(Champion Concept) Hagfish - Senile Of The Guardians Sea

GlobgorOFMewni·8/8/2017, 11:47:37 PM·2 votes·486 views

Lore - Hagfish was once a proud grumpy old shamen lady fish thingy in a proud city under the water. She saw what happened to her civilization and broke her (B)one key and what happened after she cant recall.

Reason and Inspiration - We need an old lady champ, a continuation of Fizz story, and some non edgy fun like look at Kayn we know Raast is not edgy but Kayn just ruins it for me. last time we had someone not be edgy and pretty fken funny, it was Kled.

Hagfish Melee Weapon of choice - a walking stick

Passive - Quite down you young wiper snappers Every 45 seconds Hagfish can throw a Warf Rat Snapper at a nearby enemy champion dealing 5% Hagfish missing Health as damage and silencing the enemy champion for 1.5 seconds. If an ally or if Hagfish is below 50% health within 300 range of the Warf Rat Snappers, the Warf Rat will give an orange as an active item. Orange - Heals for 6% missing health threw the course of 5 seconds Orange max holding is 3 per champion Warf Rat Snappers will also stay still and have 3 health

Q - Yellow Tides (Hehe R Kelly'd) Mana - 80 Cooldown 12 seconds Damage - 60/90/120/150/180 (+10% Hagfish missing health) Hagfish will splash a liquid from her cup of yellow substance, removes invisibility on enemies and objects also grants vision of target for 3 seconds

W - Pop Goes the Snappers Mana 120 Cooldown 10 seconds Damage dealt: 120/150/180/210/240 (10% Hagfish's Maximum Health) Lifesteal: 10/12/14/17/20% (+1% Ability Power) Turns a Warf Rat Snapper ferral, causing them to seek out a nearby enemy champion and bite them. If an enemy champion is bitten deals damage per second for 4 seconds and Hagfish heals for % the damage dealt

E - Gold Karp, and Lucky Conch Gold Per Auto - 1/2/3/4/5 % Missing health regained - 5/7/9/12/15 Passive - Hagfish basic attacks grants gold per hit, if an enemy minion died from hagfish basic attack, hagfish will regain 2% missing mana. If an enemy champion or epic monster dies, Hagfish will heal for % missing health

R - Old Scruffy Summons Old Scruffy
Old Scruffy is a giant Warf Rat who is soo old he moves soo slow. yet with the size and battle experience, like the Saitama within him will awaken and all he needs is one punch. Old Scruffy has an aura that buffs allies magic resist and armor for those around him Movement speed: 100/140/180 Damage: 300/400/500 (+70% Hagfish Ability Power) Attack Speed: .50/.60/.70 Health: 2x of Hagfish's Maximum Health Armor and Magic Resist: 50/100/150 Allies Armor and MR buff: 20/35/50

6 Comments

CamilleRule348/8/2017, 11:56:15 PM2 votes

You had me at senile

Zyranium8/9/2017, 12:46:25 AM2 votes

It would fit with new Ornn's Lore, she would be her last sister, the mermaid one.

LocatedEagle2328/9/2017, 12:57:11 AM2 votes

So I guess after her key broke, you could call her boneless?

Edit; Also, that would be very broken. Consider her as a tank... she'd be dishing out around 500 damage with q while low and if played well with shields, would regen that.

Wertynut8/9/2017, 1:01:16 AM2 votes

This kit is extremely interesting, but I have a few things to say:

The passive may be too strong, since the oranges' healing is not only quite fast, but they can also be "regrown" over time(very quickly, if multiple rats are up). This would give her extremely strong sustain and, in longer skirmishes, essentially increase her health by 24%, assuming she doesn't refill even more during the fight.

Q is a very versatile skill(denies enemy vision and stealth, scouts bushes and etc.) and already scales off of missing health, so the AP scaling might be a bit much.

W's base damage is very high, especially with the health scaling. Assuming that the rats don't just disappear after biting, they would become extremely dangerous during team-fights, since they would likely be ignored for higher-priority targets. In the late game, assuming 3200 health(probably unrealistic, but roll with it), the rat would be dealing 600 damage every 4 seconds to multiple champions. Not to mention that she could be healing 30 health per second, per champion affected(assuming no AP, which is unlikely given that RoA would be a perfect item)

I think E's passive gold effect is interesting, but that effect, as well as the "regain 5% mana on minion kill" is too strong. The gold advantage that would be gained is literally game-breaking since minions and monsters scale with time, along with champions. The 5% mana effect has the value of multiple Doran Ring effects, except they don't take up an item slot; it's too much sustain.

Although I like the idea of the aura-giving siege boss, R's minion is probably too tanky, as well as the aura it grants. It's extremely difficult to deal with a 4500+ health, 100 armor/MR minion at level 6, much less with it granting minions and champions 50 to their defensive stats. With 90 armor, a Xerath can 1v2 the enemy mage and ADC and survive(In case you're wondering how I figured that out, I built Frozen Heart on him for the CD).

Although the concept and ideas you have are extremely creative, I don't think it would usable balance-wise yet.