[Champ Conecpt] Heinreich Von Gasspian, the Lord of Weisstadt

DeVeaux·9/9/2015, 7:32:22 PM·1 votes·848 views

This champion is a member of the Gasspian family. Click the link to find the post on the family and for links to other members.

Update: This champion has been reworked, the previous build will be posted below for reference.

Lore

For generations, the Gasspian family has lorded over the city of Weisstadt tightly controlling the trade between the eastern and western countries of Valoran. Since the family's founding, they have used an assortment of misdirection, manipulation, and assassination to keep the other City-States far away from the walls of Weisstadt, and in most cases have succeeded.

In recent generations of Gasspian lords, however, they have become complacent. Prone to indulging in the use of their wealth and too often placing the affairs of Valoran to the back of their mind. Nowhere was this more apparent than the Demacian invasion of Rainart's Crossing, where if not for the valiant defense of Gunther Von Gasspian, the Demacian army would have laid siege to Wiesstadt itself.

Heinreich had always berated his father Gottfried Von Gasspian about his carelessness, always pushing for more attention to the foreign nations, but his father always dismissed his complaints as youthful hotheadedness. So Heinreich began to quietly take control of the network of spies the Von Gasspians employed, and began to reconstruct what had fallen into dreadful disrepair.

The Demacian invasion was the final straw. Even before the outcome of the battle at the crossing was known, Heinreich conspired to poison his own father, and tasked his cousin Lissette with concocting a venom that would mimic a heart attack, something his father was in danger of anyway considering his ample stomach.

As his uncle returned from battle as a hero, Heinreich greeted him with the sad news of Gottfried's passing and Heinriech's new position as head of the family. Gunther merely gave an acknowledging grunt and said, "It's about time. What now boy?"

"The city-states of Valoran play a deadly game, but Heinreich is the only one who knows all the rules."

Overview

Heinreich is a support character, who manipulates the information available to the enemy team and uses hit and run tactics to harry enemies attempting to engage his team.

Abilities

(Passive) Gasspian Guards: Henriech has 1 / 2 / 3 Shadow Guards that follow around him. When not following Heinrich, they attempt to stand between him and the nearest enemy. When Heinreich or a nearby ally would take damage, each nearby guard takes 5% of that damage.

Guards each have 10% of Heinreich's maximum hp, but when they are struck by a single target or skillshot ability, they always take at least 1/3 of their health.

Heinreich spawns a dead guard ever 40 sec, and always respawns from death with 1.

(Q) Blade in the Dark: Heinreich orders a shadowy Assassin to strike target enemy, dealing 20 / 35 / 50 / 65 / 80 (+ 25% AP) magic damage. A champion struck by this ability is Marked for 6 seconds, taking 20 / 35 / 50 / 65 / 80 (+25% AP) magic damage over the duration and causing them to be more vulnerable to his other abilities.

Mana: 30 mana at all ranks CD: 7 seconds at all ranks

Range: 800

(W) Gasspian Tactics: Heinriech orders a shadowy Spearman to charge to target location (Max Range: 450). The Spearman will stop if it collides with an enemy, dealing 75 / 100 / 125 / 150 / 175 (+55% AP) magic damage to them, and stunning any Marked enemies within range 100 of the struck enemy for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.

If the Spearman does not collide with an enemy, he remains at the target location for 2 seconds. At any time during the charge or while the spearman is at the target location, Heinriech may activate this ability again to direct the Spearman to charge to another target location from its current one (Max Range: 450).

Mana: 70 / 75 / 80 / 85 / 90 CD: 12 / 11 / 10 / 9 / 8 seconds

(E) Lurking Eyes: Heinriech spawns a shadowy Rogue at target location. If Heinreich is not within Range 650 of that location, the rogue spawns at max range and begins walking to that location. A shadowy Rogue requires 3 attacks to kill (like a normal ward) and is invisible as long as it is stationary. While a shadowy Rogue is active, Heinreich can activate this ability again to order the Rogue to begin moving to a new location. If he targets himself, the Rogue dissapears and this ability goes on cooldown for 5 seconds. The rogue grants vision around it like a ward.

If a Marked enemy comes within Range 350 of the Rogue, it jumps to them and explodes, poisoning them and nearby allies for 100 / 150 / 200 / 250 / 300 + (30%AP) magic damage over 3 seconds and slowing them by 50 / 60 / 70 / 80 / 90% for 1.5 seconds. The Rogue has no maximum range it can be from Heinreich, and goes away only when killed or ordered to as above.

Mana: 75 at all ranks. CD on Rogue death: 60 seconds.

(Ult, R) Dark Whispers: For 6 / 8 / 10 seconds, Heinreich causes all enemy vision to become his team's as well, and Blade in the Darks' range becomes 5500 for the duration and slows its target by 99% for 1 second. Mana: 150 at all ranks CD: 150 / 120 / 90 seconds

Role:

In combat, Heinreich functions as a ranged support. He uses his abilities to harry enemies and dissuade them from approaching him or his team, as well as keep an eye on different areas of the map.

Design Goals:

When I looked back at Heinreich I had a few goals for him that stemmed from what I believed his character to be:

  1. Heinreich is a leader: To best show this in his design, all of his abilities revolve around the troops he can call upon to aid him. Loyal guards willing to die for him, ruthless assassins and watchful rogues to beleaguer his foes, and spearmen willing to charge headlond into danger to deal with his foes.

  2. Heinreich does nothing he can't have another do for him: this calls back to #1 a bit. His abilities and even his auto attacks revolve around calling on his troops to engage for him while he attempts to stay away from the fighting.

  3. Heinreich is a master of information: Heinreich's Lurking Eyes and Dark Whisper's abilities offer him and his team a large amount of information. He can use his E ability as a pseudo ward and his ult allows him to keep tabs on the enemy team, to avoid falling into traps or to make sure a fleeing enemy cannot slip away unnoticed. His informatio utility comes at a cost, however. If he uses his E as a ward, he is not using it do threaten and deal damage, and his ult will not sway a battle currently being fought.

  4. Heinreich deters fights: The Von Gasspian philosophy is to dissuade enemies from fighting them, either through assassination, misdirection, or making the action of engagin them seem to risky. In lane, he uses Blade in the Dark to Mark enemies, letting them know that he is prepared for them and engaging him would be risky. As a character, he would much prefer that the enemy stay back and focus on gathering gold, and he will punish enemies that move in against him while under his Mark.

Thoughts on his balance are welcome and appreciated.

12 Comments

regonas9/9/2015, 7:55:17 PM1 votes

http://i57.tinypic.com/2a6jz0i.png

Ya have some questions about your shampion.

Don't you think that cooldowns on these abilities are too shot. Ya thinks that will a lot of CD reduction this shampion could devastate really fast using simple tactics, if smell what ya saying. Enter bush, activate a skill, wait a bit, then activate another skill. This would be too strang when playing as a suppart. His E have way too short cooldown and is similar to Shaco R, but is way stranger.

Oiso, ya don't know range on his R, but if it is long range (+750), then it gonna be too strang in team fights, because not only you disable two enemies, but you force them to fight each other.

Other than that, ya liky your shampion. Good work.

Pyrodinium9/9/2015, 8:22:07 PM1 votes

The champion probably has too much going on at once.

By itself, the ability to know if he is visible to the enemy would be tremendously powerful at high levels of organized play.

Manipulation not only violates the clarity component of the game with its minimap stealth, but it's also too easy to obtain at 1 second outside enemy vision (you will have it on demand in lane if you have a way to clear wards).

Manipulation's bonus effects on his three basic abilities are too powerful for how easy they are to get, and can be easily chained to have three empowered abilities back to back.

Blindside Tactics is your standard support harass tool in steroids, as is a basic attack augment, which are almost unheard of in ranged champions. Most of this abilities are skillshots or have elements that moderate their reliability. The root is probably excessive given its low cooldown.

Obfuscate is basically Akali's Twilight Shroud (which is a problem as it steps on one of her scarce unique identity elements), but the way it is described sounds like it gives a form of advanced stealth. Or is it normal stealth? This ability lasts enough to reactivate Manipulation, which may be too much. The blink-to-center effect is also a bit too perfect.

Deadly Duplicate is a DoT, which tend to have higher damage due to their payoff not being immediate. Having DoT on long-range harass abilities is not generally considered healthy for the game (the reason for Cassiopeia rework). The Manipulation effect is also exactly what you need, probably too good.

The description of Gasspian Tactics makes it sound like is extremely hard to dodge and, while quite flavorful, I think it has some negative gameplay on its two-target effect (mainly, it leverages any advantage your opponents have against them). The single target version is better, but the stun duration may be too long.

As for the ultimate's Manipulation effect: Is just too powerful, and an unhealthy mechanic.

Pyrodinium9/9/2015, 11:56:34 PM1 votes

I was thinking. What exactly makes Heinreich a support?

All his basic abilities are very selfish, and outside of the root on his Q, he has no way to protect or empower an ally.

Going by his kit alone, Heinreich seems more fitted for jungling, as in the jungle he would always have the benefit of Manipulation, would be able to know which lanes are warded, and his blink and stealth abilities would enable him to set very powerful ganks with his empowered Q and ultimate (not no mention the tremendous countergank potential of Gasspian Tactics)

DeVeaux9/11/2015, 4:17:07 AM1 votes

Heinreich's brother Deidreich has joined the fray on the forums!

DeVeaux2/11/2016, 8:46:13 PM1 votes

I have Updated Heinreich with a new design philosophy. If you would like to see what he used to be here is his previous build:

(Passive)False Information: Heinreich has a marker above him that indicates how close he is to enemy vision. Far away, the marker appears blue. Close to enemy vision, the marker appears yellow. While Heinreich is visible to the enemy, the marker is red. This ability detects vision from enemy champions, minions, buildings, abilities, and wards regardless of Heinreich's vision. In addition, while Heinreich is outside of enemy vision and for 1 seconds after entering it, he gains Manipulating, preventing him from appearing on the enemy minimap and causing his other abilities to gain bonus effects.

(Q) Blindside Tactics: Heinreich's next attack deals 30 / 45 / 60 / 75 / 90 (+30% ability power) bonus magic damage and slows its target by 30 / 40 / 50 / 60 / 70 % for 2 seconds.

  **Manipulating:** If Heinreich is Manipulating when he makes the attack, then the target is immobilized instead of being slowed, and the cooldown of this ability is reduced by 2 seconds.

  Cost: 55 mana                                                                 Cooldown: 10 / 9 / 8 / 7 / 6 Seconds

(W) Obfuscate: Heinreich obscures an area of the battlefield in mist for 8 seconds. While he is inside of it, enemies cannot see him unless he attacks.

   **Manipulating:** If Heinriech is Manipulating when he uses this ability, for 3 seconds after, he may active this ability once to teleport to the center of the area if he is closeby.

  Cost: 80 Mana                                                                 Cooldown: 20 / 19 / 18 / 17 / 16 Seconds

(E) Deadly Duplicate: Heinreich creates a double of himself that walks toward target enemy for 3 seconds. If the duplicate reaches its target, or when 3 seconds are over, it explodes, slowing all nearby enemies by 25 / 30 / 35 / 40 / 45 % for 2 seconds and poisoning them for 75 / 115 / 155 / 195 / 235 (+ 45% AP) magic damage over 3 seconds.

 **Manipulating:** If Heinreich is Manipulating when he uses this ability, he becomes invisible for 3 seconds or until he attacks, and the cooldown on this ability is reduced by 1 second.

 Cost: 50 / 60 / 70 / 80 / 90 Mana                                  Cooldown: 12 / 11 / 10 / 9 / 8 Seconds

(R) Gasspian Tactics: Heinreich releasses a horizontal line in front of him. When the line strikes an enemy champion, it continues until it reaches its max distance or strikes a second enemy champion. If it strikes a second enemy champion, it creates a link between the two struck champions, taunting them to each other and granting them 60% bonus movement speed for 2 seconds. If the line does not hit a second champion, then the first struck champion is stunned for 2.5 seconds and is poisoned for the duration, taking 30 / 50 / 70 (+ 10% AP) magic damage every .5 seconds.

 **Manipulating:** If Heinreich is Manipulating when he uses this ability, the line is not visible to enemies, and the poison is applied regardless of how many targets are struck.

 Cost: 100 / 120 / 140                                                        Cooldown: 120 / 100 / 80