[Champion Concept] Hivemind, The Eye of The Swarm

Indorfin··3 votes·522 views

Role: Tank/Fighter

This melee champion relies on a swarm of robotic hornets, as well as robotic wings and gauntlets to thrive in the middle of long fights. Hivemind has a lot of potential as both a tank, and a duelist. A tank/CDR build could create a very disruptive teamfight presence, while an attack speed build could create high amounts of sustained single target damage.

Hive Bomb marks targets (referred to as "swarming" from here on) with a cloud of hornets, which augment Hivemind's abilities. Hivemind's signature should be that when he's ahead, walking into that swarm, whether he's carrying it or if he threw it in a choke point, means death, while a poorly used one puts it on a long cooldown and leaves Hivemind unable to CC.

I intend for Hivemind to be a tank/CDR or AD champion; the AP scaling on his spells provides some AoE damage, but an AD/AS build should prove much stronger once Skewer is leveled.

The fast decay rate of Bionic Wings means that it can only get stacked high if Hivemind is where he's supposed to me; in the middle of a teamfight, chasing down swarmed enemies.

Passive: Bionic Wings Damaging an enemy champion grants Hivemind +1 movement speed. This effect can stack up to 14 (+champion level*2) times. A stack is lost every .25 seconds. Stacks are gained twice as fast against swarmed targets.

Q: Sting Range: 500 (700 if target is swarmed) Cooldown: 13/12/11/10/9 seconds Mana cost: 100/90/80/70/60 Hivemind dashes to an enemy, snaring them for 1/1.25/1.5/1.75/2 seconds and dealing 5% of the targets current health as magic damage per second while target is disabled. If target is swarmed, Sting's range is increased, and Hivemind instead stuns for the same duration and deals 10% increased damage to them for the duration of the stun.

W: Scatter Range: 200/250/300/350/400 Cooldown: 9/8/7/6/5 seconds Mana cost: 30 Hivemind's wasps scatter, dealing 50 (+.5 AP) magic damage to all enemies in range. Damaged enemies that are swarmed are slowed by 20/25/30/35/40% for 2 seconds.

E: Hive Bomb AoE range: 300 Projectile range: 500 Cooldown: 20 seconds Mana cost: 50/55/60/65/70 Hivemind holds a hive that covers the surrounding area in a cloud of wasps, dealing 20 (+.2 AP) physical damage a second for 5 seconds. Any enemy champions that take 3 seconds worth of damage are swarmed for 3/3.5/4/4.5/5 seconds. Any enemies already swarmed have swarm duration refreshed immediately upon taking damage from Hive Bomb. After 5 seconds, Hive Bomb explodes, dealing 100 (+.8 AP) magic damage and causing all enemies in range of the explosion to deal 10/20/30/40/50% reduced damage to Hivemind for 2 seconds. Each enemy champion swarmed by Hive Bomb reduces the cooldown of Hive Bomb by 2 seconds. Hive Bomb can be reactivated to throw the hive. Auto-attacking an enemy champion while holding Hive Bomb applies a 5/10/15/20/25% slow that decays over 1 second.

R: Skewer Cooldown: 120/90/60 seconds Duration: 10 seconds Passive: Auto-attacks deal 1/1.5/2% of target's missing health as physical damage on-hit to swarmed enemies. Active: Attack speed increased by 50/75/100%. Auto-attacks swarm targets. +45/60/75 movement speed when moving towards swarmed champions.

Some of the combos I see being strong:

Use your Sting to gapclose and snare, and then your Hive Bomb to swarm the target, using the on-hit slow it provides to keep them in range. Once they're swarmed, use Scatter to keep them slowed and Skewer to keep them swarmed and stay close.

If you can get to a target without using Sting, start your Hive Bomb, use the on-hit slow to keep them in range until they're swarmed, and then use Scatter to keep them slowed. Once they use an escape, use Sting to reclose the gap and stun, and the increased damage to secure the kill. For this combo, it's best to wait as long as possible to use Sting, to combine the damage increase with the missing health damage from Skewer.

Throwing your HIve Bomb is a very strong zoning tool if placed in choke points. You can then use your Sting and Skewer active to gap close to anybody who gets swarmed.

When trying to duel an opponent, use Sting to dash to and snare the target. Activate Skewer and Hive Bomb, using the on-hit slow from Hive Bomb combined with the increased AS from Skewer to keep the target slowed. As soon as you've swarmed the target, begin using Scatter to further slow them.

When trying to escape, Hive Bomb can be thrown in a choke point to prevent enemies from following. If they do follow and get swarmed, Scatter can be used to keep them at a distance (if it's been leveled enough to have a large range)

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