Farhugh (The Consumer of the Void)
[Ver.1.2.0]
----------------------------------------------------------Farhugh [The Consumer of the Void]-------------------------------------------------
Champion Concept: Farhugh is among the more insane Voidborns within the Unknown. After having desired the abyss to a almost suicidal level, this creature revels in consuming all void, so much so that the essence imbues from his body infecting those around him. Farhugh is a slow moving melee bruiser which is effective at short distances from his opponent. As the game continues and Farhugh consumes more Void, he becomes more insane and powerful. By infecting the enemies with Toxic Void, he slowly reduces their life span until he can kill them with a few quick combos. Although he is not a hard champion to learn and his mechanics allow for some large damage at close range, against opponents which can move swiftly and deal large amounts of damage in bursts Farhugh is weak.
Art: My main design outlook over this champion is basically like a clean-cut Abomination from Warcraft 3 [Body Design], mixed with the Arbitor from Halo [Armor Design]. The difference is that this champion looks more alien and clean than the abomination does. It has metal sharpened plates which covers its body symmetrically. The points at which the armor doesn't cover the body, contains purple steam that shoots out of the vents periodically. The flail has two spikes attached, each blazing with a purplelish fire. When he walks, he grinds the flails on the ground (almost zombie like). His face is obscured by the void fire, with only two white eyes peering through them.
-------------------------------------------------------------- -[[Abomination]](https://www.google.com/search?newwindow=1&rlz=1C1CHBF_enUS708US708&espv=2&biw=1920&bih=944&tbm=isch&sa=1&q=abomination+warcraft&oq=abomination+warcraft&gs_l=img.3..0l2j0i8i30k1.636.2828.0.3640.9.9.0.0.0.0.89.557.7.7.0....0...1c.1.64.img..2.7.555...0i30k1j0i5i30k1j0i24k1.nwYuzJEK0_E) - - - - - [[Arbitor]](https://www.google.com/search?newwindow=1&rlz=1C1CHBF_enUS708US708&espv=2&biw=1920&bih=944&tbm=isch&sa=1&q=arbitor+halo&oq=arbitor+halo&gs_l=img.3..0i10i24k1l2.5441.6177.0.6482.5.5.0.0.0.0.95.326.4.4.0....0...1c.1.64.img..1.4.324...0i10k1.awSNsXsuxZA)
ABILITIES & PASSIVES
**Passive: (Toxic Void): ** Enemies near Farhugh are infected by Toxic Void. Enemies infected are applied a Void stack every second which remains for 3 seconds. Can have up to 3 stacks. Each stack deals 0.5%(+0.01% per 1 Madness Stacks) of the target’s current health in true damage every second. This damage switches to missing health once the unit is below 20/30/40/50%[+10% at levels 6/11/16]. Epic monsters are dealt 50% damage from this effect.
When Farhugh dies, he leaves behind a Void Cloud that affects minions and champions, which reduces their movement speed by 20/30/40/50%[+10% on levels 6/11/16] and applies a Void stack every second. Once Farhugh respawns, the Void Cloud begins to dissipate over 10 seconds. Within 6 seconds after respawning Farhugh can select the cloud and begin summoning himself to its central location. Once summoning is complete, the Void Cloud instantly disappears and Farhugh is granted 20/30/40/50%[+10% at levels 6/11/16] bonus movement speed that degenerates over 5 seconds. The Homeguard effect is disabled if the cloud summon is used.
Passive range- 325 Cloud Range- 325 Cloud Range After Farhugh Spawns- 325 to 625 [over 10 seconds] Teleport Channel time- 4 seconds Note: Toxic Void damage does not apply as a spell. Neutral monsters will not be infected in less they are in combat.
Art & Animation Design: Much like Sunfire Cape, there will be a radius shown around Farhugh with a semi purple glow. Void stacks will be stationary around the enemy's feet, each with a purple open eye symbol. See through fog randomly spawns in the radius. When the cloud begins to dissipate the cloud moves in a circular motion. When Farhugh is transporting to the cloud, the center location begins to glow brighter and brighter over the summon the duration. After transportation, the cloud is absorbed into Farhugh (very similar to the health gain effect from killing a monster).
**Ability 1: (Rake’em In): ** Active: Farhugh lobs his flail balls in a cone dealing 5/5.75/6.5/7.25/8%(+0.25% per 25 Ability Power)(+25% Madness Stacks) of his max health as magic damage to all enemies hit. After a 1.25 second delay he pulls the hooks towards himself along with all enemies caught in their path dealing 45/70/95/130/155(+40% Ability Power)(+50% Madness Stacks) magic damage and stunning them for 0.5 seconds. If Farhugh moves out of range of the hooks within the duration, the pull back does not activate.
Deals 125% damage to minions.
_Cooldown- 18/16/14/12/10 seconds Cost- 80/90/100/110/120 mana plus 5/6/7/8/9% max health Range- 725 | 825/925/1025 Width- 325 | 400/450/500 [Width increases by 50% of the bonus range gained by Harbinger of Insanity] Travel Speed- 0.5 seconds Pullback range- 950 | 1050/1150/1250 Pullback Speed- 3000 | 3300/3500/3700 [Speed increases by 200% of the bonus range gained by Harbinger of Insanity Delay time- 1.25 seconds [Can Move & Attack] Initial Cast time- 0.5 seconds [Stops Movement] _
Art & Animation Design: Farhugh swings the flail very quickly around himself then lobs them over himself and out over the cone area. The spikes are at the end of the cone holding them down for the duration while chains are connected in a weblike structure back towards the flail hilt, following Farhugh no matter which direction he moves. The pull action has the spikes drag on the ground creating dirt dust particles. Enemies grabbed stops all their animations and movement (much like darius pull). If Farhugh moves out of range the chains break from the hilt, and the chain and spikes fade out.
**Ability 2: (Grasping Madness): ** Active: Farhugh increases the range of his next two basic attacks by 200/250/300/350/400. Each hit deals an additional 20/40/60/80/100(+50% Madness Stacks) bonus magic damage and roots the unit for 0.75 seconds. Both attacks apply as melee. Killing a unit with Toxic Void applied grants a Madness Stack, restores 2.5/3/3.5/4/4.5% of his max health, 25/35/45/55/65 mana, and reduces the cooldown by 1.5 seconds. Each Madness stack increases the damage of all his spells by 1. He gains 2 stacks for killing large minions and monsters. Takedowns against enemy Champions or killing an Epic monster grants 5 stacks.
_ Cooldown- 12/11/10/9/8 seconds after the two attacks or the duration Cost- 40/50/60/70/80 mana plus 50/75/100/125/150 health Bonus Range- 200/250/300/350/400 Activation Duration- 4 seconds per attack Cast Time- Instant Note: Toxic Void is not a spell, meaning the bonus damage from Madness is not applied. The basic attacks still apply as melee attacks. While the shield from Harbinger of Insanity is active, the attack range is also increased by the bonus spell range. The root duration for the second attack is added onto the first, if the root is still in progress. _
Art & Animation Design: Once activated Farhugh's belly begins to glow purple along with the Flail spikes. The attacks have a tad bit longer chain based on the distance of the attack. The root animation has a purple chain that wraps around the enemy (similar to Morgana ultimate).
Ability 3: (Consume the Void): Passive: For each unit that currently has three stacks of Void, Farhugh restores 0.25/0.5/0.75/1/1.25% of his missing health every second and those units have their movement speed reduced by 10%. While the unit still has three Void stacks, the slow percentage increases by 0.5/0.75/1/1.25/1.5% for every 5% of the units health that is missing.The heal amount is 50% effective if it is a minion. The slow remains for 1 second once the stacks are removed or reduce back down below three.
Toggle On: Farhugh stops spreading Toxic Void. Every second he consumes the Void stacks of nearby enemies reducing them by one. Each time a unit has a Void stack consumed, they are dealt 2.5/3/3.5/4/4.5%(+1% per 100 Ability Power)(+25% Madness Stacks) of their max health in true damage. On the third Void stack consumed the unit is instead dealt 45/75/105/135/165(+65% Ability Power)(+50% Madness Stacks) plus 12.5% of its missing health in magic damage and is stunned for 0.25/0.5/0.75/1/1.25 to 1.25/1.5/1.75/2/2.25 seconds. The stun duration increases by 0.25 seconds for every 25% of the units health that is missing. The unit is then immune to Toxic Void for 4 seconds.
Farhugh restores health equal to 75% of the damage dealt. Monsters can only be dealt a max of 180[+20 per level] damage.
_Toggle On Cooldown- 9/8/7/6/5 seconds Switch Cooldown- 0.5 seconds Cost- 40/60/80/100/120 health plus 20/25/30/35/40 mana per second Range- 325 | 425/525/625 Switch Time- 0.25 seconds [does not stop movement] _
Art & Animation Design: Once this ability is tiered, every enemy with 3 stacks will have their purple eyes contain a flame circle around them which burns brightly and an icon will appear on the Farhugh players HUD showing how many units have 3 stacks. Once the toggle is on then Farhugh will absorb the Toxic Void aura effect around himself and his belly will begin spitting out purple cosmic flames. The Void consume distance will be shown with an indicator which can be seen by himself and enemies. When he consumes a madness stack it has the same visual effect as acquiring a health restore from killing a monster. When a Void stack is consumed the eyes will close, but not disappear. If the unit had 3 stacks the closed eyes will continue to burn with purple flame. Once 3 eyes are shut, they all instantly open and a shine brightly with the fire around them having one last blast before all 3 fade away.
**Ability 4: (Harbinger of Insanity): ** Active: After a 3 second delay, Farhugh consumes 50% of his current health, then erupts enveloping himself in the Void dealing 150/225/300(+300% Madness Stacks)(+50% Ability Power) magic damage to all nearby enemies, gaining a shield that absorbs up to 300/600/900(+50% Missing Health) damage remaining for 12 seconds, and reducing the current cooldown timer of all his other spells by 50%. While the shield remains, the range of all his basic spells and Toxic Void passive increase by 100/200/300, and applies bonus damage to Toxic Void equal to 10/20/30% of his current Madness stacks.
If Farhugh’s health falls below 15% during the 3 second duration he erupts and gains the shield immediately rather than at the end of the duration, but the damage and shield amount is reduced by 50%.
_ Cooldown- 140/125/110 seconds Cost- 110/120/130 mana plus 50% current health Range- 525 Cast time- 2.5 seconds [Can Move & Attack] _
Art & Animation Design: Once Activated, Farhugh will begin seeming purple steam from his body over the duration. After the 3 seconds, he erupts with a purple explosion that spreads like a bomb and envelopes himself in a purple / cosmic hue over his entire body. The hue is his shield, so as long as it remains so does the color. His eyes, belly, mouth, weapon, and Toxic Void glow brightly with blue flames shooting out.
BASE STATS
- Health- 581 (+97 per level, up to 2,230)
- Health Regen- 9.9 (+0.85 per level, up to 24.35)
- Mana- 282 (+47 per level, up to 1,081)
- Mana regen- 8.1 (+0.45 per level, up to 15.75)
- Melee Attack Range- 205 [Note: The longest melee attack range in the game]
- Attack Damage- 54 (+2.8 per level, up to 101.6)
- Attack Speed- 0.625 (+1% per level)
- Armor- 25.2 (+4 per level, up to 93.2)
- Magic Resist- 32.1 (+1.25 per level, up to 53.25)
- Movement Speed- 340
CHAMPION LORE [Work In Progress]
In the Unknown, there is only speculation. Princes with the power to control. Beings which would devour their prey. Entities toxic to the touch. And even those who would experiment on the living. But none provoke such fear and confusion to the other Voidborns as much as Farhugh, the Consumer of the Void. While other's seek the voids power to use as their own, Farhugh consumes its essence into his own being. [Concept is still in developement: Am doing some research over The Void to make sure it sounds good :P]
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STRATEGY
**Game Stages: ** Early Game [about 0 - 10:00min mark]: In the early game Farhugh is not an aggressive champion. Since his damage is mainly concocted by his Madness stacks, you want to farm as much as you can before the middle and late game (much like other farming champions: Nasus, Yorick [updated], etc.). Keep trying to farm minions using Grasping Madness [W], and poke down aggressive enemies with Toxic Void [Passive] / Consume the Void [E] combo. Once you get about 10 - 15 stacks, then time your attacks using Rake’em In [Q] drawing them within range of Toxic Void [Passive]. Once you drag them in, use Grasping Madness [W] to delay their escape and continue applying stacks. If the enemy begins to escape, use Consume the Void to hopefully finish them off. If an enemy has a lot of mobility then avoid confrontations, since they can usually poke you down and stay out of range to your passive.
Mid Game [about 10:00 - 25:00min mark]: In the mid game continue to push the top lane and gain some more Madness stacks. By now you should have 5 tiers in Grasping Madness and beginning to build multiple tiers in Consume the Void, meaning you can push the lane quite substantively. Save your Ultimate [Harbinger of Insanity] for when you get into team engages or are having a tough time against an opponent.
Late Game [about +25:00min mark]: By now you should have over 100 Madness stacks, meaning that each of your spells plus Toxic Void passive should start dealing a large amount of damage to enemies you catch. This allows for you to free roam the area, pushing lanes, helping allies, obtain obj, etc. with a lot more leeway. A high suggestion is to continue pressuring the lanes by pushing them. Much like Nasus and other lane drivers, you want to split the enemy team as much as possible by pushing down the lane. At this point you should be able to win most 1v1 fights while also continue to push the lane. If you die, then you can easily teleport back to the lane and continue pushing using the Void Cloud from Toxic Void [Passive]. Save your Summoner Spell Teleport for teamfights and lane push mobility.
Team Fights: In team fights you want to try and peel the enemy team as much as possible. To do this, try to get as close as possible to the enemy team and apply as much Toxic Void [Passive] as you can. If the enemy team ignores you and goes for the carries, then use Rake’em In [Q] to pull them back towards you or use Grasping Madness [W] to root them in place. If you can, try to apply the three stacks of Toxic Void, once you see an enemy with the three stacks use Consume the Void to stun them and deal some damage; hopefully an ally will finish them off.
**Ability Analysis: ** **[Q] Rake’em In- ** Pros:
- Allows you to pull enemies towards you so that you may apply Toxic Void stacks
- Peels the enemy team and allows for good engages
- Can manage the battlefield by basically blocking a portion of it. Cons:
- It has a long delay, meaning it is quite easy to avoid
- Doesn’t deal a substantial amount of damage
- The mana and health cost is high; not allowing for constant use
**[W] Grasping Madness- ** Pros:
- Allows for ranged poking and farming
- Is a good source of CC
- Helps make the champion a large threat in the mid / late game.
Cons:
- Is quite weak when you don’t use it for farming (since you don’t recover any health or mana in less you kill an enemy)
- In the early game it deals a small amount of damage
- The cooldown is large if it doesn’t kill an enemy
**[E] Consume the Void- ** Pros:
- Is a good source of healing
- Adds benefits and options in regards to Toxic Void
- Deals significant amount of damage against units with low health
Cons:
- It is a delayed spell [Meaning that in order to get full effectiveness, you must apply three stacks of Toxic Void (3 seconds) and stay within range of the unit to consume the stacks (Another 3 seconds). In total it takes you 6 seconds to get full effectiveness, while also staying in range of the unit.
- Is only effective if an enemy has Toxic Void applied
- Deals a small amount of damage against opponents with a majority of their health remaining
**[R] Harbinger of Insanity- ** Pros:
- Applies a large shield, making him even more tanky
- Deals a large amount of damage
- Makes his combos easier to pull off
Con:
- The delay means it is less effective against nuke type of opponents and allows the enemy to escape out of range before the eruption
- The mana cost and cooldown is high, meaning it must be for an important scenario
- Since the health cost is so high, an enemy can merely wait for the shield to leave then kill him easily.
**Item Builds: ** Typical / tanky:
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**Ability Power: **
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Core Items:
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Jungle [Not 100% sure Farhugh can even jungle, but either way here’s build]:
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Late Game / Alternatives:
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COMMENT
This champion has undergone some serious changes over the last few months since the beginning of development (mainly stats, but sometimes outright ability concepts). I'm hopeful that the stats would prove to be fair within the game itself and that the champion would fit among the rest.
If you wish to comment on it (Balance changes, ability concepts, lore, etc.) or come up with your own renditions, do so! This is merely a fan creation over a concept I've had wrinkling in my head for a while so hearing what you guys think is part of the fun! Since I'm busy doing some modding, I can't 100% guarantee I can stay up to date with this champion or reply to all the comments, but nevertheless would love to hear what you guys think!