Champion Suggestion Heidi the wrangler
Heidi The Wrangler Melee, Support, tank Name: Heidi Gender: Female Race: Human Age: 18 Physical description: Heidi is a 5 foot 4 young female with medium length red hair, freckles, and fine cut features. She wears a white cowboy hat, a black bandana around her neck, a white tank top with short sleeves and a sleeveless black leather vest, black leather chaps with white short shorts showing underneath the chaps, a white belt on top of the chaps with her black lasso on the right side of her belt and her trusty hand torch on her left side, and white cowboy boots. In her right hand she holds her pitchfork. Other Skin concepts include: Straw Hat Heidi who would wear blue overalls and a yellow straw hat along with a red and black plad shirt and a red and black bandana, and Atlantian Heidi who would use seaweed for her lasso, a trident for her pitchfork, a glow fish for her torch, and a school of fish for her hay bale.
Lore: The Second runic war brought about the birth of large crop farming; something they completely overlooked in the past due to the immediate demand for military advancement. Farming eventually developed into a highly sought after resource; the apothecaries and bakeries could only produce so much, but the troops needed more supplies. As a result farms sprung up all across Runeterra, and every city state had at least one. Many of the early farms just could not produce enough to survive. The farm outside of Zaun was no such farm: utilizing its natural borders, and a breakthrough stalling innovation the farm was capable of of housing many livestock in a relatively small environment.
During the third runic war most of the other farms were destroyed, but through careful watch and protection the farm survived. On that small farm, nestled in the outskirts of Zaun, lived Heidi and her father. As Heidi grew up, she was taught the skills necessary to tend to the farm; like how to farm, keep watch, feed the cattle, and fend off intruders. As a result she gained a large amount of strength and skill at a young age. Farms using this stalling technique were difficult to maintain and many failed before they could even begin to compete but due to Heidi's careful management, protection, and maintenance of the food product, her little farm thrived in an unorthodox location in an industry where many others failed.
In the years following the third runic war, cattle and farms became scarce. Many could not meet the demands of a booming nation. It was well known that Heidi's farm produced the most, the healthiest, and the best corn and cattle in all of Runeterra. As a result Heidi's cattle were legendary. People would come from all across Runeterra to purchase the goods raised by Heidi and her father. During this time, Heidi honed her skills as a wrangler. Overtime, she became the best wrangler in all of Runterra; entering as many competitions as possible.
Eventually Zaun's runoff started damaging the crops just as the demand for production grew to a peak. Her father, after years of constant complaint about pollutants in his fields, was labeled an agitator and enemy of the state. Heidi and her father tired of Zaun's political agenda, got to the point where they just could not meet the demand of Zaun and their other constituents. As a result, Heidi's father refused to trade with Zaun. Tired of his insolence, and in one last attempt to maintain order, the Council labeled Heidi's father a political enemy, and decided they would silence him through an execution on the very land he held dear, in hopes to sabotage his influence, destroy his beloved farm, and create their own farm in its place.
Heidi was unprepared for a killer of this magnitude. The executioner inevitably destroyed, the two things she kept most dear, Heidi tried and failed to combat the assailant before he could finish the job. She did manage to make him run off, but not until after most of the farm was destroyed, and her father died just outside of her grasp. She roped the scarecrow around, his neck in a noose, but he cut the noose with his scythe, and escaped her grasp, barely, with the broken noose still around his neck. Her fame for being one of the only people brave and skilled enough to put fiddlesticks on the ropes made her legendary. No matter how famous she became, she remembered the figure of the scarecrow standing over her father’s corpse; encircled by crows, and from there, she vowed revenge.
She just couldn't get it out of her head and decided to follow him to the Field of Justice and now seeks her own brand of justice on the field from which the scarecrow came. The Summoners compelled by her story and amazed by her courage allowed her to join the League. "This time ... I will make sure the noose around your neck will break it." -Heidi
Explanation of lore: This is only for those who say the lore can never be. First off you don't need magical powers to be in the league. If you did need magical powers Teemo and Tristana would never be in the league. You don't need extreme strength; again Teemo, Tristana, and Draven. You don't need military training; Janna, Rumble etc. And most importantly you don't have to have some amazing technology; Tryndemere, Draven, Garen. All you need is drive and the right tools; Rumble. As explained in her lore Heidi is driven, dedicated, and strong. She is capable of combatting fear in the eyes of fear itself. All of these are definitely skills worthy of being in the league. Not only that but she is an amazing roper and skilled in defensive skills from her many years protecting her farm.
A wrangler does not have to only use a rope. Farmers/cattle ranchers have a multitude of tasks outside of just roping cattle. like feeding, keeping watch, fending off intruders, protecting their land. etc. That being said all of these tasks do require strength and training to do them correctly and doing them for many years, as Heidi has, can make you very strong and skilled at these tasks. All of her skills hint at these abilities. The w is related to moving food/cattle. The Q is related to roping. The E is related to keeping watch/keeping away intruders and hints at the stereotypical anti-witch farmer mob. The ult hints at moving food.
Fiddlesticks does have to be moved from one place to another. Not only is he the executioner but he is also a league member. If fiddlesticks just lived in a room forever and had no way of being moved, then how the hell do the summoners use him in the league? Not only that but if you read his lore as I have many times you would understand he only stays in the room unless he is needed, which he is when he is used to make executions.
Only if he is completely released will he cause mayhem which is why they keep him under very careful watch and control. Not only that but it has been many years since he was originally summoned so it would only make sense that the league, summoners, and people of power would have better control over fiddlesticks, enough, to send him on killing expeditions. If the High council was working with a summoner it would just be that much easier. Also on a side note you can break a neck even if it isn’t used for breathing...
Basic Stats: Health: 430(+90 per level) (2050 at max level) Health Regen: 6.5 (+.75 per level) (20 at max level) Mana: 200 (+50 per level) (1100 at max level) Mana Regen: 7.0 (+.50 per level) (16 at max level) Range: 150 (Melee) Attack Damage 56 (+3 per level) (110 at max level) Attack speed: .629(+2.30% per level) (.875) at max level) Armor: 20 (+3.5 per level)(83 at max level)(after global stat changes) Magic Resist: 30.5(+1.25 per level) (53 at max level) Movement speed: 340
Abilities: Innate: Rebellion/Rugged Rebellion: Heidi does not perform forced actions instead she is snared for the duration of such effects. This effect can only trigger once every 12 seconds. If this skill is on cooldown Heidi is stunned for the duration of these effects. (note forced actions are taunts fears and charms because you actually do something.)
Rugged: For every point of bonus armor Heidi gains one point of bonus health and for every point of bonus magic resist Heidi gains one point of bonus mana. (note the bonus mana and bonus health act as normal health or mana however if magic resist or armor were to be lost Heidi would lose bonus health or mana proportional to the armor or magic resist lost. The Bonus health or mana gained from these abilities cannot drop below 0. If temporary armor or magic resist were to be gained then for the duration of the temporary armor or magic resist Heidi would gain the bonus health or mana proportional to the temporary armor or magic resist and the health or mana would decay with the temporary armor or magic resist.)
Q: Rope Em: Channeled Collision linear skill shot Cool down: 22/20/18/16/14 minimum range: 700 Max range: 1150 Projectile speed: 1900 Channel Time 0-2 seconds Cost: 70/80/90/100/110 mana Slow/movement speed increase: (5/7.5/10/12.5/15+ (.01 per AP)) % per half second channeled Slow/movement increase Duration: 0-3 seconds Damage: 50/100/150/200/250 (75% total AP) Channel: Heidi pulls out her lasso and spins it over her head, beginning the channel. Rope Em can be channeled up to 2 seconds. It can be cast prematurely at any time during the channel. Heidi can move while channeling but she cannot basic attack and her move speed is reduced by 25%. Additionally hand torch may remain active while channeling, but it cannot be turned off nor can any other ability be activated, including torch throw, while channeling. While channeling the max range of the ability is increased constantly until it reaches maximum range in 1.5 seconds.
Effect on enemy: Heidi throws out her lasso. Rope Em deals magic to the first enemy unit champion or minion hit and pulls them toward Heidi. If Rope Em has been channeled for at least .5 seconds it additionally slows the enemy hit by a percentage per half second channeled for a duration two times the time channeled and stops increasing once Rope Em reaches maximum range. The slow starts immediately after the pull is completed and does not apply to hay Bale.
Effect on ally: Heidi throws out her lasso. If the first unit, champion, or minion hit is an ally, Heidi pulls herself to the ally. If a Hay Bale is hit it is pulled to Heidi and all enemies that are caught in the path of the moving hay bale are knocked aside. Damage is not dealt to allies or hay bale. Additionally if Rope Em has been channeled for at least .5 seconds the ally effected gains bonus movement speed based on the amount of time channeled for a duration equal to two times the amount of time spent channeling and stops increacing once Rope Em reaches maximum range. The movement speed bonus does not apply to Hay Bale and allies/Hay Bales effected by Rope Em do not take damage as a result of Heidi pulling them.
(Note if used on an enemy or hay bale it works like Thresh's first pull. If used on an ally it works like Thresh’s second pull. If an enemy or ally is in the hay Bale while Heidi goes to pull and it hits the hay bale the hay bale is pulled with an enemy or ally inside it. Only one pull can be used at a time. This ability does not interrupt ally spell casts; ability casts, movement, or attacks and can be used on all unit types except structures or terrain. This includes summoned units like Tibbers.)
W: Pitch fork: Melee Targeted ability Cool down: 18/16/14/12/10 Range: 150 Throw range: 650 Cost: 100/110/120/130/140 mana Stun/lift Duration: 1/1.25/1.5/1.75/2 seconds Knock Up Duration: .5/.75/1/1.25/1.5 seconds Diameter of knock-up: 250 (this is equivalent to) Damage: 60/95/130/165/200(+60% total AD) Active: On Enemy: Heidi Stabs her pitchfork into the target dealing physical damage she then throws the target 650 feet in the direction she is facing if the target hits terrain they are impaled and stunned for 1/1.25/1.5/1.75/2 seconds. (Note this version of the throw cannot pass over terrain but the other one can. Further note that pitchfork can be used on all unit types except structures. This would include summoned units like Tibbers.) On Ally: Heidi picks up the target with her pitchfork, lifting them for 1/1.25/1.50/1.75/2 seconds. While the lift is active Heidi can move around freely, carrying the target with her. During the lift, the lifted target is unaffected by all basic attacks, abilities or effects including secondary effects and on hit effects like slows, stuns, pulls, exc. as long as they are lifted. Any Damage, CC, or secondary effects the lifted ally would receive affect Heidi instead. If Heidi loses 5% of her current health or more while the lift is active or if the target left clicks the ground while the lift is active the lift is canceled and Heidi releases the ally. At the end of the lift unless the lift was canceled the target is thrown 650 feet in the direction of the targets cursor. The target can be thrown over terrain and all units within a 250 diameter of the initial impact point are knocked up for .5/.75/1/1.25/1.5 seconds excluding the thrown target. (Note: Heidi cannot use basic attacks while an ally is lifted by pitchfork and if the ally activates a movement based spell or ability while they are lifted it counts as walking away from Heidi. The lift allows the user to move a target but does not prevent that target from moving away from the user. The lift does not cancel spell casts. While lifted the lifted target can basic attack and cast abilities or spells. Heidi can have handtorch active while she is lifting the ally but she cannot turn it off or cast other abilities while lifting an ally including Torch throw. Additionally Heidi cannnot basic attack while lifting an ally. If she is killed while lifting an ally the ally is immediately released. Also Heidi cannot lift or interupt an ally who is using recall because it is counted as moving away from her.) On Hay Bale: Heidi Stabs her pitchfork into the Hay Bale consuming the active Hay Bale and adds a stack of Hay Bale. If any allies were within the hay bale they are picked up as well. Heidi's next Hay Bale activation within ten seconds deals 100/150/200(+50% total Ad)(+30% AP) based on Hay Bale's level, to all enemies within 75 units of the hay bales active range. This bonus effect is indicated by a green circle around Hay bale in the tooltip bar and a red glow around her pitchfork, this bonus effect does not stack on itself.
(note 75 units of its active range would equate to a total diameter of 350 units)
E: Hand torch/torch throw: Hand torch: Toggle/aura buff Range: 800 (this is equal to Quinn’s e) Cool down: 12/11/10/9/8 Cost: 22/24/26/28/30 mana per second Bonus armor/magic resist: 6/12/18/24/30 Ally armor/magic resist: 3/6/9/12/15 Toggle: Heidi lights her hand torch revealing all units within the abilities range. During this time Heidi's armor and magic resist are increased by 6/12/18/24/30. All allies within range gain half of this bonus as long as they remain in range. If Hand torch reveals a champion for at least three seconds Torch Throw may be activated for the next three seconds.
(Note this ability functions like Quinn's w fused with amumu's cry. As long as there is a constant mana flow and the ability is not toggled off the vision will remain. As Heidi moves so does the vision.)
Torch throw: Targeted on click ability Range: 650 Diameter of Aoe with Hay Bale: 400 Damage to enemies directly: 60/105/150/195/240 +(.40 total AP) magic damage Total Burn damage: 8% of target's current health Burn Rate: 2% of current health per second at time of tick Burn duration: 4 seconds Cost: no cost On enemy: Heidi throws her torch at the targeted enemy champion, minion, or summoned unit dealing magic damage and burning the target for four seconds. While the burn is active the target and all units within 125 range of the target while it is burning receive damage equal to 2% of the burning target's current health per second at time of tick as long as they remain within the burn's range.
(Note a summoned unit would be Tibbers or Malzahars voidlings... As the target moves so does the aoe... the damage is dealt every second and takes into account health regen and heals of all sources which is why it deals 2% of current health on tick so if the target had 2000 health the initial 240 damage would be dealt so the target would have 1760 health say they had 20 health regen they would have 1764 health after regen kicks in then the burn would deal damage based on that number the next second they will regen another 4 health and then another set of damage would be dealt based off of that number after health regen. If they had higher health regen, or if they were to suddenly heal for say 200 health, it would deal more damage. This ability doesn’t kill targets only weakens them so the less health they have the less damage it deals)
On Hay Bale: Heidi throws her torch at the hay Bale dealing magic damage to all units within 100 units of the active range of the Hay Bale. Burning the Hay Bale and enemies within it for four seconds. While the burn is active all enemies that were in the active range of the hay bale when it hit the ground will receive damage equal to 2% of of their current health per second at time of tick. After the burn is completed the Hay Bale is consumed in flames destroying the Hay Bale.
(Note 100 units of the active range of the Hay Bale would be a total diameter of 400 units including the hay Bale. The burn would be applied normally except if the burn does not move with the enemy instead it is applied only while enemies stay within the Hay Bale's Aoe.)
R: Hay Bale: Stock/ground targeted aoe Range: 650 Vision Diameter: 250 Inner circle diameter: 200 (about the size of Graves’s w) Outer circle diameter: 500 Stun duration: 1/1.5/2 second Blind duration 1.5/2/2.5 seconds Maximum active at a time 1/2/3 Maximum stacks held: 3 Active Hay Bale Duration: 70 seconds Cool down: 30/25/20 seconds Cost: 80/95/110 mana Stock/ammo Passive: Heidi Gains 1 Stack of Hay Bale every 30 seconds. While Hay Bale is active it is considered semi- passable terrain and functions like bushes by either team. It does however function like impassable terrain for other effect purposes. Hay Bale cannot be attacked or damaged and can only be targeted by Heidi's abilities.
Active: Heidi's throws the Hay Bale at target location, costing a hay bale stack. If an enemy champ is hit directly by hay bale they are stunned for 1/1.5/2 seconds all other units within 150 range of the active range of hay bale are blinded for 1.5/2/2.5 seconds.
Explanation of Hay Bale: the cool down is the amount of time in between casts of hay bale. At any level Heidi still only gains one stack every thirty second. Hay bale is a 200 range round bush that can be used by either team. It is terrain and does not turn invisible it does however blend in with bushes. It is about the size of graves w. Hay Bale can be thrown on top of enemies. Further note the Hay Bale has an active range of 200 units meaning it is the size of say Graves’s w and blinding all units within 150 units would mean that, when thrown, it would blind all units in a total area of 500 units except if it hits an enemy champ directly then they are stunned and blinded. Hay Bale is pretty much a bush with a ward built in that blinds and/or snares when thrown. Hay Bales can be warded by enemy teams and can be utilized by Heidi's other abilities.
The Concept: Heidi the Wrangler is a melee/support tank who excels at single target engagement, health tanking, and countering enemy mages/assassins, while keeping her allies alive and well through the use of guerrilla style warfare and careful timing. Heidi has 3 ranged attacks decent damage and plenty of crowd control. The idea is that she can control the lane with pulls, throws, and burns while also providing her allies with plenty of support and keeping them alive. Each of her moves can be used separately or together on her allies, enemies, or her ult, which is her hay bale. Her hay bale acts as a moveable, throwable bush with decent active range and the ability to snare and blind enemies on throw. While Hay bale does not turn invisible it does blend into bushes and can serve as extra cover even within bushes and can reveal enemies within it. If the ally is close enough to Heidi she can pull herself to them and enemies out of battle with her q throw her allies into it with her w, or buff allies and damage enemies with her e. She has four ways to engage and each one is better depending on the circumstances. She can either throw her ult at the enemy stunning and blinding them which is good if there is a gank or large crowd engagement, pull them with her q which is great for pealing, use her e and run in which is great for early game/warding, one on ones, or countering ganks, or she can protect her ally with her w then throw them into battle which is great if the ally is tanky or for surprise/tactical attacks, to prevent trolls her w can be countered by an ally who does not want to be picked up by clicking the ground. Her E is gREA if the enemies are low on health, or if the ally or enemies can disengage easily. Heidi also has four ways of retreating, she could throw her ult, blinding enemies, and run away, Q them slowing them so she can run away or keep them slow enough to use her w, use her q to pull her to her allies and run away, use her w on enemies so she can stun them and run away, or use her e and with the added armor and magic resist hope she can run away. She can also help allies engage or disengage by both roping them and pulling herself to them so she can distract the enemy while her ally has increased movement speed with her q, using her q on enemies and pulling them out of battle so the adc can engage them in a one on one, or using her w on her allies and throwing them into battle or away from it. Also while her w is active on an ally they are untargetable by most damage types and can attack and use abilities which are great for either engagement or saving their life. It is important to note that while her abilities are powerful she is very risk/reward oriented. All of her abilities have a weakness. Her Q is a channeled ability and channels can be interrupted. Her w on an ally can be interrupted and only makes the ally untargetable not invulnerable meaning they can still be damaged by certain effect types. And if her w is used on an enemy it only stuns them if they hit terrain, it can also be interrupted if she takes damage. Her e is awesome and helps make her tanky enough to take damage with ease but does require a constant mana flow and only lasts a short time. Her ult may have a short cool down but it takes a while to gain stacks of Hay bale. While her damage output and potential are great you have to be good enough to know your weaknesses and be able to prevent them from being abused. Sustain damage/heavy range can mean the death of her so it is important to be aware of your surroundings at all time when either playing as or against Heidi. This means that Heidi can be great but is hard to use. Despite this at any skill level she provides plenty of support for allies. Thus she fits the support role very well with a kit unlike most others that concentrates on keeping the ADC alive while supplying plenty of damage and cc. Heidi's kit focuses less on straight damage or heals/shields and more on combos/control. You can string together her abilities in all sorts of ways. All of Heidi's moves work together to create a fair and balanced, decent bot or top laner, with good cc decent cs if needed and plenty of versatility. This champ is completely ready, workable, and completely unique of all other champs.