January MCCC Entry
Link to the Competition: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rB0U0mBo-january-2015-mccc-weapons-and-elements?show=flat
[b]Information Central[/b] [b]Title:[/b] Haunter [b]Concept:[/b] Haunted Hextech Device [b]Weapons:[/b] Spear, Melee Misc (Hextech Jet Boots) [b]Elements:[/b] Mind, Air
[b]Stats[/b] (Presented in stats at lvl 1 – lvl 18) Mage | Marksman HP: 530 - 1850 HP Regen per 5: 4.9 – 15.1 Mana: 280 - 1260 Mana Regen: 8 – 23.3 Range 125 (Melee) Attack Damage: 48 - 102 Attack Speed: 0.645 (+0% - +31%) Armor: 18 – 79 Magic Resist: 30 Movespeed: 350 – 416.8 (before softcap)
[b]Lore:[/b] The progression of Hextech armaments marches on, especially in the shattered remnants of the Summoners Circle, after the fall of the League. Anything and everything can be made of Hextech, if you put your mind to it. But putting somebody else’s mind to it is much easier. Brought to life by… what some would call souls. This isn’t the first time a Hextech mind was developed, but surprisingly enough, she did not hate her creators. This little automaton was a simple mask, designed to manage and automate weapons, especially those that the wearer did not own already.
Turns out that the mask can control magic artifacts as well. All it took was the discovery of the Aneomi Stone, and casual placement of this elemental shard of wind in the same room as the mask, and suddenly arose a whole body and fully fleshed personality. Mask, gauntlets, chestplate, those fancy explosion propelled boots, all swirling in a vaguely humanoid shape. Having found herself finally a full blooded being, she called herself Haunter, and decided that she wanted to wear other people for a change.
Why was this being taken so seriously? Isn’t this how humans work? One wears another, subjugating them in a symbiotic relationship for the betterment of both? You’ve been wearing me all this time, and I’ve actually enjoyed myself quite a bit from the experience. Let me show you, let me haunt you now.
Passive: Delta Thrusters (Hextech Boots) Gains 3.6 Movespeed/Level (+64.8 Flat Movespeed at level 18, 416.8 total before softcap). When this champion casts a spell, she gains a stack of Delta Thrusters. Stacks up to 5 times. She loses a stack every 6 seconds, even if she has cast spells in the intermittent time. Having 1/2/3/4/5 stacks gives +10%/15%/20%/25%/30% Movespeed (Multiplicative). Haunter cannot buy Boots.
Q Void Ray Description: Fires a linear beam that deals magic damage and does not apply on-hit effects. Casting this ability does not interrupt movement, have a cast time, or turn Haunter’s character model. If that unit is close up to Haunter (within 500 range upon hit), forms a lock-on ray that deals a tick of damage every second (reduced by 0.05 seconds for every 10% of CDR), and reduces the target’s Bonus Armor/MR on formation and before damage on each of these ticks until the leash is broken.
Laser Damage: 75/110/145/180/215 + 60% AP Void Leash Tick Damage: 60/90/120/150/180 + 50% AP Laser Range: 1100 Laser Missile Speed: 1600 Void Leash Formation/Break Range: 500/750 Void Leash Formation starts Bonus AR/MR shred at 12%/13.5%/15%/16.5%/18%, increasing by 4%/4.5%/5%/5.5%/6% per tick, to a maximum of 32%/36%/40%/44%/48%. Cooldown: 2 Mana Cost: 20/23/26/29/32
W Gear Shift Description: Cleanses self from all CC (like Oranges), and ignores ALL unit collision, including from terrain or objects, for a short time. While in impassable terrain, Haunter cannot take any action other than move, and if Haunter ends the duration of this ability in impassable terrain, she is immediately transported back to the initial location she cast this spell.
Cooldown: 24/23/22/21/20 Duration: 2.5 seconds Mana Cost: 80/75/70/65/60
E Unbound Freedom Description: Emits a large blast of gust opposite the direction Haunter is facing, knocking enemies in the blast sizably far in that direction, dealing moderate damage, and giving a burst of speed as long as Haunter does not turn more than 75 degrees from the direction she was facing when she cast this ability. While this speed boost is active, the timer on Delta Thrusters (Passive) does not go down.
Knockback Damage: 60/85/110/135/160 + 50% AP Knockback Range: 500 Units in a 75 degree cone behind Haunter, pushes enemies to the edge of the blast. Speedup: 30% Cooldown: 16/15/14/13/12 Mana Cost: 100/90/80/70/60
R: Become My Fortress Description: Haunter dashes into an allied unit and lets them don her as armor, becoming a buff for that unit, which is different for champion and non-champion allies. Haunter can click the R key anywhere within 500 Range of the buffed ally to prematurely end this ability and appear at the clicked location. If the unit she is buffing dies, she has one second to click R as per prematurely ending the ability, otherwise it is treated as if the duration ran out naturally, which leaves Haunter appearing at target ally’s current location.
Dash-Into-Buff Range: 250 Reappear Blink Range: 500 Duration: 6 Cooldown: 120/100/80 Mana Cost: 0
Buff Set Abilities Allied unit gains the benefit of Haunter’s Delta Thrusters (Passive) Haunter may cast spells as if from allied unit location, Haunter is treated as occupying the position and facing of allied unit, and ally is Cleansed by Gear Shift (W) on cast. Allied unit gains Bonus AP equal to 5/10/15 + 15%/20%/25% of Haunter’s AP, and bonus AD equal to 3/6/9 + 5%/10%/15% of Haunter’s AP. These amounts are doubled if the allied unit is not a champion.
If ally is not a champion, duration of existence is extended by the duration of this ability. If ally is not a champion, Haunter gains control of this unit’s movement, and movement does not interrupt abilities/autoattacks.
[b]Challenges:[/b]
[b]Spear:[/b] Haunter is a Mage/Marksman in dps role, and has Void Ray (Q) as her ranged ability, thematically used as a laser from her spear. [b]Misc Melee (Hextech Jet Boots):[/b] Haunter is Melee in range (125), and has Unbound Freedom (E) as a ranged ability, thematically using the boots to kick up a blast of air. [b]Air:[/b] Unbound Freedom (E) knocks back enemies in a burst of wind that are opposite the direction Haunter is facing. Delta Thrusters (Passive) provides a speed-up to herself, and even more when she rides an allied champion. [b]Mind:[/b] Gear Shift (W) cleanses all CC, letting her ignore movement impairing effects, including structures and terrain. Become My Fortress (R) overrides the normal movement of minions she takes over, forcing them to follow her movement actions instead.
Gameplay: Generally Haunter is staying on the edge and pestering enemies while rarely actively getting into a team fight herself. While she can get into the thick of things with a leash Q, this isn't always optimal and puts her in range of enemies that generally want to get on top of her and rip her asunder. She makes for a great split pusher with huge mobility, but has little to no innate AoE to compensate for this.
Passive Her passive reduces the necessity of the character to have boots, applies to her ultimate, and is thematic. The character is meant to use mobility through running to get around with no dashes, so with continuous casting of spells Haunter can maintain a high movement speed. Doing such can be mana intensive, however.
Q This is the bread and butter of her kit, the big damage source that she uses to consistently wear hp down. This is a poking tool while moving around at high speeds with kiting or sieging, and is spammable even into thin air in order to pump her passive stacks. While the spell does moderate damage at range, it deals more when linked in a leash close up. Enemies generally want to break the leash and reengage once it's on them, or just close in for the kill.
W This spell is generally a get-out-of-jail ticket. You can cleanse off one wave of cc, but if you get hit by a second or have this down from positioning, you're generally done for. Can be used to go through walls for interesting gank pathing and to give the versatility of blinks in terms of where you can go without resorting to league of dashes.
E This along with her passive gives a significant speed boost. The spell can create a good amount of distance between herself and her foes to keep kiting, but if you have a leash on somebody the movement on both ends is likely to break it.
R Buff your allies for an incredible speed boost, or buff a minion for a shield + pushing power. Either one is viable, and giving your arc extra ad and mobility, or helping your melee such as Jax or Trundle get enough Movement to stay on top of their foe to bash them helps. This can also be used with your Support to give them some AP to pull shenanigans that they otherwise would not be able to. You need to be fairly close to initiate this, which is usually not hard with the innate move speed of Haunter, but makes it very difficult to use as a 'get-away' card if you get caught out.
Playing Around Haunter Haunter can be a pest, but she doesn't have huge damage spikes with her pokes. Sustain or high defensive champions can generally shield and ignore her, because her main defense penetration is in her Leash. You will generally want to keep your angles covered, because Haunter specializes in creeping into cracks where your team is not and pulling Shenanigans such as deep warding, tower taking, buff stealing, etc. Her damage is high enough that she can't be totally ignored, provided she wasn't shut down in lane, however. In team fights you generally want to either zone her out so that she can't do as much while jumping on the relatively easier and more threatening targets such as the ADC, or cc lock her from full to 0 after baiting out her W. Remember that if she used her W to get into a gank angle, she cannot use it to cleanse because of the cool down, so you 'can' shut her down with significant ease.