[Champion concept] Helkwing the blood bat

wildenightmare·3/18/2017, 3:01:41 AM·5 votes·792 views

Bio Helkwing, a terrifying monstrosity born from nature, is the last of it's kind to survive in the destroyed lands it calls home, and the first of it's kind to gain knowledge and the ability to think and act as if it were human, and with these thoughts it dreamed of one goal, to consume all those stronger than it, so no other can match his power. Through out the many years it's been alive, it stumbled into an open battle between two foe who fought each other bravely, Rengar and Kha'Zix. While watching this mighty spar, Helkwing began to believed they were mightier than he, so when the dust on the field cleared, when one was left, he charged in and attacked the wild cat that stood above the collapsed body of the void being that got up and ran. Infuriated that his greatest prize escaped, Rengar began a new hunt, and the battle between the two began.


Stats : Health: 600 (+85 P/L Fury: 100 Damage: 53 (+4.2 P/L Attack Speed: .67 (+4.7% P/L Movement Speed: 340 Armor: 29 (+3.4 P/L Magic Resist: 34

Abilities

Echo Location: passive: When Helkwing attacks or uses an ability he stores fury, at max fury their next attack deals bonus physical damage equal to 15% of the targets max health While out of combat, Helkwing can detect enemy units that are hidden within bushes or the fog of war if they move Fury per ability use: 20 Fury per basic attack: 10

Q: Vampirism: Helkwing bites a target, healing himself for 60% of the damage dealt damaged targets take bleed damage over 7 seconds

Cool Down: 8 seconds ( -1 P/L Bonus Damage: 10% ( +10% P/L Bleed Physical Damage: 5% AD ( +5% P/L

W: Sonar Pulse: Helkwing shrieks and sends out a pulse of sound that bursts at the first enemy units hit, slowing them and other units in range the first target hit has their Magic Resist reduced Helkwing can use Sonar pulse to grant sight in areas for 2 seconds

Cast Time: .4 seconds Projectile width: 75 units Projectile Range: 800 units Projectile speed: 870 UpS Blast range: 250 units Cool down: 22 seconds ( -1.5 P/L Magic damage: 55 ( +40 P/L Damage increase: 60% AP MR Shred: 10% ( +5% P/L

E: Stalker Helkwing begins a brief channel then camouflages himself for 15 seconds, gaining movement speed while unseen While Helkwing is stealthed , he can leap to and auto attack a target, healing him for 30% of the damage dealt

Leap range: 400 units Cool Down: 24 seconds (-2 P/L Channel Duration: 2 seconds ( -.25 P/L Bonus movement speed: 15% ( +5% P/L

Night Flyer: R Helkwing fly's to a target area, if he passes over an enemy unit that target becomes terrified

Range: 5000 units ( +1500 P/L Cool Down: 180 seconds ( -30 P/L Fear duration: .75 seconds ( +.25 P/L

enemies

Khazix Rengar

3 Comments

LieutenantMagma3/18/2017, 11:38:14 PM1 votes

I like it, except I have a few suggestions.

"While out of combat, Helkwing can detect enemy units that are hidden within bushes or the fog of war if they move"

This would be incredibly overpowered early game if you played him top lane. He wouldn't need wards because you can just see into the bushes. This makes him almost invulnerable to ganks because he could see them going over. Also what is the range on this? Is it the whole map?

"Night Flyer: R Helkwing fly's to a target area, if he passes over an enemy unit that target becomes terrified"

This isn't even that good of an ultimate. There are so many better ultimates than this that have a better benefit. For example, Taliyah, Ryze. And the per level scale is broken. You could jump to their nexus.