How does a Huntman character not exist?
I don't understand how a huntsman character doesn't exist in league of legends.
We literally have a forest where monsters live built into the game, perfect for a huntsman.
Basic ideas for him
Ranged AD Jungler
Passive; "Hound master" Starts with 1 hound. An additional maximum hound is gained at levels 6, 12 and 18 (4 hounds maximum). Hounds have X hp, Y damage etc.. that scale upward and scale with the Huntsman bonus HP/AD/Armor/MR, and apply on hit effects(25% of effect each hound). If a hound dies the huntsman will gain another hound every 30 seconds. Hounds deal additional damage to jungle monsters/dragon/baron.
Q; "Go for the throat"- Active: The huntsman hounds attack a target dealing additional damage based off the enemies missing health and slowing for 25% for 1 second. W; "Pure Bred" Passive: For each rank the huntsman hounds gain XYZ health/attack/movement speed per level. Active: Immediately spawn an additional hound without waiting the 30s passive cooldown, spawning a hound takes a charge, charges are gained every 2 minutes and can hold a maximum of 2 charges. E; "Caring Master" Active; Heals himself and hounds for X +%AP R; "Set the trap" The Huntsman generates a trap every 30 seconds, storing up to 2 traps. 5 traps can be placed at any one time with each trap lasting 3 minutes. Enemies who trigger the trap take X damage are slowed by 50% and Silenced for 2 seconds. The huntsman hounds gain +75% movement speed when moving towards a trapped enemy. If attacked by a hound while slowed the target is stunned for 2 seconds and takes an additional 50% damage.
The idea here is to have a ranged jungle champion, who have companions who target his target (like lulu). The huntsman himself would scale poorly without items and be 'weak/squishy', however he would make up for this with his utility and harass potential. As his hounds die off his ability to stay in the fight quickly diminishes, enemies must decide if they wish to focus the hounds or the huntsman himself.
A lot of utility would come into deciding how to build the huntsman. He could go offensive oriented, however he risks his hounds becoming incredibly squishy and torn through in team fights and with AOEs.
He could also focus on the 'fun' aspect trying to maximize the onhit effects, however again this is unlikely to be ideal.
If the team needs a 'tanky' jungler, the huntsman can focus on armor/health/mr, creating tanky minions that can engage, slow, stun.
His Gank abilities seem to be poor, which may make him disfavourable as a jungle. A 25% slow for 1 second, or an ultimate that can slow/stun but only if walked over doesn't seem incredibly useful..... However, the huntsman would allow for better tower diving, as the huntsman comes upon the bot lane tower from behind he can immediately sick his hounds on the target drawing tower aggro while his teammates come in for the kill.
In the end not sure how competitive he would be, or if my basic outline for abilities is even good. However the actual flavor of a huntsman/houndmaster is massive, a creative backstory of him being the Demacias official huntsman/hound master, and having little interactions with J4 etc would be incredible.