Hel, the Slave Mistress [in-depth champion suggestion]
Hel, the slave mistress
Hello guys,
I made this post to present a champion I created. I know this post seems insanely long, BUT it is divided in two parts. The first is a synthetic view of the hero I propose. The second is a more in-depth explanation for people wanting to know more (aka: if something seems odd or stupid to you, please read the extended version before commenting). The in-depth version adds name explanation, additional informations about the abilities and highlights their importance and signification in Hel's kit.
Sorry for the probable flaws in my english
I hope you’ll enjoy this!
I. Synthetic view General Features Hel is a marksman whose power relies on staying in control of the situation. Her physical appearance is something like a Black Mistress in Dungeon Keeper II but with a big whip. As any slave master, she is only as strong as she is feared. Should she show any sign of weakness, her former victims would rapidly overpower her. Fear, submission, psychological manipulation are the key component of her kit. Along with a heavily punishing of control flaws. The control is primarily linked with a new concept “vicinity”, linked with her unique weapon (Q spell) and her passive. Although she is a marksman, Hel’s basic attack are melee and EXTREMELY weak (like 20 base AD). If Hel is played right, she should never have to use them and use Q instead. Q is a ground targeted small AOE ability, classified as auto-attack. It’s a Whip slash. As it’s a whip, it cannot be used on targets who are too close. This ability thus have a max and a MIN cast range. If someone is too close to be whipped ( = in the vicinity), Hel is in danger to lose control of the situation because his main damage tool cannot be used anymore and his opponent may start to realize how vulnerable she is. A good Hel thus need to maintain enemies in her whip “ring”. PS : Hel has mana, but Q has no cost.
Spell description
Hell’s Passive : Respect/Fear Every first autoattack from an enemy standing inside Hell’s vicinity will miss. This wont trigger again on the same target for X second (cd diminishes at lvl 6/13/18) and wont trigger again at all as long as the target doesn’t leave the vicinity first. Every first single targeted spell from an enemy standing inside Hel’s vicinity will only do 50% damage. Respect/Fear is DISABLED when Hel has less than 25% hp. Explanation : Hel is taboo, trying to hit her is hard at first because of how forbidden it is. It also allows Hel to not die instantly if someone reaches her. But if she appears too weak/wounded, why would she still be feared?
Q - Whip Whip is a ground-targeted area of effect ability (meaning a skillshot, but with a extremely quick travel time) with unique features. It is basically a whip slash, striking in a small area. It is designed to be used instead of her basic attack, should Hel play properly, and is not designed to do more damage than a regular ranged auto-attack (unlike Urgot’s or GP’s Q). Whip has a static cooldown scaling with attack speed (like yasuo’s Q) and ending at 0.4 sec if Hel reaches 2.5 attack speed. Its classified as an auto-attack (like GP’s Q) and can crit and proc on-hit effects. Passive part of the ability : Frenzy : every time Hel whips an enemy champion, she gains bonus movement speed for a few seconds, stacking several times. damage : 30 + 100 % AD (30 meaning it gives Hel a 50 base AD at level 1, like most ad carries in the game). Evolving the spell past rank 1 only upgrade the frenzy part.
W - Disarm Hel uses her Whip to disarm an enemy champion (single targeted ability) His weapon is thrown on the ground, BEHIND the enemy champion, where it can be picked (visual effect a bit like Draven’s Q). If the weapon is picked, Disarm’s effect immediately stops, otherwise it lasts for X seconds. Effect
- reduce enemy damage by X % OR (and this would be way more fun) : negate ALL effect of the most efficient OFFENSIVE item of the targeted enemy. Efficiency would be calculated by the gold value of any item possessing at least one of the following stats : attack damage, attack speed, crit chance, ability power, magic or armor pen. If the enemy has no offensive item at all (or if the gold value of this item is less than 2000), he is blinded for the duration. (Maybe : if the enemy succeed in picking up his weapon, he gains a small movement speed boost) Evolving the ability past rank 1 increase the disarm duration and/or reduce the cooldown. No damage.
E- Submission/Breaking point/Stockholm syndrome Hel’s relentless slashes on an enemy champion ends up breaking his will and making him a puppet of Hel. (single-targeted ability) If Hel wounds an enemy champion for X % of his total life over the X lasts seconds (The progression of this could be indicated by gradual color change or so), the will of this champion suddenly breaks and he becomes Hel’s puppet for a short moment. Effect : When the enemy champ breaks, Hell can demand him to move to a certain location (he is basically charmed likre ahri’s E but you can click once to choose the general direction in which he should move). This can only be casted WHEN the breaking point is reached, within a 1 sec window of time (it’s a Momentum ability, like Yasuo’s Ult). Evolving ability past rank 1 reduce de % of life needed and/or increase the duration of the « charm » No damage.
R. Misericorde Hel is done playing with her toy and destroys it.
- can ONLY be casted on an enemy during the duration of the E ability on that very enemy (that makes 2 momentum ability and it means the enemy is already severely wounded) Effect : Hel’s dashes forward to slice the throat of his puppet with her dagger, dealing him damage of 90% of his REMAINING life over the next 4 seconds. Hel refresh the cooldown of her passive (fear/respect) for every enemy champion and gains a massive movement speed bonus for 1 sec. The target’s movement and attack speed gradually decrease as life leaves his body (like Nasus’s W). The bleeding won’t drop the target below 200 HP. When the bleeding stops, a new debuff is triggered : « Dying man’s tranquility ». 9 seconds later, the enemy champion will DIE unless he manages to reach the fountain before. During those 9 seconds, the debuff does no damage to him (to allow recalls). Misericorde has no cooldown but need stacks. Hel can stack up to 1/2/3 stacks depending on the ability level.
Summary
- very unique marksman
- great damage if she stays in control of the situation, pathetic death otherwise
- peculiar kiting mechanics (especially since Q is a spell and orb-walking is thus impossible with it)
- Strong ult, but 2 ability without damages.
- Very high skill cap.
- Versatile champion : very strong in 1vs1 against low mobility champion (very weak otherwise), very strong champion in team fight IF properly protected.
- Not entirely a fed/feed champion : psychological components (passive, W, etc) can be very usefull even if behind.
- Whips are cool, iconic and whip’s sound are really fun.
II. In-depth Explanation
Name explanation : Hel is the Nordic goddess of Death, impersonated by a half-dead half-gorgeous woman. This symbolize well the mix of admiration and repulsion suiting this hero. Physical appearance : something like the Black Mistress in Dungeon Keeper II but with a whip.
Description : Hel is a marksman whose power relies on staying in control of the situation. As any slave master, she is only as strong as she is feared. Should she show any sign of weakness, her former victims would rapidly overpower her. Although his physical power cannot be underestimated, a great share of Hel’s strength originates itself in the psychological manipulations of the other players (see spells and interactions) As much as she loves to bully multiple slaves at a time, she is peculiarly efficient when she is given enough room and time to focus her cruelty on a single opponent. Weaknesses : no reliable escape, heavily punished mistakes and two « momentum » abilities (E and R)
All Hel’s kit revolve around her whip, making her a unique marksman. Hel’s basic attack is melee. It’s a small dagger called a « misericorde ». Her basic AA are extremely weak (like 20 base AD) But her Q (only upgradable spell at lvl 1) allows her to use « whip ». As it is her most important ability, I shall explain it first, before even her passive. PS : Hel has mana, but Q has no cost. All Hel’ damage are physical.
Q - Whip Whip is a ground-targeted area of effect ability with unique features. It is basically a whip slash, striking in a small area. It is designed to be used instead of her basic attack, should Hel play properly, and is not designed to do more damage than a regular ranged auto-attack (unlike Urgot’s or GP’s Q). Passive part of the ability : Frenzy : every time Hel whips an enemy champion, she gains bonus movement speed for a few seconds, stacking several times. damage : 30 + 100 % AD (30 meaning it gives Hel a 50 base AD at level 1, like most ad carries in the game). Evolving the spell past rank 1 only upgrade the frenzy part.
Notes on the ability :
- It has an extremely small but static cooldown, reducing with attack speed (like yasuo’s Q) down to 0.4 sec if Hel reaches 2.5 attack speed (because 2.5 attack speed means an AA every 0.4 second)
- it can only be casted in a « ring » around Hel, meaning it has a max range but ALSO a minimum range (because it’s impossible to whip someone without room).
- it is classified as an auto-attack, meaning it can proc on-hit effects, can critically strike and can be dodged or miss if Hel is blinded (it’s some kind of skill-shot, small AOE Gangplank’s Q). Crits and procs applies to all targets (it’s not OP, jinx can crit in zone too, and Hell can only do so if the enemy is not too close and if she doesnt miss her skillshot). It could maybe be classified as melee auto-attack to enable Tiamat on this champion (increasing marksmans builds diversity)
- it is a skillshot but it is extremely fast. The goal is not for the whip to be dodged (unless flash or dash) but to be able to miss if Hel lacks of skill.
- This ability is a bit like Urgot’s Q : spammable and essential because of poor basic auto-attacks
- As it’s an ability, Hel cannot use orb-walking with it. If this is too much of a weakness, this spell could be designed nor to interrupts movements nor to have a cast time.
Signification of the ability in Hel’s kit :
- This ability shows the importance of the « staying in control » : if an enemy manages to come too close of Hel, she won’t be able to whip him, having to fight him with her quite weak melee basic auto-attack (and no adc should ever be melee fighting). On the other hand, if Hel start’s the fight in a good position, she will have enough frenzy to kite properly and keep enemies in the « ring » where whip can be casted.
Hell’s Passive : Respect/Fear lore : A slave mistress is something taboo, that cannot be touched or even approached. Every single person trying to do so is prone to doubt and distress in the first moments. Every first autoattack from an enemy standing inside Hell’s vicinity will miss. This wont trigger again on the same target for X second (cd diminishes at lvl 6/13/18) and wont trigger at all as long as the target doesn’t leave the vicinity first. Every first single targeted spell from an enemy standing inside Hel’s vicinity will only do 50% damage. Respect/Fear is DISABLED when Hel has less than 25% hp.
Signification of the ability in Hel’s kit
- This ability helps Hel to stay in control of the situation.
- This ability punishes Hel if she got caught : no one fears a bleeding/fleeing master anymore. That’s why the ability is disabled when she drops too low.
- This emphasizes the psychological dimension of Hel : fear and lack of fear when she fails.
W - Disarm Hel uses her Whip to disarm an enemy champion (single targeted ability) His weapon is thrown on the ground, BEHIND the enemy champion, where it can be picked. If the weapon is picked, Disarm’s effect immediately stops. Disarm lasts for X seconds. Effect
- reduce enemy damage by X % OR (and this would be way more fun) : negate ALL effect of the most efficient OFFENSIVE item of the targeted enemy. Efficiency would be calculated by the gold value of any item possessing at least one of the following stats : attack damage, attack speed, crit chance, ability power, magic or armor pen. If the enemy has no offensive item at all (or if the gold value of this item is less than 2000), he is blinded for the duration. (Maybe : if the enemy succeed in picking up his weapon, he gains a small movement speed boost) Evolving the ability past rank 1 increase the disarm duration and or reduce the cooldown. No damage. Notes on the ability :
- This ability is basically a reversed Draven Q : when disarmed, the enemy can either continue chasing Hel with reduced strength, or go back, pick his weapon, and then attack Hel.
- can be cleansed
- This can lead to very cool situation vs champion with dashes, like Lucian or so, immediately picking their weapon up James Bond style.
- The « 2000 » gold could be flat or scaling with Hel’s level. But if it is scaling, this ability is useless in the early game.
Signification of the ability in Hel’s kit :
- Disarming someone is one of the most iconic use of a whip
- Psychological dimension, giving the enemy player the choice between two suboptimal situations (picking his weapon or attacking Hel)
- Another psychological effect : it can have an effect on the build path of enemy champion : tanks could consider buying at least one offensive item to avoid the blind (like mundo, who has incredibly high attack damage with his E). It could also be really strong vs bruisers tending to only buy one offensive item (Irelia, Darius, etc)
E- Submission/Breaking point/Stockholm syndrome Hel’s relentless slashes on an enemy champion ends up breaking his will and making him a puppet of Hel. (single-targeted ability) If Hel wounds an enemy champion for X % of his total life over the X lasts seconds (The progression of this could be indicated by gradual color change or so), his will suddenly breaks and he becomes Hel’s puppet for a short moment. Effect : When the enemy champ breaks, Hell can demand him to move to a certain location (he is charmed). This can only be casted WHEN the breaking point is reached, within a 1 sec window of time (its a Momentum ability, like Yasuo’s Ult). Evolving ability past rank 1 reduce de % of life needed and/or increase the duration of the « charm » No damage. Notes on the ability :
- This is very similar to Ahri’s Charm but Hell can freely assign him a place to go to.
- The % of life Hel needs to remove from the target has to be very high.
- If the enemy champion reaches the place before the effect ends, he will stand still.
- This ability has no inner cooldown (meaning it can be cast every time a champion gets to the breaking point)
Signification of the ability in Hel’s kit :
- Strong synergy with Hel’s ultimate
- A good mistress knows when her target’s psychological strength crumble, and knows that she has to take advantage of that moment before it’s too late.
- Psychological effect : at some point, the enemy champ has to back and try avoid getting hit or taking the chance of being broken and even maybe ulted.
R. Misericorde Hel is done playing with her toy and destroys it.
- can ONLY be casted on an enemy during the duration of the E ability on that very enemy (that makes 2 momentum ability) Effect : Hel’s dashes forward to slice the throat of his puppet with her dagger, dealing him damage of 90% of his REMAINING life over the next 4 seconds. Hel refresh her passive’s cooldown for every enemy champion and gains a massive movement speed bonus for 1 sec. The target’s movement and attack speed gradually decrease as life leaves his body (like Nasus’s W). The bleeding won’t drop the target below 200 HP. When the bleeding stops, a new debuff is triggered : « Dying man’s tranquility ». 9 seconds later, the enemy champion will DIE unless he manages to reach the fountain before. During those 9 seconds, the debuff does no damage to him (to allow recalls). Misericorde has no cooldown but need stacks. Hel can stack up to 1/2/3 stacks depending on the ability level.
Notes on the ability :
- As the ability can only be casted on already severely injured enemy champions, it is not op.
- Dashing forward exposes Hel. That’s why she gains a movement speed boost and refreshes her passive. She is still very vulnerable to other enemies and crowd controls, especially since it’s a momentum ability.
- The « Dying’s man tranquility » CANNOT be cleansed or even QSS’ed. (the slow/attack speed debuff can)
- Nothing, nor Zhonia nor Bard’s or Kayle’s ult can prevent the death. The only way is the fountain.
- Teleport and Recall won’t be castable if there is not enough time remaining (the same way Karthus’s ult cannot be cast if he is dead and his passive is about to end)
- The inevitable death is rough, but when you think about it, it’s not that weird. There is a lot of time in League of legend where you know your death is inevitable (karthus ult and no zhonia/heal, harsh gank, etc, etc)
Signification of the ability in Hel’s kit :
- Symbolize the absence of humanity of Hel (she throws away an used toy) AND her excessive confidence : she expects her victim to just die, but this very victim could choose to fight, or even avoid death if he is smart enough.
- A Misericorde is a medieval dagger used to finish off heavily armored knight stucked on the ground.
- Psychological effect : will the enemy champion try to leave the battle as soon as possible in order to survive or use his lasts strengths to fight, knowing that this would doom himself ?
- Other psychological effect : manipulates the masteries choice : having a 7 (and not 8) second recall time can be a life or death matter. Also manipulates the summoner spell choice : TP is so much faster than recall to get home...
Summary
- very unique marksman
- great damage if she stays in control of the situation, pathetic death otherwise
- peculiar kiting mechanics (especially since Q is a spell and orb-walking is thus impossible with it)
- Strong ult, but 2 ability without damages.
- Very high skill cap.
- Versatile champion : very strong in 1vs1 against low mobility champion (very weak otherwise), very strong champion in team fight IF properly protected.
- Not entirely a fed/feed champion : psychological components (passive, W, etc) can be very usefull even if behind.
- Whips are cool, iconic and whip’s sound are really fun.
**Alternative abilities **
Hell’s Passive : Respect/Fear (other version) lore : A slave mistress is something taboo, that cannot be touched or even approached. Every single person trying to do so is prone to doubt and distress in the first moments.
- When an enemy champion is in the vicinity of Hel (meaning : too close to be whipped), he is slowed by X % for X seconds. This effect cannot trigger more than once every X second on each champion and wont trigger again if the champion doesn’t leave the vicinity)
- If this champion has already tasted Hel’s power (meaning if she has hit him for more than X % of his max life), he is also feared for 0.5 sec. This effect cannot trigger more than once every 3X second on each champion. Respect/Fear is DISABLED when Hel has less than 25% hp.
Notes on the ability :
- The fact that the fear wont trigger if Hel has not injured the champion is there to give room for surprise engages or punish Hel’s facecheking. We dont want an irelia or naut Q to be interrupted if they engage a fight, or a flash R-diana combo to be impossible.
- Slow is meant to be applied more than one time (with the moderation of a certain cooldown) if Hel manages to repel the enemy and cast him away of her vicinity. Fear, on the other hand, is not meant to be triggered more than once per champion per fight, thus the very long cooldown.
Passive : Whip’s strengths and weaknesses It’s very hard to whip faster, but a whip master can make his whip go faster. Hel gains no attack speed per level (but has a good base attack speed). Every bonus attack speed is halved but grants Hel the full amount of attack speed in attack damage. Note :
- This passive is a relic of my first thoughts on this champion, when Whip was a basic auto attack and not a spell, leaving room for another peeling spell (“Tied”, infra)
- This passive could encourage very unique build on this champ, with a mix of attack speed and crits chance of something like that.
- This passive would give a very potent lvl 1 to Hel if played with attack speed runes.
Ability : Tied. Hel uses her whip to hinder the targeted enemy movement speed, slowing him by X % for X second. Every Whip (Q) on an enemy champion reduces Tied cooldown. if the same target is tied twice, he is stunned instead. No damage.
R. Misericorde (slightly different version) Hel is done playing with her toy and destroys it.
- can ONLY be casted on an enemy during the duration of the E ability on that very enemy (that makes 2 momentum ability) Effect : Hel’s dashes forward to slice the throat of his puppet with her dagger, dealing him damage of 90% of his REMAINING life over the next 4 seconds. The target is stunned for 0,5 and Hel gains a massive movement speed bonus for 1 sec. The target’s movement and attack speed gradually decrease as life leaves his body (like Nasus’s W). The bleeding won’t drop the target below 200 HP. When the bleeding stops, a new debuff is triggered : « Dying man’s tranquility ». 9 seconds later, the enemy champion will DIE unless he manages to reach the fountain before. During those 9 seconds, the debuff does no damage to him (to allow recalls). Misericorde has no cooldown but need stacks. Hel can stack up to 1/2/3 stacks depending on the ability level.
Notes on the ability :
- This version of the ability is more fit with the alternative version of Respect/fear : If Hel has done enough damage to other champions, her dashing in could proc his passive (fear) on several champion at the same time, easing her escape.
- The fear component of Hel’s passive doesn’t always negate the stun : it’s very likely her fear would already have been used on this specific enemy.
** The End (FINALLY) **