Haunter, the Noxian Hunter!

sourpower351·2/8/2016, 4:02:24 AM·2 votes·797 views

Short Lore: Haunter is a hunter while born in Noxus, does not have many ties to it. He is a hunter who uses skilled traps and his X-20 bow with Cyber Arrows to hunt animals and hunt bounties.

C-32 Core Arrows (Passive): His arrows are have a C-32 core, dealing (10% AD) + (10% AP) bonus magic damage. Striking the same enemy 3 times within 4.5 seconds will cause the next basic attack against any enemy within 3 seconds to deal (25% AD) + (25% AP) bonus magic damage and slow them by 60% for 2.25 seconds.

Skewer Shot (Q): Shoot a larger arrow in a skill shot, dealing 90/130/170/210/250 (+100% Bonus AD) damage in a line, piercing up to 5 targets. For every unit killed Skewer Shot's cool down is reduced by 0.5 seconds. Killing 5 units will grant an extra 1.5 seconds reduced from the cooldown. (80/85/90/95/100 Mana) (16/14/12/10/8 Second Cooldown) (800 Range)

Broadcast Zone (W): Passive: Stores 3/3/4/4/5 charges of a Broadcast Ward. A new charge is stored every 26/24/22/20/18 seconds. The Wards cannot be killed, and last 40/60/80/100/120 seconds. Active: Places a Broadcast Ward at a target location, which creates a zone around 300/350/400/450/500 units, and grants vision in that zone. Enemies in the zone will take 10/15/20/25/30 (+10% AP) physical damage per second, and are slowed by 40%. Will alert Haunter if an enemy steps in the zone. (30/35/40/45/50 Mana + 1 Charge) (2 Second Cooldown)

Neutralizer Trap (E): Sets down a trap that will detonate when an enemy steps on it, dealing 40/70/100/130/160 (+100% AD) physical damage 175/225/275/325/375 units around it, with a 0.5 second delay. Traps last for 3 minutes and reveal 200 units around them. (30/40/50/60/70 Mana) (24/22/20/18/16 Second Cooldown)

Combustion Arrows (R): Passive: Stores 4/5/6 charges of Combustion Arrows. A new charge is stored every 20/17/14 seconds. Active: The next basic attack will have a base damage of 120/135/150% AD and deal (20% AP) bonus damage to enemies 125/175/225 units around the target. (1 Combustion Arrow) (12/10/8 Second Cooldown)

9 Comments

ÁCTION IS COMING2/8/2016, 6:13:13 AM1 votes

Cyber Arrows and from Noxus Piltover exists, you know.

Deaeras2/8/2016, 4:16:32 PM1 votes

could use a name better than haunter, makes him sound like a fucking pokemon

The Loveless2/8/2016, 10:10:44 PM1 votes

Not enough reason to buy hybrid items. Therefore passive and ult kind of useless

ModThe Djinn2/10/2016, 4:52:08 PM1 votes

{quoted} C-32 Core Arrows (Passive): His arrows are have a C-32 core, dealing (10% AD) + (10% AP) bonus magic damage. Striking the same enemy 3 times within 4.5 seconds will cause the next basic attack against any enemy within 3 seconds to deal (25% AD) + (25% AP) bonus magic damage and slow them by 60% for 2.25 seconds.

This is a VERY long and powerful slow for it being so easy to apply, especially since you can chain it together effectively forever. It probably needs a timer per target, and needs to start weaker than 60% for 2.25 seconds. Also, why does striking the same target three times allow you to hit ANY target for the slow? Seems a bit odd.

Skewer Shot (Q): Shoot a larger arrow in a skill shot, dealing 90/130/170/210/250 (+100% Bonus AD) damage in a line, piercing up to 5 targets. For every unit killed Skewer Shot's cool down is reduced by 0.5 seconds. Killing 5 units will grant an extra 1.5 seconds reduced from the cooldown. (80/85/90/95/100 Mana) (16/14/12/10/8 Second Cooldown) (800 Range)

Killing 5 units is going to be so rare that it's not even necessary to include -- just eats weirdly into the power budget. Also, I'd consider flattening the cooldown a bit (13 / 12 / 11 / 10 / 9 seconds) and making it refund a full second per kill -- it feels more rewarding, and may give you some powerful wave clear late in the game.

Broadcast Zone (W): Passive: Stores 3/3/4/4/5 charges of a Broadcast Ward. A new charge is stored every 26/24/22/20/18 seconds. The Wards cannot be killed, and last 40/60/80/100/120 seconds. Active: Places a Broadcast Ward at a target location, which creates a zone around 300/350/400/450/500 units, and grants vision in that zone. Enemies in the zone will take 10/15/20/25/30 (+10% AP) physical damage per second, and are slowed by 40%. Will alert Haunter if an enemy steps in the zone. (30/35/40/45/50 Mana + 1 Charge) (2 Second Cooldown)

This is WAY too strong (especially in lane), because you can place unkillable zones that damage and slow enemies over an area almost as large as an Amumu ult -- and the slow isn't small at all. Needs almost a complete redesign, or some serious mechanic changes. There's nothing really acceptable about this ability as written -- tons of free wards, huge vision range, huge CC in a large radius, and damage per second in an equally large radius, and the only way to stop them is to wait for them to time out.

Neutralizer Trap (E): Sets down a trap that will detonate when an enemy steps on it, dealing 40/70/100/130/160 (+100% AD) physical damage 175/225/275/325/375 units around it, with a 0.5 second delay. Traps last for 3 minutes and reveal 200 units around them. (30/40/50/60/70 Mana) (24/22/20/18/16 Second Cooldown)

Two traps on the same kit feels...awful, honestly. There's nothing he can really do during a fight.

Combustion Arrows (R): Passive: Stores 4/5/6 charges of Combustion Arrows. A new charge is stored every 20/17/14 seconds. Active: The next basic attack will have a base damage of 120/135/150% AD and deal (20% AP) bonus damage to enemies 125/175/225 units around the target. (1 Combustion Arrow) (12/10/8 Second Cooldown)

...this is a pretty weak ultimate. Like...this is weaker than some basic abilities by a decent margin. It's also really uninteresting -- this character now has 2 traps (which aren't great mid-fight), an auto-attack reset that deals rather low damage, and a skillshot. Nothing else interesting to add to a fight.