Relentless Hunter! A wolf champion concept.

Zero Shingetsu·8/15/2015, 12:19:50 AM·1 votes·703 views

Warwick is fine and all, but I feel his concept is a little dated. The following could apply either as a Warwick rework or as a standalone champion concept. (Ideally female! Rek'sai has shown me the wonders of non-humanoid female champions, and another would be great.) The "human" form for the champion could be a bipedal wolf of slightly smaller overall size when compared to the wolf form just as easily as it could be an actual human form.

Overall Concept For the working name, I'll call the champion "Wolf". Obviously this wouldn't be the champion's ACTUAL name. Wolf would make a decent toplaner, a good jungler or even a decent support. The overarching concept is tireless aggression; ceaselessly wearing the enemy down without backing off. Wolf facilitates his/her own auto attacks by Wolf has a transformation concept similar to Gnar's, wherein s/he has a rage meter that fills while taking or dealing damage, and transforms into a legitimate quadrupedal wolf of quite a large size when it fills.

Obviously, all listed abilities are Human Form / Wolf Form.

Passive: Bloodthirsty Wolf gains 1/2/3% bonus lifesteal and 5% bonus movement speed per attack or damaging ability, stacking up to five times. If Wolf goes five seconds without damaging an enemy, all stacks are lost. Wolf also gains 1 Rage when attacking or taking damage, plus one per stack of Bloodthirsty. When the Rage meter fills to 100, Wolf assumes the form of a large wolf and immediately gains and retains full stacks of Bloodthirsty for 12 seconds, after which s/he reverts to human form. After reverting, Wolf's rage meter will not fill for 10 seconds. Wolf gains Tenacity in wolf form, but it doesn't stack with Tenacity granted by items in Wolf's build.

Q: Crushing Blows / Seizing Fangs Crushing Blows: Wolf leaps to a location a short distance away, dealing 40/65/80/110/160 (+40% AP) physical damage to enemies at the point of impact (small radius) and stunning them for 0.5 seconds. Afterwards, Wolf's next three attacks within six seconds deal bonus true damage equal to 20/40/60/100/120% of Wolf's current Rage. [22/20/18/16/14 second cooldown]

Seizing Fangs: Wolf leaps to a target enemy champion within double the radius of Crushing Blows' leap range, dealing 65/80/100/125/155 (+40% AD) physical damage while tackling the target to the ground. Both Wolf and the target remain immobile for 1/1.2/1.5/2 seconds. The target is effectively stunned for the duration, but Wolf is free to cancel the hold at any time by pressing Q again. [22/20/18/16/14 second cooldown]

Note: Crushing Blows targets a LOCATION, while Seizing Fangs targets a CHAMPION. Both abilities carry Wolf over walls and obstacles.

W: Hunter's Gait / Blood Hunt Hunter's Gait: Wolf gains bonus movement speed equal to 20% of Wolf's AD for 1/2/3/4/5 seconds, stacking on top of the Bloodthirsty bonus. While Hunter's Gait is active, the leaping range of Crushing Blows and Seizing Fangs is increased by 20%. In wolf form, the duration and potency of slows and snares is reduced by 50%. [20 second cooldown]

Blood Hunt: Wolf targets an enemy champion within a nearly global radius (about the same as Pantheon's max level ult) and rushes to the target, gaining 30/40/50/60/70 bonus movement speed plus an additional 1% bonus for every 1% of health missing from the target, taking the most direct path possible. Wolf automatically sprints around any obstacle in the way and runs through units, pushing ally and enemy aside if they're in his/her path. Upon contact, the enemy is dealt 35/50/70/95/125 (+25% AD) physical damage, and the effect of Hunter's Gait takes effect for the next 3 seconds. After this duration, Wolf's movement speed is cut to 20% of its actual value, building to 100% over the next five seconds. [28 second cooldown]

E: Armor of Rage / Dread Howl Armor of Rage: Wolf instantly converts all his/her current Rage into bonus Armor and Magic Resist at a rate of 20/40/60/80/100% for 4 seconds. (Alternately, Rage is converted to a shield that blocks 4/8/12/16/20 damage per converted Rage.) For the duration, Wolf does not generate Rage. [17 second cooldown]

Dread Howl: Wolf's howl rings across the map, reducing the movement speed and Attack Damage of all enemies for 1/1.5/2/2.5/3 seconds. The amount of speed and AD reduction scales from 60% to 10% depending on a given enemy's distance from Wolf at the time of the howl. [14/16/20/22/24 second cooldown]

R: Rage Unleashed / Call the Pack Rage Unleashed: Wolf immediately generates 100 Rage and shifts to wolf form, gaining an additional 2/4/6 seconds of duration to the form. In addition, any Rage Wolf has when Rage Unleashed is activated is converted into bonus AD for the duration of the wolf form. [180/150/120 second cooldown, globally shared with Call the Pack]

Call the Pack: Wolf targets an enemy within a long range (roughly that of Caitlyn's ult) and four wolves chase that target relentlessly over the next 6/8/10 seconds with 150% of Wolf's movement speed. The wolves cannot be attacked. Every second each wolf spends adjacent to the target, it attacks for 20 (+15% AD) physical damage and slows the target by 5/10/15% for 2 seconds. While wolves are targeting an enemy, Wolf has vision of that enemy, even if they're not currently adjacent to the target. If a wolf is presented with another champion (IE, that champion enters their path) before reaching the target, it will change its target to that champion instead. However, when a new target is presented, there is a one second cooldown before that champion will be targeted by another wolf. [180/150/120 second cooldown, globally shared with Rage Unleashed]

Notes: First, the damage and slow amount is for EACH wolf, and the slow doesn't stack. It does refresh each second that a wolf is adjacent to the target, however. This means that if only two wolves are currently nipping at your heels and Wolf has 500 AD, you're taking 40 + 150 damage per second and are being slowed by 10, 20 or 30% depending on the level of the R.

Second, to clarify the interception mechanic... Four wolves are chasing Caitlyn. Before they reach her, Jarvan runs in front of them. ONE wolf will break off and make him its new target. However, because the wolves are so fast, he's unlikely to catch up with them after the one second cooldown before he can attract another wolf. But if he drops a flag in front of the pack and pulls himself to it immediately, he might be able to draw a second wolf.

Third, the wolves can't move through units or terrain, but they WILL run around both in the quickest way possible. Thus, jumping through a wall is a good way to prevent the wolves from getting to you or detaching the pack from you once they've started nipping at your heels. It also means that if Jarvan ults in in the middle of them, they'll run into his wall until it goes away, and it'll probably allow him to pull aggro on the entire pack before his ult dies, if he wants to.

Fourth, the wolves originate from Wolf him/herself.

2 Comments

Zero Shingetsu8/15/2015, 11:35:11 AM1 votes

Downvotes are one thing, but as I don't often do these champion concepts, some notes on what exactly I'm doing "wrong" would be nice. You know, in case I decide to be creative in the future.

Zero Shingetsu8/15/2015, 6:17:52 PM1 votes

K, jealousy. Got it.