Champion Concept: Hass, the Bloody Storm

The Ecdysiast·10/29/2018, 5:23:08 PM·3 votes·1,976 views

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:

  1. Strong dueling potential against a particular target if you've killed them a few times already.
  2. Extra damage to beat down an enemy who's being healed/shielded by an enchanter.
  3. Several kills on a hyper carry can mean the ability to still challenge them 1 on 1 late game. Cons:
  4. Lower overall damage in teamfights.
  5. Weak dueling potential if forced to fight someone besides the target.
  6. 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...

  1. 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.

  2. 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.

3 Comments

Qiyana Hime10/29/2018, 9:13:38 PM1 votes

Crimson Rush is already used within the game (Vladimir's empowered Q).

Ignoring Blinding and Dodge is vastly different from ignoring Taunt, since the latter is hard CC, and I don't think it's a good idea to have a champion that can cleanse himself of one specific hard CC effect only, for gameplay purposes. In any case I find this ability very narrow: its only purpose is to counter Jax, Shen, Teemo, and Rammus. Nevermind the fact that it's "offset" by being less effective against other targets, I don't think it's good design to create champions specifically intented to hard counter a few other individuals.

The escalating "challenge" mechanic is interesting, but I think it could be streamlined. A basic attack reset and an R that damages turrets are enough in my opinion to make him a potent splitpusher; I don't think he needs the bonus true damage to turrets. (You could give his W attack speed if you really want another way for him to take turrets faster.) Also, considering the target selection, just helping out your team in a skirmish could throw you out of whack, so I'm not sold on it either, and if you change that, then reduced damage to non-marked enemies might not be necessary.

Basically, I like the stacking and 1v1 aspects, but not really the implementation. (Random numbers incoming.) Maybe he could gain 10% bonus damage and 10% damage reduction against a single target over 10 seconds as long as he keeps damaging it, resetting if he switches targets? Or make his basic attacks stack marks on his target (up to 10), each one increasing his damage to them and damage reduction against them by 1%, resetting if he changes targets. His ultimate could be targeted (and deal damage around the target), and instantly put the target at ten stacks, or deal bonus damage if the target already was at ten stacks. Anyway, I think tying it to takedowns makes it too awkward to use in-game.

Satakieli11/2/2018, 8:30:47 PM1 votes

I'd play this champion and put my 'Hatred' on enemy Teemo's icon every. single. time.