[CCCCC Champion Concept] - Gherman, the First Hunter

fugertech·5/9/2017, 7:26:17 PM·7 votes·4,139 views

Gherman, the First Hunter

http://pm1.narvii.com/6285/fd85228c93392730161a49d4ccc058c9d31cf828_hq.jpg

Appearance

Gherman's Hunter's Attire is deceptively protective; the cloak has been wetted to provide protection from fire, and the rest of his clothing is made of a thick cloth that allows for free movement and protection.

https://www.youtube.com/watch?v=3V9zxXN1rx0


##Stats

|Stat ---------------------------------------- |Base -------------------- |Scaling| (Per level) ---------------------- |Max Level |- |Health |468| |+62.33| 1527| |Health Regen |5.2 per 5| |+0.35| 11.15 per 5| |Mana |260 ||+35| 855| |Mana Regen |5 per 5| |+0.23| 8.91 per 5| |Movement Speed |335 units| |+0| 335 units| |Melee |135 units| |+0| 135 units| |Attack Damage |54| |+3.75| 118| |Attack Speed |0.575| |+2.75%| 0.84| |Armor |25| |+2.463| 66.871| |Magic Resist |30| |+1.5| 55.5|

######Fighter/Slayer

Overview

For better lore, I advise reading this wiki page about Gherman. You can skip everything but the Lore.

Gherman is the leader of the Hunter's Workshop in the massive Victorian-esq city of Yharnam. He hails from a world stricken with the mysterious and deadly Ashen Blood, a plague that transforms man into beast and beast into something more. Time and necessity would dictate that Gherman rise through the ranks in his youth, where his revolutionary fighting techniques and inventions shaped the weapons and styles of all other Beast Hunters for the generations to come. Gherman himself is armed with the original of the special trick weapons, or weapons designed to fit multiple purposes: The Burial Blade. Capable of shifting it between its sword and scythe forms with practiced grace and ease, Gherman is a capable warrior who has survived for many more years than it would seem he has lived. However, his prolonged life is only necessary as long as the cause of Yharnam's troubles, strange beings that hail from the stars known as Great Ones, remain alive and in control.

A strange turn of events brings a new Hunter to the Dream, however, and the tides of power begin to shift. This Hunter, stronger and more determined than the rest brought to the dream, surprises Gherman with his skills. So the old man watches and waits as his protege becomes stronger, learns more of the higher beings in play, and even slays a few. Until finally, Gherman confronts them and offers them salvation. They refuse and the two do battle, with the only end lying in Gherman's eventual defeat. But the cycle continues onwards, for Gherman himself will never truly be free...

-___

Ability Overview

[Passive] - The Art of Quickening: Once every several seconds, scaling with level, Gherman will gain slightly increased movement speed while considered out of combat. His first attack once entering combat is a blink up to a set number of units away, where he deals 2 blows designed to disable his opponent momentarily.

[Q] - Scythe Flurry: Gherman halts for a brief window before dashing forward, executing two powerful upward slashes with the Burial Blade that knock up and damage enemies in a conical shape. If an enemy is Parried, they take 50% bonus damage from these attacks.

[W] - Siderite Edge: [Toggle On] Gherman's attacks deal bonus damage scaling with % of current health and heal him for a small portion of the bonus damage. Siderite Edge drains mana constantly while toggled. [Toggle Off] Every third hit from Gherman restores some mana and briefly boosts his movement speed.

[E] - Sidestep: Gherman quickly sidesteps in a target direction before firing a blast from his blunderbuss, dealing minimal damage to all enemies hit but slowing them. Attacking enemy champions reduces the cooldown of this ability.

[R] - End of the Nightmare: (Passive) Gherman's passive will now additionally Parry enemy targets it strikes for a short window, with a long cooldown on the target's ability to be Parried. Gherman's first attack against Parried enemies deals bonus damage scaling heavily with missing health.

(Active) For the next several seconds, Gherman gains massively increased damage reduction, movement speed, and attack damage as he prepares to end the Nightmare. Kills and assists during this time lower the cooldown of this ability.


##Kit

[Passive] - The Art of Quickening: Once every 22, 20, 18, 16 (levels 1, 6, 11, 16), Gherman gains 10, 15, 20, 25% increased movement speed while considered out of combat. His first attack against an enemy will cause him to blink to them from up to 450 units away, where he deals 2 quick strikes with his scythe. They deal 10, 30, 50, 70 (+100% of AD) and 20, 50, 80, 110 (+50% of bonus AD) physical damage, respectively, and the second strike also stuns his target for 0.75 seconds.

Cooldown: 22, 20, 18, 16 Mana Cost: None


[Q] - Scythe Flurry: Gherman brings his scythe backs and begins to charge up for 1.75, 1.65, 1.55, 1.45, 1.35 seconds, halting himself. After the delay, Gherman rushes forwards rapidly and unleashes a powerful upwards strike with the blade, dealing 40, 80, 120, 160, 200 (+50% of AD) physical damage to all enemies hit in a conical shape and knocking them up for 1 second. If an enemy champion is struck, Gherman winds up again for the same duration before slamming the scythe back into the ground, dealing 75% of the original damage (30, 60, 90, 120, 150 +37.5% of AD) in a similar area.

Initial Dash Range: 750 units Dash Travel Time: 500 units/0.5 seconds Area of Effect (conical): 440 units Cone Width: 100 degrees Mana Cost: 60, 65, 70, 75, 80 Cooldown: 15 (at all ranks)


[W] - Siderite Edge: [Toggle On] Gherman activates the unique metal in the Burial Blade, enhancing his attacks to deal 1, 2.5, 4, 5.5, 7% (+1% per 100 bonus AD) of his enemy's maximum health in bonus physical damage. He heals for 7, 14, 21, 29, 35% of the bonus damage. This ability drains 15 + 25, 29, 33, 37, 41 mana per second while it is toggled on.

[Toggle Off] Ghermans' 3rd autoattack will restore 20, 25, 30, 35, 40 (+5, 7, 9, 11, 13% of missing mana) mana and boost his movement speed by a flat 30, 40, 50, 60, 70 for 2 seconds.

Mana Cost: 15 +25, 29, 33, 37, 41 Cooldown: 3 (at all ranks)


[E] - Evasion: Gherman quickly sidesteps a short distance away, becoming untargetable for 1 second as he moves. For 3 seconds afterwards, he may fire a singular shot from his special Hunter's Blunderbuss towards the cursor that pierces all targets hit, dealing 50, 70, 90, 110, 130 (+55% of bonus AD) physical damage and slowing any champions hit by 30, 35, 40, 45, 50% for 1.5 seconds.

Sidestep Range: 300 Units Projectile Width: 150 units Range: 1200 Mana Cost: 90 (at all ranks) Cooldown: 18, 17, 16, 15, 14


[R] - End of the Nightmare: (Passive) Gherman's E and Passive will now Parry targets with a cooldown of 25 seconds once he has Parried a champion. Parried targets act as though stunned for 1.5 seconds, only Gherman and his Q have special interactions with these targets. Making an autoattack against one of these Parried targets (excluding an autoattack made with his Passive) will cause the attack to deal an additional 15, 20, 25% of his target's missing health as bonus physical damage.

(Active) Gherman empowers himself with the arcane energies of the moon, a last ditch attempt at ending his Nightmare. For the next 15 seconds, Gherman gains 10 - 30%, 20 - 50%, 30 - 70% damage reduction, bonus AD, and movement speed that scales up over the duration, peaking at the 10 second mark. Kills and assists during this time reduce the cooldown by 5% (max of 25%).

Scaling Percentages: (Base %) + 2, 3, 4% per second Mana Cost: 100, 110, 120 Cooldown: 160, 150, 140


##Gameplay

Gherman is a versatile fighter that relies on quick movement and precise, deadly strikes to take his opponents down. Mobility and damage are his two strongest suites, while defense and healing could be considered a happy medium. Supporting or assisting allies is out of the question. His kit thus reflects his strengths, offering good mobility and damage output, moderate defense or healing, and no way to keep his allies alive besides slaying his enemies. His best lanes are top or jungle, with mid being an optional pick in the event an enemy picks another AD Assassin.

A lot of mobility has been worked into Gherman's kit, promoting the idea that he's not very sturdy but instead fast. His main damage comes from evading enemies long enough to Parry them once he hits 6 or just bursting them down with a good ability combo. It is worthy to note that neither Gherman's Q or his E can carry him over terrain, meaning that he has to be directly chasing whoever he wants to kill in order to effectively stay on them. End of the Nightmare is a useful tool for when The First Hunter decides to start his teamfighting phase, allowing him to close in on priority targets with relative ease and then get out with whatever percentages he has left. However, take note that Crowd Control will still affect him wholly while End of the Nightmare is active (much like Gherman's 2-3rd Phases during his boss fight), meaning that it is possible to lock him down and nuke him at any point. This is, of course, much easier towards the beginning of the ability, when the damage he takes from attacks is still relatively normal and he won't be moving as fast or hitting as hard.

For a core build, I recommend starting with a Youmuu's Ghostblade for the AD, Lethality, and CDR or a Ravenous Hydra for lifesteal and unique passive. Juggernaut builds, such as Deadman's + Trinity Force + Titanic Hydra could theoretically work with Gherman, but he gains the most return out of a more full AD build. Critical Strike chance is negotiably good, seeing as Siderite Edge allows Gherman to easily transition into % scaling damage which is useful against all enemies. The best build for the First Hunter would involve a bit of Armor/Health/Magic Resist on top of heavy damage and Lethality, so something along the lines of:

item 3142 + item 3074 + item 3147 + item 3153 + item 3026 + item 3071

Ravenous Hydra and Blade of the Ruined King are, of course, very interchangeable items for one's needs and preferences. Edge of Night could be substituted for either, or one could do away with the Black Cleaver in exchange for a Guardian Angel or another survivability item. Much of what Gherman builds is based on preference.


Aesthetics

Quotes

(When Picked):

  1. "Tonight...Gherman joins the Hunt."

(When Banned):

  1. "Dear oh dear, what was it?"

(Upon Arrival):

  1. "A new Nightmare awaits..."
  2. "This isn't the Dream, is it?"

(Movement):

  1. "Time to clean up this mess."
  2. "Reminds me of my younger days."
  3. "Fear the Old Blood."

(Attacking):

  1. *grunt*
  2. *angry yell*
  3. *angry grunt*
  4. *yell*

(When getting a Kill):

  1. "You must accept your death, be freed from the Night."

(When Dying): Gherman drops the Burial Blade as he falls to his knees, one arm reaching up to grasp for the moon while the other extends horizontally from his body

  1. "The Night, and the Dream, were long..."

(Taunt): Gherman raises his head from a bowed position slowly before snapping the Burial Blade into it's scythe form with a flourish ######Refer to this video and skip to 1:40.

  1. "It's always up to the Hunter's Helper to clean up after these sorts of messes..."

(Joke): Gherman falls asleep briefly where he is standing and awakens with a jolt, drawing his blunderbuss and waving it around wildly 1."Zzzz...*snort* BEASTS ALL OVER THE-! ...nevermind."


Final Notes

Hopefully everyone enjoys this concept! I've wanted to import one of the Bosses from Bloodborne into a champion for a long time...it was just a matter of giving me the proper stage and incentive :^)

Anywho, any feedback is much appreciated and welcomed! I'll be updating Gherman as I find things wrong or have things suggested to me (that I like), so stay tuned for more. I wish you all the best of luck in your life endeavors, and toast to you always Staying Frosty!

4 Comments

The Anagram King5/9/2017, 8:06:11 PM2 votes

Oooooh. Gherman! I'm a huge Bloodborne fan, so I clicked on this, like, instantly. The music, alone, secured the upvote.

Also saw you were trying to do the stat table thing I do in my concepts. So I fixed it for you. :P


#Stats

|Stat ---------------------------------------- |Base -------------------- |Scaling| (Per level) ---------------------- |Max Level |- |Health |468| |+62.33| 1527| |Health Regen |5.2 per 5| |+0.35| 11.15 per 5| |Mana |260 ||+35| 855| |Mana Regen |5 per 5| |+0.23| 8.91 per 5| |Movement Speed |335 units| |+0| 335 units| |Melee |135 units| |+0| 135 units| |Attack Damage |54| |+3.75| 118| |Attack Speed |0.575| |+2.75%| 0.84| |Armor |25| |+2.463| 66.871| |Magic Resist |30| |+1.5| 55.5|

The trick is to make the top indents the same size - or larger - than the ones below it. Those lines (---) are to make the top line longer than the descriptions and values on the line beneath, while adding a little bit of style. You can also, if you're lazy or paranoid that you'll wreck a table, start a NEW table beneath, which will continue to stack:

Fear the Old Blood, Laurance

||||||||||||||||||||||||||||||||||||||||||||||||||||||By the Gods, Fear it |-

Fear the Old Blood, Laurance

||||||||||||||||||||||||||||||||||||||||||||||||||||||By the Gods, Fear it |-

It's just a matter of getting making the top line big, and getting the "|" values correct. Otherwise it turns into a mess.

The Anagram King5/10/2017, 7:39:49 PM2 votes

Real Review:

Okay, so right off the bat, I'm going to give you props for utilising his actual moveset so effectively. Evasion and Scythe Flurry are just fantastic. Scythe Flurry, in particular, would translate so well over to league's form of combat. You can just imagine the power in the swing; the chaotic visuals; the follow-up swing! Very cool.

Now:

His passive is excellent, and really sets the pace for his playstyle. Not many passives pull this off, requiring a sort've opportunistic eye or an understanding of the champion; but Gherman is incredibly straightforward. Harass, harass, ART OF QUICKENING, pull back, repeat. Or all in. Whichever's appropriate. It's sort've meta-defining all by itself, which could cause problems, but it is, nonetheless, a great foundation for the rest of his kit.


Scythe Flurry is very nearly perfect, in my opinion. Knowing, personally, the speed at which you likely intend those two swipes to roll out makes the somewhat long delay a necessary part of the ability. One thing that could be cool, depending on your intention with the kit, could be for the 1st swipe to also push them back a little (just a little), allowing Gherman to charge forward with the second swipe; covering a larger area and potentially causing havoc amidst the enemy team lines. An oppressive champ who can focus the front line, but break through to the back! There's nothing quite like it in current league; and it might go well with his 2nd ult (should you choose to go with it)


Siderite Edge is pretty Aatrox-y. But I suppose the alternative is that pull-ability Gherman uses, which is kind've Darius-y. Now this is just a pitch, sort've for the purpose of inspiring ideas, so don't assume you need to take it too seriously or let me down easy, but when I look at Gherman's current kit, I imagine him being a VERY opprressive bruiser. The kind of champ whose entire goal is to slice, dice, slice, dice, charge, slice, dice, CHARGE, SLICE, DICE!... ahem.

So WHAT IF, instead of giving Gherman traditional heal-on-hit abilities, you went with a damage resistance effect that ALSO incorperates Bloodborne's trademarked rally system? Ie: Gherman passively (or after using an ability) gain a minor damage resistance buff for a short period. Damage taken during this time is converted into a grey bar, which persists longer than the damage resistance effect. Damage dealt while Gherman has the grey bar converts grey health into proper health. BLOOD FRENZY!

If you wanted to go the "Quite possibly a Juggernaut" route, you could even convert Siderite edge into another attack. He doesn't, after all, have an escape. ;p


Evasion is perfect, and both covers the 'chase down' and 'battlefield reposition' elements he needs in his kit. Out of all of the abilities, this one is just, flat-out, the smoothest. I also like the one-(real)legged hobble he does while sidestepping, even though you didn't describe it in the text. :P


End of the Nightmare's passive is cool. Not crucial to the kit, but cool. I like the idea of bursts of damage causing panic in some unlucky single target. The active, however, is kind've bland. It's not bad, by any stretch (despite imediately providing visions of Yi and Olaf). It does, after all, synergize with Siderite edge. But as a character whose prone to delaying himself and sidestepping and such, I think there are cooler options. I suspect, however, you noticed this, yourself, because...


Wind Slash is much more interesting. To be frank, I was shocked you didn't have it (or that other big explosion attack) as his original ult. The way you added in a damage reduction effect and allowed him to move while casting is QUITE savvy. I don't like the idea of unrestricted movement, but I DO like the idea of jumping in to enemy lines under the cover of an initial wind strike.

For purposes of brainstorming: IF you were to employ the Rally/Blood frenzy pitch I made earlier (or otherwise make him more tanky, than lifestealy) and add it to an ability as a passive, or something, you could be a front-line imitator who is also capable of ransacking back-lines. Wind Slash could AUTOMATICALLY launch Gherman over his 3 wind slash circles, landing him on the other side. Possibly overpowered? Iunno.

But it's an interesting thought. :P



All in all, this kit looks FUN. And though there are a number of different ways you could go with it, they're all equally intriguing. This is a fun looking concept. I would totally use it. And seeing as I only play Viktor, that opinion belies a huge amount of genuine enthusiasm. I like this. Good work.

fugertech5/10/2017, 1:13:53 PM1 votes

In case people don't like the ult on Gherman currently, I decided to brainstorm a different one! It gives him more situational mobility and usefulness as opposed to just a wall of stats. Here it is:

#[R] - Wind Slash

[Brief Summary]: Gherman briefly leaps into the air, taking reduced damage and marking three large sections of ground. After 1.5 seconds, he unleashes a powerful blow from the Burial Blade that cuts open the air itself, dealing massive physical damage to all enemies caught inside the blast radii.

[Full Description]: Gherman leaps into the air, taking 25, 50, 75% reduced damage from enemy attacks for 3 seconds and marking three large sections of ground. After 1.5 seconds, he slashes at the air with such force that it slices open the very wind, sending powerful and slicing wind explosions hurtling into the ground to deal 150, 300, 450 (+100% of bonus AD) physical damage to all enemies inside. Gherman can move freely while casting this ability at 100% of his movement speed, but the areas that are struck will remain stationary.