Hudd, the Masterhand

Mãge··9 votes·1,399 views

Hey folks, Cardi here. I post champion concepts here from time to time. Here's a champion concept that I worked on for a while; thoughts and feedback would be mighty appreciated. The inspiration for Hudd came from a desire to play a bowman that doesn't point and click at all in order to deal damage. The main obstacle was making Hudd dynamic enough that he actually feels both difficult and different, as opposed to just plain old vanilla artillery (Xerath ), which simply adding skillshots wouldn't necessarily achieve. Archery is not easy, and skillshot champions are as plentiful as the roster itself. That's where Archer's Paradox, Hudd's passive, comes in. It adds a degree of complexity to all his abilities - they're not just skillshots, they're skillshots that don't always travel the way you want them to travel because of time sensitivity. This creates an avenue of meaningful interaction between just this single champion alone and the player trying to master him, as well as one between the player and the perils of the game (think "oh shit" moments where you're face to face with an assassin, have to outplay the assassin, while timing your draws correctly). An archer should also be stealthy and and quiet to blend in with his/her surroundings. Since Hudd's attacks are entirely skillshots (again, due to Archer's Paradox), he gets an advantage other marksman simply don't bring to the table - stealth. Shooting opponents and dealing consistent DPS from afar in brush or from fog of war is Hudd's specialty. Hudd doesn't need any special magic or hextech gadgets - he's good at shooting arrows. Real damn good. Enjoy and hunt well, my fellow archers!

Hudd, the Masterhand

Role: Marksman Secondary: Assassin


Archer’s Paradox (Passive): Hudd’s basic attack is his Q ability – he cannot point and click targets to auto attack them. All of Hudd’s damaging abilities (are skillshots) and require that he draw his bow – it takes half a second to fully draw the bow and the bow can be fully drawn and held for another second once fully drawn (Hudd can move freely while drawing his bow; interrupts refund the cooldown of the interrupted ability). None of his abilities reveal him from brush or fog of war. The projectile shot from Hudd’s bow follows the following hidden mechanics…

Range increase of the ability per 0.05 second draw time (max 0.5): 10% 0 – 0.15 second: veers left or right a random small to medium distance 0.15 second – 0.225 second: veers left a set small distance 0.225 second – 0.3 second: flies straight ahead 0.3 – 0.4 second: veers right a set small distance 0.4 – 0.5 second: veers left or right a random small distance 0.5+ second draw: veers left or right a set small distance

Hudd's passive is central to his kit: his entire existence revolves around aiming his arrows properly to hit the mark on his targets. He's also balanced around this difficult mechanic. The arrows fly extremely quickly - they can be dodged, but probably not reactively. A dash like Katarina's new Shunpo would definitely be able to dodge them, but when they're shot from fog of war, you wouldn't expect even Faker to be able to dodge them reactively without an instant dash. Reactively is the key word here - players can still dodge the arrows, but only when they predict that they're coming, and even then only with a dash of sorts. Hudd's barrage of arrows from stealth (brush or fog of war) can induce fear in his enemies when played right - you don't know what's shooting at you unless you're paying close attention to the arrows whizzing by and striking your champion square in the chest.


Successive Fire (Q): Hudd stores up to five charges of Successive Fire over time (the ability itself has no cooldown, apart from the "cooldown" of having to draw the bow each time). Each shot deals his total AD in physical damage to the first target struck and applies critical strike modifiers and on-hit effects exactly as a regular basic attack would. Attack speed items decrease the amount of time it takes for Hudd to store new charges. If his arrows encounter structure or terrain, they stop at the piece of terrain (damaging it in the process if possible), allowing Hudd to instantly gain a charge of Successive Fire and a small boost to his movement speed if he retrieves them.


Marksman’s Aim (W): This shot has increased range and also slows for a large amount briefly upon impact compared to Successive Fire, but does not store charges and has a longer cooldown. Always deals critical damage to targets with less than 50% of their maximum health.


Sprint/Track (E): Activating this ability the first time causes Hudd to sprint for four seconds with increased movement speed and slow resistance. Activating this a second time while sprint is active causes it to become Track, which cuts the speed bonus in half, removes the slow resistance, but doubles the remaining duration and reveals the nearest enemy champion.


Fatal Shot (R): Hudd takes quite a bit longer to fully draw this shot, but it has as much range as Marksman’s Aim and deals TONS of damage over a long period of time. During this time, the target is also grievously wounded and slowed by a small amount.


Summary - I won't be going over each ability this time because of the sheer simplicity of this champion. However, that is precisely what League lacks - an archer champion that feels "archery" because of the draw motions of the bow and stealth due to hiding in brush. Mastery of the champion would entail mastering the passive, which is quite hard to control because of the small margins of error. Of course, in worst case scenarios the arrow would simply lose accuracy over long distances while keeping Hudd's ability to shoot instantly (as if he had a targeted auto attack) and consistently at closer targets relatively intact. Let me know what you guys think and thanks for reading! :^)

20 Comments

Treyhova2 votes

Seems pretty neat, though I do have some questions/comments. (If you want, I can crunch numbers for the abilities and champ. I have already done it for one rework I posted awhile back, and my math seemed to be the one thing people really liked.)

  1. Would it be possible for his Q to have a higher base damage to make up for the fact that he has to aim? For example, as you level up the ability, it does 1.2/1.25/1.3/1.35/1.4 base AD. Also, make his range 600-650, put him up there with Caitlyn.
  2. Can the Q just scale with his Attack speed? The charges are neat, but I see how someone could just spam 5 point blank.
  3. You talked about stealth, but none of his abilities seem to offer stealth?
  4. Is it possible for any of his abilities to pass through targets, seems alittle too single target at the moment? Maybe make his Ult or W pierce?

Anyway, I really like the concept, reminds me of Hunters in Smite. I espically like how his W crits, although maybe with some scaling added on. I hope this post keeps getting more love. [slayer-pantheon-thumbs]

Mãge1 votes

{quoted}

Seems pretty neat, though I do have some questions/comments. (If you want, I can crunch numbers for the abilities and champ.)

  1. Would it be possible for his Q to have a higher base damage to make up for the fact that he has to aim? For example, as you level up the ability, it does 1.2/1.25/1.3/1.35/1.4 base AD. Also, make his range 600-650, put him up there with Caitlyn.

  2. Can the Q just scale with his Attack speed? The charges are neat, but I see how someone could just spam 5 point blank.

  3. You talked about stealth, but none of his abilities seem to offer stealth?

  4. Is it possible for any of his abilities to pass through targets, seems alittle too single target at the moment? Maybe make his Ult or W pierce?

Anyway, I really like the concept, reminds me of Hunters in Smite. I espically like how his W crits, although maybe with some scaling added on. I hope this post keeps getting more love. [slayer-pantheon-thumbs]

  1. Anything's possible when it's just ideas flying in the air :^)

  2. Hmm, I was thinking there'd be an animation/cast thing that would limit it to 1 arrow per 0.25 seconds or so when he releases the draw.

  3. He uses the stealth of hiding in brush all over the rift hehe. Natural stealth (meaning his attacks don't reveal him, so he can "ADC" without having to even enter "ADC range" or vision even)

  4. I didn't want any nonsense piercing things - arrows in real life hardly ever pierce through more than one target (I've seen cases where someone has downed two deer at once with one arrow though). I wanted to keep Hudd a traditional archer archer. He's on the rift because he's the best of the best of the best - no nonsense or tricks involved.

Treyhova1 votes
  1. The only problem I have with the stealth is that Varus and Jayce can already do that.
  2. How about for minions but not champions? I'm mostly thinking about waveclear and the ability to actually hit champions with the piercing concept. That or the W could be an arrow that explodes after .5s and slows. Makes W seem less like a Varus Q and provides the waveclear.

I thought of some more.

  1. I think the passive is alittle too complicated. Don't get me wrong, I like that it provides some depth to his kit besides "aim and shoot" but the timing is too superhuman to really react to. Maybe instead his shots are effected by a "Wind" mechanic that changes over time with the game?
  2. Have you thought of an Arrow Ammo concept? Like instead of W or R being just damage abilities, he switches between arrows he can shoot, with a limit on all but the normal ones. Opens up some neat interactions.
  3. Maybe the Track part of his E could reveal Invisible units.

Once again, great concept. I'll try to provide as much meaningful feedback as I can.

Mãge2 votes
  1. Difficult, just the way it should be :) The timing isn't superhuman - they're lined up on after another to create a gradient (this is design done on purpose btw). If you look at 0.15 - 0.4, it goes from left to right. If you've played any fighting games before where you have to time invulnerability frames to get something done or to avoid taking critical damage, this would be something similar in terms of timing (but instead affects the arrow's trajectory).

  2. I have actually. But I ended up thinking it would be cool if the champion didn't have anything at all - no flaming arrows, no frost arrows. Just plain ol' wooden arrows shot extremely skillfully (of course, there's the realistic aspect of wooden arrows being unable to penetrate armor, but the game covers that by being fantasy). Ultimately, I ended up choose a DoT for the R because league lacks something of that sort dedicated to damage - Mordekaiser and Trundle's ultimates are both meant to activate a certain effect if they're successful, where this DoT is meant to deal an insane amount of damage that even shields and heals may not be able to cover over the course of its duration (an impending doom of sorts).

  3. That'd be a cool concept, not sure if that'd be easy to balance, however. Riot did say they don't want invisibility so easily countered this preseason.

Treyhova1 votes
  1. Do you think that his W could be a curved skill shot or maybe even a ricochet that lets him "bounce" the arrow off of walls and/or champs? Give it some increased range and a set number of bounces, with each bounce making it do more damage, and it could be a real defining ability, of him being such a good shot he can hit the back line without piercing.
  2. Would Hudd work off of mana, or is he a base cooldown champion? I assume he would work off of something different.
  3. Would it be possible to make the Q sway back and forth instead of just left to right one time?
  4. Any ideas that didn't make the cut that you had?

Sorry if this is annoying, I just know that I like to have someone to bounce off of when I make a concept.

Mãge1 votes
  1. Given that traditional archery is the theme here, probably not. I'd take that ability and put it on a another archer champion, however.

  2. Base cooldowns - manaless. A skilled archer ain't got no time for magic (although his lore could possibly have him be immortal - hence the great skill with the bow from an eternity of training). The guy we're talking about here is not normal - in a League of arcane destructive spells, time-rewinding hextech gadgetry, and laser-firing levitating eyeballs, he brings a fucking bow (also possibly magical in the lore so that it can fire arrows that defy armor) and batch of wooden, traditional arrows.

  3. Once you fully draw the bow, it will veer off to the left or right (take a guess, there's no pattern; only one or the other) a very small, set amount. This makes it easier on players starting out with the champion. Once the champion is well practiced, a player can move onto more precise timings (hooray for depth).

  4. I thought of an ability that would multiply your damage dealt and take a really long time to draw (a very powerful shot). Ended up making the ultimate a DoT because there are a bunch of point and click and/or skillshot "burst" abilities already in the game. There isn't, however, a DoT that lasts a long time with the sole purpose of dealing incredible total amounts of damage to low-health targets. Emphasis on total here - it's still a DoT and can possibly be countered with sufficient healing and/or shielding. The idea of mortally wounding your target with a special shot and tracking it down in fog of war (E) while preparing to land that last shot that'll finish it off (W) was just incredibly fun to imagine. That's where the inspiration came from - bowhunting (of course, in actual bowhunting you aim to kill the creature in one shot ASAP).

There were also poisoned arrows - but I think the current ultimate fills any gap potentially left with the lack of poisoned arrows quite well. The champion is the best archer you'll ever find (kind of like a Jax of bows, specifically) - he's a masterhand (self-designated title).

Treyhova1 votes
  1. Had an idea that would work well with his W and give him a bit more depth. Real archers don't always aim straight and for faraway targets would aim up to compensate for drop. How about his W works that way, where he arcs it over walls and minions to hit the champion he wants. Maybe make it a root for added effect.

  2. Since arrows stick in walls, why not champions? It could be possible that everytime you hit a champ with Q, the arrow sticks, causing the damage to increase with every shot. If they die, when you run over the body you get all your arrows back.

  3. Maybe let the E allow Hudd to ignore unit collision.

  4. His R increases in damage the longer it is held. Could also pierce armor for a percentage like 15/25/35%.

That's all.

Emojay1 votes

[slayer-pantheon-thumbs]

KhoaiLangOP1 votes

[slayer-pantheon-thumbs]

Orochi1 votes

[slayer-pantheon-thumbs]

LividLegendz1 votes

[slayer-pantheon-thumbs]

Mãge1 votes

What is this conspiracy?

Gloompowder1 votes

Cardi, it's Will and I was wondering if I could have your number. I have been searching you on facebook and google and I couldn't find you. Then I remembered you liked to post innovative champion themes. Please look for me on fb and message me your number!

Mãge1 votes

I don't use fb, try adding me on League

Braum4life1 votes

Hey I have a couple of ideas and questions that you could think about:

  1. Following on from what Treyhova said about letting arrows bounce, well you could make it so if the arrow hits a wall head on it will stick into the wall for a couple seconds. These arrows can be retrieved by walking nearby them. This could refill the the ammo. But if the arrow hit the wall at an angle it would break... Just an idea idk
  2. Would the ult be a skillshot? Would it be kinda like the last jhin ult bullet?
  3. The title the master hand implies that Hudd is very capable of multiple skills however he seems just to be an archer.
  4. Where is he from? Backstory?

P.S. I love the idea + don't judge my really Low level account I transferred my main

Mãge1 votes
  1. I like this idea a lot. Edited Successive Fire to have this effect - I completely forgot about arrows normally not going through terrain because of the way skillshots normally work in League.

  2. It would be yes, but it would deal way more damage over time and wound the target, giving the struck target an impending doom kind of feel.

  3. .

  4. Not sure. This is a really simple kit, built upon the core central idea that the guy's an archer who wields a bow and wields it masterfully. I did post in a reply to another comment here that he could possibly be immortal because of a magic spell or wield a secretly enchanted bow of sorts (so that his arrows pierce through armor).

Mister Modesty1 votes

I think you should add more mechanics. It really is a simple concept, and I think you can take it further.

I would add to his E. The move speed buff is a great tool for such a vulnerable champion. But I think you can make it more rewarding. It's called "Sprint/Track", maybe he should actually track enemies. Maybe a passive effect: damaging an enemy marks the target, revealing them if hidden.

I also think your abilities should work with each other more directly. For example- hitting an enemy with W grants a stack of Q. I like when a kit plays on itself. Try to mingle your abilities more. I think we can use an archer like this, just not SO basic.

Mãge1 votes

Great idea for Track. Modified!

As for the basic-ness of the abilities - yea they really are. But the complexity of the character's gameplay stems from the unusual way in which his skillshots are aimed. They have a lot of range and function like old-nidalee spears (albeit a bit less powerful perhaps) because Hudd doesn't ever have to exit fog of war or enter a vulnerable range to defeat his foes. I think the feel of the champion would be quite right even with such basic abilities; they'd play out in game quite nicely once the player starts struggling to master the aiming alone.

He'd also play quite nicely with the new assassins - they're way better at flanking ward vision and skirting fights, so it'd be a super cool and interesting dynamic between the archer who's trying to stay alive during a hunt (human hunter) and the lion trying to hunt the hunter (Rengar, other assassins, etc.).

CobaltTheMadMage1 votes

For some reason when I read the name I was expecting some sort of champ-ification of the gloved hand HUD mouse pointer. Glad to see I was wrong.

But yeah, interesting overall concept of a charge-up marksman; I could actually see someone like this having a bit of jungle meta if they can charge up and snipe out of bush or something.

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