Hnorah: The Unholy

LolWutNaniQue·1/7/2017, 2:15:31 PM·4 votes·1,691 views

Being fast and mobile and making flashy "sick plays" is all the rage nowadays. Here's something to calm these kids down. For those of you who have wonky hands but still want to "git gud" with MUH STRATEGY and MUH TACTICOOL PLAYS, this might be right up your alley. A breath of fresh air. Probably. His painstaking immobility might make you want to punch your monitor, occasionally. But, it'll be alright. All you have to do is just be there at the right place and the right time, all the time.

TL;DR VERSION: Stealthed, slow melee assassin. The first ever close-melee "nuker". Even though he is stealthed, the enemy can still get an idea of where he is. Deal insanely high amount of damage through being sneaky and smart. Nearly all of his abilities require you position yourself right and predict enemy movements. His ultimate encaptures all the thematic elements of an assassin as well as a tactical pick: the looming threat of death and psychological pressure for the opponent. Visual concept is dark and edgy, just how us pretentious hipsters like it.

Base health at level 1 and 18: 530, 1930 Base mana at level 1 and 18: 180, 800 Base HP/MP regen per 5 seconds at level 1: 7, 5 Base attack damage, armor at level 1: 64, 22 Attack range: 225

Passive: Undignified Blasphemy

Hnorah is constantly in stealth (unlike Evelynn, you do not become visible even if you're close). He is visible for 2 seconds after auto-attacking, as well as if he is affected by any form of crowd control. When Hnorah uses an ability, black ash will form beneath him for 3 seconds. The black ash is visible to the enemy, but Hnorah himself will still be invisible unless revealed. Your movement speed and attack speed are fixed. Movement speed increases by level. Attack speed remains at a constant 0.75 throughout the entire game. Bonus movement speed and attack speed gained from items is converted into attack damage (similar to Jinh's calculation algorithm). Base movement speed: 335 (increases by 3.5 per level). Movement speed at level 18: 398

Q (The Ethereal Blade):

Hnorah charges to swing his enormous Ethereal Blade, a holy relic of the Ancients. Press and hold to charge, up to 3 seconds. Upon release, he will swing the sword in an arc (radius 300, 1/4th of circle circumference). Damage increases the longer the hold and the damage bonus caps at 2 seconds (similar to Varus Q). Hnorah's movement speed is reduced by 50% while charging and black ash forms around his blade, which is visible to the enemy. If the ability connects after being charged for 2 seconds, it will push all affected targets to the end of the arc and stun them for 1.5 seconds. He retains stealth while using this ability. Physical damage at levels 1/2/3/4/5, the latter number being 2-second-charge: (70140/100200/130260/160320/200~400 + 1.0 of bonus AD) Rough estimate of cooldown at level 18 w/ no CDR: 8 seconds Mana cost at levels 1/5: 50/90

W (Soothsayer):

Hnorah channels for 2 seconds, then teleports to a location within a 1500-unit radius. Hnorah is fully visible during channeling. Black ash forms in the location he will teleport to while channeling, giving the enemy a chance to react. Black ash also forms after channeling, due to his regular passive, Undignified Blasphemy. Passive Effect: For every second Hnorah is stealthed, he receives a Blashemy stack. Every point of Blasphemy increases his damage by 0.5%. The stack is capped at 100 (50% bonus damage). He loses all stacks upon death. Mana cost at levels 1/5: 60/120

E (Lamentation):

Hnorah sprays a straight line of slow moving black ash. The black ash is identical in colour and form to the one that forms due to his passive. All units hit by the black ash are dealt slight magic damage, slowed by 35% for 3 seconds and blinded for 1.5 seconds. The black ash lasts on the ground for 4 seconds with no other particular effects. Because this black ash is exactly like the one that forms due to the passive, Hnorah can "blend" his own passive ash in by stepping into it. In other words, even his passive ash will be invisible if you just walk within the line of ash. Length/Width: 1000/200 units (long, but thin) Magic damage at levels 1/2/3/4/5: (60, 90, 130, 160, 200) Rough estimate of cooldown at level 18 w/ no CDR: 16 seconds Mana cost at levels 1/5: 50/100

R (The Bell Tolls for Thee):

Once a pious prophet, he sought the Ethereal Blade to end the Void - without the sanctimonious blade's approval. The blade, apparently forged eons ago by the gods, had never been used even once in sacred service. Just one lowly prophet out of many, Hnorah grabbed the fabled blade out of nothing but self-righteousness. Now, a blasphemer, his gift of prophecy is limited to only one despairing call: the call for death.

Shortly after activation, a bell will toll - seven times, once per 0.75 second. All players can hear the bell anywhere on the map. On the seventh toll of the bell, all enemy champions will be snared for 2 seconds. After the seventh toll, Hnorah can reactivate the skill within 3 seconds to land a crushing overhead strike down the earth with his enormous Ethereal Blade for massive true damage (400 units long, 175 units wide, 1 second casting time). Hnorah becomes visible for 5 seconds after the 7th bell.

True Damage at levels 1/2/3: (200/400/600 + 1.0 of total AD) Cooldown at levels 1/2/3 with no CDR: 180/140/100 seconds Mana cost at levels 1/2/3: 200/250/300

43 Comments

THE RlVER KlNG1/7/2017, 10:26:19 PM3 votes

This is beyond toxic. A champion that is permanently stealthed should not have a glorified Sion Q - Evelynn used to have a stun and is was incredibly unfun because she could pop out of stealth, stun you, and then nuke your ass into orbit. She still essentially does that, but you can at least fight back. The Q also does an enormous amount of damage, despite already being an insane ganking tool.

The passive is also unneccessarily complex. His gimmick is already that he is permanently stealthed (which is already incredibly bad for the game), why does he need this little minigame of AD conversion?

The infinite stacking needs to go. You can just farm like a madman and get 200 CS - which would give you 200 AD, a ridiculous number. Its even worse for champion kills. Say he gets fed and gets 10 kills. That's 70 free AD. Say its 15. That's 105. Considering he gets a free pass through most of the game, him being literally perma-stealthed and all, that won't be very hard to do. His passive will already given him ridiculous levels of AD as well to rival Jhin, or even Hecarim; he also steals Cassiopeia's passive as well. That W blink range is also way too high, for someone with permanent stealth he doesn't need a massive-range blink - think Evelynn and Twitch. Their free out is their stealth. In what way does the W scale? There's none on the range, channel time, or black ash. Is it the cooldown?

The ult is equally unfun. He just sneaks up onto you and then presses R to nuke you insanely hard, when his Q already does that and has hard CC attached to it as well. It's also got the coprse explosion passive, which is entirely unnecessary.

Probably one of the most toxic and least cohesive kits I've seen in a while. Has no thematics whatsoever aside from being a cancerous shit you can never see whose lane phase and ganks would be the easiest thing in the world thanks to the fact that he has no penalty for his stealth, unlike champions like Evelynn and Twitch. Needs a ton of work.

Auurun1/7/2017, 2:31:31 PM3 votes

Interesting, but i really don't like infinite stacking mechanic :/

Shacraval1/7/2017, 10:17:48 PM2 votes

hmmm. I like some of this idea, especially the stacking ad and fixed attack speed (make the attacks few but brutal like veigar) but definitely limit stacks and reduce true damage... trade that out for a big bonus to damage when enemy is slowed or stunned :)

Sylas Dr3gb0urn31/11/2017, 4:03:48 AM1 votes

Being fast and mobile and making flashy "sick plays" is all the rage nowadays. Here's something to calm these kids down. For those of you who have retarded hands but still want to be gud with MUH STRATEGY and MUH TACTICOOL PLAYS, this might be right up your alley. A breath of fresh air. Probably. His painstaking immobility might make you want to punch your monitor, occasionally. But, it'll be alright. All you have to do is just be there at the right place and the right time, all the time.

Without this, I wouldn't know which direction you were going for; all I would see is an OP champion. However, I still think you have quite a bit of work to do, as is, and I will get to that.

First Off, I would recommend, no matter what, adding "something" for a lore, you aren't entering any contests or anything, you are just putting your idea out there, and it is DEFINITELY appreciated! HOWEVER, at least ONE paragraph, explaining who he is, where he comes from and where he is going (what's driving HIM) should be sufficient, if you aren't into that type of thing or do not have the time. If you are into that type of thing, or want to do more than JUST put your idea out there (like enter a contest, or make champions on a more regular basis with a fan base, or find a job doing this type of thing or any other number of things driving his creation), and you can find the time, Try to tell a story in which he uses his abilities, to fight off an attacker, or rescue a damsel in distress, or something along those lines. Except for one or two exceptions, EVERY champion in league has a lengthy lore. So go wild and delve into that massive and highly intelligent imagination of yours, and make the reader fall in love with your champion and essentially, YOU. Give the reader a reason to fall in love with him the way that you are.

**Base health at level 1 and 18: 530, 1930 Base mana at level 1 and 18: 200, 800 Base attack damage, armor at level 1: 64, 22 Attack range: 225 **

You later show his base movement speed and attack speed, so you have done a pretty thorough job of giving a pretty detailed Base Numbers and Stats. GOOD JOB! Don't forget his HP Regen/5 and his Mana Regen/5. (With 800 mana though, I would suggest NOT going too crazy with the mana regen)... Check out some other champions that play close to him and see what their mana and mana regens are.

**Hnorah is constantly in stealth (unlike Evelynn, you do not become visible even if you're close). He is briefly visible only when he auto-attacks or uses his W or R abilities. When Hnorah kills a unit (champion, minion, jungle), black ash will form beneath him for 3 seconds. Black ash also forms around his Ethereal Blade whenever he uses an ability. The black ash is visible to the enemy, but Hnorah himself will still be invisible unless artificially revealed. Your movement speed and attack speed are fixed. Movement speed increases by level. Attack speed remains at a constant 0.75 throughout the entire game. Bonus movement speed and attack speed gained from items is converted into attack damage (similar to Jinh's calculation algorithm). Base movement speed: 345 (increases by 3.5 per level). Movement speed at level 18: 408 **

I know where you are coming from, thanks to your Intro and I applaud the attempt. However, combined with "Death's calling" passive effect, you have WAY too much damage going on here. I am sure you are not stuck on the numbers, as I have read from the comments, GREAT! So do yourself, and everyone who reads your concept in the future a favor, if you aren't willing to drop the ENDLESS OVERpowered PERMA-stealth (except when using two abilities and a black ash effect(and the the black ash effect STILL leaves him untargetable from ALL Auto's and MOST spells ---I mean, if you have a Sej or a Lee or something and know where he is theoretically, you can do SOME damage to him and displace him, sure. But he will still remain UNTARGETABLE to most champs that just so happen to play those champs BECAUSE they have those SAME" retarded fingers" you spoke about), PUT a cap on your AD. Jhin can get quite a bit of AD on his algorithm, and he is target-able. But if recreating Jhin's passive wasn't enough, with an endless steath, you then add the effect to "Death's Calling that even FURTHER increases his ad." I don't want to sound like I am cutting your champion down because he is overpowered. But AS is, if RIOT said, "Okay, lets Put Hnorah on the rift", (and you can no longer control his numbers) I can guarantee you, TWO things will happen to Hnorah as is, 1.) He will be perma-banned for MONTHS by the players and RIOT will put them on their extremely long list of champions to fix, and once they finally get around to Nerfing him, 2.) He will brought down and nerf so hard, EVERYONE he ever plays against will laugh at him because he will be TOO weak. You don't want that to happen to your pride, joy and long hours of creating, and I DONT want that to happen FOR you. So either, fix the Perma-Stealth, or put a cap on the max AD he can obtain, and be realistic about the changes. Don't just say, "okay, you asked for a cap, here's a cap... Hnorah can have 2000 max AD...." lol. (Hope this last comment made you laugh)

Anyway, fellow summoner, With that in mind again, I dont want you to think, I am going all in on attacking your idea, To be honest it's a very nice concept. You have nice cooldowns and mana costs EVERYWHERE, thoroughly thought out stats, Your Ethereal Blade, Unforgivable Sins, and End of All Matter seem to be very well thought out, with decent scaling. You really seem to have done an awesome job every where else. And the abilities and theme are pretty cohesive. I like the burst melee AD Veigar idea.

Don't let your pride, and a few negative comments keep you from making the necessary adjustments to polish off a great idea!

If you really need to implement more damage output, and cant think of a way yourself, here are few scenarios (AFTER you place a dmg cap)

Hnorah channels for 2 seconds, then teleports to a location within a 1500-unit radius. Hnorah is fully visible during channeling. Black ash forms after channeling. Passive Effect: Each minion/monster kill permenantly adds 0.5 to his attack damage. A champion kill permanently adds 5 attack damage. Rough estimate of cooldown at level 18 w/ no CDR: 24 seconds Mana cost at levels 1/5: 60/120

Death's Culling: Hnorah channels for 2 seconds, then teleports to a location within a 1500-unit radius. Hnorah is fully visible during channeling. Black ash forms after channeling. Rough estimate of cooldown at level 18 w/ no CDR: 24 seconds Mana cost at levels 1/5: 60/120

These passives are just examples, do what you want, but here are 3 passives you could choose from instead of that TERRIFYING Death's Culling Passive. Passive effect: for the next 4/5/6/7/8 seconds after casting Death's Culling, Every other attack Hnorah makes will deal 150% damage. Passive effect: for the next 4/5/6/7/8 seconds after casting Death's Culling, Hnorah Crit Strike Chance is increased by 5/10/15/20/25% Passive effect: for the next 4/5/6/7/8 seconds after casting Death's Culling, Hnorah goes Berserk, enters a rage, and Charges the nearest enemy, knocking them back 600 units.

Better yet, you have a vivid imagination, and endless resources, come up with a replacement passive of your own. Go wild, come up with something DAMAGE based, if you feel he needs that extra OOMPH on Death's culling

Overalll, my review is the same as everyone else's... Fix that perma stealth (add some more revealing time frames on his other abilities but leave it so that he is always stealth when Auto attacking), and put a cap on his AD. Or, Fix the perma stealth and change that Death's culling passive.

Note: Also, perma stealth in the jungle wont work well, if the minions cant find a target, to attack, they will most likely return to camp and QUICKLY recharge their HP.

LolWutNaniQue1/11/2017, 3:10:40 PM1 votes

I have changed his ultimate - for better usability and practicality, as well as uniqueness. Although there were comments that the previous ultimate did too much damage, I was mostly unconvinced to change it because I designed it to be incredibly difficult to use - so difficult, it now actually seems so unpractical as to be silly. Also, it seemed a bit too much like a glorified Q. The current ultimate, The Bell Tolls for Thee, is quite clear and simple in how it can be used - and it still deals TONS of TRUE damage. And hey - overhead swings with big swords are cool, too. This was also an opportunity to perhaps add a touch of lore.

Also, ability names have been changed for slightly less cringe, and E now does a bit of magic damage (for wave clearing without using auto-attacks, in order to keep stealth for his stacks)

LolWutNaniQue1/13/2017, 2:32:40 PM1 votes

bump

LolWutNaniQue1/21/2017, 2:54:44 AM1 votes

bump

LolWutNaniQue1/22/2017, 1:19:19 PM1 votes

bump

LolWutNaniQue1/26/2017, 12:30:19 PM1 votes

bump

LolWutNaniQue2/16/2017, 2:12:51 AM1 votes

bump

LolWutNaniQue1/9/2017, 3:30:59 AM1 votes

[deleted]

CobaltTheMadMage1/10/2017, 5:21:15 AM1 votes

What if instead of permanent AD scaling you just collected stacks that were discharged when your abilities damage champs for bonus damage, either all at once or in increments based on each ability? Something to raise his skill ceiling a little, probably get a refund or higher payout or something for champion farms so he isn't entirely a one-shot-one-kill wonder.