Champion Concept: Ahk'Ahn, The Void Swarm
Ahk’Ahn The Void Swarm
Some creatures from the void are large, filled with hunger. Some are cunning or stealthy. Others are little more than uncanny predators. Ahk’Ahn is none of these things, and all of them, for Ahk’Ahn is the name given to a collective intelligence, shared between uncountable smaller insect-like voidborn creatures that crawl, fly, sting, and consume. Driven by the continuous desire to spread the hive’s presence, Ahk’Ahn poses a threat to all living beings as it consumes them to breed and breed again.
Ahk'Ahn is a large figure, wearing a robe that seems to shift as though something was crawling under it (because something is). It has no single identity, and as the wind blows the robe back or attacks strike it, Ahk'Ahn's true form as a mass of writhing void-insects is revealed.
Role: Fighter/Mage Secondary Resource: None (Health)
Passive: Worm that Walks Ahk’Ahn gains additional Armor and Magic Resist based on its current health. This increases with Ability Power. Ahk’Ahn gains additional Tenacity and Movement Speed based on its missing health. This increases with bonus health.
Ahk'Ahn is defensively tough, but in different ways based on current health and item build. AP Ahk'Ahn has a lot of damage resistance at high health, while HP Ahk'Ahn excels at leaving fights that have turned against it.
**Q: Hunter Swarm ** Ahk’Ahn and all nearby Hive Growths each release two hunter insects to sting nearby foes. Each insect does a moderate amount of magic damage based on AP, which is reduced for additional hunters that hit the same target. The first insect from AhkAhn and each Hive Growth prioritizes enemy champions.
A basic trading ability. Does damage, no fuss no muss.
W: One Mind First Cast: Ahk’Ahn transfers its health to a target Hive Growth within long range each second, until Ahk'Ahn's health hits a minimum value. This health transfer is stored in the Hive Growth’s shield and can exceed the Growth’s normal maximum shield. Second Cast: Ahk’Ahn channels for 1 second and then teleports to the targeted Hive Growth, destroying it and gaining its current health plus its health shield as Ahk’Ahn’s new current health. Ahk’Ahn can still be killed before using the second cast. If a certain duration completes and Ahk’Ahn has not used the Second Cast, Ahk’Ahn is healed for a percentage of the Hive Growth’s health shield (including transferred health) and the Hive Growth is destroyed.
Note: This is Ahk'Ahn's unique ability. It is a long range (probably >5000 at max rank) teleport, provided that Ahk'Ahn has placed a Hive Growth where it needs to go. The twist is that, effectively, Ahk'Ahn is vulnerable at both ends of the teleport, as damage to the target Growth reduces the post-teleport health, while damage to the original Ahk'Ahn would prevent transferring health to the target growth. Ahk'Ahn can also only cancel the ability by waiting for it to time out, and that at a health loss, as it would only get a percentage of what it put in back.
**E: Hive Growth ** Ahk'Ahn sacrifices a portion of maximum health to create an immobile offshoot hive on the ground at a target location, which has a percentage of Ahk'Ahn’s maximum health and slowly regenerates (rate based on Ahk'Ahn's regen) a health shield. Maximum health shield is increased by Ahk'Ahn's bonus health and bonus ability power. While Ahk'Ahn is within a certain range, Hive Growths deal magic damage over time based on AP to nearby enemies, storing a portion of the damage dealt into their health shield. While Ahk'Ahn stands near a Hive Growth, the Growth replenishes Ahk'Ahn, transferring a percentage of the health from the Growth’s health shield to heal Ahk'Ahn each second. Depleted Hive Growths do not heal Ahk'Ahn again until they have filled 10% of their maximum shield. Hive Growths below maximum health apply their regeneration to their health before generating extra shield.
Hive Growths last for 10 minutes or until destroyed.
Note: The health shield works like Bloodthirster overhealing, essentially. Ahk'Ahn slowly drains a portion of overhealing bubbles from nearby hives to restore health. This ability would likely work on an Ammo System to ensure that in group fights Ahk'Ahn can summon several Hive Growths for its other abilities (as they are summoned without existing health shields, Ahk'Ahn gains benefit from drawing fights into existing growths; namely healing).
R: Swarm Unleashed Passive: Ahk'Ahn's Worm That Walks gives improved bonus stats.
Active: Ahk'Ahn and nearby Hive Growths unravel into a swarm of insects for several seconds, healing Ahk'Ahn for the full value of all Hive Growth health shields. While in this form, Ahk'Ahn gains the current health of all affected Hive Growths as increased maximum health and has massively increased size based on current total health, ignores unit collision, and deals magic damage based on AP each second to foes within the swarm, recovering a percentage of the damage dealt in this way. When this effect ends, any remaining bonus health is converted into Hive Growths near Ahk'Ahn. Ahk’Ahn cannot basic attack or use Hive Growth or One Mind while in Swarm Unleashed.
Note: This looks on the surface like Vlad's blood pool, but it isn't. Ahk'Ahn can still be targetted by both skillshots and basic attacks while in this form. Possible weird interactions with skills that determine range based on the target's middle, rather than edge. When I say massively increased size, I mean that a health-built Ahk'Ahn would be able to confortably contain a max-stack Cho'Gath entirely inside it (until it took some damage and the Swarm Unleashed shrank).
Something I have been toying with. We have a lot of league champions, but as yet we do not have a hive mind character. I had considered having its abilities operate on % max health costs (Zac) rather than flat (Mundo), because it has a form of self-heal in its Hive Growths.