Champion Concept: Hass, the Bloody Storm
At first, I only had the idea for the passive. But then I started thinking about what kind of champion this passive would be best for, and after thinking of a fitting W to go along with it, decided to fully flesh out the entire kit. The passive is still the most important aspect though. I was thinking about how unfair it feels when an ally feeds their lane opponent and you have to suffer the consequences. So I came to this conclusion for a passive that would play into making that more balanced while still being a uniquely fun passive to play with.
Passive Hatred -- Hass gains 1 stack of Hatred towards an enemy for each takedown on that champion (max 6 per champion). He deals 3.5% more damage towards the chosen target for each stack of Hatred towards that target, but deals 3% less damage to all non-targeted enemy champions for each stack of Hatred towards his current target. Additionally, Hass deals 0.6% bonus true damage to structures for his total Hatred stacks against all enemy champions. (at 6 stacks towards your target, you would deal 21% more damage to that target but 18% less damage to all other enemy champions. With 6 stacks on every enemy-- meaning a minimum of 30 takedowns-- you would deal 18% bonus damage to structures)
- Target can be changed once every 6 minutes, and is selected with a menu exactly like Kindred's passive, but with the number of stacks on the portrait. Target cannot be changed while in combat.
This is intended to be the core of his kit, and would have quite a unique combination of pros and cons. Pros:
- Strong dueling potential against a particular target if you've killed them a few times already.
- Extra damage to beat down an enemy who's being healed/shielded by an enchanter.
- Several kills on a hyper carry can mean the ability to still challenge them 1 on 1 late game. Cons:
- Lower overall damage in teamfights.
- Weak dueling potential if forced to fight someone besides the target.
- Must consider the penalty against other enemies when participating in teamfights.
It would also have some interesting workarounds, allowing for two distinct styles of play with neither of them being particularly more advantageous every game...
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The most obvious, and the reason I added the part about turrets, would be as a splitpusher once you've participated in a few fights. This would work around the fact he deals relatively less damage in a teamfight.
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If it's no longer in your best interest to target the enemy you have the most stacks on, you can switch targets to an enemy you have no or few stacks on. This would remove or lower the penalty against non-targets, increasing your overall damage in a teamfight, with the penalty that it decreases your damage against the target you've been stacking.
Q Typhoon Claws (yes, those Typhoon Claws) Cost: 65 Cooldown: 14/12/10/8/6 Hass's next 3 attacks occur in the span of one attack at maximum attack speed (for an effective attack speed of 7.5). The flurried attacks are modified to deal only 50% - 60% damage based on rank and cannot critically strike, but otherwise behave like standard attacks. (Typhoon Claws resets Hass's auto attack timer)
Obviously, this is nearly identical to the effect Typhoon Claws gave. But with two very important differences: the attacks cannot critically strike, and he wouldn't have a three-hit passive to abuse it with. It would merely give him added synergy with on-hit builds.
W Futile Resistance Cost: 70 Cooldown: 12 For 6 seconds, Hass becomes immune to Blinds and his basic attacks ignore Dodge and Block effects. Additionally, Hass's basic attacks deal 2% maximum health true damage to the target of his Hatred for the duration.
This ability would be a direct counter to champions who normally counter AA-based fighters, and help him win duels with enemies who have shields/heals or their enchanters/guardians nearby. And the %Max HP damage would synergize well with the strategy of swapping his passive target to the enemy with the fewest stacks, if it's their tank.
E Crimson Dash Target Range: 450/500/550/600/700 Cost: 65 Cooldown: 10 Hass dashes to the target enemy, dealing 60/80/100/120/140 (+40% bonus AD) physical damage. If the enemy was the target of his Hatred, he may cast Crimson Rush once again at no extra cost, but only on the same target.
Looking through all of the AA based fighters, it's a clear trend that they need some way to catch up to enemies. That's all the explanation I feel is needed for this ability.
Ultimate Sanguine Hurricane Effect Radius: 450 Cost: 100 Cooldown: 120/100/80 Hass strikes around himself at an incredible speed twice every second for 4 seconds (8 attacks in total), dealing 20% total AD physical damage each time. Sanguine Hurricane applies on-hit effects each strike and deals its damage to turrets. Additionally, the target of Hass's Hatred will bleed for 200% bonus AD physical damage if struck (applies only once).
This would go well with either style of play, and serve to supplement his damage without detracting from his theme. I imagine the effect would be something like an afterimage of him striking in a circle, while his actual body maintains whatever action you're doing.