[Champion Concept] Husk, Scavenger of the Seas
Place of Origins: Serpent Iles. (Bildgewater). Primary: Assassin. Secondary: Mage. Additional Roles: Player Choice.
Statistics: Attack Power: 4. Defense Power: 4. Ability Power: 8. Difficulty: 7.
Health: 379(+31) Health Regen.: 2.1(+0.38) Manna: 277(+30) Mana Regen.: 2.0(+0.37) Attack Range: 125(Melee) Attack Damage: 47(+3.4) Armor: 14(+2.1) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342
Friends: . Enemies: .
Appearance: Husk is a 5’ft tall skeleton with a right hook arm & a left wooden peg leg, he wears a tattered pirate’s outfit (coat, hat & pants) which are drenched & washed out. On his ribcage are small little barnacles, imbedded into his back is busted ship helm & around his hip aside from an old pirate flag turned into a sash is broken shark jaw with 3 grenades strapped to it.
Thoughts & Design: There has yet to be a "skeletal" themed Champion so I crafted Husk out of an idea of a old pirate Captain long before Gangplak's fathers time, with Halloween coming up I thought having an undead pirate skeletal with spectral powers would be pretty suitable. Lost in a massive storm created from an outburst of magic Husk ship, his crew & even him was ripped to shreds & their souls were lost at sea. as the decades rolled by Husk restless soul was lost, confused but still fueled by old desires that are now tainted & empowered by the storms lingering magic. Soon Husk's soul was reintroduced to his old body but decayed & feasted upon by see life Husk was reduced to nothing more a skeleton but it did not matter, no matter form he took his desire to pillage & rob any ships in "his" seas. Utilizing his new powers over the sea, lost souls & his skills as pirate Husk became a living legend: "Those who dare sail their ship by the blood reef will draw the eye of that old scavenger. Waves crack the ships, teeth chatter in the wind & the bottomless pit of his glaze will suck in your very soul. All heed this message, never sail Eastward or you forfeit your very lives".
For an Assassin like Husk it's all about picking your target, then deal as much damage to that target as you can while also crippling their movements or preventing their escape while you are engaged with them. using his Abilities in combinations like the Submerge & Gutter Line allows Husk to isolate enemy by taking them to a secure location & if they somehow manages to escape from you but you can still keep up with them having your Restless Spirits aide you in picking them off.
If you are feeling a bit "passive" use the Restless Spirits to soften your targets to build your confidence especially with its stacking Buffs if you target only 1 Champion, then once your target is nice & tender close the distance with Submerge & well you know the rest.
AS for Husk's Passive it should only be used in large scale fights especially when the enemy is not concern about their position in the more high pressure scuffles, Husk can use this to keep key target within range so he can make the most out of his other abilities while the enemy tries to fight currents of the whirlpool
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Innate Passive: Shambled Bones. When Husk’s HP reaches 0 bits & pieces of his skeletal remains will still linger about for 15 seconds, for this duration Husk has 20% reduced Movement Speed & he can still activate either of his Basic Abilities. If Husk does somehow manages to get the Kill on an enemy Champion while this Passive is active he will drain that Champions soul to Revive himself, being Revived Husk regains 10% of his Max Health & Mana but all of his Basic Abilities will be on a 5 second Cool Down. Once restored this Passive will go on a 238 second Cool Down.
Q-Ability: Restless Souls. Range: Self-Cast. Cool Down: 16/15/14/13/12. Cost: 95. Bonus Magic Damage: 25/35/45/55/65(+40% bonus AP). Activation: After Husk has activated this Ability he will call upon the spirits of the drowned to side where they will float around him, after the initial activation Husk’s next 5 Basic Attacks gain 400-Range & will deal bonus Magic Damage. If Husk keeps Auto-Attacking the same target with these spirits they will be applied with additional effects after the previous one has made contact with the chosen enemy: -the 2nd spirit & following spirits after the 1st will deal 5% increased damage -the 3rd spirit & following spirits after the 2nd will Heal Husk by the total amount of damage they deal. -the 4th spirit & following 5th spirit will have 10% Magic Penetration -the 5th spirit will also deal 5% of the target’s Missing Health as the total damage output.
W-Ability: Submerge. Range: 450. Cool Down: 19/17/15/13/11. Cost: 60/70/80/9/100. Magic Damage: 35/55/75/95/115(+50% bonus AP). Activation: After Husk has chosen a 50-radius location within this Abilities Casting Range then upon its activation Husk will create a small little whirlpool below his feet, after a 0.25 second delay after the initial activation Husk will be pulled into the whirlpool & then reappear at the chosen location afterwards. When Husk reappears on the Map his hook will be coated with spectral energy from the little ride that it will make his next Basic Attack deal Magic Damage instead.
E-Ability: Gutter Line. Range: 400. Cool Down: 18/17/16/15/14. Cost: 50/60/70/80/90. Initial Physical Damage: 45/65/85/105/125(+40% bonus AD). Delayed Magic Damage: 15/35/55/75/95(+50% bonus AP). Activation: After Husk has chosen a narrow path with this Ability then upon its activation Husk will throw out his hook in the targeted direction, the first enemy Champion the hook makes contact with will deal Physical Damage & then Tether the target to Husk for 1.25 seconds. Once the Tethers duration has ended the hooked target will be Rooted for 0.5 seconds while also taking additional Magic Damage when Husk reels in his hook. While an enemy is Tethered to Husk they cannot venture far from Husk by the length of his hook, while Tethered Husk can pull his hooked target with him but he will have 20% reduced Movement Speed but the hooked target cannot move Husk. Now while Husk has a hooked target when he uses Submerge he will drag his target through the whirlpool too, once both Champions reappear on the Map the hooked Champion will actually take Submerges current Magic Damage once they reappear on the Map.
R-Ability: Dragged to the Depths. Range: 400. Cool Down: 230/210/190. Cost: 170. Magic Damage: 45/75/105(+40% bonus AP). Passive: When Husk gets the kill on enemy Champion Husk will send their soul to the bottom of the Ocean, each Soul that Husk has increases his Health by 5pts & increases his Attack Damage by 3pts. Activation: After Husk has chosen a 210-radius location within this Abilities Casting Range then upon its activation Husk will conjure up a powerful whirlpool at the targeted location, for the next 5 seconds the whirlpool will deal Magic Damage to any enemies within its radius every second while pulling them to the center of the radius while reducing any affected enemies Movement Speed by 25%.