Champion Concept: Hemel - The Sky Turtle
Hemel – The Sky Turtle
Lore:
Legends tell of four elemental guardians that watch and protect Ionia. All Ionians know of them as legends, however as fighters train and eventually master a fighting style, it is said that one of the four guardians will summon them, and teach them to infuse their elemental power into their combat forms. Aside from these rare moments, the Ionian guardians remain hidden away except for when they are needed to defend Ionia.
It has been hundreds of years since the guardians were called to protect Ionia, the previous time being to help protect them from the Watchers. But now, as the war between Demacia and Noxus continues to grow more violent, and the barrier between Runeterra and The Void continues to weaken, the guardians have begun to come forth once again. Thus far, there have been reports of a giant sea turtle soaring through the air; twirling like a tornado to gracefully glide through the sky and over land. The seamless flow reminding those who have seen it of Yasuo’s battles.
Stats: Health – 560 + 84 per level Regen 8 + .54 per level Mana 372 + 32 per level Mana regen 7.8 + .47 per level Melee Range 125 AD 59 + 3 per level AS .65 + 1.2% per level Armor 32 + 3.7 per level Magic Res 31 + 1.1 per level MS 330
Role: Hemel is a tanky support champion that specializes in AoE crowd control to set up opportunities for allies to engage.
Passive: Aeroshell – Hemel gains 2 armor and 2 magic resist for every five bonus movement speed
Q: Crash Landing – Hemel dives into target location after 1 second, taunting and dealing AoE damage to all enemy units within range. Max Range 600. Damage/Taunt Range 300. CD 16/15/14/13/12. Damage Physical 40/80/120/160/200 + (4*Ability Level) % Movement Speed. Cost 80/85/90/95/100 Mana Taunt .5/1/1.5/2/2.5 seconds.
This ability is going to be his main source of engagement, with the impact doing a small amount of damage, but also taunting affected units, forcing enemies to stay in place as his teammates move in or attack.
W: Lift Off – Hemel forcefully propels himself off the ground instantly remove all sources of crowd control and gains 10/15/20/25/30% Movement Speed for 3 seconds. CD 22/21/20/19/18. Cost 80 mana all ranks.
This ability is to give Hemel some aid in getting out, while he already has two great engage/disengage abilities, he doesn’t do a whole lot of damage, so if he does go in, he’s not likely killing anyone without some help from his team.
E: Slipstream – Hemel dashes in target direction, dealing damage to all enemies hit and knocking them up for a short duration. This can be used to dash over wall
This is Hemel’s most versatile ability. It can be used effectively as; a gap closer, and escape, a juke maneuver, an engage, a disengage, a diversion etc. Slipstream is best used in combination with Crash Landing; using Slipstream to knock up the enemy units for the 1 second casting of Crash Landing helping to ensure you get the taunt engage. Range 800; can be cast for partial distances. Speed 650 (this does not affect his passive) CD 20/18/16/14/12. Damage Physical 30/50/70/90/110 + (5%MR+5%Armor). 90 Mana all ranks. Knock up 1 second all ranks.
R: Vortex - Hemel begins spinning rapidly creating a vortex slowing and drawing enemy champions in front of him towards him. Enemy champions within range after 2.5 seconds of cast time are pulled to Hemel’s location. The ult can be stopped with crowd control effect i.e. stun, silence, fear, knock up etc. Range 1000 Width 400. CD 140/120/100. Mana Cost 125 all ranks. Slow 50%
This is the truly defining ability of Hemel’s arsenal. As a unique hybrid effect of Nunu and Oriana ultimates’, it provides a massive slow to allow your teammates a moment of engagement, and if uninterrupted, pulls all enemy champions in his range directly to him, leaving them clustered together and open to heavy damage from AoE spells.
Let me know what you guys think, if enough people like it, I'll come up with concepts for what would be the other three guardians. =D