Hite, the database [CHAMPION CONCEPT]
Hello everyone and welcome to my new champion concept
I wanted to create an interesting playstyle that would require someone to use abilities of their teammates but in interesting combinations. In case teammates have abilities that work with their passives/ ultimates the character would change their ultimate/passive accordingly.
I will elaborate on the passive below.
https://snag.gy/uVTR3x.jpg
LORE: (WARNING THIS LORE ISN'T REALLY FULLY REALIZED. IMMA PUT IN THE REAL STUFF LATER. FOR NOW IT'S A CRAPPY BASIC OVERVIEW, SORRY) Hite worked at a library in piltover for a few years.
When a nearby weapons laboratory had exploded the whole library had fallen down into Zaun. One of the Chem-Barons had saw the library and taken it whole with Hite and a few others inside.
Hite had a few hextech creation manuals inside the library.
The Chem baron had experimented with all the other prisoners from the library in an attempt to try to transfer the whole library into their mind.
The last attempt was on Hite.
He survived but he was changed to be the Chem-Baron's slave due to programming.
When Camille kills Hite's Chem-Baron owner he follows the last order given to him prior to the death which was "find all the information about anyone dangerous to our plans" Hite traveled all the lands of Noxus, Shurima, Demacia, Piltover, and Ionia alike in his autonomous search for knowledge.
after this directive is finished Hite will go to the abandoned base of his dead Chem-baron and shut down until he is notified otherwise by his owner Chem-Baron(who is dead so he shuts down forever).
Role: Bruiser NOTE: Hite is a lategame powerhouse
Stats:
melee
attack range: 150
health: 534+110 per level (level 18=2514H )
mana:200+ 150 per level (level 18 = 2900M)
health regen: 15+ 1 per level (level 18 = 33HR)
Attack Damage: 20+ 5 per level (level 18 =110AD)
Attack speed: 0.5 + 1% per level (level 18= 18.5%)
Armor: 33 + 0.5 per level (level 18 =75AR)
Magic resist: 15 + 2 per level ( level 18 = 51)
Move Speed: 345
Passive: Innate archive
Every minute Hite gets an optional menu that pops up which if clicked on allows him to change his abilities into that of some of his allies or back into his own(if abilities are switched already)
He cannot choose more than one ability per ally and his ultimate and passive cannot be replaced with an ability of an ally
This passive goes on cooldown every time Hite switches his abilities.
If the abilities cost energy instead to Hite they cost no mana.
He can only have an ally's corresponding ability on his corresponding ability EXAMPLE: Q ability on his Q and an ally's W on his W etc.
The scalings on all abilities he takes are changed to be 30% total Armor scalings if physical damage is dealt or to be 40% total Magic Resist scalings if magic damage is dealt
(in the special case of an ability such as
or
stacks the stacks will apply only to the abilities that cause extra stacks to happen EXAMPLE you kill a minion with
Q but switch to a different Q from let's just say
, you will keep the stacks but you can only use them if you switch back to
Q)
MY THOUGHTS: This is Hite's main gimmick and it's super complicated. The thing that will make or break a good kite will be his usage of both his and his teammate's abilities. I felt like having him be able to have an enemies abilities would be too powerful considering how he would build would be on the tankier side.
He basically gets abilities from his teammates and can use them for himself. If his teammates don't have any useful abilities for him he can stick with his default ones. He only gets the opportunity to switch every minute which is definitely a handicap as the longer the game goes on the less his passive will become useful due to teamfights breaking out and managing the switching of skills during a teamfight would be extremely hard.
Q: Rip knowledge Hite pulls enemies in a small cone towards him(the size of a titanic hydra basic attack)which makes them deal 1/2/3/4/5% less damage to Hite, and deals 50/50/60/70/80 + 5% of armor physical damage
Mana cost: 10/20/30/40/50 Cooldown: 7/6/5/4/3
MY THOUGHTS: I feel like this gives Hite the ability to engage while keeping him more on the simple side to use. it's still a useful ability to use and it helps him tank even better thanks to the damage reduction
W: future insight Hite starts to channel for 5/4/3/2/1 second(s). After the channel he gains 10/15/20/25/30+(7.5% of bonus health) as movement speed which rapidly decays over 2 seconds Hite can cancel at any time for half of the movement speed and half of the mana cost is refunded Mana cost: 40/50/60/70/80 Cooldown(starts after the button is pressed): 15/14.5/13/13.5/12 seconds
MY THOUGHTS: I thought by making him have a speed boost that's telegraphed but could be canceled would be interesting as well as give him a good reason to keep this ability when using an ally's ability.
E: Grasp of observation Passive: every 8/7/6/5/4 attacks against an enemy hit by Grasp of observation restores 10% of Hite's missing mana
Hite fires an AOE skillshot in a target direction(about the size of a lux Q)
The skillshot goes through minions and can only hit champions. If it hits a champion they lose 50% movement speed when running away from Hite and gain 50% movement speed when running towards him
His basic attacks against the closest champion hit deal 1.5/2.5/3.5/4.5/6% of their max health as magic damage. ONLY the closest champion hit takes 5% of their max health as magic damage.
cost: 50/60/70/80/90 Cooldown: 10 seconds
MY THOUGHTS:
I figure since Hite needs another gap closer and since he's a tank he needs to be able to deal relevant damage to anyone he's fighting which is why Grasp of observation only helps him slightly in a fight while still being balanced if put with other basic abilities (from allies).
R: Deny the threat FIRST CAST:Hite puts a target enemy into stasis for 3 seconds and prevents them from casting their ultimate for 10 seconds afterwards.
SECOND CAST: If the enemy is above half health Hite can cast their ultimate which will scale with 50% armor and 50% magic resist instead of the ultimate's normal scalings.
If the enemy is below half health Hite can cast their ultimate which will scale with 25% armor and 25% magic resist instead of the ultimate's normal scalings.
The enemy must be within 1200 units for this ability's second cast to be activated.
MY THOUGHTS:
I feel like this ultimate would be huge in teamfights. Imagine stealing an ultimate of a
which would turn the teamfight in your favor or even stealing a
not to mention thanks to the defensive scalings some other ultimates such as
would be doing lot's of damage while also being tanky.
Overall I feel as if HIte uses a niche that hasn't been filled in league yet. A tanky damage dealer that can gain abilities of allies as his own.
The abilities won't be as powerful but the fact that amazing combos could be created from this Idea would be kinda insane. Like for example
W passive plus
E plus
Q would create an amazing combo situation. It would be balanced however by the fact that each of those abilities has the weakness of scaling very lowly with armor.
Hite would be a fantastic addition to many teamcomps
Hite could also fit badly into teamcomps such as a team of [HITE]
could end badly as not many of the moves used by those champs have synergy with eachother.
What are you're thoughts on Hite? let me know in the comments below and have a good day!!!