Ildhaurg, the Warden of Sacrifice
This started as a reply to the following thread: Volibear: Horror themed Volibear Is Better: Bring It Back, Or At Least Do Something For The Fans Who Loved It
[{quoted}](name=Hemulen Magi,realm=NA,application-id=6kFXY1kR,discussion-id=77Quts3V,comment-id=0011,timestamp=2019-10-24T22:57:36.967+0000)
Perhaps we can get a brand new champion that uses the "many-slain god" concept. It doesn't really need to be Volibear. It could be the "Ildhaurg Warden of Sacrifice" that Ashe mentions in her new voiceover. Ildhaurg could take inspiration from Odin, in that he gained knowledge by sacrificing himself unto himself, or perhaps he was a god who was executed by the other gods. Ildhaurg could be some sort of immortal abomination made up of countless sacrificial victims, executed criminals, and warriors who died dishonorably (any who attempt to flee or who are traitors/oath-breakers). If the Freljordians do not give him sufficient sacrifices or do not offer him the execution of any criminal who has broken the laws commanded by the gods, then Ildhaurg incites war, strife, and scarcity among the people so that he can claim the dishonorable souls among the many who inevitably die in the aftermath of Ildhaurg's punishment.
He could be a massive, towering totem-like, spectre robed in burial cloth, with several sets of mismatched horns from various different types of animals. He could have several sets of arms, and his number of legs could be obscured by the hem of his draping burial cloth, but his lurching, gliding movement could suggest an uneven number of mismatched legs/hoofs. Like a totem pole, he could have several faces along his torso, and he could have four masked faces on his 'head' looking towards the four cardinal directions (like the Slavic deity, Svetovid). His body could be a living 'pin cushion' of weapons that were either used to kill the people his body consists of or that frightened people attacked him with as he waded through battlefields to collect the souls of any slain cowards.
I decided to follow through with the idea, so here is a full kit concept:
[p] The Many Slain Upon taking fatal damage, Ildhaurg revives after 1 second of stasis. This can occur 2 times for each time that Ildhaurg spawns. After reviving once, Ildhaurg has his health capped at 50% maximum health and he deals 15% increased damage. After reviving twice, Ildhaurg has his health capped at 25% maximum health and he deals 25% increased damage. After taking fatal damage a third time or 15 seconds out of combat after reviving twice, Ildhaurg will die normally and this effect will reset. Additionally, Ildhaurg has 25% reduced death timers. [With each revive, Ildhaurg would visibly transform into a more horrifying incarnation, as his material form is stripped bare to reveal the twisted god beneath the layers of flesh. Form1: Cloaked in burial garments; Form2: Abomination of flesh and bone; Form3: Smoldering bone and spirit kept alive by inexorable wrath ]
[q] The Warden of Sacrifice Range: 175 Ildhaurg slashes with a sacrificial blade, dealing 100% AD physical damage [this is a basic attack reset] and causing the target to bleed for 0/30/60/90/120 (+0.3 bonus AD) (+0.5 AP) magic damage over 3 seconds. Ildhaurg heals for 25% of the bleed damage over its duration. If the target dies within the bleed duration, then the sacrificial ceremony is successful, and all nearby allies instantly heal for the same amount.
[w] The Keeper of the Well Range: 700 Passive: Ildhaurg harvests the lifeforce of units he kills. Monsters and minions restore 10 mana. Champions and epic monsters restore 30 mana.
Ildhaurg locks himself in place while channeling to unleash and control a stream of wisps at a rate of 2 per second, costing 20 mana each. The wisps revolve around Ildhaurg once and then follow Ildhaurg's target commands (left-click or hold left-mouse-button to give movement commands). Wisps have 50(+5/6/7/8/9% health)(+0.5 AP) health and can collide with enemy units and projectiles. If a wisp collides with an enemy unit, it sacrifices itself to deal 40% of its current health as magic damage. After 3 seconds from being released or if a soul touches the perimeter of Ildhaurg's control range, it escapes from Ildhaurg's control and fades away. When ending channeling, Ildhaurg will recapture remaining active wisps, refunding mana, except for the first wisp released. If four active wisps are in play, no more will be unleashed until an active wisp is consumed or escapes. [The projectile control is similar to Yuumi's Q, but as a stream of projectiles. Gameplaywise, it's kind of like Xerath ult but with a shorter range and steadier damage output. The wisps can be guided to intentionally intercept enemy projectiles.]
[e] The Watcher of the Way Range: 600 Radius: 600 After 1 second of construction time [this is not a channel and Ildhaurg has freedom to act during it], Ildhaurg places a four-faced idol that provides vision and demoralizes nearby enemies, reducing their Attack Speed and Movement Speed by 10% (0.1 AP [capped at +15% at 300 AP]). Immediately after being placed, the idol fears nearby enemies for 1/1.25/1.5/1.75/2 seconds. The idol has 150 (+8/11/14/17/20% health) health. Enemy champion basic attacks against idols deal a minimum of 25% of the idol's maximum health. Enemy champions can also target the idol during its construction in order to prevent it from being built. https://i.imgur.com/9yNBnZM.jpg
[r] He Who Taketh / He Who Spareth Ildhaurg summons a cairn wraith to either haunt an enemy or protect an ally (cannot be self-cast). The wraith has the same attack speed and movement speed as Ildhaurg and has 50/65/80% of Ildhaurg's maximum health and its health decays by 20/15/10% of its maximum per second.
Enemy Cast: Ildhaurg summons a wraith to haunt an enemy, stealing 10% of the target's AD and AP and granting the same amount to Ildhaurg. Each time that the wraith attacks its target, it deals 10 (+0.3 AD)(+0.3 AP) magic damage and steals 3/6/9% of the target's current health as magic damage (healing Ildhaurg).
Ally Cast: Ildhaurg summons a wraith to protect an ally, redirecting 15% of incoming to the wraith instead. The wraith will attack nearby enemies who have recently attacked the champion under its protection, dealing 10 (+0.3 AD)(+0.3 AP) magic damage. If the protected ally would take fatal damage, the wraith sacrifices itself to grant a decaying spectral shield equal to the wraith's remaining health.
As can be seen from the kit above, Ildhaurg would be an extremely immobile champion. Not only does he have no mobility abilities whatsoever, he also must snare himself while channeling in order to access his source of ranged damage. His extreme immobility and lack of target access justifies the strengths that he is allowed. His passive would make him very hard to kill, as he effectively has 175% of his maximum health due to his 2 revives. However, his revives only reset if he actually dies, meaning that causing him to revive will bring him closer to actual death, and he cannot fully recover without actually dying (though he can execute after exiting combat in order to deny his opponents). Ildhaurg's lack of mobility means that he would have a very hard time escaping a fight that he's committed to, unless he kills his target.
Ildhaurg's most effective tactic would likely be to stick near allied high-value, squishy targets and hope that enemies come to him so that he can place E for fear > auto > Q > channel W until the target dies or retreats out of range. I think Ildhaurg would be primarily a support champion, where he would act as a beefy juggernaut-enchanter hybrid who serves as bodyguard for his allied squishy backline carry. He could use his Q +
in order to provide sustain for himself and his ally during laning. His E provides CC and map vision. His W could be used for poking but its long channel time would make it unreliable unless if the target is CCed or positioned poorly. His R would offer similar utility to Yorick's old ultimate ability.
I expect he would build something like:
But his scalings are flexible enough that his builds and playstyles could be very diverse.
He would probably be able to clear the jungle quite well while sustaining his health (using E to fear camps and draw aggro), but his lack of mobility would make ganking difficult for him. He would be able to provide a reasonable amount of map vision coverage with his E while jungling however. I think he would use Cinderhulk to help him clear multi-target camps more quickly and to provide health for him to scale with.