Champion Concept: Hugo, the Tormented Mind

Cloaked Figure·11/22/2014, 2:32:00 AM·6 votes·1,339 views

Sorry in advance if this post doesn't quite work, I've been gone a while and the new forums are... weird, to say the least. I've never seen a message board that looked remotely like this.

Please forgive the lack of indentation. I can't quite figure out how to indent on this board.

Anyways, here's my concept:

HUGO, THE TORMENTED MIND

Hugo was a gifted child born to a poor family of Zaunite chemical plant workers. As he grew, he developed a unique insight into the minds of other people, one that eventually grew into the ability to read minds. Delighted, his family toured the city, showing off their amazing psychic son. But he could not control his ability... he soon heard the voices of those around him whether he wanted to or not. Disgusted by the thoughts he heard, he called out every liar he met, every cheater, every mistress. He made a great deal of enemies for himself and his family fled to the country to hide him. But his talent became a further curse. The voices wouldn't stop, and he withdrew from society, and people worried he might be dangerous after he started muttering bits and pieces of the voices he heard. He was submitted into an insane asylum in Zaun, the worst place he could be. He shared the torments and inner demons of every schizophrenic, every sociopath, every madman in Zaun. He couldn't sleep because the voices were so loud in his mind. Finally he snapped, and released his psychic anguish outward. Guards murdered one another. The other prisoners escaped, many went on murder sprees fueled by their own psychoses and the ones Hugo broadcast. When investigators came, they found only Hugo left alive in the asylum, and peacefully sleeping. Once his crime was identified, rather than have him punished, the Zaunite council decided to put his curse to good use... representing Zaun in the League of Legends.

GAMEPLAY INFORMATION: Note: This section the numbers aren't that important and can be changed. What's important is the concept and the core gameplay.

Innate: See Their Thoughts Enemy champions, pets, and neutral monsters who are stealthed due to champion ability, brush, terrain, or other vision-reducing effects are revealed within a radius of Hugo whenever he uses an ability. Additionally, they are revealed in a very small radius passively around Hugo.

  • Active range: 1000
  • Passive range: 400

It's only natural that a psychic can never be ambushed. But since wards and traps such as Teemo shrooms are mindless, they have no thoughts to be seen. Plus it wouldn't be fair to just give him a free perma-Oracles.

Q: Psychic Blast (Range: 550. Cost: 65 / 70 / 75 / 80 / 85 mana. Cooldown: 8 sec) On Enemy Cast: Targeted ability that deals small magic damage and cuts target's ally vision for a short duration.

  • Psychic Blast deals 70 / 115 / 160 / 205 / 250 (+ 40% AP) magic damage.
  • Ally vision loss lasts 1 / 1.5 / 2 / 2.5 / 3 seconds.
  • Psychic Blast does not remove the target's own vision.

This ability should be his primary lane harass, but it can also be effective in team fights when used in conjunction with Prison of the Mind. It can also prevent an enemy from noticing incoming ganks by cutting the vision they receive through wards at critical moments.

W: Pain Link (Range: 500. Cost: 80 mana. Cooldown: 20 / 18 / 16 / 14 / 12 sec) Creates a tether between an ally and an enemy champion that persists for a few seconds. As long as the two champions are tethered, a percent of damage the tethered enemy deals to the tethered ally is returned as magic damage.

  • Pain Link can be cast on any ally or enemy within range of Hugo and their counterpart on the opposite team who is within range of the first target.
  • Pain Link deals 12% / 14% / 16% / 18% / 20% (+ 0.02% per AP) magic damage back to the linked enemy for 4 / 4.5 / 5 / 5.5 / 6 seconds.
  • If Hugo dies or the tethered champions move 1000 range from each other, Pain Link is immediately ended.
  • Usage of Cleanse, Quicksilver Sash, or similar will break Pain Link.
  • Magic damage from Pain Link procs Rylai's and Liandry's.
  • Morgana's Black Shield will not stop the creation of a Link, but will block the magic damage as normal until the effect ends or the shield is destroyed. Pain Link will pop spell shields and be negated however.
  • To cast without Quick Cast, press W then click on one target and drag to the other one. To cast with Quick Cast, press W on one target and release over the other. If the mouse or key are released quickly over a single target, the nearest possible secondary target, if any, will be selected. Nearness is calculated from initial target's location, not from Hugo's.

This ability can be used to give his marksman an advantage in trades, either by dealing damage or causing the enemy to shy away from trades, making it useful as a zoning tool.

E: Prison of the Mind (Range: 550. Cost: 85 / 90 / 95 / 100 / 105 mana. Cooldown: 8 sec) Creates a 400-radius circle at target location which acts as a vision barrier to the other team so that enemies inside the circle cannot see out of it and enemies outside cannot see in. Additionally, all enemies within the barrier have reduced magic resist and are slowed by 10%. Passing through the barrier does slight magic damage.

  • Prison of the Mind lasts 3 / 4 / 5 / 6 / 7 seconds and reduces MR of enemies by 10%.
  • Passing through the barrier deals 50 / 100 / 150 / 200 / 250 (+ 50% AP) magic damage.
  • Prison of the Mind does not remove any enemy's ally vision! If a ward exists inside the circle, enemies outside can see, etc, unless their ally vision is removed by some other means. Similarly, enemies inside can see outside anything revealed by their allies and wards.
  • Prison of the Mind does not hinder the vision of Hugo or his allies.
  • The MR debuff from Prison of the Mind is blocked by Morgana's Black Shield but will not pop spell shields. The magic damage from passing through the barrier, however, will. The vision loss is not a debuff and is therefore not subject to spell shields-- the circle is simply opaque in regards to vision calculations.

This ability serves to divide enemies during team fights and hide the movements of Hugo's allies.

R: Mind Control (Range: 500. Cost: 180 mana. Cooldown: 200 / 175 / 150 sec) Hugo leashes a target enemy champion. If the link is not broken after a few seconds, the enemy champion is removed from play for 1 / 1.3 / 1.6 seconds plus 0.01 second per AP, being replaced by a pet with the same model and stats as the effected enemy. When the effect ends, the pet is replaced by the affected enemy champion who appears at the location of the pet and takes all damage the pet had taken over the course of the ability. Additionally, the target champion deals 10% / 15% / 20% less damage to Hugo for the duration of the ability.

  • Usage of Cleanse, Quicksilver Sash or similar effect will break the tether, which has a range of 1100.
  • Killing Hugo will also break the tether.
  • Leash time lasts 5 / 4.5 / 4 seconds plus 1 second for every 50 magic resist the target has minus 1 second for every 200 ability power Hugo has.
  • Mind Control's leash reveals Hugo unless the target's ally vision has been suppressed.

This ability, Hugo's ultimate, presents the targeted enemy with three choices: Flee and break the tether, try to kill Hugo before the affect happens, or fight regardless and hope the team fight is over by then. Building magic resist will buy extra time against this ability.

AESTHETICS: Hugo has received numerous psychoses over his time at the asylum. I envision a half-bald man, long stringy white hair coming out of the sides of his head above prominent rounded ears. The sleeves of the straight-jacket have been ripped to allow him to move his arms freely. He moves with trembling steps and never ceases to fidget. His idle animation should occasionally have him jump at nothing and ceaselessly look around.

Taunt: "I hear you when you dream... I know... what your nightmares hold."

Joke: "I heard that! ...no you didn't say it. But you were thinkin' it!"

Your feedback is greatly appreciated. Even if it's just an upvote. Please don't let this thread die.

4 Comments

Flintfall11/22/2014, 4:28:12 AM2 votes

Interesting, where do you expect him to go? He would make a very interesting support, and I like the mechanics behind the abilities.

Altafen11/22/2014, 5:18:46 AM2 votes

I was about a paragraph into stuff and my browser deleted it. Short form: unless you give his abilities mage-level damage, I think he'll have a difficult time, and I don't think he should have mage-level damage. there was some other stuff too but I am tired and can't remember

Cloaked Figure11/22/2014, 4:34:49 AM1 votes

Interesting, where do you expect him to go? He would make a very interesting support, and I like the mechanics behind the abilities.

My intention was for him to go bot lane as a support. He can go AP or tank I think, should work either way. While his kit is powerful, a lot of it relies on the choices of his opponents-- a well-played Hugo should catch enemies when their options are most limited, or by predicting and outsmarting his opponents when on more even ground.

Cloaked Figure11/22/2014, 5:23:25 AM1 votes

I was about a paragraph into stuff and my browser deleted it. Short form: unless you give his abilities mage-level damage, I think he'll have a difficult time, and I don't think he should have mage-level damage. there was some other stuff too but I am tired and can't remember

Darn, that's unfortunate! Thank you for typing up a paragraph, I do appreciate it. I hope you can post all your ideas after you rest some. I'd love to hear some more specific feedback. I don't want him to be -too- powerful, but I'll certainly adjust his values if I hear more people who have that opinion.