Champion kit #16, Hanzō Hattori (Assassin doubles)
TL;DR: 120 designs, daily posting til April, champion below
Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.
Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.
I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):
- Hanzō Hattori (names are merely for inspiration and representation)
- Assassin core traits: high target selection, reliable burst, little-to-no sustained damage, high mobility
Passive: Iga crossing: Hanzō scouting abilities allows him to know the territory better than anyone else, and he knows passages that no one knows about. Hanzō is able to freely pass through these passages, which are automatically placed on impassable terrains of the battlefied.
Hanzō may use this advantage as many times as he wants, but once every few seconds, if he's close to an enemy champion he has vision of, he will become invisible and gain additional Lethality for 3 seconds after exiting invisibility. If he's able to participate in the kill of an enemy champion during this time, the effect's Cooldown is resetted.
-Effects Cooldown: 11/10/9 seconds -Invisibility duration: 1.5/2/2.5 seconds -Additional Lethality: 8/12/16
Values at levels** 1/7/13**.
1st Skill: Hanzō holds the chains tied to his scythe and spins it around himself, dealing damage and slowing all enemies hit by 60% for 1 second. While spinning, Hanzō is able to select a direction in which he will then throw his scythe forward, passing through minions and grabbing the first enemy champion hit, dealing damage and marking him for 3 seconds.
Marked enemy champions are granted vision of and Hanzō can target them to consume the mark and blink up to 525 units of distance towards his position, immediately restoring 80 Energy and attacking him for 50% additional damage.
Hanzō will not exit invisibility if he does not hit an enemy with this ability.
-Damage (spin): 40/60/80/100/120 (+ 40% Bonus AD) as Physical Damage -Damage (grab): 60/95/130/165/200 (+ 80% Bonus AD) as Physical Damage -CD: 10/9/8/7/6 seconds
2nd Skill: Hanzō increases his combat abilities, greatly increasing his** Attack Speed** and causing his next 3 basic attacks within 6 seconds to deal additional damage.
The additional damage increases times 2 with every attack and the third one gains 75 additional range and it's additional damage increases by 1% for every 1% of Maximum Health its target has missing.
Hanzō will not exit invisibility when activating this ability.
-Additional Attack Speed: 80/95/110/125/140% -Additional damage (1st attack): 10/15/20/25/30 (+ 15% Bonus AD) as Physical Damage -Third attack maximum damage: 80/120/160/200/240 (+ 120% Bonus AD) as Physical Damage -CD: 14 seconds (begins when the effect ends)
3rd Skill: Hanzō teleports himself around the targeted enemy and then attacks it with his scythe, dealing damage and slowing for 2 seconds, decaying over duration. Cast range increases when targeting an enemy champion recently damaged by Hanzō's basic attacks.
If the target is a marked enemy champion, range also increases and Hanzō disappears for 0.75 second before appearing right next to his enemy, brutally slicing him upwards, increasing the slow to 99% and dealing great damage. Additionally, it resets the ability's Cooldown and restores 80 Energy.
-Damage: 40/70/100/130/160 (+ 40% Bonus AD) as Physical Damage -Slow: 30/35/40/45/50% -Increased damage: 100/150/200/250/300 (+ 120% Bonus AD) as Physical Damage -CD: 12/11/10/9/8 seconds
Ultimate: Hanzō creates a decoy of himself at his front. The real Hanzō then channels for up to 10 seconds while controlling the decoy, which has equal attributes to him and has increased Movement Speed while out of combat, but takes 50% increased damage (tripled for towers) and deals 20% less damage. If the decoy is able to participate in the kill of an enemy champion while active, it will then become Hanzō, restoring his normal strengths and adjusting to his current Health.
If the decoy achieves no kills, Hanzō pays 25% of his current Health for his failure. If the real Hanzō is spotted while the decoy is active, it immediately vanishes. While a decoy, Hanzō may reactivate the ability to return to his original self and end the effect.
-Additional Movement Speed: 40/60/80% -CD: Charge system, 1 charge every 100 seconds (reduced by Cooldown Reduction and begins on use), maximum of 2
Melee, uses Energy