Kokoro, the Determined


  • PC

    ROLE: Frontline
    Maximum Health: 3500
    Movement Speed: 365


    LORE: Once a high-ranking member of the Thousand Hands guild just below the leader, Zhin, Kokoro was leading a life of crime to simply support her family. But once she had no need for it, she protested and left the guild out of her own accord and traveled to the land of the few and proud Stagalla. She would become as sturdy as stone in the coming decade before she’d be called to arms to serve the Resistance. Her ability with a blade and expertise with kunai, as well as her training will make her a quite formidable enemy to face.


    Abilities:

    LMB: Katana/Kunai- Kokoro, depending on her current form, either swings a katana dealing 500 area damage to enemies within 15 units every .9 seconds (no magazine capacity) or throws a kunai effective up to medium range (80 units) that deals 200 direct damage every .4 seconds with a magazine capacity of 16 (and a “reload” speed of 2 seconds).

    RMB: Ninja Stance/Samurai Stance- Kokoro switches to the opposite stance after .9 seconds. Cooldown of 7 seconds.

    Q: Wall of Wind/Wall of Kunai- Kokoro, depending on her current form, either:

    • Casts a wall of wind in front of her after .75 seconds that lasts for 3 seconds, countering one attack per second after the end of the channel (dealing Katana damage). All damage that would hit this wall is negated. This ability has a cooldown of 12 seconds.
    • Creates a wall of kunai in front of her after .8 seconds that lasts for 4 seconds that can take up to 4000 damage. Every 400 damage it takes, one of the 10 kunai comprising the wall detaches and detonates, immediately dealing 150 damage to the enemy that caused the damage detaching it. This ability has a cooldown of 12 seconds.

    F: Blade Dash/Shadow Sprint- Kokoro, depending on her current form, either:

    • Quickly dashes 50 units forward over .6 seconds. Enemies caught inside of the range while she’s dashing are dealt 500 area damage. This ability has a cooldown of 10 seconds.
    • Throws out 4 kunai (does not consume ammo) and turns invisible for 3 seconds or until cancelled with any attack. The kunai follow her path, dealing 150 direct damage each (with no drop-off) to enemies in that path. This ability has a cooldown of 10 seconds.

    E: Seismic Upheaval- Thrusts her sword into the ground, creating an indestructible wall of stone in a 30 unit radius around her. Enemies caught in the area are dealt a maximum of 600 area damage, scaling down to 300 damage at the edges. Enemies caught in the area are also stunned for up to 1.2 seconds, scaling down to .6 seconds. The wall lasts for 6 seconds, during which time Kokoro is granted 1750 armor.


    Talents:

    Stagalla’s Willpower- Wall of Wind can counter an attack twice as often and Wall of Kunai has its cooldown reduced by .5 seconds for every kunai detached during its 4 second duration.

    Hand’s Agility- Blade Dash can store a second charge (and has its cooldown reduced by 2 seconds), and Shadow Sprint grants 50% damage reduction for 1.5 seconds on use.

    Force of Nature- Seismic Upheaval also grants either 25% increased damage in Katana form or 20% damage reduction in Kunai form, during its duration and Seismic Upheaval charges 20% faster.


    Cards: (Not named)

    1.  Switching to Ninja Stance reduces cooldowns of abilities in Samurai Stance by (1/1) second.
    2.  While in Ninja Stance, gain (4/4)% increased movement speed.
    3.  Switching to Samurai Stance reduces cooldowns of abilities in Ninja stance by (1/1) second.
    4.  While in Samurai Stance, gain (2/2)% damage reduction.
    5.  Activating Wall of Wind heals you for (60/60) and countering an attack heals you for (30/30).
    6.  During Wall of Wind’s duration, gain (6/6)% increased movement speed.
    7. For every Kunai detached from the Wall of Kunai, gain (2/2)% damage reduction for the rest of its duration.
    8.  During Wall of Kunai’s duration, gain a personal shield that can take up to (200/200) damage.
    9.  Blade Dash heals you for (10/10)% of the damage it deals.
    10.  Blade Dash heals you on use for (60/60).
    11.  Shadow Sprint grants you (150/150) overshield for 2 seconds.
    12.  Activating Shadow Sprint grants (8/8)% increased movement speed for 2 seconds.
    13.  Increase your maximum health by (100/100).
    14. Getting eliminations while in Ninja Stance grants (3/3)% ultimate charge.
    15. Getting eliminations while in Samurai Stance grants (3/3)% ultimate charge.
    16. Receive (5/5)% increased healing while at or below 50% health.


  • I don't think another melee champion is needed on frontline, nevertheless everyone enjoys stance changing. It might be wise to change the weapon to something similar to a kurasigama of the sorts which is a melee chain weapon (still japanese) but can be thrown at least 4ft in front.


  • PC

    @AbyssVision said in Kokoro, the Determined:

    I don't think another melee champion is needed on frontline, nevertheless everyone enjoys stance changing. It might be wise to change the weapon to something similar to a kurasigama of the sorts which is a melee chain weapon (still japanese) but can be thrown at least 4ft in front.

    I think another melee champion is probably needed in general to be honest. I don't think Term should have that unique disadvantage. Plus I was trying to avoid her feeling a little too much like a flank because she does have a few flank-like properties to her.

    Granted I think it actually may be more interesting to have it on a flank champion instead of a frontline, although the unique disadvantage melee has can be more of a balancing issue for squishier characters.


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