december MCCC Heidi the wrangler
original seen here: http://boards.na.leagueoflegends.com/en/c/fancreations/EpxQFwHf-champion-suggestion-heidi-the-wrangler
Lore for MCCC: Heidi awoke abruptly in a wooden home she did not recognise. It looked like the homes the Hunters in the woods outside of town lived in, but she was never on the inside of one. "She is awake!!" proclaimed a woman.
"well isn't that the best and with a bump like that I swear she was a gonner if we didnt find her?" said a man.
"Where am I?" Heidi asked.
"Well you are at our home of course, let me introduce myself; my name is Adam Rightheart. I am leader of the Revenge corps, an anti siege group dedicated to protecting the Justice of others and the land we hold so dear. This is my wife Amy Rightheart, my dedicated right hand woman and companion. She is also pretty good with a bow. Who is it if I may ask that I am pleasured to be meeting?"
"My name is Heidi. I am the sworn protector of my farm and livestock outside of Zaun. Are you a witch? What did you do to me? I ain't too keen on witches or strangers. And you better choose your words wiseley, I warn you I am stronger than i appear and I can take a beating."
"We can see that, no there aren't any witches here," Adam chuckled, "just a lumberjack and his wife who happened to find you in the middle of the woods while we were hunting." He replied. "I have heard about you. Must have been an intense fight you had with fiddlesticks. You gave him one hell of a chase and fight. To think that monster is finally slain. If only times were better. We have been nursing you back to health here in our camp while we plot our counter attack against the new influx of monsters who have entered through the Rift. And I finally think, I have a plan that just might work. We ran into your father several years back, about some lumber he needed to build his barn. How did that project go? how has he been and is he still up for a fight?"
"The barn was the best in the land." Heidi said distantly. "Fiddlesticks killed my father. He took him away from me before I could say goodbye one last time. I had to avenge him. I had to do something about it." Heidi said with mixed emotions mostly of anger sadness fear and determination all at the same time.
"I am sorry to hear that." Replied Adam. "He was a good fighter, but at least he didn't die in vain. At least you finally avenged it. It is good to hear his legacy remained and he raised you well. It is a shame you are now an orphan. But it was only a matter of time I am afraid, with your father refusing to trade with Zaun and all. They were bound to do something with you refusing to give them food and all. What was that all about?"
"Don't talk about my father." Heidi screamed sadly and angrily tearing up.
"We did not mean to offend." Said Amy soothingly.
"I am sorry, I know you mean well most likely. He refused to trade with them when they decided not to increase their regulations on the toxic waste spewing from that city. It has been damaging our crops and me and my father were not going to put up with them not doing anything. So We did." Said Heidi. "What is this about a siege and monsters? I am so confused. I don't remember anything about a siege." cooed in Heidi excitedly.
"Well, it has been many months since we first found you in the woods. We have since been treating your injuries. I was surprised you even woke up after taking such a blow. Are you ok? What exactly do you remember?" asked Adam.
"Well I am fine." Heidi said, the pain in her head still aching, as she tried to remember what happened, but it was so foggy. All she could think of was when she finally delivered that fatal blow to fiddlesticks his last attempt at redemption. The slicing sound of his scythe scraping across a tree and a severe pain in her head. Then the light and no more. She struggled to regain her grounding.
"Thats ok," said the woman. "It has been a long time. When you were asleep the world around you has changed. Time kept going as you slept. It has been almost two years now since we first found you, a hard two years at that, and there is no clue how long you were sleeping before then."
"That cant be right," Heidi interupted, "there is no way. It only feels like a few minutes."
"Maybe," Amy continued, "but I can assure you..." Before Amy could finish her sentence Heidi had already got up and dashed outside.
"you are in no shape too..." but Amy's words fell upon deaf ears as Heidi was already outside looking around for clues as to what happened.
Amy was right, the world around her was not what she remembered. What used to be large forests and beautiful skylines of cities, now shadows of their former selves. Where there were long treelines as far as the eye can see were now scorched timber and stick piles. What were once beautiful landscapes were now scorned with death and destruction. What was once her beautiful farm was now nothing more than a ruined remnant of the past. It appeared that Heidi had slept for a long time.
Heidi when she had her fill, went back into the house, determined as ever. "What Happened? Who did this? Where are they? And how do we get there?" She asked abruptly, as she grabbed her trusty pitchfork, handtorch, and lasso from atop the mantle.
"Aren't you afraid?" asked the woman.
"Not for one second. Haven't they told you? I'm fearless."--Heidi
Stats and stuff: Melee, Support, tank Name: Heidi Gender: Female Race: Human age:20
Physical description: Heidi is a 5 foot 4 young female with medium length red hair, freckles, and fine cut features. She wears a white cowboy hat, a black bandana around her neck, a white tank top with short sleeves and a sleeveless black leather vest, black leather chaps with white short shorts showing underneath the chaps, a white belt on top of the chaps with her black lasso on the right side of her belt and her trusty hand torch on her left side, and white cowboy boots. In her right hand she holds her pitchfork.
Basic Stats: Health: 430(+90 per level) (2050 at max level) Health Regen: 6.5 (+.75 per level) (20 at max level) Mana: 200 (+50 per level) (1100 at max level) Mana Regen: 7.0 (+.50 per level) (16 at max level) Range: 150 (Melee) Attack Damage 56 (+3 per level) (101 at max level) Attack speed: .629(+2.30% per level) (.875) at max level) Armor: 20 (+3.5 per level)(83 at max level)(after global stat changes) Magic Resist: 30(+1.25 per level) (52.5 at max level) Movement speed: 340
Challenges adressed: seigebreaker because oh the possibilities... q the enemy to heidi and bring them to turret. Q to an ally who broke seige. W an ally under turret and toss them to break the seige. Ult the enemy and use that blind/stun as an advantage.
And Heidi has channel times lots and lots of channel times 1 to be exact but I believe her e and w count too but i don't really consider them channel times.
As far as enduring she is a tank and can take a lot of damage. Heidi also meets strange friends (Amy and Adam) she would not have met otherwise.
Abilities: Innate: Rebellion/Rugged Rebellion: Heidi does not perform forced actions, nor can she be knocked up; instead she is snared for the duration of such effects.
This effect can only trigger once every 12 seconds. If this skill is on cooldown Heidi is stunned for the duration of these effects.
(note forced actions are taunts fears and charms because you actually do something; Knockups do not include pulls, flings, or knockback; and polymorphs supressions and entangles work normally. Also note that snare is the same thing as root. I just dont like the word.)
Rugged: Rugged: Heidi receives 150% of her total armor as bonus health, and 200% of her total magic resist as bonus mana.
(note the bonus mana and bonus health act as normal health or mana however if magic resist or armor were to be lost Heidi would lose bonus health or mana proportional to the armor or magic resist lost. The Bonus health or mana gained from these abilities cannot drop below 0. If temporary armor or magic resist were to be gained then for the duration of the temporary armor or magic resist Heidi would gain the bonus health or mana proportional to the temporary armor or magic resist and the health or mana would decay with the temporary armor or magic resist.)
Q: Rope Em: Channeled Collision linear skill shot
Channel: Heidi pulls out her lasso and spins it over her head, beginning the channel. Rope Em can be channeled up to 2 seconds. It can be cast prematurely at any time during the channel. Heidi can move while channeling but she cannot basic attack and her move speed is reduced by 25%. Additionally hand torch may remain active while channeling, but it cannot be turned off nor can any other ability be activated, including torch throw, while channeling. While channeling the max range of the ability is increased constantly until it reaches maximum range in 1.5 seconds. At the end of the two seconds if it has not already been cast or interupted Rope Em is automatically cast. When cast Heidi throws out her lasso and will have a differing effect depending on what she hits.
Enemies: Take magic damage and are pulled toward Heidi. They are also slowed after being pulled by a percentage that increases per half second channeled for a duration two times the time channeled and stops increasing once Rope Em reaches maximum range.
Allies: Heidi will pull herself to the ally and increase their movement speed afterwards by a percentage that increases per half second channeled for a duration equal to double the time spent channeling.
Hay Bale: Heidi will pull the Hay Bale, and any ally or enemy inside it, to her location. No damage or speed increase/decrease is applied to champions inside a pulled Hay Bale. All units within Hay Bale's path while it is being pulled this way are knocked aside.
Cost: 70 / 80 / 90 / 100 / 110 Mana Cooldown: 22 / 20 / 18 / 16 / 14 Seconds Magic Damage: 75 / 115 / 155 /195/ 235 (+ 50% AP)
Range: 700 ~ 1150 Range Increase per 0.5 Seconds: 150 Projectile Speed: 1900
Minimum Slow / Movement Speed Increase: 0 / 0 / 0 / 0 / 0% (+ 0% per AP) Maximum Slow / Movement Speed Increase: 15/ 22.5/ 30 / 37.5 / 45% (+ 0.06% per AP) Slow / Movement Speed Increase per 0.5 Seconds: (5 /7.5 / 10 / 12.6/15% (+ 0.02% per AP)
Minimum Slow / Movement Speed Increase Duration: 0 Seconds Maximum Slow / Movement Speed Increase Duration: 3 Seconds Slow / Movement Speed Duration Increase per 0.5 Seconds: 1 Second
Additional Notes
If an enemy or ally is inside a Hay Bale when Heidi pulls it with Rope Em, the enemy or ally inside the Hay Bale is pulled as well. Rope Em does not interrupt allies, and can be used on all unit types and Hay Bales, with the exception of structures and terrain. If used on an enemy or hay bale it works like Thresh's first pull. If used on an ally it works like Thresh’s second pull.
W: Pitch fork: Melee Targeted ability On Enemy: Heidi stabs her pitchfork into the target, dealing physical damage to them while throwing them 650 feet in the direction she is facing. If the target hits terrain while being thrown, they are stunned. Stabbed enemies cannot be thrown over terrain.
On Ally: Heidi grabs the target with her pitchfork, lifting them into the air. While holding a target, Heidi can move around freely, carrying the target with her. While being carried, the target is completely invulnerable. Any effects or damage the target would otherwise receive will affect Heidi instead. The target is freed if Heidi loses 10% of her current health while carrying them, or if they walk away from Heidi. After a short period of time (unless it was canceled) the target is thrown 650 feet in the direction of the targets cursor. The target can be thrown over terrain, and all enemy units within a small impact point are knocked up.
On Hay Bale: Heidi stabs her pitchfork into the targeted Hay Bale, consuming the active Hay Bale while adding a stack of Hay Bale. If there is one ally or enemy within the Hay Bale when it is picked up, then they are subjected to Pitchfork's usual effect. If there are multiple targets in a single Hay Bale, extra targets will not be picked up, but will lose the cover of the Hay Bale.
Heidi's next Hay Bale activation within 10 seconds deals 100 / 150 / 200 (+ 50% AD) (+ 30% AP) magic damage, to all enemies within 50 range of the Hay Bale's active range. This bonus effect does not stack.
Cost: 60/ 70 / 80 / 90/ 100 Mana Cooldown: 18 / 16 / 14 / 12 / 10 Cooldown Physical Damage: 60 / 105 / 150/ 195/ 240 (+ 50% total AD) Stab Range: 150 Throw Range: 650 Lift / Stun Duration: 1 / 1.25 / 1.5 / 1.75 / 2 Seconds Knock Up Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds Knock-Up AoE Range: 250
Additional Notes
Heidi cannot use basic attacks while an ally is being carried with Pitchfork. If a carried ally activates a movement altering ability, it counts as walking away from Heidi. This includes channeled spells like Recall or Teleport. If Heidi is killed while carrying an ally, the ally is immediately released. Pitchfork allows the user to move an allied target, but does not prevent that target from moving away from Heidi. Pitchfork does not cancel spells being cast, and cannot be used to pick up an ally whom is casting Recall or Teleport. While being carried, allies can basic attack, as well as use abilities. Heidi must stand still while the lifted ally is in the middle of a channel, unless the ability states that movement is allowed and it will not interrupt the channel. Heidi can have Hand Torch active while she is carrying an ally, but she cannot cast any abilities (including Hand Torch) while doing so. 50 units of its active range would equate to a total diameter of 350 units.
E: Hand torch/torch throw: Hand torch: Toggle/aura buff AOE Diameter Around self: 800 (The range of Syndra's Dark Sphere but obviously an aoe) Cool down: 12/11/10/9/8 Cost: 15/20/25/30/35 mana per second Bonus armor/magic resist: 6/12/18/24/30 Ally armor/magic resist: 3/6/9/12/15
Toggle: Heidi lights her hand torch revealing all units within the abilities range. During this time Heidi's armor and magic resist are increased by 6/12/18/24/30. All allies within range gain half of this bonus as long as they remain in range. If Hand torch reveals a champion for at least three seconds Torch Throw then replaces the toggle off option and may be activated for the next three seconds.
(Note this ability functions like Quinn's w fused with amumu's cry. Heidi's torch functions similar to a ward that is carried with her. It creates an aoe around heidi that reveals enemies in bushes and such (except stealthed targets). The aoe also pushes back the fog of war around heidi slightly. (200 units or so). As long as there is a constant mana flow and the ability is not toggled off the vision will remain. As Heidi moves so does the vision.)
Torch throw: Targeted on click ability Range: 800 Diameter of Aoe with Hay Bale: 400 Damage to enemies directly: 60/105/150/195/240 +(40% total AP) magic damage Total Burn damage: 8% of target's current health Burn Rate: 2% of current health per second at time of tick Burn duration: 4 seconds Cost: no cost
On enemy: Heidi throws her torch at the targeted enemy champion, minion, or summoned unit dealing magic damage and burning the target for four seconds. While the burn is active the target and all units within 125 range of the target while it is burning receive damage equal to 2% of the burning target's current health per second at time of tick as long as they remain within the burn's range.
(Note a summoned unit would be Tibbers or Malzahars voidlings... As the target moves so does the aoe... the damage is dealt every second and takes into account health regen and heals of all sources which is why it deals 2% of current health on tick. So if the target had 2000 health the initial 240 damage would be dealt so the target would have 1760 health say they had 20 health regen they would have 1764 health after regen kicks in then the burn would deal damage based on that number the next second they will regen another 4 health and then another set of damage would be dealt based off of that number after health regen. If they had higher health regen, or if they were to suddenly heal for say 200 health, it would deal more damage. This burn doesn’t kill targets only weakens them so the less health they have the less damage it deals. Also note that Handtorch/torchthrow goes on cooldown immediately after torch throw is activated and when this happens Handtorch no longer drains mana.)
On Hay Bale: Heidi throws her torch at the hay Bale dealing magic damage to all enemy units within 75 units of the active range of the Hay Bale. Burning the Hay Bale and enemies within it's active range for four seconds. While the burn is active the burning enemies and all enemies that come within 125 range the burning targets will receive damage equal to 2% of of the primary target's current health per second at time of tick and will be revealed for this duration. After the burn is completed the Hay Bale is consumed in flames destroying the Hay Bale.
(Note 75 units of the active range of the Hay Bale would be a total diameter of 400 units including the hay Bale. The burn would be applied normally except if the burn does not move with the enemy instead it is applied only while enemies stay within the burning Hay Bale's Aoe.)
R: Hay Bale: Stock/ground targeted aoe Range: 650 Inner circle diameter: 250 (about the size of Graves’s w) Outer circle radius: 550 (about the size of Ziggs' outer circle of ult) Snare duration: 1/1.5/2 second Blind duration 1.5/2/2.5 seconds Maximum active at a time 1/2/3 Maximum stacks held: 3 Active Hay Bale Duration: 70 seconds Cool down: 30/25/20 seconds Cost: 80/95/110 mana
Stock/ammo Passive: Heidi Gains 1 Stack of Hay Bale every 30 seconds. While Hay Bale is active it is considered semi- passable terrain and functions like bushes by either team. Hay Bale cannot be attacked or damaged and can only be targeted by Heidi's abilities. (Note: Projectiles, targeted abilities, and similar such abilities function as they would in/into brush.)
Active: Heidi's throws the Hay Bale at target location, costing a hay bale stack. If an enemy champ is hit directly by hay bale at time of cast they are snared for 1/1.5/2 and blinded for 1.5/2/2.5 seconds seconds. All other units within 150 range of the active range of hay bale are just blinded for 1.5/2/2.5 seconds.
Explanation of Hay Bale: the cool down is the amount of time in between casts of hay bale. At any level Heidi still only gains one stack every thirty second. Hay bale is not a bomb like teemo's mushrooms. Hay bale only does the stun when it is thrown and functions like any other aoe, it however persists and act like a 200 diameter round bush that can be used by either team. It is terrain and does not turn invisible it does however blend in with bushes. Hay Bale can be thrown on top of enemies. Further note the Hay Bale has an active range of 250 units meaning it is the size of say Graves’s w and blinding all units within 150 units would mean that, when thrown, it would blind all units in a total area of 550 units except if it hits an enemy champ directly then they are stunned and blinded. Hay Bale is pretty much a bush that blinds and/or stuns when thrown. Hay Bales can be warded by enemy teams and can be utilized by Heidi's other abilities.
Gameplay and such: Heidi the Wrangler is a melee/support tank who excels at single target engagement, health tanking, and countering enemy mages/assassins, while keeping her allies alive and well through the use of guerrilla style warfare and careful timing. Heidi has 3 ranged attacks decent damage and plenty of crowd control. The idea is that she can control the lane with pulls, throws, and burns while also providing her allies with plenty of support and keeping them alive.
Each of her moves can be used separately or together on her allies, enemies, or her ult, which is her hay bale. Her hay bale acts as a moveable, throwable bush with decent active range and the ability to snare and blind enemies on throw. While Hay bale does not turn invisible it does blend into bushes and can serve as extra cover even within bushes and can reveal enemies within it. If the ally is close enough to Heidi she can pull herself to them and enemies out of battle with her q throw her allies into it with her w, or buff allies and damage enemies with her e.
She has four ways to engage and each one is better depending on the circumstances. She can either throw her ult at the enemy stunning and blinding them which is good if there is a gank or large crowd engagement, pull them with her q which is great for pealing, use her e and run in which is great for early game/warding, one on ones, or countering ganks, or she can protect her ally with her w then throw them into battle which is great if the ally is tanky or for surprise/tactical attacks, to prevent trolls her w can be countered by an ally who does not want to be picked up by clicking the ground. Her E is great if the enemies are low on health, or if the ally or enemies can disengage easily.
Heidi also has four ways of retreating, she could throw her ult, blinding enemies, and run away, Q them slowing them so she can run away or keep them slow enough to use her w, use her q to pull her to her allies and run away, use her w on enemies so she can stun them and run away, or use her e and with the added armor and magic resist hope she can run away.
She can also help allies engage or disengage by both roping them and pulling herself to them so she can distract the enemy while her ally has increased movement speed with her q, using her q on enemies and pulling them out of battle so the adc can engage them in a one on one, or using her w on her allies and throwing them into battle or away from it.
Also while her w is active on an ally they are untargetable by most damage types and can attack and use abilities which are great for either engagement or saving their life. It is important to note that while her abilities are powerful she is very risk/reward oriented.
All of her abilities have a weakness. Her Q is a channeled ability and channels can be interrupted. Her w on an ally can be interrupted and lasts a short time. And if her w is used on an enemy it only stuns them if they hit terrain. Her e is awesome and helps make her tanky enough to take damage with ease but does require a constant mana flow and only lasts a short time. Her E also has a wait timer before it can be used to damage enemies which can be prevented by staying out of sight. Her ult may have a short cool down but it takes a while to gain stacks of Hay bale and it has a limited range.
While her damage output and potential are great you have to be good enough to know your weaknesses and be able to prevent them from being abused. Sustain damage/heavy range can mean the death of her so it is important to be aware of your surroundings at all time when either playing as or against Heidi. This means that Heidi can be great but is hard to use. Despite this at any skill level she provides plenty of support for allies. Thus she fits the support role very well with a kit unlike most others that concentrates on keeping the ADC alive while supplying plenty of damage and cc.
Heidi's kit focuses less on straight damage or heals/shields and more on combos/control. You can string together her abilities in all sorts of ways. All of Heidi's moves work together to create a fair and balanced, decent bot or top laner, with good cc decent cs if needed and plenty of versatility. This champ is completely ready, workable, and completely unique of all other champs.
Basic combos: Ready up E. Q enemy pull them away from group and into hands of ADC, R that enemy if they try to get away or pick up the adc with the w and throw them at the enemy. Throw out your E. Ult for additional stun if needed. String in some basic attacks in there and you are home free.
Second Combo: Ready up your E. Use your vision to scout out the enemy. Ult the Enemy. Q to your ally. W them and throw them at the enemy. E them and finish them off.
Third Combo: Let your ADC engage and stay towards back. Ready up your E. Q to your ADC. W them to make them untargetable. Throw them behind enemy team. Ult enemy team as they try to engage ADC. Throw out your E for added damage then ready it again.
More intense combo: This combo works when you already throw out your hay bale. For this to work make sure Hay Bale is 650 feet from River bush in either direction preferably towards your tower. Let your enemies push into position. W your ally and throw them into your bush from river bush. Q your ally to follow them. Ready up your E. Throw out another bush on enemy. Throw out your E.
If this champ ever were created I would ask for nothing in return but a free version of her. Thank you for all of your time and please reply to the post.
Quotes/Jokes/taunts Heidi's voice is sweet with a hint of southern bell...
Selection: Finally
Movement: get up with it. I reckon. I got's a hankerin for revenge.
Attacking: well I'm happier than a dog with two peters. Mangy varmint.
Joke: but I just got all gussied up (scratches inner thigh and blows nose by holding the other hand against her nostril)
Taunt: come give me some sugar (puckers up drooling). Poop or get off the pot already (squats down). Did you get hit with an ugly stick or just a pitchfork (lifts pitchfork)
Dance: the watermelon crawl.... you don’t know what that is look it up....
Recall animation: Trick Roping, doing everything from the buterfly around the world andover the shoulder, to the vertical loop and texas skip and finally finishes with a flat loop over herself that goes up till the recall ends.
Stat priorities: 1. Armor: Health and armor from one stat would give Heidi a good amount of protection against heavy hitting ADCs. 2. Magic resist: This is a great stat that not only protects you from magic damage but it also gives you bonus mana which is essential to keeping Heidi alive. 3. Attack damage: This stat helps Heidi have a decent early game damage output. 4. Ability power: great late game damage potential and increases the damage for her q and e as well as the potential of the movement boost or slow. 5. Mana regen do to her high mana costs and long cool downs mana regen helps out a lot when it comes to getting that mana and maintaining pressure. 6. Cool down reduction, health, and health regen help out a lot but are not essential.
Runes: it is essential to balance runes according to what stats are lacking. Acceptable marks include hybrid penetration, attack speed, and attack damage. Acceptable seals include armor, percent health, scaling health or scaling mana regen. Acceptable glyphs include scaling ability power, magic resist, scaling magic resist, and cool down reduction. Acceptable quintessences include experience, gold, movement speed, hybrid penetration, attack speed, attack damage, armor, percent health, scaling health, scaling mana regen, scaling ability power, magic resist, scaling magic resist, and cool down reduction.
Itemization:
all good choices of armor items
all good magic resist items
all good attack Damage/hybrid Items
all good ability power items
all good movement/hybrid items
(good mana Items not already listed)
all good cooldown reduction/utility items
All good Health Items
Any boots choice is good.
Any combination of these Items is great to have on Heidi depending on what exactly you want her to do. Heidi is all about Balance and as a tank you want tankier items. These work the best. As a support you want utility/supportive items, and depending on the circumstances some of these items are better than others but it varies on the situation.