1 Growth 18 1 Growth 18
Health 418 (+84) Attack damage (+0)
Health regen. 6 (+0.93) Attack speed 0.613 (+3.1%)
energy (+0) Armor 10 (+2.7)
  Magic resist. 30 (+1.25)
Attack range 250 Mov. speed N/A

Harket is a custom champion in League of Legends. Please inform me of any typos, grammar issues, or balancing issues.


Long Spear

Passive Harket has a larger attack range than normal melee champions. If Harket scores a critical hit, he gains 10 Energy. If If Harket scores a critical hit from behind, he gains 20 Energy instead.

Double-Ended Flurry
COST: 70 Energy
COOLDOWN: 16 / 15 / 14 / 13 / 12

Active Harket shortens his grip on his spear and attacks with both ends. For the next 3 auto attacks within 6 seconds, Harket's attack range is reduced by 125, and He strikes Twice with each auto attack, dealing reduced damage on the second strike. Casting abilities, reduces the cooldown of Double-Ended Flurry by 2 seconds.

  • Damage on Double strike: 40%/50%/60%/70%/80% of AD
Tactical Step
RANGE: 300
COST: 50 Energy

active Harkret Leaps a short distance. If Harkret next attack strikes a unit from behind, he deals bonus physical damage, and slows the target for 1 second. If that attack is a critical, Tactical Step's cooldown is halved.

  • Bonus Physical Damage: 40 / 50 / 60 / 70 / 80 (+25% AD)
  • Slow: 55% / 60% / 65% / 70% / 75%
Spinal Tap
COST: 70 Energy
COOLDOWN: 22 / 20 / 18 / 16 / 14

Passive Harket gains Critical strike when attacking units from behind.

Active For the next 4 seconds, Harket's auto attacks lower the opponents armor for 4 seconds, stacking up to 5 times.

Each time Harket auto attacks, spinal taps cooldown is reduced by 1, 2 if he auto attacked a champion.

  • Critical Strike Chance: 15% / 20% / 25% / 30% / 35%
  • Armor Reduction per strike: 2 / 3 / 4 / 5 / 6
  • Maximum Armor Reduction: 10 / 15 / 20 / 25 / 30
Malice Prison
RANGE: 1250 / 1500 / 1750
COST: 100 Energy
COOLDOWN: 75 / 60 / 45

Active Harkret Fires his spear head from his spear, with a chain trailing behind it. Enemy champions who are hit by the spear head, or who walk into a chain take physical damage, and are snared. The Spear head will Ricochet off of walls, and can travel a large distance. Upon Reaching it's maximum travel distance, or when cast a second time, the chains will return directly to Harkret, dealing Physical damage, and pulling them a short distance in the processes.

  • Physical Damage: 100 / 150 / 200 (+120% AD)
  • Snare Duration: .5 / 1 / 1.5
  • Secondary Physical Damage: 59 / 75 / 100 (+60% AD)

Ability notes

Double Ended Flurry: Applies 2 on hit effects, and each attack crits separately.

Tactical step: The damage from Tactical step will be added into any crit. If double ended Flurry is on, only the first strike is counted.

If Tactical steps next attack isn't from behind and still scores a critical attack, it will still refresh it's cooldown. Tactical Step Cannot move through terrain.

Malice Prison: Enemy Champions can only be damaged by the chain once, and the pull once. The pull is equal to one of thresh's yanks.

Theoretical Item Build

Summoner's Rift
Starting Hunter's Machete item Health Potion item
Essential Ionian Boots of Lucidity item Zeal item
Offensive Infinity Edge item The Bloodthirster item
Defensive Maw of Malmortius item Mercurial Scimitar item
Consumables Health Potion item Stealth Ward (Item) item


Harket wears a steal mask depicting a lion with horns, he has light armor covering his body, and wields his trademark spear. His spear has a long blade on one end, and a shorter dagger like end on the other, with a reel of chains closer to the longer blade.


Harket was always at the front of Demacian lines. He found joy in slashing apart his enemies at both a distance an at great speed. Over the course of several years, he began finding this past time less and less amusing. They were expecting to die horrible deaths, and that was no fun. He eventually came up with new ways to torture and mutilate his opponents before ending them, including his trademark Chain spear, A weapon capable of launching it's point and recalling it. Eventually getting tired of that too, he found another past time. He would kill his closest friends when they weren't expecting it. He was able to slaughter 4 of his own platoon mid combat without being found out. Unfortunately there was one witness, and in the assassination of him, there were four more. They eventually found and captured the "poor misunderstood Harket." Two months later Harket found himself sitting iside a cell, awaiting execution in the morning. That is when Zed appeared to him. Exactly one year later, he participated in storming the old ninja order.

"Before Zed, I could walk into a room and think of how fun it would be to murder every one in the room. Now when I walk into a room, I think of how to murder every one there, and then I murder them."


You lose range when you use double ended flurry, which is your main source of damage.

Harket has little escape, only engage when you know you will win.

Tips to counter

Harket loses range when he uses double ended flurry, which is his main source of damage.

Harket's only escape is Tactical Step, if he doesn't crit with it, he cannot use it again.


Use this link to make your own custom champion concepts: http://leagueoflegends.wikia.com/wiki/Special:CreateBlogPage?preload=User_blog:Mineko_Charat_Lucky/Behold,_a_Sandwich