(Champion Concept) Uhlgazattothu, the Incomprehensible Horror

Meep Man··14 votes·1,595 views

Uhlgazattothu (Ool-ga-za-toe-th-oo) is a Tank/Support hybrid that has the unique ability to indirectly interact with his opponents through his Passive, Acts of Horror. Whenever an "Act of Horror" happens near an enemy champion, the enemy champion will gain Insanity. Uhlgazattothu's spells will interact differently against enemies with 100 Insanity and certain events will happen to the opponent as they dive further into Insanity. Events from Insanity are not meant to hurt the enemy champion directly (until they reach 250 Insanity), but are more meant to confuse the enemy and just add to what the enemy champion has to think about at one time. Things really start to get interesting once someone reaches max Insanity and the entire world is thrown into madness.


https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc3/1272622_164559573741256_1204925578_o.jpg


LORE https://youtu.be/p_xIr6ig9sw It was about noon when the man came to my door with eyes wide with fear. He says he could see "it" in his dreams. That "it" was coming after him and wanted what he had. I asked him what he had and he showed what was in his pocket. He revealed to me a peculiar looking gemstone that shined like the sun. It was... blinding to say the least. It was without a doubt that what which pursued him was a greedy little thief. I did not know why he called the thief an "it", but it was unsettling to say the least. I told him to calm down and just let me deal with "it". He shivered like someone had just poured cold water on him, yet he was as dry as a desert. The only wet part of his body was his forehead, which sweat as if he had a terrible fever. I feared he did and that he would give me said fever. I had to get through with this quick. He went to the room in the back without talking and I grabbed the sword that I kept after retiring from the army. I had done my fair share in the war against Noxus and they decided I was too old for anymore fighting. "You could be of more use elsewhere. Go back to your family and let someone else take your place." It wasn't that simple, but I agreed. I went back home to my family and, now, I was protecting some insane-looking man from a thief. My wife asked me with fear what I was doing with my sword. She said I wasn't having another episode, and I explained to go back upstairs. She tried to take my sword, but I shook her off. It wasn't any of her damn business what I was doing. I told her to make some food for the man in the back, but she told me to go tell her what back I was talking about! The nerve of the woman, I dare say, was maddening! I went to the door and showed her the old man, who had passed out on the floor. Like any sane man, I ran to him. He was still gripping onto the strange gemstone, the light of the moon coming in through the window and shining off of it's surface. My wife walked slowly over to me and asked me to please come back and to put down the sword. The man woke back up and looked at me. He looked over at my wife and pointed to her, saying it had come for his gemstone. My wife... of course it was her. We had went to the market and now she wanted my gemstone! I held the gemstone tightly. It was mine and only mine! This man did not need it. I grabbed my sword, taking it out of the man's chest, before slowly walking up to my wife. She quickly took out her gun, pointing it at me. She said I needed to get back in my bed! The nerve of her I say, the nerve! She shouted down the hallway for help, calling me a patient and saying I had gotten out of my room. Please! I did not need to go back to bed! A man came up behind and took my sword away from me. He threw it away before sticking me in the neck with a syringe. I woke up what was surely a day later. The sun was just setting when I looked out the window of my room. The door opened and my children ran up to me, hugging my neck. Yes, Daddy was here for them. My wife was standing at the door and, suddenly, I could no longer feel my children's warm touch. They were gone, as if they had disappeared. I looked for them around the room, but they were gone. I looked back at my wife only to be greeted by "it". "It" had finally caught up to me. "It" had come for my gemstone and "it" wasn't taking it. I blinked and "it" appeared directly in front of my face. The room around me disappeared and "it" began to slowly shrink. "It" began to drift down the hallway. I ran towards "it", but the hallway became smaller and smaller. I heard "it" whisper into my ear from down the hallway. "Tatsu, hasculya torjalat yukirertu." I couldn't stand the voice anymore. I was crawling through the hallway now to get to "it". My wife stood beside me, telling me to please stand up. I couldn't trust her. "It" was staring right at me and I wasn't letting it out of my sight. I could not blink or turn to look at her. My eyes began to twitch, but I could not blink. "It's" whispers grew louder until it was practically yelling into my ear. No! I couldn't let it convince me to do it again. I began to cry, both at my thoughts and the lack of blinking. "It" forced me to do it. The blood on the walls of my home was "it's" doing, NOT MINE! I couldn't take it anymore. I blinked. I woke up from my bed and "it" wasn't there anymore. The sun was just setting when I looked out the window of my room. The door opened and my children ran up to me, hugging my neck. Yes, Daddy was here for them. My wife was standing at the door and, suddenly, I could no longer feel my children's warm touch. They were gone, as if they had disappeared. I looked for them around the room, but they were gone. I looked back at my wife only to be greeted by "it". "It" had finally caught up to me. "It" had come for my gemstone and "it" wasn't taking it. I blinked and "it" appeared directly in front of my face. The room around me disappeared and "it" began to slowly shrink. "It" began to drift down the hallway. I ran towards "it", but the hallway became smaller and smaller. I heard "it" whisper into my ear from down the hallway. "Nylagoth, sorulja heratul jijagath." I couldn't stand the voice anymore. I was crawling through the hallway now to get to "it". My wife stood beside me, telling me to please stand up. I couldn't trust her. "It" was staring right at me and I wasn't letting it out of my sight. I could not blink or turn to look at her. My eyes began to twitch, but I could not blink. "It's" whispers grew louder until it was practically yelling into my ear. No! I couldn't let it convince me to do it again. I began to cry, both at my thoughts and the lack of blinking. "It" forced me to do it. The blood on the walls of my home was "it's" doing, NOT MINE! I couldn't take it anymore. I blinked. It was about midnight when the woman came to my door with a baby in her hand. It cried so dreadfully, I could not stand it. She begged me to let her in, but the storm outside wasn't all that bad. I told her to go next door. They had a warmer fire than I and that my house was plagued. She believed my lie and ran away. "It" whispered into my ear, telling me what I had done was the right thing to do. Now that the woman was gone, she wouldn't call the city guards when she saw the body behind my opened door. "It" told me what I had done was alright. "It" disappeared. I was left alone... again. My wife had left me and took the children with her. The war against Demacia had truly taken a toll on my mind and my doctor said it was best I live alone. I told him no, but he told my wife to leave with the children anyway. He had taken what I loved most. I went to my bed, the sun shining bright throw the window now. "It" sat across the room from my bed. "It" told me I could escape this life. "It" said I could run from this life if I would just give "it" my gemstone. I took out the gemstone, it's surface shining from the moonlight shining through the window. Wait, a second... moonlight? I looked outside and the moon was bright and shining through my window. I wanted my life back. I looked at "it" and I screamed my demands at "it". "Let me go you monster! I know what is going on here and I... I...," I began to cry a little. "I want my life back! I want my family back!" "It" whispered into my ear from behind me. "Tash nothalicklosqtsu." I jolted up from my bed. My family and a group of doctors sat around my bed, looking surprised and overjoyed. My wife came to me and said that I had been asleep for the past two weeks and that I would never stop yelling in my sleep. She told me that it was like I was possessed and was trapped within a nightmare. I wept a single tear and hugged her. My children came up to me and hugged my knees. I wept one more tear before reaching into my pocket, feeling the dagger there. I plunged it into the "woman's" back and everyone in the room faded into black ash. I could sense "it" looking at me through the window. I wasn't sad anymore. I was angry. "I want my real family." I threw the dagger at the window and, again, I awoke from my bed with everyone overjoyed around me. It would never end. I looked out the window to see "it" again. The others couldn't see "it", but I could. Eventually, the cycle would restart again and, eventually, I would slip back into madness. It was just a matter of time. I guess I would have to do with fake. I looked back at my wife and she explained the situation to me again. I began to cry as my children hugged my knees. The doctor gave me some medicine before exiting the room. "We love you," they told me. My wife looked at my face. "I really do love you my dear." She kissed me and we hugged again. I embraced her with the fake love I felt for the fake her. "I love you too honey." I dove back in, the cycle beginning again. "It", the monster of my disease that held me within it's grasp from worlds away in the dark, depths of space, laughed at me as I looked for a way out. I hugged my fake wife and told her, once more, "I love you." Uhlgazattothu, the creature that has kept me asleep within my bed for the past thirty four years, laughed at me, and I, the explorer who forsake his mind to this endless torture the moment he stole the gemstone from the sunken city beneath the oceans of Runeterra, wept as I hugged the cruel image of my wife that that evil creature supplied me with to force me slowly into the abyss that is insanity.


KIT Uhlgazattothu, the Incomprehensible Horror Tank/Support Health- 610 (+92 per level) Health Regen.- 7 (+0.6 per level) Mana- 350 (+50 per level) Mana Regen.- 7.5 (+0.75 per level) Armor- 26 (+3.75 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 350 Attack Damage- 55 (+3.5 per level) Attack Speed- 0.655 (+1.9% per level) Attack Range- 150 (Melee)

Passive- Acts of Horror Innate: Enemy champions have an extra resource bar underneath their normal resource bar which shows their current Insanity. Insanity is built up by enemy champions experiencing Acts of Horror within 1000 units of them and Insanity is lost by enemy champions experiencing Acts of Hope within 1250 units of them. At the start of the game, enemy champions are each given an effect-less Debuff which displays a list of how much Insanity each Act of Horror will give them and how much Insanity each Act of Hope will take from them.

List of Acts of Horror

  1. Whenever an enemy champion kills an allied champion near you, you will gain 50 Insanity.
  1. Whenever an enemy champion kills a neutral monster near you, you will gain 10 Insanity.
  2. Whenever an enemy champion destroys an allied structure, you will gain 30 Insanity.
  3. Whenever Uhlgazattothu damages you with his basic attacks or abilities, you will gain 5/10/15/20/25 Insanity.
  4. Whenever you respawn, you will respawn with 50% of the Insanity you had upon death.

List of Acts of Hope

  1. Whenever an allied champion kills an enemy champion near you, you will lose 50 Insanity.
  1. Whenever Uhlgazattothu dies, you will lose 75% of your current Insanity.
  2. Whenever an allied champion destroys an enemy structure, you will lose 25 Insanity.
  3. Whenever an allied champion kills a neutral monster near you, you will lose 5 Insanity.
  4. Visiting your fountain will cause you to lose 15 Insanity every second, plus an additional 5 Insanity per second every second you remain in the Fountain.
  5. Damaging Uhlgazattothu with basic attacks or ability damage will cause you to lose 6% of your current Insanity, removing a minimum of 2 Insanity. This will proc off of all forms of ability damage, including single target, area of effect, damage over time, multi-hit, and summoned pet damage. Damage over time, multi-hit, and summoned pet damage can all proc this multiple times.
  6. Dying will cause you to lose all of your current Insanity.

You can have up to 250 Insanity. As you progress into Insanity, you will become afflicted with more and more debuffs until you reach max Insanity, causing the world around you to lie to you. A sound will play every time an enemy champion gains a debuff from Insanity. 50 Insanity- Horrific Visions: At random intervals, but at least once every 10 seconds if possible, a fake clone of Uhlgazattothu will appear at a location in the fog of war around you that will slowly walk towards you until it reaches a part of the map that you have vision of. This fake clone is only visible to you and will disappear upon being damaged. Projectiles are not consumed upon hitting the clone and any effects that would normally happen upon hitting a target will not happen upon hitting the clone. 100 Insanity- Visions of Malice: Uhlgazattothu's basic abilities will gain bonus effects upon hitting you. 150 Insanity- A Forming Nightmare: Enemy minions and neutral monsters that you kill will sometimes seemingly return back to life and chase you to attack you 3 seconds after dying. These are fake and are just fake clones of enemy minions and monsters that you killed. These enemy minions and neutral monsters will disappear upon attacking you or taking damage. Like the fake clone from Horrific Visions, projectiles are not consumed upon hitting the clone and any effects that would normally happen upon hitting a target will not happen upon hitting the clone. Only you can see these fake clones. 200 Insanity- The Nightmare Strengthens: The fake clone of Uhlgazattothu from Horrific Visions will now spawn at the edge of your vision and will not disappear until it either comes within 175 units of you or is damaged. 250 Insanity- Insane: Upon reaching 250 Insanity, you cannot lose any Insanity for 6/7/8/9/10 seconds. Upon reaching 250 Insanity, your vision range is reduced by 10/15/20/25%, you lose all vision being granted to you by allied units, and all units on the map look like Uhlgazattothu, allied or enemy. All health bars are changed to look like a champion's health bar. Nothing else is changed in how you interact with units, they all just look like an enemy Uhlgazattothu. This also affects all fake clones spawned from Horrific Visions and a Forming Nightmare. You cannot Recall while at 250 Insanity. After falling below 250 Insanity, you cannot go over 249 Insanity for the next 5 seconds. All fake clones are destroyed upon losing the Insanity debuff that caused them to exist. Levels: 1/5/9/13/17

Ability 1- Brain Leech Active: Leech from the thoughts of the target enemy champion, dealing 55/80/105/130/155 (+40% AP) magic damage to them and stunning them for 0.75 seconds. 100 Insanity- Visions of Malice: 50% of the damage dealt is converted into true damage and stun them for 1 second instead. This ability will also generate an extra 5/10/15/20/25 Insanity. Cost: 55/60/65/70/75 mana Cool Down: 14/13/12/11/10 seconds Range: 450

Ability 2- Stripped of Hope Active: Form a tether between you and the target enemy champion that snaps if either of you move too far away from the other. If the tether is not broken within 3 seconds, you will steal 15/20/25/30/35% of the target's armor and magic resist for 5 seconds. 100 Insanity- Visions of Malice: The enemy is now applied 10/20/30/40/50 Insanity over the duration of the tether. If the tether lasts for the full duration, the enemy is applied a debuff that causes them to be unable to lose Insanity for 1.25 seconds. Cost: 80/85/90/95/100 mana Cool Down: 35/32.5/30/27.5/25 seconds Range: 375 Tether Range: 650

Ability 3- Eruption of Fear Active: Your next basic attack will deal 40/70/100/130/160 (+35% AP) bonus magic damage and fear the target for 1.25 seconds. 100 Insanity- Visions of Malice: The fear duration is increased to 1.5 seconds and the damage is dealt in a 300-radius around the target. If the target dies while feared, nearby enemy champions will gain twice as much Insanity from the Act of Horror. Cost: 65 mana Cool Down: 24/21/18/15/12 seconds

Ultimate- Spreading Madness Active: Send forth a miasma of purple energy that will deal 100/175/250 (+50% AP) magic damage to the first enemy champion hit and slowing them by 30/40/50% for 1.5 seconds. The miasma will fester around the allied champion for 1 second before spreading to all nearby allied champions around them, causing those allied champions to take 100/175/250 (+50% AP) magic damage, be slowed by 30/40/50% for 1.5 seconds, and gain Insanity equal to the amount of Insanity the allied champion the miasma was previously attached to had. Enemy champions at 250 Insanity that are damaged by this will be stunned for 1.5 seconds instead. Cost: 100 mana Cool Down: 110/95/80 seconds Range: 900 Spread Range: 450 Projectile Speed: 1700


RECOMMENDED ITEMS Lane (Support) Starting Items item 3302 item 2003 item 3340 Essential Items item 2303 item 3158 item 3190 Offensive Items item 3100 item 3285 item 3165 Defensive Items item 3083 item 3742 item 3001 Consumables item 2003 item 2138 item 2043

Lane (Solo) Starting Items item 1056 item 2003 item 3340 Essential Items item 3020 item 3800 item 3116 Offensive Items item 3285 item 3100 item 3152 Defensive Items item 3083 item 3742 item 3102 Consumables item 2139 item 2003 item 2043

Jungle Starting Items item 1039 item 2003 item 3340 Essential Items item 1401 item 3047 item 3285 Offensive Items item 3100 item 3116 item 3157 Defensive Items item 3083 item 3742 item 3102 Consumables item 2139 item 2003 item 2043


PRIMARY SYNERGIES AND COUNTER-PICKS Uhlgazattothu Works Well With: Shaco Shaco Being the two masters of mind games, Shaco and Uhlgazattothu can combine their efforts to make their opponent's experience incredibly frustrating to play against without team coordination. Whether it be tricking enemies into thinking either of them is a fake clone or using Uhlgazattothu's neutral monster Insanity generation to make Shaco's potential counter jungling that much harder to deal with, the number of tricks they can pull off together is near endless. Yorick Yorick Upon reaching 250 Insanity, Acts of Horror make EVERY unit look like Uhlgazattothu, including Yorick's ghouls and Maiden. This can be used to make team fights just that more confusing for the enemy with so many Uhlgazattothu's running around. TahmKench Tahm Kench I don't think I can imagine anything more confusing than seeing an Uhlgazattothu seemingly eat another Uhlgazattothu and then spit them back out somewhere else. When the enemy reaches 250 Insanity, Tahm Kench just makes it incredibly hard for the enemy to keep track of which enemy is which. Plus, if this dynamic duo ever teams up to gank a lane in the early game, you can bet you will surfing a never ending wave of crowd control and damage as Tahm Kench licks and eats you before Uhlgazattothu stuns you, steals your defenses, and then stuns you again with his ultimate. Truly horrifying!

Uhlgazattothu Is Countered By: Brand Brand I'm going to put this plain and simple. Every single tick of damage from Brand's Passive will remove 6% of any Insanity Brand currently has. Every. Single. Tick. Brand's already insane, guess he don't want none of what ol' Mr. Uhl has to offer. Fizz Fizz In a similar sense to Brand, every single tick of damage from Fizz's Seastone Trident will reduce Fizz's Insanity by 6%. Plus, Fizz can become untargetable so that Uhlgazattothu can't so easily spread Insanity onto Fizz via Spreading Madness or Brain Leech. Nami Nami This is actually an interaction I only recently thought of, but Nami's W will actually cause ADC's attacks to damage Uhlgazattothu twice, removing a total of 12% of their current Insanity every attack instead of 6%. That would be pretty annoying to face! Plus, Nami's Passive allows her lane partner to easily escape Stripped of Hope, making it to where the main reason you would bring Uhlgazattothu as a Support that much harder to land.


Thoughts? I tried to keep his abilities simple so that his Passive could be really complex, in a similar style to Bard and Kled. I wanted to create an enemy champion that causes his enemies to have to think about more than what they usually would, eventually overwhelming them with the number of things they have to keep up with. At 250 Insanity especially, the enemy will be seeing some really weird things with everyone looking like Uhlgazattothu and animations not playing and such. For example, if a Tahm Kench uses Devour on one of his allies, all the enemy at 250 Insanity will see is one of the many Uhlgazattothu's move a little bit towards the Tahm Kench Uhlgazattothu and then suddenly disappear. It is just a whole bunch of confusion at 250 Insanity that the enemy has to deal with and REALLY forces them to think hard on what is happening around them. This is basically a champion that causes the game to slowly become less and less clear as they gain Insanity. By the way, I really want feedback on the Lore. Too intense? Too dark? Feedback is much appreciated. Art by Richard Luong


CHANGE LOG October 10th, 2016 11:47 AM EST

  • Minion deaths will no longer cause enemy champions to lose or gain Insanity
  • Damaging Uhlgazattothu will now cause you to lose 5% of your current Insanity
  • Edited some other Insanity generation and depletion values in his Passive
  • Enhanced Q will now generate 5/10/15/20/25 extra Insanity
  • Enhanced W will now apply Insanity with both the physical and magic damage for a total of 10/20/30/40/50 Insanity generation
  • Enhanced E will now cause nearby enemies to gain 100 Insanity from witnessing the feared champion's death
  • R cool down reduced to 110/95/80 seconds from 110/100/90 seconds I tried to make Insanity drain and deplete much more quickly. Minion deaths in general were a slow mechanic for generating Insanity, so it was removed. I kept Monster Insanity generation so counter jungling was still an option for Insanity generation. Attacking Uhlgazattothu will now deete Insanity, but since it is % current, it becomes less and less the less Insanity you have. To counter act this to make it not just be a huge nerf, Insanity generation through enhanced abilities has been significantly increased and buffed and his R cool down has been buffed late game, making him both have more often engage tools and more often ways to spread Insanity through the enemy team.

October 10th, 2016 12:46 PM EST

  • Enemy champions destroying an allied structure now generates 30 Insanity

October 10th, 2016 1:44 PM EST

  • Enhanced Q no longer deals additional damage, now only converts the damage type from Magic Damage to True Damage
  • Q cool down increased to 15/14/13/12/11 seconds from 14/12.5/11/9.5/8 seconds
  • Q range reduced to 450 from 500
  • R range reduced to 900 from 1000
  • R spread range increased to 425 from 400 Changes are meant to slightly reduce Uhlgazattothu's disruption in a team fight by limiting his range and damage. His Q cool down has also been increased since an Uhl with max CDR could be pumping out a point and click nuke with a 1 second stun every 4.4 seconds. As a small bit of power trade, his R spread range has been slightly increased so his Insanity generation is not as impacted.

October 10th, 2016 1:55 PM EST

  • No longer gain 100 flat Insanity upon respawning
  • Dying will now cause you to lose all of your Insanity
  • Respawning will cause you to regain 50% of the Insanity you had upon death
  • Insanity removed per second while in the fountain changed to 15 + 5 every second you are in the fountain from 25 Insanity at all times I changed the way Insanity works with death. While dead, you will have all Insanity removed from you so Insanity won't impact what you see while watching from a grey screen. However, upon respawning, you will regain 50% of the Insanity you had upon death. I did this to keep the little bit of a crutch Uhl gets as his team pushes closer to the enemy team's base since it becomes increasingly easier to remove Insanity the closer the enemy is combating Uhl to their fountain. I also changed the way Fountain Insanity removal works to remove Insanity faster the longer you stay within the fountain. I did this so small amounts of Insanity take longer to remove but larger amounts of Insanity don't take as frustratingly long to remove.

October 10th, 2016 2:11 PM EST

  • Base Health reduced to 610 from 625
  • Base Health per Level reduced to 92 from 95
  • Base Health Regen. reduced to 7 from 9
  • Base Health Regen. per Level reduced to 0.6 from 0.75
  • Base Armor reduced to 26 from 30
  • Base Armor per Level reduced to 3.75 from 4
  • Clarified that only basic attack and ability damage that damages Uhlgazattothu will remove Insanity from you (Item damage will not remove Insanity unless the item damage applies spell effects)
  • Insanity removed upon damaging Uhlgazattothu increased to 6% of Current Insanity from 5% of Current Insanity
  • Damaging Uhlgazattothu will now remove a minimum of 2 Insanity
  • Enhanced Q now only converts 50% of the damage dealt into true damage
  • Q cool down decreased to 14/13/12/11/10 seconds from 15/14/13/12/11 seconds Further reduced the damage Uhl's enhanced Q deals to put it more in line with other true damage basic abilities like Ahri's Q. As a small trade off for such a big nerf, the cool down of his Q has been decreased by 1 second at all ranks. Insanity lost upon damaging him has also been slightly increased and given a minimum so that it is now possible to reach 0 Insanity by damaging Uhl. Finally, I slightly reduced his base health, base health regeneration, and base armor to make him a little bit more fragile due to his Mage-like nature compared to other Tanks.

October 10th, 2016 6:51 PM EST

  • Fixed Uhlgazattothu's role in the Kit section to be Tank/Support, not Tank/Mage
  • Added extra clarity to his Passive tool tip for the 6% Insanity per Attack part
  • Added his Solo Lane and Jungle builds to the Recommended Items section
  • Added a PRIMARY SYNERGIES AND COUNTER-PICKS section

October 11th, 2016 8:00 AM EST

  • W Reduced armor and magic resist stolen to 10/15/20/25/30% from 25/27.5/30/32.5/35%
  • W Armor and MR Steal duration changed to 3.5 seconds at all ranks from 3/3.5/4/4.5/5 seconds
  • Reworked enhanced W to instead deal physical and magic damage equal to 3/3.5/4/4.5/5% of their max health for a total of 6/7/8/9/10% of their max health in mixed damage Nerfs to Uhl's W because it mirrored Trundle's ultimate in effectiveness to be honest. Also reworked his enhanced W to make building defenses not feel so bad for the enemy.

October 12th, 2016 8:27 AM

  • W Armor and Magic Resist stolen increased to 15/20/25/30/35% from 10/15/20/25/30%
  • W Armor and Magic Resist steal duration increased to 5 seconds from 3.5 seconds
  • Enhanced W Reworked: The enemy is now applied 10/20/30/40/50 Insanity over the duration of the tether. If the tether lasts for the full duration, the enemy is applied a debuff that causes them to be unable to lose Insanity for 1.25 seconds.
  • W Cool Down increased to 35/32.5/30/27.5/25 seconds from 20 seconds
  • W Mana Cost increased to 80/85/90/95/100 mana from 70/75/80/85/90 mana
  • W Tether Range reduced to 650 from 700
  • W Cast Range reduced to 375 from 400
  • R Spread Range increased to 450 from 425 Further adjustments to Stripped of Hope. It should now be a stronger spell with some consistency issues, having a long cool down and lower than average tether range. The enhanced version also no longer deals damage, instead applying Insanity and making the target unable to reduce their Insanity for a very short duration if the Tether is not broken. The R has been slightly buffed as well to soften the impact of these nerfs.

38 Comments

TogetherWeHunt2 votes
  1. Love it!
  2. Wouldn't the passive make his kit super strong against unexperienced solo-queuers while very weak against a premade team(with voice chat)? Just my thoughts though. Looks awesome overall.
Meep Man1 votes

His kit would be strong against people that don't know what's going on, yes, but I don't know of a champion that isn't the same as well. Plus, at the beginning of the game, enemies are notified about what is going to happen. Now, against premades, he might be slightly worse, but still about the same. I don't know how to communicate to an ally at 250 Insanity "I am the Uhl that is right beside you!", when there is like 5 Uhls near me. Sure, you can Ping yourself, but anyone can do that.

Lordllo1 votes

Dude, I'm gonna give you an upvote for how much effort you put into this... It seemed really complicated from the intro, so I didn't read it... XD

Meep Man1 votes

Haha, I can understand that! It's definitely something that would take a while to read!

Lordllo1 votes

Want me to read it?

Meep Man1 votes

Only if you want to, I don't want to force anyone to read something this long, especially since about 75% of it is his lore and it isn't even entirely about him, just a story about one of his victims and his interactions with them while giving some little details about him.

CHIEF WAFFLEZ1 votes

time spent reading: 90% his name, 10% everything else

Meep Man1 votes

Where Uhlgazattothu is from, longer and more complicated names equal luckier queues in Ranked

Zach Sandwhich1 votes

Read the entire thing.

Holy fuck this champion looks so fucking cool.

He brings in many new AND interesting mechanics.

They only thing I could possibly disagree with is that the list should be listed in a passive effect icon like buffs/debuffs, instead of a list you see at the beginning.

Other than that I fucking love this concept.

Meep Man1 votes

Good idea! Thanks for the support by the way!

Zach Sandwhich1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=A8FQeEA8,discussion-id=H8yuiwtj,comment-id=00020000,timestamp=2016-10-10T02:56:59.128+0000)

Good idea! Thanks for the support by the way!

No problem man! You never know, enough upvotes and this champion could be the next Kindred!

Meep Man1 votes

Haha! I remember that concept. While I'm not sure if it inspired Kindred, it got like 1.2k upvotes. That would truly be a blessing if this got that much. I think I would need more art for that though, haha!

figold6661 votes

I have been waiting forever for someone to get the actual hallucination idea right in a lol concept. This is the best I have ever seen. But, even though his passive is awesome, pro players could see through it easily.

Meep Man1 votes

I tried to make it to where his Passive is less of a direct debuff to enemies, but more of something more to have to focus on, which is huge in this game. His Passive isn't incredible in the laning phase, but can you imagine throwing your abilities on the correct targets in a team fight when everyone looks nearly the same! That would be incredibly hard to do, at least for me. Yes, teams that speak through mics might have a slight advantage against him, but I feel like the main thing then becomes seperating enemies from each other. Who is who? It would be funny to watch an LCS player as Nautilus throw their R on the frontine Tank instead of a damage threat.

Erractic Eick1 votes

I love the champion. Plus one for certain.

However, as with so many others, there are definitely some numbers that are a tad out of control.

If you'd like, I can walk through them with you, but overall, well done!

Meep Man1 votes

Sorry for the late response, was asleep, but I would certainly take feedback if you are willing to give it!

Erractic Eick1 votes

Awesome. Let's go through this ability by ability.

To be blunt, with an ability like that Q, this champion will likely be impossible to beat in a teamfight. If two champions on the opposing team die, you now have an ability that deals 200 true damage to them. With a stun. Without any AP.

Granted, this is with a maxed Q, but if I were playing this champion, I would rush that thing harder than Tom Brady in the play of the game during the Super Bowl.

To put that into perspective, Cho Gath's ultimate does not stun enemy champions, and it deals 650 damage. But its cool down is also ten times as long. In the same time it takes for Cho to deal one ultimate's worth of damage (assuming you both built no AP or cool down, which would be stupid with an ability like this) your champion could potentially have dealt 2000 points of true damage and stunned an enemy for a total of ten seconds.

Keep in mind, this is halfway into a team fight. Not only would your Eldritch Horror have insane damage and CC potential, but over half the enemy team is experiencing extremely bad map information.

What do you do to counterplay that situation? It is extremely unhealthy for a champion to not be able to be countered in any way.

Edit: Sorry, originally posted this on the wrong thread.

Meep Man1 votes

Hehe, no problem. I worried that his Q would be a little too powerful. I think the cool down should be increased and the ability should be changed to where the 100 Insanity enhancement doesn't actually impact numbers, just damage type.

Erractic Eick1 votes

Even so, what if it only dealt partial true damage?

The fact of the matter is that you have a ranged true damage stun with fairly powerful AP scaling, something never before seen in League, as a basic ability.

Mr. Cthulu junior could safely poke an enemy to death with it too, since it generates extra Insanity once it has been procced.

Again, who would you pick to play against this champion? This isn't me trying to be offensive; your champion needs to have counter picks, to be as fun to play against as he is fun to play.

Meep Man1 votes

Ah, the old argument of counter picks. This isn't quite as easy to spot, but DoT Mages and ADCs that can attack very quickly to remove Insanity from themselves can actually remove Insanity from themselves fairly quickly. DoT Mages especially can remove 5% of their current Insanity every time a tick of their DoT damages Uhl.

If I saw Uhl get picked in champion select and wanted to counter him, I would pick: Ashe Brand Cassiopeia Darius Fiddlesticks Fizz Garen Heimerdinger Katarina Kennen Lucian Malzahar Mordekaiser Morgana Rumble Singed Swain Syndra Teemo Twitch Urgot Zyra

EDIT: His Q has been nerfed to be more in line to other true damage basic abilities (think Ahri Q) and it is now easier to remove Insanity by attacking him slightly, exaggerating his counters. Also, I disagree with him being able to poke safely with his Q since the range on it is shorter than the range of most ranged basic attacks. Sure, he will likely get it off if the enemy doesn't back up due to the nature of it, but he will take retaliation if he wants to try and poke with it.

Erractic Eick1 votes

Excellent! It would probably be a good idea to include that DOT will proc the insanity reduction multiple time on the tooltip.

This is a great list to start with. I fully acknowledge that while champions do not ALWAYS have fairly intuitive counter play, a healthy character should have that in mind. You don't want your character to break the game, after all. cough cough Azir at release

You said that Uhl was supposed to be a tank champion, right? Tank/mage? That probably means he see play in top, mid, or conceivably jungle with his awesome team fighting and banking power.

Now, going back to your Q: it is a point and click, right? Which means it will always hit? Won't that make it very difficult for melee champions to get in range?

If so, we can reasonably take Darius, Garen, Mordekaiser, Rumble, and Singed off the list. I'll say that Fizz and Katarina could probably reasonably counter Uhl still, since they both have pretty damn good mobility.

However, much like Cho Gath, Uhl would have the survivability to not care about Katarina and the damage to eventually little her down, since he's a tank.

Fizz can proc on hits regularly, and has considerable survivability, so with a BOTRK, I think he might become a legitimate melee counter.

Now let's look at Uhl's other likely matches for either Top, Mid, or Jungle, or perhaps even better, the people he won't realistically see in his lane: Ashe, Lucian, Twitch, and Urgot are all ADCs and thus unlikely to stray from bottom lane. That leaves the other champions as legitimate counters.

I also like what you did with the damage on the ability. It was great balance work!

Edit: You have him listed as a Tank/Support at the top of the page, but a tank mage at the top of his list of stats.

Meep Man1 votes

Ah, I shall update it! I intend for him to be a Tank/Support since his he has armor shred and good crowd control! Also, I think Rumble could still be a counter since his Q and E outrange Uhl's Q. I can agree with the others though. Nice job! I could also include some more.

EDIT: His label has been fixed and the tool tip updated. About to add multiple recommended builds for him based on role. Might add a VO section later too.

Erractic Eick1 votes

Excellent. On to the W. This ability has extreme sleeper power, but first I would like to address some trivial thing that bothered me.

You said you'd want Uhl to be a support tank. Supports and tanks aren't really supposed to be dealing HUGE amounts of damage. You can help trim the damage output of Uhl by removing the damage from its upgraded ability, and instead pushing some of its starting power to that ability. We will address that later, but for now let's address the issue of false choices.

Usually, when opponents build resistances, its in order to reduce the damage they take. However, thanks to this ability, the more resistances they have, the more damage they'll receive. Either way, they're screwed. Also, it is a debuff, which makes players feel powerless even if they played right. In League, this type of ability is few and far between, and for good reason. They create something called in the gaming industry as Anti-Fun, and Riot is especially concerned about it. If a champion is actively not fun to play against, something has to give.

Now, let's address scaling. This is a hyper-scaling ability. What does that mean? Well, that means this ability scales three different ways going into late game: 1. As the game progresses, your opponents build resistances, increasing your damage output; 2. As you upgrade the ability, it becomes a stronger resistance steal, which lower opponent's resistances AND increases damage dealt, which both increase your damage output; 3. the ability steals resistances for longer, which gives you a greater window of time where your abilities and auto attacks will be less susceptible to resistances, thus increasing your damage output. This causes two problems: First, you essentially have three things that do the same job, which would be like if I made a champ that knocked you up, rooted you, and stun you for one second, all at the same time. The redundancy is pointless, and it results in needlessly complicated abilities, and thus longer tooltips (which makes the champion harder to learn). Two, and more importantly, if you used this on a tank (for shits and giggles, let's say my main man Sion), who had built about 200 of each resistance, you would deal hybrid damage -which would be very effective, since he had his resistances (as in the things that reduce damage) siphoned- he would take more significantly more damage from all sources, and you would be pseudo invincible while sitting on what is presumably close to 300 of each resistance for about five seconds, or about half a team fight.

You strip an enemy of his ability to tank, which is anti fun.

Meep Man1 votes

Im curious as to how this is too different to % health damage and Trundle's R though. While I could nerf it, since it's a little strong, stealing or removing someone's ability to Tank is not something new or even rare.

EDIT: W has been nerfed and the enhanced W has undergone a minor rework for a different kind of anti-tank damage

Erractic Eick1 votes

Well, percent health damage doesn't deal MORE damage with more health, but rather it simply doesn't lose effectiveness as hard during late game. It stays consistent. Regardless of whether your opponent has 300 or 3000 health, you will always deal the same proportion.

Furthermore, the only reason Trundle is allowed to have a stat stealing ability (as you very introspectively put in your patch notes) was because he doesn't get to use it as often as Uhl would get to use his W. All abilities have a certain level of anti fun component, but that would be a tad excessive, and our goal is to minimize that.

Going to your changes though, mixed 10% max health damage would actually deal more damage in almost every case than the original stats you had. Could you perchance return it to the original?

Edit: I'm going to use an example, for clarity's sake. Suppose you stole 35% of someone's armor and magic, and let's say your opponent has 100 of each stat. With your original scalings (I believe you said 25% of armor stolen and 33% of magic resist stolen would be converted to damage), that would mean your opponent has 65 armor and MR. You deal 8.75 damage in physical damage, and 11.55 magic damage. This damage is reduced by 39.4% for each portion of the damage, thus meaning Uhl deals 5.3 physical and 7 magic damage, or a total of 12.3 mixed damage.

Later on in the game, this same opponent has 200 of each stat. Reduced to 140 for each, once the ability hits. 70 x .25 = 17.5 physical damage, 70 x .33 = 23.1 magic damage.

140/(140+100)= 58.3% physical reduction, meaning you deal 7.30 physical damage.

140/(140+100)= 58.3% magic reduction, meaning they take 9.63 damage.

That gives a total of 16.93 mixed damage. For this to stay proportional to the damage you were dealing earlier, your opponent would have had to also have been building health. How much? Easy.

16.93/12.3=1.376

They would have had to increase their health by 37.6% percent during the same time to keep the damage proportional. That isn't easy for squishy supports and ADCs to efficiently do.

That being said, these numbers are so small, would it really break Uhl to just make it so that this ability doesn't damage opponents at all?

Meep Man1 votes

True true, it could just not damage enemies.

EDIT: I changed the W to be more inconsistent and have a higher cool down. I also removed the damage from it. As compensation, I slightly increased it's effectiveness, and I also buffed his R by a small amount.

Erractic Eick1 votes

Hey, I just had an idea. Why don't I just refer you to the guy I learned everything from?

Here's the link. Only start reading it if you have a few days worth of time on your hands, and if you REALLY want this champion to exist.

http://forums.na.leagueoflegends.com/board/showthread.php?t=2099323&page=1

GreenLore1 votes

Overall I have to say I really love your idea,however while I think the insanity-passive sounds awesome in terms of flavor it would likely create a few gameplay problems: -I think insanity builds up and decays a bit too slow. Sure this fits the theme of insanity,but Uhlgazattothu has barely any control over spreading the madness,making it extremely unreliable for him. Likewise the decay of the insanity reminds me of the problems that Illaois E caused when she was released,since enemies had no idea how to play against that,causing them to just hide until the effect was gone.

-gaining 100 insanity upon death feels kinda meaningless if your insanity goes away rather fast in the fountain. Sure if you had 150 insanity before,you'll go completely insane upon respawning(I guess),but I feel like that would feel extremely unfun to play against as it would pretty much encourage you to just wait at the fountain for it to go away.

I feel Uhlgazattothu should cause insanity mainly through his actions(like hitting enemies with your abilities) and that the stacks disappear if the enemy manages to avoid Uhlgazattothus attacks or if he distances himself from him or something like that. Because this would allow Uhlgazattothu to rely on his insanity a bit more,while also allowing his enemies to outplay him.

Meep Man1 votes

Gotcha. By the way, I made it to where Insanity was granted on death and also reduced while in Fountain because A.) If you respawn with 250 Insanity late game when the enemy is in your base, you will have the 250 Insanity for 10 seconds since it cannot decay and B.) even if you don't respawn with 250 Insanity, it becomes harder to apply Insanity to enemies as you get closer to their fountain, so if they are forced to respawn and rush out of their base, they will still have at least 50 Insanity late game from dying. Basically, the 100 Insanity on death is mainly meant for late game when every second counts and you may not have time to wait in base for the 100 Insanity to decay away.

EDIT: I changed Insanity decay and generation. It is now very reliant on combating the Horror himself to gain and decay Insanity, so the enemy has a little more control over their Insanity gain. However, I made it to where unless you can easily damage Mr. Uhl, you will EVENTUALLY gain 250 Insanity if you don't Recall after a while, that way his Passive will always eventually take effect and not ever be entirely useless unless the game is really bad for the Horror's team.

MohawkBird1 votes

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Meep Man1 votes

It certainly is the main point of discussions for his kit since it is the most unique and complex mechanic in his kit as well as entirely why you pick him. I just made some changes to it from feedback below.

MohawkBird1 votes

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Meep Man1 votes

Yeah, currently, the only champions we have on that front are commonly countered by True Vision. I think this champion is a good example of a healthier psychological warfare mechanic. Since Insanity doesn't directly impact the opponent in anyway (excluding enhanced spells at 100 Insanity and the R mechanic at 250, plus not being able to Recall at 250), it isn't able to negatively impact the opponent's performance if they are able think and make sense of the situation.

I showed this concept to my friends and we started to think of ways a coordinated team could combat Insanity when Acts of Hope are hard to achieve. A coordinated team could create a "Ping System" before the game starts to make their allies that are "Insane" be able to know who is who on their own team. They could also create a Ping system to where non-Insane allies will constantly Ping priority targets on the enemy team so Insane allies can always know which enemy is the ADC/fed enemy.

We also began to think of the mind games Mr. Uhl's team can play against the enemy. At 50 Insanity, mind games are limited and not much can be done against these enemies. It really isn't until 200 Insanity that really good mind games begin. At 200 Insanity, Uhl can try and act like one of his fake clones by walking up to enemies until they throw a spell at him (which they normally wouldn't want to do since it is a waste of resources to use spells on clones since they don't actually do anything), upon which he can unload out of no where and can QER the enemy to hard CC them for 4 seconds, setting up an easy kill.

At 250 Insanity, even Uhl's allies can do this since ALL fake clones appear this way. For example, an allied Shaco could time his Q to appear where a fake clone minion or monster would appear 3 seconds after dying to appear to be a fake clone that the enemy shouldn't waste resources on when, in reality, it is a Shaco about to burst them. The synergy with allies on Uhl is nearly endless we concluded and teams can get really creative in playing into this mind game. If it works well enough, the enemy will be casting spells at anything that moves, wasting SO MUCH RESOURCES! It just turns into a true nightmare for enemies at 250 Insanity, as it should. It would take true team coordination to defeat an enemy team that plays around Uhl's Passive and true team coordination to play around Uhl's Passive on Uhl's team.

Basically, I think Uhl is a REALLY good champion for forcing teams to cooperate with each other since his mind games can get really complex and be a little bit too much for just one allied champion to put the pieces together and figure out. It's psychological warfare that doesn't directly harm the player, but can SERIOUSLY impact a game with coordinated teams. THAT IS THE PERFECT KIND OF PSYCHOLOGICAL WARFARE IN A TEAM GAME IN MY MIND! MIND GAMES THAT FORCE TEAMWORK!

Requiemsfire1 votes

But then Cthulhu saves the world.

TyrekGoldenspear1 votes

But if you can give us so much information about him, then we comprehend him...

Meep Man1 votes

I actually don't give a ton of information about him. The only thing the Lore says is that he can talk, he has eyes, and that he is an "It". The picture is just one of his many forms that he uses.

But yes, for the sake of clarity and design, we can comprehend him, but only enough to understand what he is capable of.

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