(Champion Concept) Hosk, Harbinger of the Second Ruination
http://68.media.tumblr.com/7d63afe11121cd9bf2e0b939f12d3d96/tumblr_o7jfumCMwX1uojh1jo1_500.jpg Art by Wizards of the Coast
LORE In Demacia, honor and pride are what all cling to. Many would sacrifice everything to cling to what little or much of such things that they had. If one felt that the world was against them or that they had done something horribly wrong, there was one place they would go. Demacia was a country of rich religion, where those who believed in their gods would challenge any who would dare oppose their beliefs. Therefore, if they had something to confess, they would go to the church. However, something few know is that the largest church within Demacia, known as the Vulshor Sanctum, was not the all forgiving and kind place many believed it to be. Little did many know that their confessions would come to haunt them in a very literal sense. Long ago, the Vulshor Church was founded in order to give the people something to believe in. However, soon corruption fell upon the church when a man known as Hosk took over. From there, everything began to fall apart. Hosk was not from Demacia. He, in fact, was secretly an immigrant from Noxus who was expelled from the warmongering empire for practicing arts that even those within a city where all were accepted... was not accepted. What he did to the people in his village... it horrified the Noxian military. This man was not human. He was not a man at all. In their eyes, he was a monster that was far worse than even the darkest warlock that Noxus had allowed within their gates. Hosk was a necromancer, but he followed a much greater power. Hosk was very old and had experienced one of the most vicious Harrowings to ever unfold within the city of Bilgewater. During one of his trips to the city, the dead attacked the living, and this sent madness into the mind of Hosk. How could something so unholy exist within Runeterra? Eventually, his sanity collapsed and, in a state of insanity, wondered just what this Black Mist was. He openly accepted the mist as he began to wander the docks of Bilgewater. Mysteriously, the mist did not attempt to kill him. Something he was wearing drove the mist away. Something that had been given to him long ago by one of his long dead relatives. A necklace with a strange vial of water attached to it that, unknown to Hosk, had been taken from the Blessed Isles before it had become the Shadow Isles. However, Hosk was able to not only live through the Harrowing, but also capture a small portion of the mist itself. He carried it with him back to his village, only for it to be revealed that his village had been taken over by Noxus. This only worsened the state of his mind. Several of his family members were now not among the living, having been brutally slaughtered by the soldiers who had invaded his village due to their resistance. Upon being shown their hanging corpses that were in the middle of the town, put there by a corrupt general to show what happened to those who resisted, Hosk knew what he had to do, or, at least, he knew what the voices were telling him to do. The mist within his vial which was being tortured by the holy water within told him to release it. It would bring his family back and give him eternal life. With a snap of finger across the lid of the vial, the mist was released upon his village. Flesh quickly turned to mush, and the dead rose again. The hanging members of his family floated outwards from their corpses, now spirits. While most would think that the Black Mist would have ravaged Hosk after this, it did not. The mysterious nature of the Black Mist made it impossible to predict. However, the mist knew it could exploit Hosk if it showed him what it could bring to him. The mist could not survive so far away from the rest of the mist for very long without feeding on the souls of the living. The Black Mist shifted the souls of Hosk's family and made it appear that they were happy to be risen to "life" once again. Upon seeing the spirit in front of him's toothless smile, Hosk began to laugh. This was eternal life and he had given it to his family. He... he could never have been so happy. Tears fell from his face. Tears that did not last long as Vladimir, an ancient hemomancer, appeared behind Hosk. The blood mage was not new to the spine chilling presence the Black Mist could give an entire continent that it was present on. He had dealt with it in the past and he would deal with it again. Vladimir quickly drained the life from Hosk's body before using his life force to push the Black Mist back before retreating into the blackness of the night. Hosk was risen again as a spirit, now one with the Black Mist. The Black Mist explained there was not much time and that they must travel to somewhere where no one would expect them. Hosk knew of just the place and lead the mist to the city of Demacia. In the dead of night, Hosk possessed a man moving through the streets of Demacia. The mist followed him and hid itself within the wine bottle the man had been carrying with him. The many spirits of Hosk's family swarmed around him before fading into the ground. Starting with this possession, the Vulshor Church came to be. Hosk, within the shell of this man, preached the promises of honor and pride. He preached that those blessed by the church would be given a place in the afterlife. He preached that if they followed the church, their honor and pride in life would obtain them a seat next to their gods when they passed on. Of course, this was all a lie. After the extremely large cathedral was built when the Black Mist sent out spirits to possess many different workers within Demacia, Hosk and the Black Mist that always followed him hid far below the surface of Runeterra at the bottom of a series of tombs and catacombs beneath the Vulshor Sanctum. After gaining followers and corrupting several desperate and slightly insane beggars in the streets of Demacia who's life had been one bad event after another due to the law's of the king, Hosk and the Black Mist began to slowly gain power from their secret hiding place below. The head leaders of the Vulshor Church were given orders from Hosk to carry out. In return, Hosk promised they would join him for eternity in the afterlife, promising them eternal life. Most did not decline this offer, and those that did were killed on the spot and, quite nicely since they resided in a tomb, stored away after their soul had been devoured by the mist. Now, in present day, the horde of corrupted spirits that rule the church with Hosk has risen in numbers and the church itself has never had more influence. Now even the royal family respected the church and would ask it for advice in dark times. Indeed, a large section of Demacia was now controlled by the Black Mist through Hosk. Those who confessed their sins within the church would find themselves haunted by horrifying ghasts and ghouls that visited them in the night, promising that they would not tell others of their sins if they did them favors. Society, especially the poor, was now entirely run by a council of ghosts deep below Demacia. In recent years, few have become suspicious of the church. However, all of them have been silenced except for one: Shauna Vayne. The Night Hunter knew some evil of the night resided within the church. However, the church was far more deeply rooted within Demacia now than she would ever know. The further she researched into the matter, the more she learned that the kingdom she once knew was not what she thought it once was. Members of the royal family compromised. The most heroic of generals silenced and found years months later, completely eviscerated with whip lashes all across their body. Mysterious noises in the night that had been left unexplained. Strange beings found within the tombs, only for those who tried to tell others of them disappearing in the night. Most unnerving of all, the complete and utter censorship of any black spots that could be loosely connected to the church. Whatever Shauna was dealing with, she knew it was not going to be easy to defeat. In fact, she suspected she could not efficiently do it alone. So, she has turned to another hunter in the night to help her uncover the madness surrounding the church: Lucian. And if what she expects about the church to be true, there is no reason for him to refuse. If they both cannot stop Hosk, Demacia will not be what it used to be ever again. In time, it is inevitable that Demacia will not become what it wishes to be. In time, the royal family will be corrupted beyond repair. In time, the armies will not be a loyal legion, but a haunting horde. In time, there is only one place in Runeterra that Demacia will be able to be compared to: the Shadow Isles. Hosk and his master must be stopped before the unspeakable happens: The Second Ruination.
KIT Hosk, Harbinger of the Second Ruination Main Role: Enchanter Secondary Role: Battle Mage Health- 430 (+60 per level) Health Regen.- 7.75 (+1.75 per level) Armor- 20 (+2.5 per level) Magic Resist- 30 (+0 per level) Attack Damage- 47 (+2.75 per level)
Passive- Haunt Innate: At the beginning of the match, Hosk chooses an ally to initially haunt, whether it be an out of combat allied champion or a minion within his team's base. From that moment on, Hosk constantly resides within an allied unit, giving them bonuses equal to his stats. Whoever Hosk is currently possessing is given a shield equal to Hosk's max health that regenerates shielding every second based on his health regeneration. His target is also given bonus Armor, Magic Resist, and Attack Damage equal to own Armor, Magic Resist, and Attack Damage. His target also gains bonus Ability Power, Movement Speed, and Life Steal equal to his bonus Ability Power, Movement Speed, and Life Steal. Hosk himself can cast spells from whoever he is possessing and does not use a resource to do so. If the unit Hosk is haunting is killed, Hosk is killed as well. When Hosk respawns, he will have to choose an allied champion who is out of combat on the map to haunt or can haunt an allied minion who is within his team's base. If Hosk possesses an allied minion, he will control their movement and attacks. The allied minion Hosk is possessing is transformed into a wraith. Hosk will not appear on the enemy team's minimap.
Ability 1- Dark Haunting Active: A ghost from within the Black Mist rises from the ground at the target location and haunt the area for 20/25/30/35/40 seconds. This ghost will provide a small area of vision around it. When an enemy comes within the ghost's vision range, the ghost will slowly follow them for the next 3/4/5/6/7 seconds and whisper their darkest secrets into their ears. The enemy who the ghost is following will gain a stack of Guilt once every second while the ghost is following them. For every stack of Guilt on the target, their movement and attack speed is slowed by 2/2.25/2.5/2.75/3% and their Armor and Magic Resist is reduced by 1.5/1.75/2/2.25/2.5. Stacks of Guilt last for 5 seconds, refreshing upon the unit gaining more stacks. This can stack indefinitely and a target can gain stacks from multiple ghosts at the same time. Cool Down: 18/17.5/17/16.5/16 seconds Range: 1500/1750/2000/2250/2500 Ghost Vision Radius: 475 Ghost Movement Speed: 400/410/420/430/440
Ability 2- Siphon Soul Active: Hosk forms a tether between the unit he is haunting and the target enemy unit for the next 3/3.5/4/4.5/5 seconds. While the tether is connected, the enemy will take 40/65/90/115/140 (+30/32.5/35/37.5/40% AD) (+25/27.5/30/32.5/35% AP) magic damage each second and the unit Hosk is haunting will regenerate 32/52/72/92/112 (+24/26/28/30/32% AD) (+20/22/24/26/28% AP) health each second. Any healing beyond the target's maximum health will instead regenerate the bonus shield Hosk provides the unit he haunts that is equal to his maximum health. The tether is broken if the target moves too far away or if the target Hosk is haunting comes under the effects of interrupting crowd control. The cool down of this ability is reduced by it's current remaining duration if it is interrupted. The initial cast range of this ability is equal to the target he is haunting's basic attack range plus a flat amount. Cool Down: 19/17/15/13/11 seconds Range: Haunt Target's AA Range + 150/200/250/300/350 Tether Range: Haunt Target's AA Range + 450/475/500/525/550
Ability 3- Possession Passive: Hosk begins the game with a rank in this ability. Active: Hosk begins to transfer his spirit into the body of the target allied unit, taking between 4.5-0.75 seconds depending on how far away his target is from him upon casting this ability. Enemies that Hosk passes through while transferring from one body to another will be feared for 1.2/1.4/1.6/1.8/2 seconds away from Hosk. The allied unit that Hosk haunts will emit a dark wave of mist from their body once he haunts them, dealing 75/125/175/225/275 (+120% bonus AD) (+100% AP) magic damage to nearby enemies and fearing them away from the ally Hosk is haunting for 1.2/1.4/1.6/1.8/2 seconds. Enemies cannot be feared from this ability more than once every 7 seconds. Cool Down: 20/16/12/8/4 seconds Range: 1200/1275/1350/1425/1500
Ultimate- Grand Harvest of Souls Active: After a 3 second delay, a blast of Black Mist is released from the allied unit that Hosk is possessing in the target direction, dealing 250/325/400 (+120% bonus AD) (+80% AP) magic damage to enemies it passes through and spawning 2/3/4 ghosts around them that will act exactly like the ghosts from Dark Haunting, following them and applying stacks of Guilt. If an enemy champion is killed by this ability, Hosk gains 50/75/100 increased maximum health. Cool Down: 155/140/125 seconds Range: 1350 Wave Speed: 2700
RECOMMENDED ITEMS Note: Any effects present on items that do not provide stats or apply spell effects will not provide their effects passives to Hosk. This is due to him not possessing an actual body on the map. This means any items that would provide Hosk with a buff, shield, or various other effect will not be of any use to him unless it is affecting his spells, since that's the only way he interacts directly with the map. Hosk may cast item actives from the ally he is possessing's body. Auras on items he has also originate from his host's body.
Lane (Support) Starting Items
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Essential Items
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Standard Items (AD)
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Standard Items (AP)
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Standard Items (Defenses)
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Consumables
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Lane (Solo) Starting Items
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Essential Items
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Standard Items
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Situational Items
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Consumables
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Hosk is a VERY strange champion indeed. Instead of existing on the battlefield, Hosk possesses allied champions and minions in order to act from them. This can make whoever Hosk is boosting practically a super soldier, effectively being two champions in one (or a champion within a minion). While as a Support, this can make hyper carry Marksman exceptional partners for him since he is, in a strange way, a really good babysitter. While in a Solo Lane possessing a minion, Hosk is incredibly difficult to kill, basically forcing the enemy to kill every nearby minion before another wave can arrive in order to get rid of Hosk. All in all, Hosk is an incredibly sticky and hard to remove champion from the game, making for some VERY interesting situations throughout a match. Thanks for reading and any constructive feedback is appreciated!
Essential Items
Standard Items (AD)
Standard Items (AP)
Standard Items (Defenses)
Consumables
Standard Items
Situational Items
Consumables