Hansi the Zeppelinmaster

Blackhawk0019·4/13/2017, 9:29:02 PM·1 votes·285 views

Hansi the Zeppelinmaster Role: Uses damage and vision to secure objectives and amount large AoE damage on the battlefield Top/Support

Passive: Engineer-Last hitting minions allow for upgrades to Zeppelin (similar to Gangplank). Additionally, he starts the game with 15% crit.

Q: Self Defense Whenever Hansi is hit by another champion’s spell, he can take a long-range skill shot that pierces armor, dealing damage equal to the amount of damage taken with an additional bleed effect for 3 seconds. If the skill shot crits, then it also applies a mana burn equal to the bleed damage. If Hansi is hit my multiple spells, the skill shots can stack (max 3). However, this ability cannot be used unless Hansi is hit by a spell. W: Landing Strip/ Airdrop (Ground)-Hansi builds a landing strip for his Zeppelin (which can only be built in friendly territory jungle).
(Passive)-While in his Zeppelin, his basic attacks become empowered, with a larger range, extra physical damage with AoE splash and extra damage to structures, but his attack speed is halved. He also becomes un-targetable to all melee champions, but remains targetable to ranged ones. His movement speed is also increased and can fly over all terrain. Whenever Hansi is in his Zeppelin, he is granted true sight, as well as extended vision range. *Note: While Hansi is in his war machine, he can be detected by enemies further away. Hansi cannot stealth in brush while in his Zeppelin, or use any items on the ground for that matter. If Hansi uses Summoner: Flash/Ghost he immediately falls to the ground, out of his Zeppelin. (Air)- Hansi can drop “supply drop” nearby allies granting them healing, and physical damage shield that decays after 3 seconds (if no damage is taken). If the Zeppelin is destroyed, then Hansi falls to the ground with one charge to Self Defense. (Self Defense won’t become active until Hansi is damaged by a spell, then he will have 2 charges) If the Landing Strip is destroyed, then the Zeppelin will slowly lose health and deal less damage until it is destroyed. Then Hansi is granted 1 stack of Self Defense. E: Air Support/ Search and Destroy (Ground)-Hansi calls for his fellow airmen to support his position by dropping several bombs that inflict physical damage multiple times, knockbacks enemy champions with each wave, and inflicts a minor slow for 1 sec if hit by one wave, and stuns for 1 sec if hit by 3. (Air)- In his Zeppelin, Hansi drops a gas bomb that provides a smokescreen for his allies, damages enemies and locks one random ability for the duration of the effect. The effect lasts 8 seconds. R: Nightmare in the Sky (Ground)- Hansi lights a large area of the battlefield on fire, rooting all enemies caught in the blaze for 0.5 seconds caught in the center, and applying a heavy slow for an additional 1 second. While the enemy is in the fire, they cannot use Summoner:Flash,Ghost, or any movement increasing effects to escape. Blaze lasts 4 seconds (Air)- Hansi rapidly drops fire bombs all over the battlefield, with a very large mana cost on a 2-3 second cooldown. The fire bombs pierce armor and applies Grievous Wounds.

Let me know what you guys think on the concept. I'm not a rioter, but I tried to balance this champion the best I could. I'm going to post more of these custom pages on some more champion ideas I've written down.

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