(Champion Concept) Hastur, the Strange King of Wanderers

Meep Man·4/1/2017, 10:17:34 PM·4 votes·3,078 views

LORE http://i0.wp.com/greydogtales.com/blog/wp-content/uploads/2016/04/carcosaXLI.jpg In the city of Carcosa, there rests the simple, yet far more powerful than any mortal being could possibly imagine in Runeterra, known to the few travelers who bothered to remember the king as Hastur. King is a guise he owns only to give his followers something mortal and easy to call him, but he serves a far greater role in the existence of the universe than any king that resides within Runeterra. Quite an interesting fellow, Hastur is not a human or anything that resides within the Runeterra. He is the spawn of the spawn of some greater beings that were breathed into creation when the first bits of matter began to suddenly appear and the universe came to be what it is today. Many who are weak and wander eventually find Hastur on the shores of a seemingly random location far off the map that most travelers own. To those that have visited Carcosa, it is a very tall city that resides to the far, far east of Ionia. It is said to be a tall city because it does not expand outwards, but upwards, seeking to build and build upwards until they cannot anymore. The citizens here to the visitor might be mistaken for machines as their mindless, unresponsive behavior could lead them to believe that these were not humans but extremely well designed robots, possibly shipped in mass numbers from Piltover to Carcosa. However, these are real people, and they all bow and would gladly serve the true king of wanderers, Hastur. Hastur was born into the nothingness of space, abandoned by his, or perhaps its, parents at birth. Left to float through existence, constantly suffering and yet unable to die, Hastur grew an immense hatred for those that had brought it into existence. Eventually plummeting onto Runeterra, Hastur moped around the huge rock in space for many millennium, watching species grow and die out. Eventually, one species in particular interested it that had evolved to a point further than the rest without any signs of certain extinction being brought to it. Humans. One day, Hastur presented himself to a human, being the first direct encounter he had ever participated in with one of the inhabitants of the planet. To his own surprise, Hastur's strange yet powerful appearance instantly brought the wanderer to their knees, wishing to serve Hastur. It was not sure if the human was simply weak-minded or desperate, but Hastur accepted the human into his ranks. One turned to ten and, before Hastur could realize it, he had developed what could be considered by some to be an empire of wanderers who, mostly by chance, stumbled upon Carcosa, the now self-sustaining city built in honor of Hastur. Hastur saw a chance to do something with his newly found powers to manipulate and attract these humans into worshiping him. All who were weak or wandering, or both, were attracted to Carcosa by hidden signs and recruiters that were told to travel to the major cities of the world. They were told to go on a voyage to the city and serve the forgiving and kind king: Hastur. While at first slow to come, the city eventually became a legend that many sought to see if it were real or not. Upon finding the city promised to them, they were caught in Hastur's trap and forced to serve it if their minds were not strong enough to resist him, which was a rare but common enough occurrence for there to be a decent many travelers who visited the city and then returned to their normal lives. http://i0.wp.com/greydogtales.com/blog/wp-content/uploads/2016/04/carcosaXLII.jpg Those caught in Hastur's mental trap are sent into the many mines that surround the city to mine out materials to build up the city. This reckless, yet apparently necessary mining has caused the land surrounding Carcosa to become extremely dangerous to traverse due to there usually being a very thin layer of dirt between travelers and a huge mining pit that goes down into the earth for at least a mile. The city itself stretches into the sky, only still being hidden due to Hastur's powers to manipulate the clouds at the lower levels of the city to transform into an immense shroud that allows the city to blend in with the atmosphere itself. Hastur itself resides at the top of the constantly growing city, seeking to, one day, expand into the stars by mining Runeterra hollow and using its powers to kill the immortal beings that abandoned it at birth. Its throne room is surrounded by dead trees that, although once alive, eventually died due to a lack of water due to the throne room constantly being elevated to be above the newly constructed floors of the city. http://1.bp.blogspot.com/-8vU-hmy04n4/VSuoV3-DvSI/AAAAAAAAzZY/qTQyXpmIZFU/s1600/TemporadaCarcosaImagen2.jpg "Hastur" itself sits, motionless on his thrown, using the vessel of the first human it met with as a face for those following him to follow, being human and therefore being more easy to relate and connect with. However, Hastur itself resides in the shadows of the throne room. Constantly plotting on the thousands of ways it will torture his parents, the now malicious ruler of Carcosa ascends into the nothingness of space to calm its childish tantrum, even if it means completely destroying Runeterra and dooming all of it's inhabitants to certain death. http://orig03.deviantart.net/6373/f/2012/216/e/9/hastur__el_rey_amarillo_by_borjapindado-d59r38d.jpg


KIT Hastur, the Strange King of Wanderers Main Role: Artillery Mage Secondary Role: Disruptor Health- 440 (+60 per level) Health Regen.- 7.5 (+0.75 per level) Insanity- ??? Armor- 25 (+2.8 per level) Magic Resist- 30 (+0 per level) Movement Speed- 325 Attack Damage- 45 (+2.5 per level) Attack Speed- 0.64 (+2.15% per level) Attack Range- 625 (Ranged) (Non-Projectile)

Passive- Insanity Influence Innate: Hastur eats away at the sanity of those within the world, gaining 1 Ability Power for every 120/60/30/15 Insanity active in the world. The current amount of Insanity in the world is displayed to Hastur in its resource bar. Insanity has a set duration for neutral monsters, lasting for a maximum of 60/70/80/90 seconds on them. If Hastur dies, 75% of all of the Insanity on enemy champions is lost, rounded up. Levels: 1/6/11/16

Ability 1- Mind Trap Passive: Hastur's basic attacks inflict 1/2/3/4/5 Insanity and deal 2/4/6/8/10 (+2.5% AP) bonus magic damage. Active: After channeling for 2 seconds, Hastur places a trap at the target location that enters stealth after a 2.25 second delay. The trap has 3 Health and can only be damaged through basic attacks, rewarding 5 gold for destroying it. Upon being stepped on, the trap inflicts 25 Insanity into the minds of the target for as long as they remain alive and also briefly slows them by 75% for 1 second, decaying over the duration. If the target already has Insanity within their mind, certain additional effects also happen: 100 Insanity- The target is slowed for 3 seconds instead of 1 second. 200 Insanity- The slow no longer decays over the duration. 300 Insanity- The target now also takes 100 (+10% AP) true damage upon detonation. This can only happen from a Mind Trap once every 5 seconds. 400 Insanity- The target is now also Silenced for the duration of the slow. 500 Insanity- The target is now revealed for 6/7/8/9/10 seconds. 1000 Insanity- The target also takes 10% of their current health as additional magic damage. This can only happen from a Mind Trap once every 5 seconds. Mind Traps last for up to 120/150/180/210/240 seconds and cannot be placed directly on top of one another. Cool Down: 20/18/16/14/12 seconds Range: 1500/2250/3000/3750/4500 Detonation Radius: 50

Ability 2- Image of Hastur Active: After channeling for 2.75 seconds, Hastur inflicts an image of itself near the target enemy champion. After a 1.5 second delay, the image shoots a tendril at the spot the target was at the moment the image itself was created, dealing 90/130/170/210/250 (+55% AP) magic damage to the first enemy champion it hits as well as silencing them for 1/1.25/1.5/1.75/2 second(s). If the target is the enemy champion this spell was cast from, they are also inflicted with 10/15/20/25/30 Insanity. Upon reaching max range or hitting an enemy champion, the image disappears into yellow dust. The image of Hastur looks just like it and can be damaged and affected like an enemy champion, but is immune to all forms of crowd control and displacement, cannot be killed, and has no unit collision. This spell uses vector targeting, starting from the enemy champion and ending 750 units away from the target. Cool Down: 23/21.5/20/18.5/17 seconds Range: 1200/1325/1450/1575/1700 Vector Range: 750 Tendril Speed: 3000

Ability 3- Mind Control Active: After channeling for 1 second, being interrupted by both crowd control and damage, Hastur forces the target enemy unit with at least 100 Insanity to walk in the target direction across the map for 0.25 seconds for every 100 Insanity they have. During this time, they are slowed by 50% and are effectively stunned. The duration of this can be reduced by tenacity. After doing so, however, the target loses 45/40/35/30/25% of it's current Insanity. Cool Down: 50/45/40/35/30 seconds Range: 1500/1750/2000/2250/2500

Ultimate- Eldritch Tantrum Passive: Hastur reduces the cool downs of its basic abilities by 2/3.5/5 seconds (reduced by cool down reduction). Active: After channeling for 3.5 seconds through an echo of screams, Hastur detonates all Mind Traps currently on the map in order to summon a thick, black tentacle at each of the trap's locations. These tentacles last for 15/17.5/20 seconds and will cast Image of Hastur on a nearby visible enemy champion within Image of Hastur's range once every 2.5 seconds. These tentacles have 150/225/300 (+10% AP) Health and reward 4 gold for being killed. Tentacles count as minions for the purposes of targeting. Structures cannot target these tentacles however. Casting this ability reduces Hastur's health to 15% if it was previously above that much. Also, enemies who are within 2000 units of a Mind Trap when this is cast will receive a sound warning during the channel of this ability so to warn them that a tentacle is about to spawn nearby. Cool Down: 215/200/185 seconds Range: Global


RECOMMENDED ITEMS

Lane (Solo) Starting Items item 3301 item 2031 item 3340 Essential Items item 2302 item 3158 item 3115 Standard Items item 3124 item 3151 item 3089 Situational Items item 3135 item 3060 item 3116 Consumables item 2139 item 2033 item 2003 item 2055

Lane (Support) Starting Items item 3301 item 2031 item 3340 Essential Items item 2302 item 3158 item 3107 Standard Items item 3060 item 3050 item 3504 Situational Items item 3190 item 3116 item 3089 Consumables item 2139 item 2033 item 2003 item 2055

Jungle Starting Items item 1039 item 2003 item 3340 Essential Items item 1410 item 3158 item 3115 Standard Items item 3124 item 3151 item 3089 Situational Items item 3135 item 3060 item 3116 Consumables item 2139 item 2032 item 2003 item 2055


LOG-IN MUSIC https://youtu.be/HHPphdzp_k8


UNIQUE ROLE/DESIGN Hastur is a unique champion that focuses on manipulating enemy champions from a distance, but opening himself up to easy execution if he tries to cast one of his spells at a location where an enemy is about to pounce on him. His extremely frail health and defensive stats makes him an easy target to pick off as well. However, if left to his own devices, Hastur can essentially guarantee that everyone on the enemy team will eventually die. Hastur can be countered through wards and simply knowing where the heck he is as well as, of course, having the offensive power to kill him. Although Hastur will likely have little direct impact on the damage dealt to kill enemy champions, all of his actions and plans will slowly guide the enemy team to one thing: death. He is best played in the Support role, although he can also find some success in the Middle Lane and the Jungle. In the early game, it is best that Hastur avoids confrontation unless he gets his items rather quickly. Once Hastur gets his items and can be protected by his team, however, he can really deal out some major damage to the enemy team if allowed to do so. It should be noted that, once an enemy dies, they will spawn with all Insanity lost from them, so players playing Hastur should avoid killing targets that pose no real threat to Hastur or his team unless necessary since their Insanity can be used to kill much more important targets.


INSPIRATION AND LINKS Hastur is heavily inspired from the being with the same name from the Chulhu mythos who is connected to a city with the same name as well. Hastur is essentially a League of Legends mirrored version of the entity. First Image Second Image Third Image Fourth Image Log In Screen Music Origin I do not claim ownership to any of these images/videos. They were each made by their respective creators and all credit should go to them for their creation.


Thank you for reading and any constructive feedback is appreciated!

3 Comments

Bultz4/2/2017, 1:47:03 AM1 votes

Yasuo I am the one who wanders

Arakadia4/2/2017, 9:40:34 PM1 votes

I love the look, lore, and idea. Kit seems a little odd, but so far just my opinion.