is increased 5% while on walls. Khura can be attacked from the tops of trees if opponents are close enough to attack him. Khura cannot receive movement speed boosts from shoes. Khura's range on walls is equal to half his body length, and when attacking from trees he will lash his body out at the target (aesthetic). If he has to reach 75% or more of his max range, he'll fall off of the wall.

Q: Constrict

Khura leaps forward 200 units, wraps around the first enemy unit it comes across, and begins squeezing them for 3/3.5/4/4.5/5 seconds. The enemy can still move, but their attack speed is reduced by 10%/15%/20%/25%/30%, and their abilities require a 0.5/0.0.5/0.75/0.75/1-second (increased) charge. The target is dealt 20/30/40/50/60 (+20% AP) magic damage per second. Khura cannot move while this is active, but can still basic attack. This ability can be ended if Khura becomes affected by crowd control other than slows and blinding, or if Khura moves before the ability ends. If the target remains in Khura’s Constrict for the entire duration, they are dealt an additional 10/15/20/25/30(15% AP) true damage. Constrict deals 2%/3%/4%/5%/6% increased damage for each of Khura's size increases. If Khura misses, the cooldown is decreased 3/3.5/4 seconds. Cooldown: 15 seconds Cost: 75 Mana

W: Sneak and Strike

For 2/2.25/2.5/2.75/3 seconds, Khura becomes Transparent (Invisible from a distance of 400+ units away from an enemy; very faint outline between 200 and 400 units and can be targeted by opponents that can see this outline; visible to enemies within 200 units, but only to enemies that are within this range, rather than all nearby enemies; while Transparent, Khura does not show up on enemy mini-maps even if an enemy can see him; if only part of Khura is within a certain range (for instance, only half of him is within the 200-400-unit range), only that part is affected by that range's Transparency effect), and has his speed increased by 10%/12%/14%/16%/18% for the duration. If his next basic attack occurs while he is invisible, the attack will have 10/20/30/40/50 armor penetration and will deal 10%/15%/20%/25%/30% increased damage. Khura becomes visible 0.5 seconds after his next basic attack or being damaged if either occurs while he's Transparent. Upon killing or beginning to Digest an enemy, if Khura is not within an enemy's range of vision (not counting wards), he may re-activate the ability within 1 second for half the cost and half the duration, but with a 3.5/4/4.5/5/5.5-second increase on the cooldown. Cooldown: 17 seconds Cost: 90 Mana

E: Hypnosis

Version 1: Khura selects a target enemy within 250 units and hypnotizes them. The target will be unable to control its movement (still able to use abilities and autoattack, but will keep moving; abilities that normally can't be cast while moving will be usable while they are moving), and the target will lose 5%/10%/15%/20%/25% magic resist for the duration. When Khura selects a location to move by right-clicking, both he and the hypnotized enemy will move toward that location. Enemies may snap their allies out of their hypnosis by auto-attacking them three times or using a damaging spell on them, dealing 10%/20%/30%/40%/50% of the damage that they would normally deal. Hypnosis lasts for 0.5/0.75/1/1.25/1.5 seconds. Cooldown: 19 seconds Cost: 90 Mana

Version 2: Khura selects a target enemy within 300 units and begins hypnotizing them for 5/4.5/4/4.5/3 seconds. During this time, the target is still able to move freely, but has their speed reduced 20%/25%/30%/35%/40% and is constantly facing Khura. A line is made between the target's head and Khura's head; if this line is broken, either by another champion moving through the line, terrain getting in the way, or the target getting 400/430/460/490/520 units away from Khura, the champion will be freed from Hypnosis and the ability will go on cooldown, reduced by 5 seconds. If the line is not broken within the duration, the target becomes Hypnotized, and for the next 1.25/1.5/1.75/2/2.25 seconds, they will move to whatever location Khura's moving to, with no speed reduction. They will be unable to use abilities during this time, and while they may basic attack, they will continue to move regardless. Their magic resist will be reduced 5%/10%/15%/20%/25% for the duration. Enemies can target their hypnotized teammate with basic attacks and damaging abilities, dealing 70%/60%/50%/40%/30% reduced damage to their hypnotized teammate. If they use one damaging ability or three basic attacks on their hypnotized teammate, Hypnosis will end and go on cooldown, reduced by 2 seconds. Cooldown: 19 seconds 90 Mana

R: Digest

Khura targets a champion within 200 units and swallows them whole. The target is unable to move, blind, their attack speed is reduced 20%/35%/50%, and their abilities require a 0.5/0.75/1-second (increased) charge time, cancelling the ability if they try to use a new one and resetting the charge time if they try to use the ability again before it’s done charging. The target is dealt 30/40/50 (+40% AP) magic damage every second, and their attack damage, ability power, armor, and magic resist decay at a rate of 5%/8/10% per second (they can decrease to 0% if other decreases are in place). During this time, Khura can still move, but his stomach becomes bloated and may be attacked. Khura’s stomach receives only half of his armor and magic resist stats, and has a health of 200/400/600 (+50% health increases from items). If Khura’s stomach loses all of its health, it is cut open and the swallowed champion is released, their stats returning to normal over the course of 5 seconds, and Khura is dealt the damage that his stomach received. After 4/5/6 seconds, Khura gets indigestion and vomits the target back up, allowing their stats to return to normal over the course of 5 seconds. If Khura successfully digests the target, he is healed for 10%/15%/20% of their max. health, his ability power increases by 5%/6%/7% of those of the target, and his size increases by 10%. Stat and size increases as a result of this ability are halved upon death, and a new stat increase opportunity is opened upon death. Khura can gain up to 4 stat increases in this way, but will grow up to 6 times as a result of this ability. Enemies that have not been swallowed cannot see their swallowed allies, even if Khura turns invisible. Cooldown: 180 seconds Cost: 120 Mana

Lore:

The Kumungu was once home to a great variety of beasts, but unfortunately the Rune Wars destroyed a large portion of their homes. Smaller prey animals were forced to either remain in more confined spaces or go out into open areas, making them easier prey for predators and thus depleting their numbers at frightening speeds. This made food gradually more scarce for predators, and forced many either to go extinct or to risk their lives moving into new territories where the hunting methods they had adapted for the Jungle were less effective. The Khura, a large, powerful species of serpent with powerful magical auras, were one of few predators that had developed hunting strategies that could be used almost universally and that were able to evolve extremely quickly to adapt to changing situations, making their transition from the Kumungu to other parts of the world far easier than it was for most; however, because of how long they waited to leave the Kumungu, many of them had already died off, making their species incredibly rare. In addition, their hides are prized due to the danger of hunting these beasts, making them valuable targets for poachers, and the rarity of their kind made them only more valuable. However, in their small numbers they managed to spread out all across Valoran over the course of a few years. Because of their size and insatiable appetite, they are often drawn to areas with larger prey, and they have learned that soldiers tend to receive wounds during battle making them more vulnerable, so it is not uncommon for Khura to become attracted to battlefields while searching for prey. Warriors from all over Valoran are now encouraged to always be wary of their surroundings; despite their size, Khura may be hiding anywhere, and they could swallow a person whole and slither away to digest their meal before anyone even knew they were there.

Edits:

Edit 1: Removed the tanky parts I saw, if anyone sees something I missed, say so. Also removed the silence on the E and reduced the charge increases on Q and R. If more people vote for it to happen, I'll remove the charge increases on Q and R.

Edit 2: Removed the unique item since I want to focus on numbers for the abilities and a recent comment made me feel that it was distracting and making it hard for people to specify what changes they would like. Anyone who wants to see it can request me to comment it since I have it saved somewhere else. Reduced damage and slightly increased cooldown on Q. Reduced speed increase on W. Also just remembered I put a silence on W, so I'll remove that for the first guy that commented on this thing, replacing the silence for a damage increase on its next basic attack. I also adjusted the conditions of the second activation. Reduced the range and duration and slightly increased the cooldown for E. Reduced damage of R, along with decay rates, health and armor bonuses received by the Stomach, the healing effect, and the stat increases. Increased the cooldown time. I hope this is a step in the right direction for the second commenter, but I really have no idea what specifically he wanted me to do. It would be helpful if people would learn how to be specific when giving advice, rather than just saying "but where do I start on how broken this is..." As I began saying in my response to that comment, the fact that something's broken and the creator hasn't fixed it means that the creator hasn't realized what he's done wrong yet, either by forgetting what they just made in the process of making another thing or by getting distracted by how awesome they wanted their creation to be that they forgot how difficult it would be to play against. Since the creator hasn't yet realized exactly what he's done wrong, it doesn't help a thing to just hint that it's broken and then not point at something to start with. I said I wanted suggestions, so suggest something.

Edit 3: Removed the root on Q and reduced the charge time increase. Also decreased the ending damage. Added a duration to R like I really should have a while ago.

Edit 4: Added a condition to the Passive regarding his attack range on walls. Made Q full AP and adjusted damage. Reduced the duration of W and adjusted the conditions of the second activation. Reduced the range and duration of E because how did I think that was a good amount of time? Also removed the armor reduction since Q no longer deals physical damage so no need. Added a limit to the stat and size increases on R.

Edit 5: Increased Khura's W duration and replaced Invisibility with Transparency. Also added some other conditions for the Transparency.

Edit 6: Added a condition to Constrict based on the size increases from Digest. Feel free to vote on whether or not it should stay. Also removed AD scaling and slightly increased AP scaling on final true damage. Added an alternative version of Hypnosis. Please feel free to comment on which one you all prefer.

Edit 7: Adjusted conditions for Transparency on Sneak and Strike to be affected by distance from a target. Increased damage, duration, and decay rate for Digest.

14 Comments

Girard6/30/2016, 1:40:40 AM2 votes

Cool lore and concepts but an assassin/tank with a silence is... https://memecrunch.com/meme/AX79S/yeah-that-s-gonna-be-a-no-for-me-dawg/image.jpg?w=400&c=1

Rico Nasty6/30/2016, 2:32:11 AM1 votes

There are some interesting ideas, but where do I even start with how broken this is..

Psychoaryama7/1/2016, 5:40:37 PM1 votes

Edit 7: Adjusted conditions for Transparency on W; increased damage rate, decay rate, and duration of R since the previous numbers seemed a bit low for an ultimate and hardly seemed dangerous unless the target was going to die anyways.