Champion concept: Ha’duum, supportive Mage Tank

Spoofghoul·2/7/2017, 9:32:09 PM·2 votes·604 views

Ha’duum is a void golem & support Mage Tank

This is what i imagine looks like, this is not my art so all credit goes to the original creator. There would be some differences like more void effects, and his body would be covered in runes which would light up as his null well fills up, and when it is almost full additional effects like void lightning would surround him.

https://cdnb.artstation.com/p/assets/images/images/000/267/811/large/aaron-nakahara-cyclops1flats.jpg?1414190490

Ha’duum has Access to very powerful utility at the cost of having reliable damage. Though he has the means to deal potent damage but this depends both on build as well as gameplay. A lot of his damage comes from his passive which requires him to take damage in order to fill up as well as dealing area damage over time which can be avoided or outplayed.

His strength lies in enabling and protecting allies and disrupting enemies through means other than hard crowd control or plain old slows. And he excels at fighting ranged opponents. His insanely powerful utility does come at a hefty mana cost and this functions as a bit of a mana gating. the abilities are also gated with long cooldowns. Wants, strengths and weaknesses.

The stats Ha’duum needs to acquire in order to get more powerful are Health to increase the power of his passive. Health regeneration to recuperate faster from taking damage Resistances and ability power to Improve the strength of his utility and damage. Mana sustain and cooldown reduction to be able to keep up this utility. All of this also makes him somewhat gold gated. Making Ha’duum weak in the earlygame and strong in the lategame. However the sheer amount of stats Ha’duum can scale with does allow for great build diversity .

His strength and difficulty profile looks like this

Attack power: 4 Defense power: 9 Ability power: 10 Difficulty: 10 

Postions & roles

Positions, Ha’duum can be played in top, mid, jungle or as support. Each position has its own unique challenges.

**support **in this role gold is more scarce and you want that to acquire much needed stats, though Ha’duum does very well with an ally nearby. He scales decently with support items but not as good as with actual tank items and he might not reach his late game powerhouse status. However he is very good at supporting his ally and keeping them safe especially in the botlane where most opponents are ranged. Though he might struggle vs more offensive supports.

Jungle allows him to help everyone but his early clears will be a bit slow and this leaves him vulnerable to invades. The slower clears also allow for more impact in the early game by the enemy jungler on his laners. The lack of hard CC makes ganking more difficult and he needs help in securing jungle objectives like drake and herald.

**Midlane **is a good spot for him as it has roaming potential to team up with allies and get the most out of his kit, it is also the safest position for him due to short lane. Though he will struggle vs assassins in the early game when does not have any defensive items yet.

Toplane is a good lane for him, his largely ranged kit allows him to play it safe until he gets more items though he lacks good escapes, his only escape also allows his enemies to follow him and chase him down. And he will be vulnerable to all ins. Top is also the most isolated position and his kit is meant to support allies thus negating one of his strengths. However because it is isolated he can use this to his advantage to farm up for the later stages of the game by playing it safe. ** Base stats** Health 620 – 2405 Health regen. 10 – 30 Mana 375 – 1150 Mana regen. 8.5 – 19.5 Attack damage 55 – 135 Attack speed 0.675 (+ 0 – 45%) Armor 25 – 80 Magic resist. 32.1 – 53.4 Melee 225 Move. speed 345

Passive: Null Well Whenever damage is dealt to Ha’duum a portion of it, instead of damaging Ha’duum, is stored in his Null Well. When Ha’duum attacks and opponent, through basic attacks or damaging spells he uses a portion of the damage stored in Null Well do deal bonus magic damage. When not taking damage the vault is drained and restores Mana to Ha’duum and nearby allies

Basic attacks deal 15% of currently stored power as bonus damage. And Ha’duum gains up to 25% bonus attack speed based on how much damage is stored. Abilties deal bonus damage as stated in their descriptions

Damage redirected and stored in vault is 12% +1% per level after resistances Max vault is 10-180 + 25% hp + 100% Bonus resistances When the vault is full it can no longer store power and thus no damage will be redirected to it. In which case Ha’duum will take the full damage.

When no damage has been taken within 8 seconds Null Well will slowly drain using its content to invigorate nearby allies and regenerate their Mana by half the amount drained. Drain rate is 1,5% max vault per second

Q: Empty Mist RANGE: 725 / 225 COST: 85 MANA COOLDOWN: 9 / 8 / 7 / 6 / 5 Ha’duum Blasts the area in front of him with a continuous pulse of void mist for 2 seconds. Near sighting enemies while they remain inside its area of effect. And grounding targets Once for 0,1 seconds max upon hitting them. Dealing 35% vault + 50% Resistances + 50% AP damage over 2 seconds in 0,25 intervals

W: Null gate RANGE: 1000 / 175 COST: 125 MANA COOLDOWN: 40 / 37 / 34 / 31 / 28
DURATION: 6 / 6,5 / 7 / 7,5 / 8 Ha’duum creates a connected portal in front of himself and at a targeted location. Allied & enemy Projectiles Cast into either portal will enter and come out of the secondary portal Allied projectiles launched through this portal deal 20% resistances + 20% AP + 20% of Null Wells current value bonus damage on hit.

Both allies and enemies can enter either portal to travel to the other portal. This has an on target 4 second cooldown.
Allies Gain 25% of Null Wells current value as a shield when they enter according to E: Void warp passive effect and cannot exceed its maximum value. Enemies take 25% of Null Wells current value as damage when they enter

E: Void Pull RANGE: 625 / 625 / 225 COST: 125 MANA COOLDOWN 4 RECHARGE TIME: 40 / 36 / 32 / 28 / 24 CHARGES 2

Passive: Null shield: Ha’duum generates a shield for himself and nearby allies. Rate of shield generation is equal to Ha’duum’s Health regen. Maximum shield is 20 / 40 / 60 / 80 / 100 + 50% of resistances + 50% AP. Upon destroying the shield the attacker is dealt 25% Null Wells current amount in damage.

Shield has an on person cooldown of 15 seconds of not taking damage reduced by cooldown reduction. The shield goes on cooldown when it is destroyed, or when it has decayed over 4 seconds after allies leave the area of effect. Passing Through W: null gate resets the on target cooldown of this passive

Active: Pull: Ha’duum Draws in targets in front of him for 1 second at a rate of 550 / 600 / 650 / 700 / 750 units dealing 50% current Null Well + 50% resistances + 40% AP damage over 1 second in 0,25 intervals

R: Void Warp RANGE: 700 / 775 / 850 COST: 150 + 35 / 40 / 45 MANA per second COOLDOWN: 70 / 60 / 50 Ha’duum Channels and creates a zone around him. This zone slows down all incoming enemy projectiles, ground targeted ability detonations and basic attack projectiles as well as slowing down dashes. It also slows down enemy movement towards Ha’duum by a half the amount increasing with proximity. Allied projectiles, ground targeted abilities and basic attack projectiles, as well as dashes within the zone are sped up. Slow/speed up 30 / 35 / 40 %

While Ha’duum Channels this ability, Null Well is applied all allies within its radius at half strength Canceling the channel emits a shockwave dealing 100 / 150 / 200 + 20-100% of Null Wells stored damage depending on the length of the channel, maximum damage is reached after 5 seconds of channeling at which point the shockwave will also knock enemies back 200 units and slow them   Additional information, Playing with or against.

Q: Empty mist. Bread and butter ability for Ha’duum it’s powerful but can sap mana quickly. only grounds 1 time for 0,1 seconds and not for the 2 seconds it is active. Ha’duum can use this to stop dashes mainly, rather than prevent them or preventing flashes, this gives it a reactionary use only as far as the grounded effect is concerned. The near sight effect makes him a terrible foe for ranged opponents and is one of the reasons he excels against them, it’s less useful when battling a melee champion who is in your face. Think of the ability as more of a rumble flame spitter in terms of how it works and it goes on cooldown after the 2 seconds of use.

W: null gate. can be used by both enemies and allies alike and is one of the reasons Ha’duum is good against ranged opponents. It allows additional effects for allies like an instant shield if used to engage, or bonus damage when used as a way to enhance poke, additionally it can extend the range of poke for quite a bit, though this does not mean you should pick a full poke comp for max effect as it is als an easy route to engage. Other uses include pulling enemies through it using void pull Or using it as a shield to block skill shots by placing the secondary portal behind your team, though it is quite small in radius so try to avoid being flanked by malphite when you do this ^^ Also doing this and getting flanked means you just gave the opponent an easy way to run you down.

E: null shield. The shield generates quite slowly and has a cooldown, this makes it hard to shield people once they are already in combat since it will block 10 damage before going on cooldown again. But it is useful in sieges to protect your team.

E: Void Pull. Can be used in tandem with Null gate to draw people across a great distance, if your movement speed is higher than the pull it won’t do anything but slow you down, you can sidestep it mid pull, even though this means closing in on Ha’duum you can get out faster this way. If you are feeling cheesy then you can use it to enhance your speed as well and dash at great speed into their team with for example shen’s taunt.

R Void warp. this just gives Ha’duum so much power as it enhances his entire kit allowing him to negate some of the negatives of his abilities like the E being used by opponents to enhance their engage It makes their projectiles slower so more easy to dodge for your team whilst speeding your teams up to make it easier to hit an enemy, this also works for Ha’duum’s abilities as well empowering them in a way And you make your team more beefy by allowing them to benefit from your passive Though this ability drains mana fast! So disengage if he activates it and you should be fine and waste a lot of his mana and put it on cooldown again.

Final word I hope you all like this champion concept, whether or not it's balanced im not sure yet, though i tried my best to give everything an appropriate amount of counter play options. And then there is the need for a certain amount of stats to be acquired.

I am looking forward to your feedback and comments

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