[Champion Concept] Hahna, the Skybane

ModEchoing·11/14/2017, 6:20:01 PM·13 votes·1,336 views

https://pre00.deviantart.net/c196/th/pre/i/2012/251/f/6/dragon_rider_by_julian_grei-d5e2goo.jpg Artwork by Julian-Grei

CCOS Review: Brell, the Last Templar

Summary: A fiercely independent Noxian, Hahna was chosen as an experiment to see if Noxian dark magic could produce a viable dragon/rider pair, both because of her skill and own magic and because no one would really miss her if she died in the process. She rules the skies atop her dragon, Fury. In combat, she specializes in swooping attacks that create weaknesses and isolate enemies.

Abilities:

Passive: Savage Blow - After an ability cast, Hahna's next basic attack will splash fire out in a cone behind the target, dealing damage. Physical Damage: 20-100 (depending on level) (+100% total AD)

Q: Thrash - Hahna's next attack gains bonus range and damage. If it hits an immobilized champion, Hahna grabs them for 1 second and can recast to jump to a target location, dragging and damaging the target and anyone around the landing area.

(Immobilized includes roots, stuns, knockups, and sleeps - if you can't move, you're eligible.)

Bonus Physical Damage: 15/45/75/105/135 (+25% total AD) Bonus Range: 400 Leap Physical Damage: 15/45/75/105/135 (+25% total AD) Leap Range: 400 Leap AoE Radius: 200 Mana Cost: 50 Cooldown: 10/9/8/7/6

W: Noxian Pyre - Conjures and flings a fireball at target location after a 0.5 second cast time, dealing damage in an area. Enemies in the center take 50% more damage and are stunned.

Physical Damage: 50/80/110/140/170 (+80% total AD) Center Damage: 75/120/165/210/255 (+120% total AD) Radius: 250 Center Radius: 125 Range: 800 Projectile Speed: 1200 Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds Mana Cost: 50/60/70/80/90 Cooldown: 12/11/10/9/8

E: Scour the Skies - Takes flight for 3 seconds, granting movement speed and free movement and vision over terrain. Recast to ascend for 0.5 seconds before slamming down at target location, knocking up enemies on arrival.

Movement Speed Bonus: 20%/30%/40%/50%/60% Knockup Duration: 0.75 seconds Range: 600 Radius: 200 Mana Cost: 40 Cooldown: 30/27/24/21/18

R: Scorched Earth - After two seconds of casting, fly to target location, leaving a large trail of flames over the path taken that deals damage.

Physical Damage per Second: 100/150/200 (+40% total AD) Duration: 3 seconds Width: 300 Range: 5500 Cooldown: 100/70/40


Hahna's basic playstyle is simple - Get in there, hit someone either with her W or E, and drag them around on her whim using her Q. She combines high overall mobility with solid damage and CC, allowing her to pick and choose her targets. Her R lets her maintain a global presence, and her W ensures that she'll always have a place somewhere on the team no matter how poorly she's doing. Which is good - with zero innate durability, Hahna is vulnerable to being bursted if she opts for a full damage build. Since her combo relies heavily on landing either her W's stun or her E's knockup, missing either or both leaves Hahna in a very awkward spot where her Q won't get the full effect off


Lore:

Hahna's life started out much like your typical Noxian patriot - born into a military family, Noxian values drilled into her head, training for combat ever since she was ready. What was more curious was when she developed a penchant for fire magic and started weaving that into her axe-fighting. This didn't take long to land her a spot in the military.

The problem with Hahna quickly became apparent in that she hewed too much to Noxus's values of independence and strength. She wasn't the strongest, nor was she the best magician, but combining the two gave her a versatility on the battlefield that couldn't be matched. That gave Hahna an extraordinarily exaggerated sense of superiority compared to her measly commanding officers. She heard the stories, after all - Noxian officers were always these fat cats that couldn't fight their way out of a paper bag. How dare she take orders from them?

During an engagement when her commanding officer ordered a retreat against what looked like a meager foe, Hahna broke ranks and charged headlong into the enemy troops. They were quickly reinforced, and Hahna, alone and overextended, was forced to fight them all off alone. She succeeded, but took injuries too severe to allow her to continue fighting, sidelining her for the remainder of the campaign and leaving her with an intense bitterness for her cowardly superiors. Her officer was privately commended for finally finding a way to be rid of the nuisance.

Noxus's research into dark magics and their battlefield applications led them to try and bind a lesser breed of dragon to their will to use as a weapon. This took a turn for the worse when it became clear that even with such magics on their side, the dragon in particular would not listen to anyone that could not match it in combat. After several elites were messily killed, the idea changed from trying to bind the dragon to using it as a creative way to kill off insubordinate soldiers.

As it so happened, Hahna was the most insubordinate of them all. When she was fully recovered, her next assignment was to tame that very dragon. What was supposed to be a simple way to eliminate a trouble soldier turned into a grueling eight-hour combat between Hahna and the dragon. Her fire magic gave her just the edge she needed to fight the dragon to a standstill. With both of them rather wounded and the dark magics influencing the dragon's mind, the dragon eventually acknowledged Hahna as worthy and ceased to fight.

Grateful that their overall plan succeeded, but wanting absolutely nothing to do with a dragon-riding uber-Noxian, Noxian High Command immediately sorted Hahna into a special role in the army. Her goal is now to patrol the outermost limits of Noxus - alone, as far away from the army as humanly and draconically possible - and make sure that even on the outskirts, Noxus is always watching and always expanding. This suited Hahna just fine. If she was alone, then no one could stop her rise to glory. She now seeks to earn Noxus's greatest accolades through her service to Noxus.


Your comments are welcome.

11 Comments

AlwaysInYourBase11/14/2017, 9:03:51 PM4 votes

So does Hahna always ride her dragon the way Sejuani always rides her hog? Does the dragon normally walk around, but fly like Kayle when E is activated? I imagine Hahna will be similar size to Sejuani.

Melborne11/14/2017, 10:09:33 PM2 votes

5500 range? I'd estimate that to be about the distance between Baron and Dragon. Caitlyn's R is a little over 1000 Range and can be shot from quite a far distance. Her ultimate would send her further back than Poppy's ult when she wanted to escape. Anyone chasing her would... well, just die. She'd never get caught, not with two prime escapes, plus a flash. Not ever, she could dodge a Mao ult.

Her cool downs are a little strong, her build would be complete and full CDR (45%), health, MR and Armor. No one would build damage on her, she has far too much utility. A free Galio ult every 8.1 seconds (maxed cdr) that gives complete vision with a quarter of his cast time. On top of the new keystones, Aftershock would destroy anything and everything. She's merk, hell I'd build two warmogs on her and be able to deal more damage than anyone who built her AD. Mix that in with her stun, then a leap for anyone who flashed away .. she'd break the game.

THE RlVER KlNG11/14/2017, 10:50:51 PM2 votes

can you q while you're r'ing because if so haha that would be hilarious

HideInGranny11/14/2017, 10:14:41 PM1 votes

I feel like her ult is a lot like taliyah's but a mix of pantheon's as well. I would rather see her ult incorporate things like her dragon leaving her to go to a target area within a certain range. This could be anywhere from a knockup to the dragon actually taking the enemy champion and dragging/flying them over to Hahna. It sounds like you have a a lot of dragon attacks, but little to no interaction of Hahna in combat with the enemy champions or enemy NPC's. Maybe you could think of something where Hahna actually lunges toward the enemy champion with her Q without her dragon. What is Hahna's auto attack like? Is the dragon auto attacking, or is Hahna? What I would recommend is that Hahna throws her axes as her regular auto attack, and maybe every third hit her dragon could hit for that extra splash of fire damage.

I think a great change to avoid similarities would be to change her E. I feel like she needs a dismount option for the dragon. By using her e it could be a tuck and roll effect where she can abandon her dragon and move over a piece of terrain or an obstacle. 8 Seconds after use, recasting the ability would allow for her to call her dragon back and she would instantly mount it by jumping into its flying animation.

Considering she has two abilities that allow her to dismount her dragon, she would use E on an 8 second cool down to remount for both abilities.

Just a few things to consider. The recast E could be that knockup that you wanted.

[slayer-pantheon-thumbs]

Also, what is the dragon's name?

Bobo11311/15/2017, 1:10:20 AM1 votes

Thought I'd leave a review; even tough I'm not a "Certified Hater" by any means, I'll give it a go. Know that it might be tough for others to gauge a lot of the specific balance aspects of your concept or the exact role of your champion without a list of base stats, but there's still enough here to go by as is. So, without further ado:

Passive: Savage blow

It's got some Vi stuff happening here, and that's ok. As much as I'm not exactly a fan of basic attack after cast passives (IE: Zoe, Sona, etc., etc.), it works out ok for jumping into a fray. It checks out. Nothing super special - it works for what you need it to do. It's a nice little feature.

Q: Thrash

Mobility #1 in our countdown: There's quite a bit going on with this one, as it seems to be the primary part of her engage strategy -swooping in, grabbing someone (if applicable), and dragging them to another spot. This move is somewhat jam-packed with annoying potential given the amount of sheer CC your kit comes with.

This sure is an interesting CC mechanic, but because it is also a basic attack modifier, it is also undodgable to some extent. If this were a skillshot that was independent from incapacitation, and could be re-activated mid-dash on a pivot to change directions to a target location, this might be a healthier way to go about this, and the ability's re-activation wouldn't be so pivotal.

W: Noxian Pyre

Granted, a 500 diameter (with the 250 radius, 125 inner radius in mind) isn't huge, but a ranged, 1.1 second AoE stun at lvl. 1 could be utterly devastating - particularly if it can also potentially apply +120% AD scaling in physical damage tot he center. Now I would understand if an ability like this were the bread and butter of a control mage (featuring great damage with the potential of a risk/reward CC at stake), but I can see the low mana cost and that potential damage scaling being somewhat problematic for a champion who is trying to be more of a dive-in fighter.

Of course, this stun is somewhat paramount in setting up the additional CC of Hahna's Q (Thrash), yet there might be a healthier way to introduce this mechanic - that doesn't rely on an AD arching skillshot, and would follow up more with the in-your-face kind of battle your champion fantasy is going for.

E: Scour the Skies

Mobility #2: Pretty well fleshed-out movement mechanic, and I would honestly see this as more along the lines of the engagement style you're looking for. In terms of how to start a fight, W (Noxian Pyre) would give you a decent stun, but if you were more than 400-600 units away, it might be tough to get in for a Q activation to make that drag mechanic work. This, on the other hand, is a much superior ability - not so much in damage or overall impact, but on fulfilling the character's design intent and healthy combos.

This also doesn't exactly work as a quick, reactionary dive tool in mid combat - since the journey has a number of minor delays. If a target is stunned by W, and you are not close enough, you wouldn't have the time to soar at them, and re-activate for the knockup in time. W and E seem somewhat disjointed because of this, but each of them still work independantly of each other. I just wouldn't expect too many combos where Q, W, and E are all used in the same play successfully.

R: Scorched Earth

Mobility #3: This is like the "ehhh, E doesn't cut it for me this time" ability. I strongly suggest against having two abilities in the same kit that both have relatively the same function (longer-ranged flight over terrain, attacking targets below). A factor that might be important here, besides the activation delay, is the flight speed. Here I'm picturing something more like Rek'Sai or Taliyah, but then again it could be like out other dragon pal, Aurelion Sol.

My fear is that this ability, especially because it is one of 3 mobility outlets that Hahna has, has a 40 second cooldown at lvl. 16 (which could be reduced to 24 with a standard fighter/CDR build). That's pretty crazy - considering it also has AD scaling AoE DPS and a 5,500 unit range - with the ability to then take to the skies again with E (Scour the Skies).

*Side Note: Never give Hahna a Crystal Scepter.

Lore:

Lore is pretty solid, it definitely ties the theme and kit together in a neat little bundle, but some burning questions remain (no pun intended); after a career of chronic insubordination, and after upper echelons of the Noxian command wanted to have her killed, she was still ok with sticking with the Noxian forces and climbing the ranks? Did the Noxians not remember that she was literally being put to death, and just had a convenient, ex-machina stroke that made them pull a total 180? Even if she can take on a dragon on even footing, she was basically sent to the gallows for showing similar strength and courage in combat. I’m just not sure why she would still want to be there, and even if she’s just defending the land of Noxus, my other question is, as you often put it, “What is her end-game?”

Overall:

I wasn't totally sure what you were going with at first - a lot of these abilities are somewhere between your typical AD castor, a top lane bruiser, and has some CC and mobility elements one might see on a control or combat mage. It's an odd stew of ideas happening, and their cohesion works fine in theory, but it comes across somewhat linear. With damage scaling like that, you're not exactly a tank, and that kind of mobility rivals most assassins. I'm not exactly sure what category to put Hahna in, but it's a strange one. Whatever she is, with all of her varied utility, range, mobility, etc., she would be the Kalista of top laners.

You mention at some point that she might be in an awkward place if she can't make the most of Q (Thrash)'s drag function, and that you'd need either W or E to make that happen, but then again, she would only be screwed if she didn't use up the rest of her escape tool arsenal. She has far more chances to screw up than a lot of other champions of her same damage tier. I can see the conterplay intent here, but you were right when you said that no matter is she screws that up several times, she would still have options and have a place on the team - no matter how bad she's doing (which means resorting to being an AD castor, and barraging people with W's).

Definitely some solid work going on here, but I would recommend a look-over – just to explore some other options or angles to see the whole picture. Again, whatever points I made or ideas I posed are merely there as a point of reference that you can take or leave as is.

HideInGranny11/15/2017, 2:57:36 AM1 votes

I just don't feel like Hahna is actually doing anything. It's mainly the dragon. When you think of champions, you don't think of the mounts. All the abilities in her kit are mainly duplicates or mash ups of already existing abilities in league. Riot doesn't want that in a champion. They want something fresh, that's why they try and think outside of the box and make different abilities that at least seem different.

Even her W seems like a reskinned Xerath ability.