[Champion Concept] Hiro, The Spirit's Salvation

Kloqdq·11/8/2016, 4:04:20 PM·1 votes·455 views
Hiro, Master of Spirits

After some careful planning and playing with ideas, I've come back at it again with the official Hiro champion concept. Link to the original post has been provided. This post will be updated with links containing other Hiro related posts like concept art, background story and more when it's ready. Thanks to everyone that has commented and supported the idea!

This post will have final abilities with some explanations added to help people understand what the intended purpose is and how it functions. Consider these abilities to be the final, and are unlucky to change.

Stats and bases are subject to change in the future. _ Hiro, The Spirit's Salvation _ Role: Support, Mage

Stats: Health: 482.36 (+77 per level) Health Regen: 5.74 (+0.65 per level) Mana: 379(+38.74 per level) Mana Regen: 11(+0.3 per level) Attack Damage: 55.376 (+3.2 per level) Attack Speed: 0.690 (+3.38% per level) Armor: 18(+4.1 per level) Magic Resist: 31(+0 per level) Attack Range: 550 Movement Speed: 330

Passive: Gathering of Souls

Passively, Spirits are summoned to the rift in search of Hiro. These Spirits will spawn near Hiro's location and wander hopelessly towards Hiro's current location. Hiro is then able to purify these Spirits to release them from the rift, receiving their power in return for his help. By purifying a Spirit, Hiro is able to gain a Paper Talisman which is used on ability casts. Purifying Spirits also grants Hiro permanent movement speed and gold.

Passively, Spirits are summoned to the rift in response to Hiro's presence. A new Spirit is spawned every 1 minute and lasts for 2 minutes before disappearing forever. Sometimes, a minion's death will cause a Spirit to be spawned as well. Spirits only spawn around Hiro's location (3000 Range) and cannot be interacted with by anyone other than Hiro. Hiro is able to purify these Spirits to release them from the Rift by walking up to them and right clicking them (150 Range). By channeling for 1 seconds, Hiro purifies the Spirit, gathering their strength into one of his Paper Talismans, which are used on Ability cast. Every Spirit that is purified also grants Hiro with 1 permanent movement speed and 5 (+ 50 per Spirit Purified) gold.

Hiro can only hold a max of 3/4/5/6 enchanted paper charms at a time.

Spirits are dormant when they spawn and will slowly wander the rift (200 movement speed). They will not interact with anything and CANNOT be interacted with by anyone other than Hiro (An enemy Hiro can interact with Spirits similar to Enemy Draven catching your Axes.). Once the Spirit has been purified, they will disappear from the map.

Q: Spirit's Passing Cost: 80/85/90/95/100 Mana Cool down: 9/8.5/8/7.5/7 Seconds (Passive has 5 second cool down before the old target can be hit again) Range: 900

Passively, Hiro's fire auto attack is increased by the number of Paper Talismans Hiro is carrying. Every time Hiro auto attacks an enemy champion he marks them. After hitting that marked champion 3 times, Hiro is able to cast Spirit's Passing to burn the mark and slow the enemy champion. If a Paper Talismans is used on cast, then the slow is increased.

Passive: Whenever Hiro attacks an enemy unit that was not the target of his previous basic attack, will deal 5/6/7/8/9/10%(Scales off current AP) bonus magic damage to them, increased by the number of Paper Talismans Hiro is currently carrying by 5% for each one. After attacking an enemy champion twice, that champion becomes marked by a Paper Talismans for 4 seconds. Active: Upon cast, burns all Talismans, dealing 25/50/75/100/125 (+25% Ability Power) over 3 seconds and slowing enemies for 40% for 3 seconds. If a Paper Talisman is used on_ Spirit's Passing_ cast, the slow is doubled.

The bonus Auto Attack damage only works on the new targets. After the first auto on a champion, a second auto must be used on them to apply the mark. There is no limit to the number of talismans that can be applied.

W: _ Well of Good Tidings_ Cost: 160/140/120/100/80 Mana and 1 Paper Talisman Cool down: 16 Seconds Range: 650 (Casts slightly in front of Hiro (25 Range))

Hiro uses a Paper Talisman to open a Spirit Well below Hiro to bless the ground. The ground will then pulse outwards, giving allies health and movement speed for each pulse hit.

Hiro throws a Paper Talisman onto the ground to open a Spirit Well, blessing the ground for 5 seconds. Every second the Spirit Well will Pulse outwards from the core. Allies hit by the Pulse will be healed for 10/25/75/90/140 (+25% Ability Power) (+5% missing Health) and be granted 65% (+25% Ability Power) movement speed for 1 second.

Well of Good Tidings cannot be cast without a Paper Talisman. Pulse is 50 units wide and takes 1 second to travel the full range.

E: Whim of the Lost Cost: 160/140/120/100/80 Mana and 1 Paper Talisman Cool down: 14/13/12/11/10 Seconds Range: 500 (Ally area is 400 range. Enemies is a 400 range.)

Hiro tosses a Talisman onto either an Ally or Enemy Champion, causing them to become a beacon for Spirits to attach to them. After a delay, a Spirit will attach onto the target, causing them either Good Fortune or Miss Fortune. Allies become blessed, doubling their current movement speed as they move towards enemies, and giving all allies half this effect as they follow. Enemies become cursed, slowing all enemies around the target as they move towards allies.

Hiro targets either a Ally or Enemy Champion to toss a Talisman onto them. This causes them to become a beacon for Spirits. After 1 second a Spirit will attach onto the target for 3 seconds and either bless them or curse them if they are ally or an enemy.

Allies: Target becomes blessed, doubling their current movement speed as they move towards enemy champions and causing all allies in an area around them to gain half the movement speed effect. Enemies: Target becomes cursed, slowing all enemies around the target by 75% decaying over 3 seconds as they move towards ally champions. The Target is unaffected by this effect.

Target Ally will have their current movement speed double. If they have 400 movement speed it will become 800 movement speed. Allies gain half of this effect. If the Target has 400 movement speed, it becomes 800 movements. Allies will receive 200 movement speed. The enemy target isn't effected by the slow but all enemies around them are. Whim of the Lost cannot be cast without a Paper Talisman.

R: Ancient Paper Talismans Cost: 1 Paper Talisman Cool down: 30 Seconds Range: 500

Hiro passively gains usable Paper Talismans. Hiro carries with him Paper Talismans which draw out the power of Purified Spirits which Hiro is able to throw onto Allies, Enemies, Structures and Terrain. Hiro is able to recast Ancient Paper Talismans to active these Talismans. Depending on what these Talismans are attached to, they will have different effects.

Passive: Passively, Hiro gathers a Paper Talisman every 45/40/35/30/25 seconds. Active: Hiro tosses a Talisman to target Ally, Enemy, Structure or Terrain. These Talismans remain for 5 seconds and can be recast with in this time to active their own unique effect. Allies: Removes all disables and summoner spell debuffs affecting the target. Enemies: Burns the Talisman, slowing the target by 25% decaying over 5 seconds and dealing 70-410 true damage (depending on champion level) over 5 seconds. Structure: Causes the target to become a beacon, increasing all allies movement speed by 20% over 2 seconds while near the target. Terrain: Opens a Spirit Gate through a piece of terrain in the target direction for 5 seconds. Allies can pass through the gate by right-clicking on it or its exit, teleporting to the exit in 1-4 seconds (Depending on units Traveled) (2000 Units Max.)

Paper Talismans created by this passive are similar to Hiro's passive Paper Talismans. Structures include, Turrets, Destroyed Turrets, Inhibitors, Nexus and Void Gates. The range of this structure's area of affect is 400 units. Spirit Gates are basically a teleport, and depending on the amount of units needed to travel from point A to point B, will take longer or shorter. Acts similar to Bard's Portals, however only a start and exit point can be seen.

Additional Links None at this time!

Thanks everyone so much for taking your time to look over my Champion concept! Please leave feedback and let me know what you think. As I said, this post is pretty much the final iteration of Hiro's kit with only balancing changes to be added in the future. This will be updated however once more content has been created and added! Please Up vote or Down vote to let me know what you think!

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