Hok'Ee - a Manaless Support!

Hoppsasa·11/18/2015, 5:13:50 PM·2 votes·441 views

** Hok’Ee -the abandoned **

Intro

Hey there, this is my first time doing something like this, but i really hope you will enjoy my idea for a new champion in League of Legends. Feel free to comment below for constructive criticism or leave a feedback.

This page is structured as shown below:

-Intro

-Champion Idea: Hok’Ee, the abandoned

-Abilities

-Lore

-Additional Informations about the abilities

-Additional information about the concept and Hok’Ee

-Interactions with other Champions and Items

-Champion Idea: Hok’Ee, the abandoned:

I play league since the end of season two and always liked the role as support. Because of that, i always wondered if i could create a unique and supportive champion for LoL. I came up with several ideas over the past three years, but never felt like it was something unique and could be possibly considered by Riot. However, with Hok’Ee I created a champ which fits my expectations..

One of my highest aims was, to make a manaless champion, which fits the role as a support better than as a damage dealer (not like Lulu which we see often top or mid lane). I also claimed to me that it had to be a more or less balanced champion with clear strengths and weaknesses. So Hok’Ee was born.

Hok’Ee is basically a stake or a totem. (For the Lore look below.) It consists of three pieces. If the Ultimate is active, there is a glimmer around them, which looks like its master, who was an shaman of the Kumungu Jungle.

Abilities:

Passive: Super mini Totems Cooldown: none

Hok’Ee infuses his master's power into his trinket, turning them into little versions of Hok’Ee and empowering them drastically.

-warding totem: increases greatly the placing- and vision range

-sweeping lens: the totem automatically attacks enemy wards and grants vision for the duration (has the same attack speed as Hok’Ee)

Q: Headless/Reassemble Cooldown: 8/7/6/5/4

Hok’Ee throws his upper third (one head out of three) in a wide range to a target location dealing damage in an area around it. His head mimics his abilities

If he activates it again, his head will come back to him

-If Astral Memory is active all enemies in the area are stunned for 1.5 second and activating this ability again will cause Hok’Ee to dash to the head, stunning enemies for 1.5seconds (stun does not accumulate or refresh. once stunned the champion can’t be stunned again for 5sec.)

W: Energy flow Cooldown: 20/18/16/14/12

Creates an aura around Hok’Ee and his head, in which all allies have their health regeneration replaced with 2/2.5/3/3.5/4 times Hok’Ees for 5sec.

-If Astral Memory is active it becomes an point and click heal, equal to 5/7.5/10/12.5/15 % of Hok’Ees maximal life.

E: power of the ancestors Cooldown: 12/10/8/6/4

Hok’Ee unleashes the concentrated power of his master’s ancestors to push all enemies away a short distance dealing damage equal to 3/4/5/6/7 % of his target's health as magic damage. His head mimics this ability but does not do damage.

-If Astral Memory is active, power of the ancestors becomes a skill shot and a fireball which deals 7% of Hok’Ees maximal life as magic damage and slowing enemies hit by 40/45/50/55/60% to the first enemy hit and in a small area around it. ( His head mimics this ability and the damage does accumulate)

R: Astral Memory Cooldown: none

After 8/7/6/5 spells Hok’Ee can empower himself, taking the form of his master and empowering his abilities dramatically. It lasts for 10/20/30 seconds.

(Already skilled at lvl 1)

Lore

Far to the south-east of Runeterra just before the Sablestone Mountains which protect the Yordle Land lays Voodoo Lands. It’s an unforgiving barren wilderness only inhabitant by a tribe called “the Grey Order”. The leaders of this outcast society are a married couple: Gregori Hastur, the Gray Warlock, and his wife Amoline, the Shadow Witch. Though survival was a challenge at times, the Gray Order's colony managed to thrive in a land where so many others would have failed. The only interest of this tribe is to gather as much information about dark arcane knowledge as possible. Because there are several different styles of dark magic, one does only concentrate on one type for his researches. Gray Warlock’s brother happened to choose the life as a shaman. His main ground of research was the veil to death itself and the power of his ancestors which lay beyond it. He ultimately succeeded in doing so, but realized that this wasn’t dark arcane power at all, but the power of nature, in which he tapped into. Ashamed of his own success he went to his brother and exposed himself as a traitor. Infused with bitterness Gray Warlock demanded the death penalty as the law prescribes for those who don’t seek for dark arcane knowledge.

Tied up to his own Totem-stake, right before the pyre was ignited, his ancestors came for his rescue. Suddenly his Totem exploded in a whitish bluish shockwave and knocked out the whole tribe. Terrified about his newfound power and what they did to his friends and family, he fled south in terror. He did not know where he was going but he kept going anyways. It was as his ancestors were guiding him to a place where he belonged. After several days walking through the Kumungu Jungle completely lost, he found a little cottage and in front of it his Totem-stake. He then knew that this was his place now. He lived there for the rest of his life, mastering his power. He connected to his ancestors and other dead and found power and knowledge no other living human could obtain. As the time passed he also changed in his character. He became a friendly eremite who would help and heal everyone who came for his help. Despite that, he never told anyone but his Totem the secrets of his knowledge. There is also a rumor about him, which says, that he helped Zyra so her human-shaped vessel wouldn’t die off.

However, as the days passed he became more and more obsessed with visiting his ancestors in person rather than just speak with bodiless voices. He prepared everything perfectly for the ritual and did also split his soul into two pieces infusing one into his Totem. This was necessary for him to have an anchor in the real world so he could get through the veil back. But, as he wanted to return he activated his other half of the soul giving life to his Totem Hok’Ee during this process. And because they were now two different beings he wasn’t able to return to the real world. Hok’Ee, however, found himself alone beside an abandoned house with just mere memories of his master. Looking for his master Hok’Ee searched all of Runeterra and finally joined the League of Legends, because they proposed him a fair deal.

He would fight on the Fields of Justice and in return they would help him finding his master. Firstly the summoners wanted to do some research about him, but knowing that his master didn’t reveal one single secret about his power, Hok’Ee refused. The summoner's did agree to the deal despite of that, because they could also learn much about him just by watching…

“Secrets are secrets. Rather to be used than to be told.”

-Hok’Ee

Additional information about the abilities:

Passive: Super mini Totems

I wanted to create a supportive passive, which would not directly empower him, but make him special in utility. I also played with the thought of an additional Warding Totem as a passive, so he wouldn’t have to buy a sight stone or he could take the sweeping lens at level 1 and would have nevertheless a ward. But mid and late game it wouldn’t have a lot of impact and is therefore not suitable. But I liked the thought of a passive that somehow influences the wards or trinkets. So I came up with this passive. In my Opinion it empowers both trinkets about the same. The Totems both look like Hok’Ee, but in miniature.

-warding totem: The placing range would increase by (estimated) 20%

-sweeping lens: It places a Totem and also clears all enemies wards during the duration, so enemies have to replace their wards after the sweeping lenses duration and Hok'Ee can clear out wards without overextending or being peeled of the team. The placed Totem shoots whitish, bluish lasers to clear the wards.

Q: Headless/Reassemble

Headless is Hok’Ees most used tool and needs strategic in how you use it. It grants vision (because it is Hok’Ees head!) and does AoE damage. This makes it a perfect tool for zoning but if used so, negates a lot of its utility as a healing totem. The cooldown starts after retrieving the head so you won’t be able to use your head as an additional ward. In his empowered form he can dash to his head which allows him to escape really quick or making some plays, but in return he loses his utility and hard CC for the fight.

I really wanted to give Hok’Ee some sort of escape, but in order to keep it balanced I put it to the empowered state, because it will be contradictory to the purpose (dealing damage, stunning enemies and generally fighting) of his empowered state. Also it create a possibility to counter Hok’Ee by bursting him before he has landed a ‘Q’ and making him use his ult to escape and the heal for himself and not for the adc. so the adc is more vulnerable afterwards. His head does not retreat automatically and the cooldown starts after retrieving it. Changing in his empowered state will not retrieve it either.

W: Energy flow

I really wanted to add some sort of unique and strong healing potential to his kit, and had some various ideas here too. But, in the end, I always thought a direct heal is too strong for a manaless champion, because he just has to get CDR and nobody in his team dies anymore. So I came up with this conception of a healing aura which heavily depends on Hok’Ees regeneration and is only effective if you play defensively over a period. I really liked the idea of a healing which isn’t based on items (or not directly) and has no scaling, but also is really strong. It also opens up a great opportunity to tower dive and burst but creates, on the other hand, a great resistance to poke champions or lanes. But in his empowered state his gameplay style changes to offensive and is mostly used to fight others. So there it does not make much sense for a continuous healing aura but a single target massive heal, which can really save one or the other live. But because of this massive heal, you will be more likely to use your ultimate just for healing yourself or the ADC, which enables the enemies to play aggressive when the ult is down. Especially lanes with a Leona could be very effective for counter plays. In the empowered state energy flow has a very long cooldown so it can only be activated once or later on twice, which really restricts its utility to a fair level. The really high health regeneration which can be achieved late game with a warmog's and energy flow is justified to give him some really good sustain during a siege, because he lacks the damage in his normal form. Obviously the healing does not stack and isn’t influenced by health potions (neither an allied or of Hok’Ee himself) but does apply to Hok’Ee. Ignite and similar healing reduction will apply as normally and reduces the effectiveness by 50%.

E: power of the ancestors

Power of the ancestors is Hok’Ees source of damage. Because he is relatively vulnerable when in his normal form he needed some sort of counter mechanic to champs which have a high mobility and/or a gap closer. So a pushback was an ideal mechanic, but too strong when also mimicked by his placed head. I compensated that by removing the damage of the mimicked ‘E’ so it can’t be used as poke but doesn’t lose his utility. Because of this Hok’Ee has to decide whether he walks up to the enemy and deals damage or just use its utility with the mimicked ‘E’ but can cast it with a significant greater range. It does, as nearly every ability, give him a great utility for defending either a siege or his teammates also at a greater range. On the other hand he has to walk up close to the enemy if he wants to deal damage, which makes him vulnerable to poke and burst. Also if he decides to walk up close and deal damage he still pushes his enemies back which isn’t a great initialization to a fight and could even save the enemy (by pushing them out of a AoE or even an ultimate). An extremely important mechanic of power of the ancestors is to cancel channeling abilities.

R: Astral Memory

I really like the concepts of all champions which have a ultimate in the beginning and can transform and change their appearance and gaining more abilities. But, however, I didn’t want the regular “spam all abilities in form A, then change and spam all abilities of form B, then change again...” SO i came up with the idea of a restriction not by cooldown but by spells. Because Hok’Ee is a manaless champion he can spam his abilities in each form and also has to in order to get his ultimate up. The reason i didn’t put a very high (8/7/6/5) number of necessary spells is simple. It allows him to switch frequently and does reduce the need to spam everything all the time. I have to admit that Rengar did inspire me for this. I don’t want to build in some sort of de-regeneration, because it really does not make any sense to me as Hok’Ee does not have an mana. By making Hok’Ee a “two-form-champion” I really tried to give him two different play styles too, which is defensive in his normal form and aggressive in his Astral Memory form. Differentiating that, the player needs to think about the right moment for his ultimate, because he really has to play aggressive and loses all his supportive and protective property over time. He has to estimate who would profit the most of his heal and at which time. And because Astral Memory is limited to 10/20/30 seconds he has to evaluate when to go into the empowered state, because he can’t turn back before it wore off.

Additional information about the concept and Hok’Ee

As mentioned earlier I play LoL since season 2 and always thought about creating my own champ, as a lot of LoL players do. For me as a bottom lane support main it was clear in the beginning that it would have to be a support. I followed and still do follow all champion releases since I started playing. I was amazed each time, about the unique abilities or play styles. Manaless champions always caught my interest too, so thought a support which doesn’t rely on mana would definitely something truly unique. But as I made my thoughts I realized that it is not that easy to make a manaless support which isn’t totally over powered or the more significant problem: a champ which isn’t more effective in other lanes. I also wanted to make a champion who didn’t have to rely heavily on items. One of the most difficult tasks I encountered, was, to make him somewhat balanced. I didn’t want him just to have “a nice concept” but to be totally overpowered. My aim was that Riot considers taking this champ to the Rift and therefore it had to be thought through and balanced. I had a lot of Ideas for the abilities but the most of them were too strong to even consider, even if the mechanic was unique. So I had to throw them into the bin and concentrate on the more realistic things. Quite early I got the thought of a form-changing champ, but wanted to make it somehow different to the still existing Champs. Because I wanted to make a history around the Champion and match the abilities to the Lore, the appearance and the personality, I started to imagine how the champ could look like, what personality he had and his connections to other People and champions. Important to me was his reason to join the league too, because I find it very interesting what the different reasons are to join the league. One of my first Ideas for his Lore was the Shadow Isles. The Idea for a shaman came up, because I asked myself: “where do the inhabitants go to if they are sick or injured?” A simple answer was they go nowhere, the will just die, because the main principle there is “hunt or be hunted”. But that brought me the Idea of a shaman so powerful and connected to the nature that he went to the darkest corner of Runeterra to be of use and heal the nature and having a better connection to his ancestors. However, a shaman would be more likely to become a midlaner with some supportive spells, and that was never my aim. And because I wanted to make a more tanky support I searched further. But I couldn’t bring the element of a support together with a character of the shadow isles, because the inhabitants there are known for their ruthless acts and tricky plays. Some day I found the perfect match (in my eyes) for those two not compatible things: A Totem! As a champion! That was really unique and did fit perfectly into my concept of a support from the shadow isles and the story about the shaman. The transformation was also clear to me, it had to be the master! It came so that I invented the rest of the Lore and had my champion concept ready. Just the abilities were missing. But ideas came to me like raindrops from the sky. But, However, when I finished the ability concept, I went back to the Lore and gave it a second thought. By looking deeply into the history of Runeterra, another Lore came to my mind. Being an outcast who mysteriously disappears leaving behind his Totem would make more sense. I was also able to connect the Lore with his abilities. For example: The Totem exploded knocking out all of the Grey Order’s tribe which has resemblance to his ‘E’ in his normal form. Or the fact that he had two sides in his life. First he was only interested in destructive black arcane knowledge and later on he became a healer, which is clearly displayed by his play style and the ‘W’ spell in both forms and the ‘E’ spell in his Astral Memory form.

The name was an other issue. I wanted something with a meaning, so I decided to take “Hok’Ee” which is an word from the language of the American native people and means “the lonely, or the abandoned”. I found that and it matches, in my opinion, the Lore perfectly. For the abilities I decided to make a mixture of the masters potential and some unique abilities from Hok’Ee himself and that in both forms. I felt like the abilities Hok’Ee inherited from his master have to be (in his normal form) something a shaman would use his Totem for. So basically it is something Hok’Ee knew and did even before he was alive. In the empowered form, on the other hand, he should have abilities more likely to his masters capability. Which is direct healing and a destructive fire spell. The ‘Q’ I wanted to have something which came only from Hok’Ee to show that he is a being on his own. So it came to; throwing his head and retrieving it back. ^^

Interactions with other Champions and Items:

Items:

Relict shield:

H: “A shield for a stake? That’s like giving a fish to a wharf rat, but different. Actually

 completely different.”

Warmog’s:

H: “Hhmmm... I feel really healthy…”

Champions:

Maokai:

M: “They promised to me, to never bring another tree to life!”

H: “I am not a tree! I am a stake. That is a difference!”

Skarner:

H: “Can you impale a pale?”

Shyvana:

H: “Stay away with your flames!

Kalista:

H: “You killed something lifeless with a spear… Congratulation!” (->If Kalista uses the 

black Spear)

… (Interactions with other Adc.. and some Supports?)

Randomly: (to other Champions)

H: “Have you seen my Master?”

Annie: (When Astral Memory is active)

A:”Uncle? Is that you in there?”

H:”I’m his mere pet. Somewhat like Tibbers.”

Zyra:

H: “You look great! Not even feeling dried out? Huh?”


H: “We call the same place home… (->also to Nidalee)

Taunt: “Are you afraid of a piece of wood? … You better are!”

Joke: “ I will impale all of you! Got it? impale...I’m a pale…OK, not funny, I know...”

Friends:

Maokai,

Tibbers, but not Annie, Nidalee, Zyra,

Foe: none

I really hope you liked this (a little bit too long and detailed) Champion Idea of mine! As I said in the beginning; Feel free to leave a comment or constructive criticism...

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