User blog comment:PolishTrollek/Kharanos, Devourer of Bones/@comment-3391671-20160627055229

If you don't mind the poke in the cheek, but that lore has a couple loopholes, some due in fact to how some lore have changed over the years. But onto the ability review. I hope I can make this brief.


 * So a resource-info passive? Intriguing. It's not unbalanced, although I will say it feels bland due to not scaling.
 * I believe that Kharanos should receive the 40 bones regardless if he was part of the fight or not. As long as he was nearby, he receives the bones. That's how he functions for other enemies, right?
 * A little nerf to range (800?) would make sure that Kharanos doesn't simply stand around if he is Bot-Sup to receive his resource. Shortening the range will push players to think and position themselves better too.
 * Lastly, I feel this bone resource should have a little more impact, such as providing . He is a Tank primary, isn't he?
 * A bite that deals damage and steals ? That brings up just two thoughts: it is mostly a copy of 's (aside from being magic damage and being a point-click), and why does Kharanos need to build up AD? The first one has an obvious answer, but let me quickly say this: for a Tank/Mage,  is on the lower end of priorities.
 * For a bone based champion, I actually think that reducing of the target is one way to go. Instead of a bite, it can be Kharanos weakining the bones of the enemy with his own magic.
 * And... this is scarily making me feel like Kharanos is better as a Shurima champions (yes, I'm thinking mummies) than a Shadow Isle one.
 * Bone Collector effect seems alright for now, although it reminds me of and how his ability receive bonus effects through a resource.
 * Spiked Skin... it may need a name change, but it seems like a nice ability. Passively granting defense the lower your health is, the active deals damage to enemies nearby. Some people say an ability shouldn't have both offensive and defensive elements, but from a thematic standpoint, I believe this is alright.
 * What I do recommend is that the resistance gained passively should flow with, where the less health he has, the more resistance he receive. The sudden 40 or 80 resistance makes it feel like a sudden buff out of nowhere, or at least I would believe that so.
 * The Fearing mechanic feels like an add-on and doesn't exactly belong here. I suggest removing it.
 * I also believe there can be a better damage model for the damage inflicted, using instead of . This will synergies a bit with his passive, dealing a little more damage the lower his health is. If I were to say, a  scaling may be fair.
 * Overpowering Assault will need some fix-ups, although it's nice to see some non-damaging dashes for once.
 * If you wish to keep that long range dash (which should be lowered, since 1000 is quite large for a non-ult ability), the cooldown needs a large nerf, such as . Being able to dash 800-1000 units every 9 or less seconds will make some champions cry.
 * Also, there is a typo in the empowered version. Isn't it "Instead of rooting his enemies, Kharanos stuns them."?
 * Spine crusher sounds like an amazing name, but the ability is duller than the white tones of bone marrow. Sadly, this ability suffers from being a simple nuke that has high damage but very low range. It also features a CC (stun) that already exists somewhere else in the kit. To sum it up, find something else that will make Kharanos more unique than he is now. You've started somewhere good; you just need to spice it up.