Halicar, the Sage of the Sands

Velzard of Koz··2 votes·525 views

http://i.imgur.com/UceNg.jpg This image has been used as inspiration, though Halicar would be snake ascended. I am not the author of the image.




#Lore


Halicar was one of the first Shuriman Emperors and one of the first Ascended. Ascending into form of Snake, he manifests his eternal life full of unending knowledge and the most ancient secrets of healing by travelling through Shurima and helping to tend to wounds of both men and Shurima itself, though one should not mistake these acts of benevolence as defining Halicar as kind being, as he only does what ages of learning are showing him to be the best fate for Shurima and he earned such vast knowledge through his cold-hearted pragmatism.




#PASSIVE: Wisdom of the Sage

Every champion takedown, every 20 minions or monsters killed and every epic or legendary monster takedown grants Halicar 5 Base AP.

Halicar's abilities scale either with Base AP (only the AP gained via this ability), Bonus AP (traditional income) or Total AP (both).




#Q: Dunecaller 60 / 70 / 80 / 90 / 100 Mana 12 / 11 / 10 / 9 / 8 sec Cooldown


Halicar starts channeling, being able to only move for up to 2 seconds. After the 2 seconds or upon free reactivation, he summons a dune in distant targeted medium area. The dune inflicts 20 / 30 / 40 / 50 / 60 (+15%Bonus AP) plus [ 10 / 15 / 20 / 25 / 30 (+5%Bonus AP) per second of the channel ] Magic Damage each second ( Max 40 / 60 / 80 / 100 / 120 (+25%Bonus AP) per second, up to 160 / 240 / 320 / 400 / 480 (+100%Bonus AP) ) and slows by 5% / 7.5% / 10% / 12.5% / 15% plus [ 1% / 2% / 3% / 4% / 5% per second of the channel ].

The dune lasts for 4 seconds and leaves behind Snake Nest.




#W: Desert Hermit 80 / 85 / 90 / 95 / 100 Mana 14 / 13 / 12 / 11 / 10 sec Cooldown


Passive: Champion takedowns leave behind Snake Nest. Movement Speed increased by 6 / 8 / 10 / 12 / 14 when moving towards Snake Nest.

Active: Halicar shields himself for up to 4 seconds absorbing up to 80 / 120 / 160 / 200 / 240 (+200%Base AP) damage. The Movement Speed bonus towards Snake Nests is doubled while shielded this way.




#E: Slithering Ambush 40 / 50 / 60 / 70 / 80 Mana 10 sec Cooldown


Sends towards target a snake from Halicar and each nearby Snake Nest, consuming them. Snake affects the first enemy hit, dealing 60 / 100 / 140 / 180 / 220 (+80%Total AP) Magic Damage and rooting for 1.5 seconds. An enemy can be hit by multiple snakes, but only affected once.




#R: Rod of Ages 150 Mana 160 / 125 / 90 sec Cooldown


Halicar charges his Rod with Water, healing himself, gaining Age stack and then charges the Rod with Fire.

If the Rod is of Fire, moving near enemy champion deals them 80 / 120 / 160 (+40%Total AP) plus 20 / 40 / 60 (+20%Bonus AP) per Age stack Magic Damage, grants Age stack and charges the Rod with Water.

If the Rod is of Water, moving near allied champion heals them for 40 / 60 / 80 (+10%Total AP) plus 10 / 15 / 20 (+20%Base AP) per Age stack, grants Age stack and charges the Rod with Fire.

The Rod loses its power when Halicar fails to damage or heal champion within 10 seconds or at 6 Age stacks.

Thus, Halicar switches between damaging and healing champions, where the damage and heal gain in power based on how many times Halicar damaged or healed this way. Halicar can damage up to 3 times (Max 1020 (+120%Total AP) (+180%Bonus AP) damage) and heal up to 2 times (Max** 280 (+20%Total AP) (+120%Base AP)** healing), excluding the 40 / 60 / 80 (+10%Total AP) self-heal.

5 Comments

PrimalOppression2 votes

Very well made, however I'm worried this wont have chance in current CC/Assassin meta. R would be only used for heals, if you would go in you get deleted, even with shield. Bonus movement from W is small, and snakes would be very difficult to hit. Passive is practically Veigar passive, with bit different twist.

I thought about your concept and came up with some changes to it that might help him get special place. Will post them if you say you want to hear them. Otherwise this is very good concept that is also original, something rare these days. One up.

Velzard of Koz1 votes

Feel free to post what you'd change.

The W Movement Bonus is balanced around fact it's Flat Movement Speed and is supposed to just help kite when charging Q. It also counts with items like Ludens being built. I thought it might be broken If it gave too much as it's basically without cooldown If you have Nest up.

I still thought of him more like Battle Mage which is why I wanted R to be about running around battlefield. Like Swain does in ult, like Vlad goes in, etc. Thought they both are indeed drain tanks and the ult heals Halicar only once so I realize that may be the problem.

As for the snakes, I don't think they'd be hard to hit. Remember one goes out of Halicar and is basically a traditional skillshot, you would use Nests made from Qs to increase the area where the enemy isn't safe. It's basically Azir's soldiers Q, except for also throws snake from Halicar.

Thanks for taking the time to read it, btw.

PrimalOppression2 votes

Np. I would see him more of control mage. Setting nests and long charged aoe doesn't really fit to ult for me.

I would change it to this: Passive: Dead Minions, Heroes and Monsters around dissolve into sand. If enough sand accumulates in one place, create sand patch. Halicar gains 10% bonus MS and (2.5 flat per level plus 5-10%(level) bonus AP) If there is too much sand on one place, it begins to spread randomly.

Q: Same mechanic as you had, however damage is done in instant. (total damage reduced by 30%) After erupting it spews sand, adding to sand patches. Casted on sand patches, full charged skill also knocks up for 1 second.

W: Shield scaled with Ap, at rate of 50%, but dissipates within 2.5 sec. Passive: When using shield on sand patch, your next AA does bonus (15-25-35-45-55)+ 35% ap in aoe (300 diameter)

E: Same as yours, except Helicar doesnt send out snake. Multiple hits do reduced damage (10% per hit) for minimum 70%. If snake lair was on dune, snakes ignore first 1/1/2/2/3 enemy minions

R: Send a sand storm in huge ( bit more than lane wide, long as 75% of jhin W) area. (this effect travels into place) This storm slows enemies by 10-15-20%, disables turrets, and reduces shields by 45% (like grievous wounds but for shields) Persists for 8-12-16 seconds. This leaves piles of sand randomly scattered. While storm is active area is considered as Sand patch.

OatheSworn1 votes

That's a cool idea but I dunno, that kind of takes Azir off the spotlight from Shurima.

PrimalOppression1 votes

I know its far from your original concept, but its just my opinion, and champ I would welcome in league.

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