[champion concept] Hart Hammerius IX, the titan breaker
blitz, tresh, naut can hook? alistar, lee sin can knockback? let's step to the next level. knock right knock left!
now meet Hart Hammerius IX. he wield hammer. he inherit legendary sacred hammer from his family. so hammer. hammer. hammerius. his title is TItan breaker. well the name indicate how mighty hart is. I wanna give him mountain breaker title back then, but titan breaker sounds cooler.
the idea behind hart is versatile combo champion. he can jump, he can knock back, knock right, knock left. but he have no defensive spell. only offensive spell and disengage. but he's really fun to play if u can handle him cleverly.
lore: some wanderer who inherit family's legendary sacred hammer. he is wandering to see the world, but someday got stucked upon some war in between noxus and demacia. since the war kill innocent people, he decide to stop his wandering journey and lift his hammer against 2 kingdom.
"be it justice or evil, i'll break anything that rob my peace"
passive (breaker combo) : if enemy's armor reduced by hart's q, hart's w/e will stun. if enemy's mr reduced by hart's q, hart's w/e will slow.
so the idea is giving hart some cc if he can perform combo.
q (break jump): knock his hammer down. if it hits a unit (prioritize champion ofc), it'll randomly breaking enemy's mr or armor for next couple of second, then hart will jump ahead. if his hammer hit ground instead enemy's champion, hart will make a hole in the ground that will root enemy unit who step in it for 1 sec.
so, animation-wise, hart will knock ground with his hammer, and use it to catapult himself to the air. u get the idea. fancy animation. and if he don't break enemy, he'll break the ground. oh and I love something random. that's why random mr/armor break. plus nowadays, every hero need engage/disengage right?
w (to the left): knock enemy to the left of hart. deal percent health damage.
simple spell right. add percent health damage to differentiate with his e.
e (to the right): knock enemy to the right of hart. deal true damage.
another simple spell. add true damage to differentiate with his w. yea im lazy to think some complex balance thing.
r (mid air hammer time combo): hart swing his hammer up, send enemy fly to the back in slow motion. while enemy in mid-air, hart become immune to cc and he can use his q to jump following his enemy, then he can perform 3 combo with his q/w/e/r. if the combo end up with q, enemy will be knockback further. if it's end up with w, enemy will be knock to the left. if it's end up with e, enemy will be knock to the right. if it's end with r, enemy will be knock down.
i'd like to see some combo in lol. btw using q once will break enemy's armor/mr randomly. using it twice will break both enemy's armor and mr. so u should be mindful performing this combo.
if enemy's adc/nuker, u probably wanna do 2 e since it deal true damage. if enemy's tanky, u probably wanna do 2 w since it deal percent health damage. but if enemy have a lot of mr/armor, u probably wanna break it first with q. be mindful for his passive, since it apply here too. =D
note that after hart sent enemy fly with r, it's optional for him to follow it with q or to run away from enemy with his q. however, hart still get cc immunity as long as enemy is still in mid air. so he can use it for escape too. yea, I know he'll be too fun to play, too good to be real.