(Champion Concept) The Hoggwiggaslop Horde, Annoyance of the Borderlands
http://68.media.tumblr.com/4aea236c0793ffc5d4165fdb4bb20d60/tumblr_inline_ocycq1ETbr1rxuedu_500.jpg Art by Steve Prescott
LORE The unending tide of the Hoggwiggaslop is the one of the many reasons why only the brave and mighty can make the journey to the marveled Mount Targon. Many believe it is simply the journey that kills many, but, in truth, it is the numerous Hoggwiggaslop that use the many trails to Mount Targon as hunting grounds. Many lone travelers who do not come prepared are hunted down and killed by the Hoggwiggaslop, often being cooked and/or boiled to make a fine meal for the numerous hungering mouths within their holes in the ground. What exactly are these creatures? None truly know for sure, but the few who are wise enough to know beyond the obvious of this world have come to suspect that the Hoggwiggaslop are what eventually happens to yordles when exposed to enough magical power to mutate their very essence. None know how this came to happen for the first, but, in due time, they began to appear in dozens, then hundreds, then thousands, then millions, then billions, and then trillions. Living beneath the ground allows them to conceal their presence to those who would dare come into their domain, but their ability to ambush is truthfully not the best. They prefer swarming their prey like a horde of locust. The society of the Hoggwiggaslop is simple at worst and "creative" at best. The Hoggwiggaslop believe that the one who bares the most powerful sense of smell should be the leader, or, in their language, the "Rajja-Madlock". While this naturally leads to many disputes, most are settled when one of the Hoggwiggaslops trying to become leader bites, kills, and roasts the other one into a fine meal. So, in truth, the Hoggwiggaslop society is run by whoever is the quickest and has the most powerful jaw. They are not below using weapons and tools, but they often only make them as imitation to the tools they find on their meals. They usually have no idea how to use such weapons and often end up killing each other or themselves when trying to use them. The most sacred duty of the Hoggwiggaslop is cooking however. While hunting is, of course, necessary for this, with the Hoggwiggaslop being carnivorous, the act of cooking the meal is reserved for those who have proved to make the best meals. These members of the a Hoggwiggaslop horde are known as "Grub-Wubbatrobs", and are respected by even the leaders of the horde for their fine creations. Then, below the "Grub-Wubbatrobs" and the "Rajja-Madlocks" are the "Wopp-Hyjabops". These members of the horde often lead hunting packs and will bring the food to the "Grub-Wubbatrobs" in order for them to make a nice meal. The rest of the Hoggwiggaslop do not hold a position worthy of a name, and are simply Hoggwiggaslops to their fellow Hoggwiggaslops. That really is all that Hoggwiggaslops know to do though: lead, cook, hunt, and eat. Sleeping is an uncommon practice since most Hoggwiggaslops are far too hungry to sleep. Some tie this lack of sleeping to why on some occasions, a Hoggwiggaslop will collapse in the middle of an attack and begin to snore. Such an act will usually lead to such a Hoggwiggaslop being eaten by their comrades since they have failed to kill their prey. Recent hunters have begun to actively hunt Hoggwiggaslops to try and control their population growth. However, their efforts are ultimately futile. The trillions of Hoggwiggaslops constantly multiplying beneath the earth will can never be stopped. It would take an act of a god to stop them... and what kind of god would do such a thing?
HORDE KIT The Hoggwiggaslop Horde, Annoyance of the Borderlands Main Role: N/A Secondary Role: N/A Health- 25 (+2 per level) Health Regen.- 5 (+1 per level) Armor- 10 (+1.5 per level) Magic Resist- 16 (+0.6 per level) Movement Speed- 350 Attack Damage- 2 (+0.1 per level) Attack Speed- 0.695 (+3.75% per level) Attack Range- 125 (Melee)
Passive- Commanding the Horde Innate- Horde Mechanics: The Hoggwiggaslop Horde is divided into four main groups: Rajja-Madlocks, Grub-Wubbatrobs, Wopp-Hyjabops, and normal Hoggwiggaslops. Pressing an ability button will cause you to take command of one of the four hordes which each consist of a certain number of Hoggwiggaslops. The Rajja-Madlocks: 3 The Grub-Wubbatrobs: 6 The Wopp-Hyjabops: 12 The Normal Hoggwiggaslops: 24 All Hoggwiggaslops have the same base stats and provide 2.22% of the horde's gold and experience bounty when killed. The gold bounty of the horde is reset when at least half of the horde rounded down (22) has been killed and is dead at the same time. All types of Hoggwiggaslops ignore unit collision except with their fellow Hoggwiggaslops. Upon activating one of your abilities, you will take command of one of the four groups. Each group has a different set of abilities that serve to further the power of the horde itself. The Rajja-Madlocks collect experience for the horde, the group itself collecting experience as if it was one champion body. The Grub-Wubbatrobs make use of the Meat collected by all of the groups. Instead of Gold, The Hoggwiggaslop Horde collects Meat which can be used by the Grub-Wubbatrops to provide boosts to their fellow Hoggwiggaslops that visit their cooking sites. The Wopp-Hyjabops deal bonus damage and take significantly less damage from minions and monsters, allowing them to be the most efficient group for collecting Meat for the horde. Normal Hoggwiggaslops gain 105 bonus movement speed after being out of combat for 5 seconds and are the most numerous by far, making them the biggest offensive threat to enemy champions and structures. Every Hoggwiggaslop group takes 65% reduced damage from AoE effects. Activating the fourth ability for each group will cause you to no longer control that group and be once again able to select which you group you would like to control with your ability keys. Issuing a movement, attack, or ability command will cause all Hoggwiggaslops in the group you are controlling to perform the action. All groups have one ability point in them and their Dismiss ability from the beginning of the match, but the abilities of the groups cannot be used until a skill point is put into each of them. When a member of a group is killed, it will respawn in the group after the group itself has been out of combat for at least 12 seconds. Each individual Hoggwiggaslop takes a minimum of 8 (+1.5 per level) seconds to respawn. If an entire group is killed, they will all respawn at your team's fountain 8 (+1.5 per level) seconds after the final member of the group was killed. The Hoggwiggaslop Horde does not gain any bonus stats from Blue Buff, Red Buff, or Baron Buff, but will gain the non-statistical buffs from such buffs. The Hoggwiggaslop cannot gain bonus stats or non-monster buffs from sources outside of the horde's own cooking. Innate- Shared Structure Damage: Whenever a member of a group within the Hoggwiggaslop Horde takes damage from an enemy structure, all other members of their respective group will take 75% of the damage that member took from the enemy structure.
Ability 1- Control the Rajja-Madlocks Passive: Leveling this ability will level up all of the Rajja-Madlocks' abilities. Active: Take control of the Rajja-Madlocks, who's role is to collect experience for the horde. Cool Down: 0.1 seconds
Ability 2- Control the Grub-Wubbatrobs Passive: Leveling this ability will level up all of the Grub-Wubbatrobs' abilities. Active: Take control of the Grub-Wubbatrobs, who's role is to use the Meat gathered by the horde to create beneficial meals for the horde. Cool Down: 0.1 seconds
Ability 3- Control the Wopp-Hyjabops Passive: Leveling this ability will level up all of the Wopp-Hyjabops' abilities. Active: Take control of the Wopp-Hyjabops, who's role is to collect Meat for the horde. Cool Down: 0.1 seconds
Ultimate- Control the Normal Hoggwiggaslops Passive: Leveling this ability will level up all of the Normal Hoggwiggaslops' abilities. Active: Take control of the Normal Hoggwiggaslops, who's role is to form the main offensive threat of the horde for enemy champions and structures. Cool Down: 0.1 seconds
RAJJA-MADLOCKS KIT
Ability 1- Mark Territory Active: The Rajja-Madlocks mark the territory around them as the horde's territory after channeling for 1.5 seconds, causing the horde to gain the experience off of all minion and monster deaths that occur in the marked territory. All Hoggwiggaslops in the marked territory will also gain 15/17.5/20/22.5/25% increased Armor and Magic Resist. The Rajja-Madlocks can have up to 3 marked territories at once, with the oldest being replaced once a new one is made. The experience gained from the marked territories will not sap the experience from other allied champions that would gain experience from a unit in the marked territory. Instead, the horde gains the same experience as the other allied champions' who gained experience from the kill received. Cool Down: 15 seconds AoE Radius (from center of group): 900
Ability 2- Yell Commands Active: The Rajja-Madlocks mark the target enemy champion for the next 12/14/16/18/20 seconds, causing all other groups within the horde to deal 10/12.5/15/17.5/20% increased damage to the marked enemy. The experience received from killing a marked unit is also increased by 10/12.5/15/17.5/20% for the horde. Cool Down: 60 seconds Range (from center of group): 1000
Ability 3- The Strongest Passive: The Rajja-Madlocks are the strongest of the horde, causing each of them to gain 150/250/350/450/550 bonus health and take 20/25/30/35/40% reduced damage from enemy champions, minions, and monsters.
Ultimate- Dismiss Active: Deactivate control of the Rajja-Madlocks, causing them to continue to perform the last command they were given until it is completed, upon which they will remain idle until given another command. Cool Down: 0.1 seconds
GRUB-WUBBATROBS KIT
Ability 1- Campfire Passive: A campfire is created within your team's fountain when this ability is first leveled. Active: After channeling for 5 seconds, create a campfire at the target location, causing all members of the horde to regenerate 7/9/11/13/15% of their maximum health each second while near the campfire. The Grub-Wubbatrobs can only make use of Meat and cast their other abilities when near a campfire. Only one campfire other than the one in the fountain can be made at a time. Multiple campfire auras do not stack. Campfires can be destroyed with 5 basic attacks, rewarding 50 gold for being killed. Cool Down: 15 seconds Range (from center of group): 300 AoE Radius: 1200
Ability 2- Meat Breakfast Active: After channeling for 5/4.5/4/3.5/3 seconds, the Grub-Wubbatrops create a filling Meat Breakfast for all groups of the horde with members currently being affected by the campfire, causing all of them to gain 20 bonus health, 2 bonus Armor and Magic Resist, and 2 bonus Health Regeneration per 5 seconds. These bonuses last through death and are permanent. Cost: 250 Meat Cool Down: 3/2.5/2/1.5/1 second(s)
Ability 3- Meat Supper Active: After channeling for 5/4.5/4/3.5/3 seconds, the Grub-Wubbatrops create a filling Meat Supper for all groups of the horde with members currently being affected by the campfire, causing all of them to gain 0.5 bonus Attack Damage, 5% bonus Attack Speed, and 1 bonus flat movement speed. These bonuses last through death and are permanent, although each group can only gain a maximum of 55 bonus flat movement speed from this ability. Cost: 250 Meat Cool Down: 3/2.5/2/1.5/1 second(s)
Ultimate- Dismiss Active: Deactivate control of the Grub-Wubbatrops, causing them to continue to perform the last command they were given until it is completed, upon which they will remain idle until given another command. Cool Down: 0.1 seconds
WOPP-HYJABOPS KIT
Ability 1- Spear Attack Active: The Wopp-Hyjabop all throw their spears at the target enemy, causing the targeted enemy to take 105% of the Wopp-Hyjabop's attack damage per spear that hits them. Cool Down: 10 seconds Range (from center of group): 775
Ability 2- Scavenge Meat Active: The Wopp-Hyjabop mark all nearby enemy minions and monsters for the next 15 seconds, causing them to provide 10/12.5/15/17.5/20% increased Meat for being killed. Their basic attacks will also deal 4/6/8/10/12 bonus true damage to marked enemies. Cool Down: 60 seconds Range (from center of group): 800
Ability 3- Hunter's Fury Passive: The Wopp-Hyjabops gain 75 bonus attack range and deal 35/45/55/65/75% increased damage to minions and monsters. They also take 90% reduced damage from minions and monsters, reduced to 60% reduced damage against non-epic monsters.
Ultimate- Dismiss Active: Deactivate control of the Wopp-Hyjabops, causing them to continue to perform the last command they were given until it is completed, upon which they will remain idle until given another command. Cool Down: 0.1 seconds
NORMAL HOGGWIGGASLOPS KIT
Ability 1- "Trained" Soldiers Active: All Normal Hoggwiggaslops gain 35/55/75% increased attack speed for the next 5 seconds. This bonus can increase their attack speed past the normal cap. Cool Down: 15 seconds
Ability 2- Victory Ritual Passive: This ability can only be used after scoring a champion kill or assist and can only be used once per champion kill or assist. This ability cannot be used after scoring a champion kill or assist after the Normal Hoggwiggaslops have been out of combat for 5 seconds. Active: After a 0.25 second delay, heal all Normal Hoggwiggaslops to full health, grant them 25/45/65% increased movement speed decaying over 5 seconds, and grant them immunity to crowd control for 3 seconds. Cool Down: 2.5 seconds
Ability 3- Tribal Strategies Passive: The Normal Hoggwiggaslops take 15% reduced damage from enemy champions, increased to 30% reduced damage against ranged basic attacks. Toggle Off: The Normal Hoggwiggaslops gain 60/80/100 bonus Armor and Magic Resist and 15/30/45 bonus flat movement speed. Toggle On: The Normal Hoggwiggaslops now throw their weapons, granting them 325/350/375 bonus attack range and 15/20/25% increased attack damage. Cool Down: 3 seconds
Ultimate- Dismiss Active: Deactivate control of the Normal Hoggwiggaslops, causing them to continue to perform the last command they were given until it is completed, upon which they will remain idle until given another command. Cool Down: 0.1 seconds
STRATEGY
Early Game The Hoggwiggaslop Horde is a very different champion to approach and won't be like controlling any other champion in the game. You are controlling an army, not a one, two, or even three units. Managing them correctly is key and proper micro-management will result in complete domination of the enemy. First and foremost, when a game begins, you need to send the Rajja-Madlocks into each individual lane and mark the center of each lane. This will allow the horde to gain experience from every lane at once, allowing them to level up extremely fast so that they can make the most out of each group. Next, you will want to create a campfire with the Grub-Wubbatrobs in whichever lane (or jungle maybe) the horde will be raiding/laning in this game. Then, you will want to position your Wopp-Hyjabops in a position to where they are making good use of the campfire's aura, allowing them to heal a plenty and remain safe while they use Spear Attack from afar. The normal Hoggwiggaslops should be positioned to defend the campfire until you reach Level 6, upon which you should make use of their heavily bolstered defenses to threaten the enemy champions on the map with their overwhelming presence once they enter a lane. For the most part, you want to have your horde be farming and staying safe for this part of the match, collecting Meat so that you can bolster their stats as you please with the campfire you made. If you sacrifice too many Hoggwiggaslops by threatening the enemy, you will just be feeding the enemy and giving them an early advantage.
Middle Game Once you have farmed a decent bit and provided your Hoggwiggaslops with some decent stat boosts, you will be ready for some combat. Contesting objectives by grouping with your other teammates for fights with your full horde is fine and all, but sometimes it might be smart to have some groups of your horde off farming and pushing other lanes to force the enemy team to split up and deal with just your horde, effectively making team fights 4.5 vs. 4 or less. It all depends on the situation. Generally, you want your Wopp-Hyjabops and Grub-Wubbatrobs to be the ones split pushing, as they provide the least overall increase in DPS against enemy champions while also both having primarily to do with Meat, the horde's version of Gold. In team fights, you want your Rajja-Madlocks marking enemy champions for your Normal Hoggwiggaslops to focus down. In between kills, be sure to activate Victory Ritual to boost your horde's durability and mobility in combat.
Late Game The game is starting to end, so you will typically have some pretty powerful Hoggwiggaslops after consuming so much Meat. Due to this, it is ok to have ALL of the horde gathered in one location so that you can siege and push down objectives with ease by making use of the campfire for regeneration and using all of your available tools to combat the enemy team. End the game as quickly as possible and win. It's pretty simple from here on out. Just use your insane numbers advantage to zerg the enemy down and destroy that enemy Nexus!
This is my take on an army-like champion that makes use of multiple units to function. I know it's VERY DIFFERENT AND LIKELY UNBALANCED, but I wanted to try and make such a champion for fun! Thanks for reading and feedback is appreciated if it's constructive!