Hiro, Master of Spirits

Kloqdq·11/2/2016, 4:04:47 AM·4 votes·1,268 views

(EDITS) (EDIT 1) Passive has been added. Q and E has received massive changes. Main form of damage has been switched from phsyical and scaling AD to magic and scaling AP. The goal became pushing his team utility by causing stat buffs and debuffs revolving around movement speed. Shifting his power around, he loses a good chuck of his damage to gain more utility for his team.

Debating where to have the Ultimate be available at level 1 like Karma or be a possible regular ability like Udyr, or follow the Teemo style of ultimate. Not quite sure yet and thoughts would be interesting to hear!

(EDIT 2) Took some comments into consideration. Explained how passive functions to be more clear. Changed Q to have only a single effect based on Ally or Enemy instead of numerous based on the Ally/Enemy's movement speed. W has enemy damage and slow removed. E is still being debated on possible effects. R is currently being looked into.

Lore and additional information will be added in the future once I feel it is fleshed out enough.


I know his stats are a little all over the place right now, I haven't done good balance to him. I think the idea is pretty cool! Hope everyone likes the idea and feedback is always nice!

Hiro, the Spirit's Hope Role: Support, Mage

Stats:

Health: 482.36 (+77 per level) Health Regen: 5.74 (+0.65 per level) Mana: 379(+38.74 per level) Mana Regen: 11(+0.3 per level) Attack Damage: 55.376 (+3.2 per level) Attack Speed: 0.690 (+3.38% per level) Armor: 18(+4.1 per level) Magic Resist: 31(+0 per level) Attack Range: 550 Movement Speed: 330

Passive: Beckon the Spirits Hiro's presence causes lost spirits to spawn around him, which can be purified by Hiro. If these spirits are purified, they will reward Hiro with permanent movement speed and bonus gold before wandering the rift for a period of time before disappearing. They reveal the first enemy they come across.

Hiro's presence causes lost spirits to spawn around him that wander the rift for 5 minutes. Spirits will spawn in 3000 range around Hiro every 3 minutes. Hiro is able to purify these spirits to release them from the Rift by walking up to them and right clicking them. Hiro needs to channel these spirits for 2 seconds to purify them. By purifying a spirit, they will lead their strength to him by wandering the rift for 15/20/25/30 (+ 1 per Spirit Purified) seconds and give Hiro 5 permanent movement speed as well as 50 (+ 50 per Spirit Purified) Gold. While a Spirit is wandering, they will reveal the closest enemy to them.

Spirits are dormant when they spawn and will slowly wander the rift (200 movement speed). They will not interact with anything and CANNOT be interacted with by anyone other than Hiro (An enemy Hiro can interact with Spirits similar to Enemy Draven catching your Axes.). Once the Spirit has been purified, they will wander in a random pattern around the rift for their staying duration and will reveal the closest enemy to them.

Q: Spirit's Guidance Cost: 80/85/90/95/100 Mana Cooldown: 9/8.5/8/7.5/7 Seconds Range: 900 Hiro channels the spirits to summon one attached onto one ally or enemy champion to either bless or curse them. If Hiro targets an Ally, the ally becomes a beacon of movement speed. If an enemy is targeted, he becomes corrupted, causing enemies to be slowed while moving around them.

Hiro summons a spirit onto one ally or enemy champion that lasts 3 seconds. Ally - Blesses an ally to become a beacon of spirits. Their current movement speed is doubled and all allies gain 20/25/30/35/40% movement speed when moving towards the beacon ally. Enemy - Enemy becomes corrupted, causing all enemies around them to be slowed for 65% decaying over 3 seconds.

W: Blessed Grounds Cost: 200/175/150/125/100 Mana Cooldown: 20/18/16/14/12 Seconds Range: 650 (Casts slightly in front of Hiro) Hiro strikes a charm into the ground to bless the ground for allies. Pulses from the core, healing allies and removes slows.

Hiro strikes the ground with a paper charm creating a magic sigil that pulses every 1 seconds. Allies hit by the pulse are healed 10/25/75/90/140(25% Ability Power) and have all slows removed from them. The Sigil lingers for 5 seconds.

(Subject to Change)E: Linking of Spirits Cost: 60/70/80/90/100 Mana Cooldown: 22/20/18/16/14 Seconds Range: 500 (800 Max range) Hiro links his spirit to an enemy champion causing them to both become slowed and cause significantly less damage during the duration.

Hiro uses his spirit to link himself to an enemy champion's spirit, linking them for 1/1.5/2/2.5/3 seconds. This link takes 1 second before it is activated. While linked the two are slowed by 50/60/70/80/90% and deal 5/10/15/20/25% less damage. After Hiro has the link broken, Hiro's Movement Speed is slowed by 70% for 1.5 seconds. The link can be broken early by leaving Hiro's maximum E range

R: Paper Charms Cost: 150/100/50 Mana Cooldown: 20/18/16 Seconds Range: 650 Hiro tosses out a paper charm which can be attached to structures, allies, enemies, and terrain. Depending what the charm is attached too, the charm will have a different effect.

Hiro tosses out a paper charm which can be attached to structures, allies, enemies, and terrain. The paper charm will last for 6/8/10 seconds and can be recasted within this time. Depending on what the paper charm is attached too, the effect of the activation will be different.

Allies - Empower an ally by enlarging them. The ally gains a shield for 70/130/190(25% Ability Power) as well as a CC immunity for 1 second. Enemies - Blows up upon activation dealing 125/170/260(+50% Ability Power) magic damage. If enemy is slowed while blowing up, damage is increased by 50% Structures - Creates a magical sigil that grants 20% movement speed to all allies that walk in the sigil. The movement speed persist for 3 seconds after leaving the sigiled area. The sigil lasts for 6/8/10 seconds. Terrain - Opens a flood of spirits which corrupt the surrounding area. Reveals all enemies that walk past the area for 2 seconds. The corrupt land lasts for 10 seconds.

Paper charms are readied upon reaching their target and takes 1 second to activate. Hiro can hold 3 paper charms but can only use one charm at a time.

14 Comments

gemini33311/3/2016, 3:41:42 AM2 votes

This concept has both good and bad points. I'll try to summarize my thoughts on each ability as I go through them.

  • As you said in the intro, this champion focuses on movement speed and buffing/debuffing, which makes me think of a roaming support right off the bat. In this case, I think the passive is interesting and thematic, but could use some fleshing out. Specifically you will need to specify the spirit's movements and actions in response to Hiro when he purifies them (and also how he purifies them: right-clicking, moving over them, etc.). It's all very vague right now. In addition, I would recommend giving a stronger incentive for Hiro to purify spirits and roam, while removing the slow effects of the spirits (just unfun gameplay overall, especially for melee champions). Bard or Thresh passive serve as great reference points here.

  • Q is pretty good, but can be unreliable due to it changing effects depending on if the target is slowed/sped up. I would recommend sticking to a specific effect for allies/enemies respectively, to remove the unreliability factor and reward good decision-making.

  • Unfortunately, the W feels very overloaded right now. There's a bit too much going on here, with no clear purpose on how it enhances Hiro's identity. Cutting off a bit and establishing how it works in relation to the rest of Hiro's kit is all I can say here.

  • In contrast to the previous ability, E is somewhat undertuned. It feels bad to use it because of the immense slow, and Hiro is most likely going to get screwed over if the target turns around and attacks him. The short leash itself is usually enough to keep these kinds of abilities in check, so just a bit of balancing numbers will help a lot here. Also, keep in mind that Karma has a similar ability with her W, so make sure its effects don't overlap too much.

  • R is quite unique, but also a bit overloaded as well. Too many effects to noted here, which can cause a burden of knowledge issue. There shouldn't need to be so many different effects to account for each type of unit. 1-2 should cover all of them. Otherwise, you will have to limit the amount of targets this spell can be used on. The current design makes it more similar to Teemo shrooms than a stance change or spell empowerment, but this may change depending on how you balance this in the future.

Overall, I like the unique theme you chose for a support champion; there's a lot of potential here for interesting gameplay mechanics that I think could be explored with Hiro's theme. One last thing I will suggest is that many recent support champions have an ability that grants a unique kind of mobility to their allies. Bard has portal tunnels, Thresh has his lantern, TahmKench can eat up allies, and Ivern gives allies a gap-closer. Having an ability that gives your allies additional mobility in a unique way can really help solidify the sort of champion you want to make.

Good luck!

Emojay11/2/2016, 4:07:12 AM1 votes

Passive? Also, I like this idea! :) That W will be op in teamfights, making up for lack of much team fight potential in his kit! Good job!

THE RlVER KlNG11/2/2016, 8:11:21 PM1 votes

You know ult only has three ranks, correct?

SoySauceJones11/2/2016, 8:36:35 PM1 votes

Very interesting idea. Good work!

CrazyBear198711/3/2016, 3:45:45 AM1 votes

Bard ?

Sorry, i know aside from his Passive (spirits around the rift) and W(buff/heal), he is very different. but the similarities i feel stop him from being a different champion.

Can i ask: How does he attack? weapons or is it the paper charms thing?

I just wonder what does he offer besides his Ult?

I still like the idea of another Spirit member and would be interesting to find out more from a lore etc