Hilda, the Ghost That Escaped

Stacona·3/12/2019, 10:31:53 PM·2 votes·1,742 views

Hilda was a normal girl that was visiting a Demacian village with her parents at the time, but the village was burned down by a group of bandits, ruthlessly torturing and murdering all one by one.

Now as a ghost in pure white garbs stuck in the Shadow Isles, well she would have been if it was not for her cleverness and desire for revenge (and throw in some intense magic) and you have a jail-breaking ghost. Of course the Shadow Isles is not pleased at all with this outcome, but what you going to do with an all-powerful little vengeful ghost going to Demacia to try to toy with and murder... every... single... Demacian!

The young ghost-maiden has nothing left to lose, so might as well get her revenge in an attempt to calm her restless soul. Maybe that anti-magic marble might prove to be even more useful than the Demacians first realized...


Hilda is a tactical assassin. She may be immobile, but she is all about literally haunting her prey, making them suffer, scaring the living tar out of them, and then finishing off the enemy team mercilessly and without relent!


Attack Range: ??? units, is both melee and ranged at the same time Movement: 340 units per second Attack Speed: ??? +?% attacks per second Attack Damage: Extremely and Pathetically Low


Heart Attack (Passive):

Hilda has an unknown attack range. She can attack her target anywhere between 50 to 900 range away depending on the target's missing health. She will always attack objectives at 550 range away.

Hilda has an infinite attack speed, but the more she attacks against the same target, the less she can attack against it. This aspect resets after 5 seconds of not attacking that target. Basic attacks only deal 50% of bonus attack damage. Bonus attack speed will make the basic attack reduction less severe.

Hilda's attacks are always considered both ranged and melee, gaining the benefit of both from items.

Control Over Death (Q):

Cooldown: 16/15/14/13/12 seconds; Cost: 95 mana; Range: 1000 units

Hilda tosses out a ghostly string in the target direction, attaching to the first enemy in its path and dealing 20/30/40/50/60(+25%AP) magic damage. Hilda can cast this four more times within 3 seconds, doing the same thing.

After 3 seconds or upon casting all 5 strings, Hilda pulls in her targets 20% closer for each string attached to them, pulling it all the way to her if all 5 strings are attached to the same target.

(There is a 0.15 second lock-out time between each cast.) (This skill key can be held down to shoot each string toward the mouse cursor when available.)

Live and Die (W):

Cooldown: 10 seconds; Cost: 70/80/90/100/110 mana

Passive: While this ability is on cooldown, deal 15/20/25/30/35%(+3% per 100AP) increased damage, but take 40% more damage.

Active: For the next 3 seconds, whenever Hilda deals damage, she heals for 20/30/40/50/60(+20%AP) health, 10% healing against non-champions.

Ghost Travel (E):

Cooldown: 24/21/18/15/12 seconds; Cost: 40 mana

Passive: Hilda deals 6/7/8/9/10%(+2% per 100AP) of the target's missing health as bonus magic damage for her next basic attack upon exiting brush or invisibility, within 1.5 seconds.

Active: Hilda turns invisible for 2.5(+1.25 per 100AP) seconds, while invisible she can ignore terrain and units. This duration will temporarily extend if Hilda is currently inside of terrain.

Passive: Kills or assists refund this cooldown.

Never Gone (R):

1) Cooldown: 70/60/50 seconds; Cost: 100 mana; Range: 500 units 2) Cooldown: 300/225/150 seconds; Cost: None; Range: Global

Less-Dead: Terrify all enemies around you for 1.25/1.5/1.75 seconds.

Dead: Select a target location and instantly respawn at that location, the further away you are from your Summoner's Platform, the less current health you will spawn with. You cannot spawn within the confines of the enemy base.

Passive: Upon spawning, you are placed into stasis for the next 3 seconds, unable to harm or be harmed during this time, but can still freely move around.


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