___ > #Aluharin, the Darkest Light ___ ##Splash Art https://orig00.deviantart.net/e6b4/f/2015/033/5/d/the_light_eater_by_quinnsimoes-d8gfjet.jpg ######Photo Credits: [QuinnSimoes.deviantart.com](https://quinnsimoes.deviantart.com/art/The-Light-Eater-511328261) ___ ___ ##Alternet Origins Art https://i.imgur.com/VgmfogR.jpg ######Photo Credit: [/u/auranyaa](https://www.reddit.com/user/auranyaa) ___ ___ ##Theme Music https://youtu.be/D40DHanvMKE > #Overview ##Pronunciation Ah • lu • ha • rin ##Roles Primary: Assassin Jungler ##Attack Form Melee ##Resource Mana ##Generic Playstyle Vision Control and Area Deterance ##Profile | | | |- | Attack Power | ■■■□□□□□□□ | | Defense Power | ■■■■□□□□□□ | | Ability Power | ■■■■■■■■□□ | | Difficulty | ■■■■■■□□□□ | | | | ##Statistics | |Base | Growth Per level | |- | Health | 575 | +88 | | Health Regeneration | 5.75 | +0.7 | | Mana | 455 | +62 | | Mana Regeneration | 6.5 | +0.8 | | Attack Damage | 59.45 | +3.6 | | Attack Speed | 0.625 | +3.5% | | Armor | 27.2 | +3.5 | | Magic Resist | 32.1 | +1.25 | | Movement Speed | 335 | | | Range |175 | | > #Basic Information **Full Name** Aluharin **Gender** Male **Race** Celestial **Birthplace** Unknown **Allegiances** None **Residence** None (Nomadic) **Occupation** Avatar of Darkness and Light **Weapons** Claws Spiked Tail Projected Condensed Light Projected Condensed Darkness **Armor** Layered Black Plate armor with gold accents. > #Lore ######In Progress Aluharin is a celestial counterpart to many of the current understood and known celestials. He is a Avatar, the physical representation of all the universes darkness and light. This, mixed with fear caused other celetials to work together is expel and confined him from their current universe since Aluharin wanted to own and be the source of all light and darkness (which conflicts particularly with Aurelion Sol with his shining stars). He is greedy in that stance, and doesn't care for for much else on the surface. Deep down, however, he feel limited and uses is avatar powers and abilities to compensate for lack of believers and worshipers of him, how other celetials have a much closer connections to the mortals, and the comfortable position in the universe. His banishment took that comfort away and irreversibly change him - for the worst. He is on Runeterra to eliminate other celestial, and be the source of all light and darkness, and gain followers/worshipers. > #Abilities https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/2/2c/Eclipse_icon.png ##PASSIVE: Devour the Light On Cast Self Targeted Persistent Area of Effect Radius: 200 Cooldown: None Interrupts Movement: No Whenever Aluharin cast an ability, he creates a brief aura of **Deep Darkness** around him in a small area, lasting 2.0 seconds. Each enemy unit within the radius their vision reduced by 300 / 400 / 500 / 600 (at levels 1 / 6 / 11 / 16) for 2.0 seconds or until they exit the area. Every enemy champion and large monster effected by **Deep Darkness** increases Aluharin’s sight range by 125 / 150 / 175 / 200, up to a max of 500 / 750 / 1000 / 1250, until he is continuously out of combat for 4.0 seconds. * Each effected enemy unit will brighten the light in his chest and face as he has increased sight range. * At 5 effected enemy units, his head will send a laser like beam towards the sky (as shown above). ___ ___ https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/b/bc/Time_Dilation_icon.png ##Q: Swelling Shade **First Cast** Charged | Auto Attack Modifier Additional Radius: 100 – 200 / 225 / 250 / 275 / 300 Cooldowns: 13 / 12.5 / 12 / 11.5 / 11 Cost: 45 / 55 / 65 / 75 / 85 / 95 Casting Time: .5 Seconds Interrupts Movement: No Aluharin charges and emits his **Deep Darkness** aura around him in a greater radius than normal over the next 2.0 seconds, with this area increasing as he charges and clusters the darkness while moving at 20% reduced movement speed. Aluharin can hold the maximum charge for 2.0 seconds. Afterwards the ability is put on cooldown and half the mana cost is refunded if the second part is not casted. The charge can be stopped early by casting **Swelling Shade** again, gaining additional effects. Additionally during the charge, Aluharin’s attack range is increased to the range of the darkness encompassing him by forcing the **Deep Darkness** into physical extensions of his claws as he attacks. Minimum and Maximum Total Radius: 300 – 400 / 425 / 450 / 475 / 500 * During the charge, Aluharin can move, auto attack, and can cast other spells. **Second Cast** Self Targeted / Auto Ground Targeted Area of Effect Radius: 1000 Casting Time: .5 Seconds Interrupts Movement: Yes Aluharin forces his conjured **Deep Darkness** into the eyes of all the enemies around him and within nearby areas of **Deep Darkness** left on the ground (within 1000 units), and deals 60 / 95 / 160 / 210 / 250 (+40% AP) (+10% AP per .5 seconds of charge) in magic damage. This cast removes any lingering ground areas of **Deep Darkness** within the nearby range. If cast at a full charge, Aluharin keeps any nearby **Deep Darkness** area on the ground instead of removing them. ___ ___ https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/df/Blinding_Light_icon.png ##W: Vivid Projection Conic Area of Effect Debuff Range: 500 Conic Degrees: 60 Cooldown: 12 / 11 / 10 / 9 / 8 Cost: 40 / 50 / 60 / 70 / 80 Casting Time: .75 Seconds Interrupts Movement: Yes Aluharin leans back and then quickly leans forward, projecting his inner light out in a cone in front of him from his chest. All enemy units in the area are blinded for 2.0 / 2.25 / 2.5 / 2.75 / 3.0 seconds or until their next auto attack misses where they then clear their vision, also dealing 40 / 65 / 90 / 105 / 130 (+70% AP) in magic damage. This is particularly effective versus minions and monsters, forcing them to be blind for the entire duration instead. * Each cast will dim the light in his chest and face to its minimum brightness. It will slowly brighten back up per person effected by **Devour the Light**. ___ ___ https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/db/Spectral_Dagger_icon.png ##E: Shifting Dispersion Ground Targeted Pass Through Skillshot | Persistent Area of Effect | On Spell Debuff Range: 600 Radius: 300 Projectile Width: 300 Damage Over Time Tick Rate: .25 Seconds Cooldowns: 9 / 8.5 / 8 / 7.5 / 7 Cost: 60 / 65 / 70 / 75 / 80 Casting Time: .25 Seconds Interrupts Movement: No Aluharin projects some his inner light or darkness targeted on a spot nearby on the ground. After a short delay, the light shifts into darkness, or the darkness will shift into light, with each aspect effecting the area and enemies differently. When an enemy unit first enters the ground lit by either bright or dark light, they are dealt 50 / 65 / 95 / 140 / 175 (+60% AP) in magic damage. When the skill is first gained, Bright Light comes out first, transitioning to Dark light. After each cast, the order of which Bright and Dark light comes out switches. **Bright Light** As it travels and for the first 1.0 seconds after it lands, it leaves the area it passes through and the area where it lands brightened, revealing all stealth and camouflaged enemies in that area, as well as granting vision in the area. Then it shifts to Dark Light, and any enemy units in the area or entering the area are dealt 50% of base damage over 1.0 seconds, leaving an area of **Deep Darkness** for the duration. **Dark Light** As it travels and for the first 1.0 seconds after it lands, any enemy units it passes through, those who are in the area as it lands, or enters the area are dealt 50% of base damage over 1.0 seconds and leaves an area of **Deep Darkness** for the duration. Then it shifts to Bright Light, leaving the area brightened for 1.0 seconds, revealing all stealth and camouflaged enemies, as well as granting vision in the area for the duration. ___ ___ https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/2/29/Void_icon.png ##R: Unbounded Darkness **Passive** On Cast Auto Ground Targeted at Self Radius: 200 increased with additional radius from ** Swelling Shade** Cooldown: None Interrupts Movement: No Casting a spell while an aura of **Deep Darkness** is currently active places the current aura on the ground centered at Aluharin’s current location, and refreshes the passive. The placed aura can overlap with others, and refreshes gives a greater total duration of 4.0 / 5.0 / 6.0 seconds of all overlapped areas upon placement. **Active** Linear Collision Skillshot with Area of Effect Range: 700 Radius: 200 (Base + any bonus radius gained from **Swelling Shade**) Projectile Speed: 1800 Projectile Width: 200 (Base + any bonus radius gained from **Swelling Shade**) Cooldowns: 125 / 115 / 105 Cost: 100 Casting Time: .5 second Interrupts Movement: Yes Aluharin sends out his a condense version of his **Deep Darkness** Aura in a ball, colliding and exploding on the first enemy champion or large monster hit along its path. The ball radius is increased by **Swelling Shade** as well as its effected area. Enemy units in the area of impact have their sight greatly affected, causing them to be Nearsighted with a radius of 300 for 2.0 / 3.0 / 4.0 seconds, increasing by .5 seconds for every damaging auto attack by Aluharin, and are dealt 160 / 280 / 440 (+65% AP) in magic damage. The additional Nearsight duration stacks infinitely. ######Ability Icon Credit: [dota2.gamepedia.com](https://dota2.gamepedia.com/Category:Ability_icons) > #Trivia * Aluharin favorite color? Grey. > #Personal Notes * I’m always happy to hear any form of constructive criticism. I make changes on agreeable suggestions and give credit wHere credit is due too. Comment freely. * You liked thers concept? You can check out the full collection of my other concepts on my [Champion Concept Mega Thread](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/lgs96Ab9-showcase25s-champion-concpet-mega-thread) > #Patch Notes ##Version 1.1 - 12/22/2017 **Lore** Added a bit of more information and character motivation **Abilities** * **E: Shifting Dispersion** Reworded the skill description to increase clarity on mechanics.

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