H3X-29 - The Piltover defense mech
H3X-29 (Nicknamed Hex by Vi) Is a prototype defense bot created by the combined minds of Heimerdinger, Jayce, Caitlyn and (To the others dismay) Vi in order to try and combat Jinx's rampage, Hex is a zoning support/bruiser with the job of keeping priority targets safe ether by blocking off enemy advances or scaring them off with a hail of bullets while being manaleess he does have to keep an eye on her charge, which is a mixture of heat and energy
Stats ( 1-18) AD: 60 - 120 AP: 0 - 0 Charge: 120 - 120 Move speed: 345 - 345 Attack speed: 6.6 - +60% Armour: 40 - 100 Magic resist: 40 - 100 Health: 650 - 1900 Range: 200 - 200
Being built around defense H3X is Piltovers last say in Ironwall defense packing a heavy amount of defensive stats to boot and outscaling almost any tank that doesn't use their steroids (which will outmatch H3Xs) that said a fortified structure needs some offensive abilities with respectable early game damage and a good amount of attack speed H3X won't be floundering too much when thrown out of it's element and be forced to be more offensive
Skills:
Passive: Hexcore batteries H3Xs passive is a semi controllable resource which drains when he uses an ability, depending on how high her charge is will depend on it's abilities, his stats and even as a debuff or buff, the "Recharge" rate for her passive is around 10 per 5 seconds maxing out at 120 however in the event that a spell is cast by ether friend or foe it instantly gains 5% of his missing energy back that said the charge isn't essential even at 0 charge all her abilities will work it's just it'll have debuffs regarding it ,he goes through 5 separate states depending on how much charge she has
Red bar 0-24 charge All of its stats and damage are reduced by 5% Hostile prevention field effects are doubled
Power save mode 25-49 All stats and damage reduced by 2.5% Apprehend/Rescue no longer gives bonus stats nor stuns
End shift 50-74 Normal stat changes Death Arena Kausing Killing Actions max range reduced by 200
Full power 74-100 Normal stats No debuffs to other abilites
Overcharge 101 - 120 All stats increased by 2.5/5/7.5/10% (depending on ultimate rank) All abilities have special bonuses (See abilites) Charge cost doubled
This means that H3X will have to balance his charge and ether let it be increased or drained depending on what the situation demands with her most vulnerable time being in power save mode
Q: Apprehend/Rescue Cost: 10 charge (20 overcharge) Cooldown: 30/25/20/15/10 Type: Skillshot Range: 800 H3X charges towards a selected area knocking away any minions in it's way, upon arriving at his destination or hitting another chapion H3X grabs the nearest enemy or ally, if H3X grabs an ally it throws them back to where she started his dash and throws up a smokescreen around where it stopped (Smokescreen is 400 range) while also gaining 10% of their allies Armour and Magic resist for 5 seconds (EG H3X recuses an ally with 50 Armour and magic resist, for 5 seconds H3X will have 5 more Armour and MR), if grabbing an enemy H3X will throw them back slightly less (500) dealing 100/150/200/250/300 + 0.4% AD and stunning them for 1.1/1.2/1.3/1.4/1.5 seconds and Stealing 10% of their Armour and MR for 5 seconds, in the event there is no ally or enemy in range he will not throw up a smokescreen nor gain any bonus stats
Overcharge - H3X will now ALWAYS get to the location specified (unless said location is impassible EG trying to get in the middle of the nexus )knocking any enemies airborne for 1.5 seconds but dealing no damage to them, Armour + MR gained doubled (No change to the stun or damage on Apprehend)
Suggested by Caitlyn Apprehend/Rescue has two main purposes, the first is to grab high priority targets or to displace an enemy frontline by means of Apprehend or to save the unlucky teammate who got inseced from certain doom (Yes this means if a player can aim correctly they can grab the ally in midair and throw them back to safety), this means that in the event that a carry is locked down with CC, H3X can charge in (easier to do if he's overcharged) grab the teamate being CCed and throw them to safety, of course this leaves H3X in the middle of an angry enemy team hence why the smokescreen appears to cause confusion and ether gives H3X a window to escape or a window for the team to come in, note as well that unless overcharged H3X is NOT immune to CC while using this ability
W: PR0X Cost: 5 Charge (10 Overcharge) Cooldown: 10/8/6/4/2 Type: Skillshot Range: 600 H3X places down a small sensor that will make an audio noise if a none stealth enemy champion moves within 300 range of it, after which it will self destruct creating a 200 range smoke screen around it for 1 second, this is heard only by H3X and the champion that triggered it. they stay untill triggered but H3X can only have 5 placed down maximum at any given time
Overcharge: Any PR0X placed down in overcharged will be stealth and upon exploding will damage any enemies within range for 100 + 10% of H3Xs max health
Devised by Heimerdinger PR0X is H3Xs way of providing safety for his team and himself by letting H3X know if and when an enemy is coming, that said unless it's overcharged the mines are useless outside of an early warning system and even then they aren't perfect, the biggest one being that only H3X and the enemy that triggered it will know so it's not like H3X can roam and PR0X the lanes for the team and even then for H3X it might be difficult to hear if they aren't paying attention since it doesn't ping to tell you which one was triggered
E: Hostile Prevention Field Cost: 15 Charge (30 overcharge) Cooldown: 30 (all ranks) Type: Skillshot (Think Viktor laser) Range: 500 Cast range 400/400/600/600/800 Wall range H3X raises a field which reduces all damage coming through it by enemies by 50%, any enemies running through will be slowed by 20% and lose 2/4/6/8/10% of their maximum mana/energy for every second they are in the field (About the size width wise as Jayces gate), 10% of which goes to H3X as charge, if an enemy has less then that in mana/energy the remaining % will be taken off of max health, lasts 3 seconds
Red Bar: Mana steal is doubled
Overcharge: Damage reduction increased to 60%, slow increased by 30%, duration increased to 6 seconds
Jayces contribution Hostile Prevention Field is a mages nightmare and makes enemy teams think twice about continuing a chase, the field is H3Xs way of salvaging what it can from a bad situation it is also the quickest way for H3X to get into overcharge mode throwing this down at chokepoints can make any team weight up the slow and loss of mana, on one hand if they wait it out then It'll have a long cooldown but that would also mean losing an objective or losing the element of surprise but if they go in they risk their mages or initiators lacking the mana for the fight, that said it is a defensive ability meaning that an ally going through the gate will have no buffs added to them
R: Death Arena Kausing Killing Actions Cost: 40 (80 overcharge) Cooldown: 120/110/100 Type: Cone Skillshot channel (Think MFs ult) Range: 600 at stat of cast, 1200 at end of cast (1000 if casting at "End shift" 1600 if overcharged) Cone range stats at 200 and expands to 600 at the end (800 if overcharged) H3X s begins to fire bullets in a cone infront of him while his attack speed locks to 1.0 and ramps up to 2.5 at around 0.40 a second (Lasts 5 seconds)dealing 50/100/150 + 0.1 AD * His attack speed a second for 4 seconds while the range extends outwards (EG at the start of the cast at level 16 she would be dealing 150 damage a second at 600 range but at the end of the channel it would be 375 at 1200 range)
End shift - Max range reduced to 1000
Overcharge - H3X immediately starts fireing at 2.5 Attack speed, max Range increased by 400 (cone range increased by 200)
Death Arena Kausing Killing Actions, or DAKKA as the others called it was Vi's contribution to H3X (Well more she threatened to punch them in the face until they added this in) and is one of his more...Out there abilities, for 5 seconds becoming a bullet spewing turret aiming to scare off or outright kill anybody who dares to come into the firing line, the entire aim of DAKKA is to buy the team some more time or to take cut a team in half, that said it's a channel and locks H3X in place, a poorly aimed DAKKA will result in very little damage being dealt and on top of that a H3X player with overcharge would have to decide if it's worth knocking themselves into powersave mode for a much bigger boost in power
(Lore, Lines and Interactions in next post)