Hon`Lan - the Seeker Of Chaos

MrFluffyPuffy·7/31/2017, 12:21:47 AM·6 votes·515 views

(Possible Problem: His appearance could be to similar to Vel`Koz and the visuals of his E could be to similar to Illaio´s E. Despite that, I would say that his kit is rather unique.)


Category: Support


Lore: HonLan is a void creature wich strives for chaos and fear. He has an unique characteristic: HonLan is able to jump into other beings and use them as a host. He doesn´t think much about possible outcomes and he would even do things which hurt him as long as those feed his striving for chaos. Through coincidence and his ever expanding striving for chaos, he found his way to Valoran and threatens to let it perish in chaos.


Passive(Corruption): Autoattacks and spells of the vessel heal your allies for a low percentage. Autoattacks: 2%/3.5%/5% of the dealt damage (at level 1/9/16) Spells: 1%/1.75%/2.5% of the dealt damage (at level 1/9/16)


Q(Swing Party): Hon`Lan summons 4 big void tentacles and punches with them in a circle (400 units range) dealing 50/87.5/125/162.5/200 (+0.7 ap) magic damage and knocking back enemies in the respective direction. The player can choose if the tentacles rotate to the left or right by activating Q and then choosing the direction.

Cost: 50/65/80/95/110 Mana Cooldown: 16/15.5/15/14.5/14 seconds


W(Host): Hon`Lan jumps (300 units range and untargetable during the jump) into an enemy using his target as a vessel. He takes the same damage as his vessel (before it got through the resistances of the vessel). He can leave the vessel through any movement command (right click, tp, flash), he jumps to a targeted location within 300 units if he uses right click.

HonLan still gives sight and enemy towers won´t attack him (except fountain laser) while he is in a vessel. He can only take damage through allied towers, champions, minions or through neutral units (everything that can damage his vessel will also damage him). HonLan can´t autoattack while he is in a vessel but he can cast spells out of it. He doesn´t have a time limit for how long he is able to stay in a vessel. While in a vessel his smite damage is reduced by 20% for monsters.

Cost: 20/22.5/25/27.5/30 Mana Cooldown: 12/10.5/9/7.5/6 seconds (starts after he jumped out)


E(Stay with me): Hon`Lan summons 2 big void tentacles which shoot into a targeted direction (isn´t blocked by minions/ 400 units range) to grab a target pulling it closer (into 200 units range) and dragging it with him for 1/1.25/1.5/1.75/2 seconds. The enemy is stunned in the meantime. The tentacles deal 80/130/180/230/280 (+0.6 ap) magic damage.

Cost: 80/85/90/95/100 Mana Cooldown: 14/13.5/13/12.5/12 seconds


R(The evil within): Hon`Lan summons 8 big void tentacles which knock all enemies up and deal 150/250/350 (+0.8 ap) magic damage within 400 units range after a 1.5 seconds long delay (animation).

Cost: 100 Mana at all ranks Cooldown: 140/120/100 seconds


Health: 640 (+60) Mana: 280 (+40) Attack Damage: 60 (+5) Attack Speed: 0.694 (+3.3%) Attack Range: 300 Movement Speed: 330 Armor: 20 (+2.7) Magic Resist: 30 (+0.75)

Health Regen: 2.5 (+0.5) Mana Regen: 8.5 (+0.6)

He has low defensive base stats and stats per level (except base health), because of the way his kit functions. He can´t be directly focused by enemies (in vessel form) and if he gets damage from his allies it should punish him and he shouldn´t be able to heal it up very fast (low hp regen). But therefore his ap ratios should reward him, if he lands his skills (which can be hard if you don´t have control over your movement and/or your opponents knows how to play around your abilities/cooldowns).


Gameplay

Laning Phase:

HonLan can choose between using either the enemy supp or adc as a vessel or staying out of them. Every decision has its own rewards and drawbacks but overall his laning phase should be weak. Supp: Allows him to prevent damage by disrupting the enemy adc / he can´t disrupt the enemy support ADC: Allows him to give his ally sustain through his passive and disrupt the enemy support from helping / he can´t disrupt the enemy adc //he can´t tank damage or block skillshots Staying out: Allows to block skillshots or tanking damage and disrupting both enemies / HonLan dies fast which forces him to play carefully out of his vessel

Mid Game:

Hon`Lan starts to slowly bloom in upcoming teamfights. He is able to disrupt more enemies more often. He has many decisions to make: Using the enemy diver/tank as a vessel and pulling the enemy carry with in your team as your vessel engages - or - using the adc as a vessel to disrupt enemies trying to help him (peeling for your assassine).

Late Game:

With frequently upcoming teamfights and fight for Baron or Elder Drake Hon`Lan should be at the peak of his power. He can use his good teamfight potential more frequently and can be a danger for careless enemies trying to kill the Baron (threat of him smiting the Baron while in a vessel (even with 20% damage reduction to smite) or him jumping out and then using smite).

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