Hale, Ward of Demacia

Beard of Justice·8/8/2016, 8:30:21 PM·2 votes·771 views

Hale is a grizzled veteran of the battlefield, having fought beside Garen and Prince Jarvan IV in many battles. He specializes in protecting his Prince, using his unique ability to store hostile energy and use it offensively.

Passive - Prevent 3/5/10 of all damage dealt to Hale. When the damage prevented reaches 20% of Hale's total health, your next attack will deal the amount of said prevented damage. (To clarify, it doesn't keep building up, it is expended upon proc)

Q- Barricade: Hale throws energy onto an ally, briefly lending them his vigor, 3/4/6/8/10% of his maximum health for 2/2.5/3/3.5/4 seconds. The health is removed after the buff goes away.

W - Redirect: Hale erects a magical barrier between himself and his enemy. First cast determines placement of the barrier, second cast determines the angle of the barrier. Enemy skillshots bounce off of the barrier depending on which way it is facing. The skillshots can still hit Hale's teammates, but are also able to hit enemy champions for 30% reduced damage. On hit effects are still applied to Hale and are lost upon bouncing off of the barrier.

E - Smokeless and Mirrors: Hale places a small barrier on the ground. Two casts as before, one for placement and another for direction. Allies may hit the barrier with skillshots to redirect them. The skillshots lose on hit affect, but the mirror shatters and deals damage around it (while still reflecting the skillshot)

R _ Return to Sender: Hale summons all of his magical might and absorbs all incoming hostile energy for 1/1.75/2.5 second while taking 30/35/40% less damage. Upon second cast or after 3 seconds, Hale unleashes the energy back at his enemies in a line. The damage is not reduced.

3 Comments

Ninja Baby one8/17/2016, 10:01:23 AM1 votes

Will look over and comment on the kit: Passive: This is too strong in it's current state. It'll completely cripple champions that deal damage over time and lategame the extra damage to an auto-attack will destroy enemies. (4500 hp isn't impossible, 20% of that is 900 flat damage to the enemy.) Q: A shitty heal that doesn't persist. This spell is very shitty. It's nothing but a shield. Basically it's a castable Malphite Passive. W: Wouldn't be possible with the current tech. Yasuo's wall was hard enough to code, this wouldn't work. Ontop of that, it's impossible to aim proper. E: Same as before, but I don't get why you wouldn't combine the current W and E. Wouldn't be hard. R: Tank steroid, not that interesting, but the burst-damage is cool. Don't know if it'd be good though, considering people would just not attack you. Over all: The kit doesn't have much synergy. With his Passive and Ult, you want to take damage, but the rest of his spells are about avoiding damage and making sure damage is less impactful on allies. The champion seems boring and would only work against certain champions.

Randominquisitor8/22/2016, 6:08:51 AM1 votes

Hey, Ackland, glad to swap around ideas.

While I agree with Ninja that dealing 20% of a tank's health is strong, I would think it could be a workable passive if you adjusted the percentage a bit. By how much, I'm not sure.

Another concept to consider would be how the passive would interact with the ultimate. Now, the ultimate you recommend seems to have at least some similarity to Galio's or Maokai 's ultimate. The main difference I can see so far is that the return damage is returned as a burst in a line. This sounds like more of a pointed burst (which could be useful for targeting squishies) rather than just an AOE blast. I would need to ask questions to understand the rest of it. For instance, is a taunt involved, or is Hale just soaking up the damage that happens to be fired at him? In the former case, it would be much like Gallio's ult and the idea would be to jump in the middle of mayhem to absorb damage. If the latter is the case, I suppose the strategy would be to trigger it when you predict a lot of incoming damage to Hale? I would be interested in some clarification so I can understand it better.

I think the similarities you noted between my character concept (http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ELAyMphm-the-pool-players-champion) ) and the one you are mentioning here would be the W and E abilities. I hadn't thought about using a mirror ability for either ally skillshots or enemy skillshots. I like the idea! I don't know if coding would be an issue (really not my area of expertise), but second casting is definitely something riot has used before (Xerath, for example).

I think the main difference is that your character seems to be built in a sort of tank/support fashion. My concept was of a champion that was more of a one-on-one brawler/jungler. He has his own projectile that is able to bounce rather than reflect off his teammates, and that ability bounces off of the terrain. For instance, an optimal chance to use it would be when catching an enemy in a monster pit, using the closed off nature of the buff walls or the epic monster walls to ricochet the projectile multiple times. Since his E was to be a hop similar to Gnar 's in order to catch the projectile or reposition for another shot, the point would be less about redirect incoming or outgoing damage and more about playing catch and fire with the projectile.

For anyone wanting to comment about this alternate concept, please check out the full post in the link in order to distinguish between this concept and Gnar's abilities.