Hoolang, the Keeper of the Library

Stacona··1 votes·585 views

Hoolang is a large owl filled with wisdom, much knowledge, and is the guardian of the biggest and grandest library of all of Runeterra! Hoolang is an utility mage champion, neither melee nor range stills functions as a ranged champion, but he has the ability to analyze his opponents which boosts his next ability against them, he cannot analyze non-champions so instead he just deals his base attack damage as true damage to them, champions do not take damage from analyzing. The rate he can analyze matches the same rate as his attack speed, also there is no projectile to it.


Basic Attack Range: 750 units; but not in the traditional sense, cannot damage champions and on-hit effects do not work; but still scales with attack speed Movement: 340 units per second

Analyze (Passive): Range: 750 units Hoolang does not have a basic attack, instead he can analyze either ally or enemy champions he targets for the next 2 seconds to boost his next ability against them, only one champion can be analyzed at a time:

Ignore 25% of the enemy champion's bonus magic resist, crowd control duration is increased by 25%, and deal 10% increased damage. Healing on the ally champion is increased by 25% and speed buffing is increased by 50%.

If Hoolang targets a non-champion his analyze deals his total attack damage as true damage to it, 60% damage to towers.

Time and Knowledge (Q): Cooldown: 0 seconds; Cost: 80 Mana; Range: 1200 units Passive: Every second Hoolang does not use Time and Knowledge causes the ability to deal 10/15/20/25/30(+12%AP) magic damage, up to a maximum of 100/150/200/250/300(+120%AP) magic damage.

Active: Hoolang sends a blast of time magic in the target direction to slow struck enemies by 20/25/30/35/40% for 1.25 seconds and speed up struck allies by the same value.

Enlightened Magic (W): Cooldown: 12/11/10/9/8 seconds; Cost: 40/55/70/85/100 Mana; Range: 750 units Passive: Every time Hoolang analyzes an enemy champion he permanently increases Enlightened Magic's base damage and heal by 5, can occur once every 6/5/4/3/2 seconds.

Active: Instantly call forth powerful magic on the target enemy to deal 60/70/80/90/100(+50%AP) magic damage, if the target is slowed by Time and Knowledge then it also stuns the target by 1.5 seconds.

Instantly call forth strong healing magic on the target ally, or yourself, to heal 10/15/20/25/30(+20%AP) health, if the target is sped up by Time and Knowledge then it refreshes the duration and double the movement speed's duration and strength.

Time Whip (E): Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 50 Mana; Range: 400 units Passive: Time Whip's range increases by 100 for every second the ability is not used when off cooldown.

Active: Hoolang strikes the target location with a magical whip unleashing a small radius shock wave upon impact to deal 50/60/70/80/90(+15%AP) magic damage to every enemy struck and displacing them to where they were 1.5 seconds ago.

Hoolt! (R): Cooldown: 140/110/80 seconds; Cost: 200 Mana; Range: 3000 units Hoolang casts stop magic to the target location to stop all enemies struck for 1 second which increases by 0.1 second for every 2:00 minutes of game time starting at minute 0:00.

Stop cannot be increased or lowered in duration by other means, removed in anyway, or ignored by spell shields or other means.


8 Comments

yogozin1 votes

Wow. His ult kiiiinda looks like a second bard ult... And attack speed this guy looks like he can stare at jungle monsters to DEATH...

But this is an interesting idea!

Stacona1 votes

It essentially functions the same; but STOP is just a buffed up stun in all aspects - hard to land and really only devastating in the late game; but still strong through out the game obviously - it essentially be used as an engage like an Ashe ult, potential AoE "stun" with no damage

I kind of had him being as a mid lane mage, but he just turned into a full out support in the end anyways who can potentially mid - whether he is a support or utility mage he is meant to be a late game force... the concept I like is the decision between waiting or spamming spells, his overall personality is that he is VERY patient and wanting to learn constantly so hopefully that is reflected in the abilities


Also he will be a terrible jungler - his DPS is super low, and he doesn't deal more damage than a normal basic attack - it allows him to last hit minions and push towers

RaeSacré1 votes

Reminds me of the Owl in Avatar that was the keeper of a hidden library in the desert. http://avatar.wikia.com/wiki/Wan_Shi_Tong

Stacona1 votes

I only seen the animation for it- its been awhile since I seen it last, like many years-- which I heard the last airbender movie super sucks in every aspect; the cartoon is super cool and I enjoyed it, but I didn't get the idea from it, I completely forget the show even had an owl in it

Shac Norris1 votes

So max W and reach 1500 dmg by late game, right?

Stacona1 votes

Its uncapped, but it essentially involves basic attacking an enemy champion so there is interaction with your opponent; the restriction is the effect can only occur once every X seconds, which that restriction decreases with ranks in the ability so you can stack the base damage and base heal faster at rank 5 than rank 1 - but it still requires an action of you essentially basic attack an enemy champion so its not a freebie, but it is easier to pull off and reliable between every game - big absurd values are not reliable obviously

Shac Norris1 votes

'' Time Whip's range increases by 100 for every second the ability is not used when off cooldown.''

Late game, well look who we have here... < snipes some dude across the map because he didnt use the ability the whole match

Stacona1 votes

The range resets when you use it - also I made sure the damage is very low because of that; not going to give someone a global basic ability without thinking about some kind of balance to it, and the effect is displacing you 1.5 seconds in time-- its still a placement skill shot- but i made it be strong for its secondary effect than the damage, and you can essentially undo summoner spells like flash and teleport AFTER they have been used, that corki or lucian dashed into your marksman than you can whip them back to where they were before they used the spell

but yes, I already thought about the global Time Whip which is why the damage is low- i already have nightmares of Jayce of how overpowered he is and I do not want to replicate that so i made pre-emptive precautions

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