Champion Concept - Harpoon Girl
Well, back in college and back to idly making concepts on the margins of my notes again. This time I found myself designing someone based around throwing a harpoon. Yeah, that's sort of Kallista's shtick I know, but my mind wanders where it wills. Same rules as usual, if anyone wants the idea for any reason, go for it; I'm just exercising my head. That's not my image btw, but it is actually somewhat close to what I envisioned her to be- maybe a bit more rough around the edges and not quite as skimpy- but it's close enough. Names have never been my strong point so I unfortunately do not have one, if you have a suggestion I'd be up for using it.
The kit began with a simple mental exercise, I wanted a champion that could throw a harpoon- but unlike Kallista- I wanted to feel like tossing your weapon away actually mattered. After that I sort of formed the kit around the concept of throwing the harpoon to shift between two stances, armed and unarmed. This is the result. She starts with one rank in her ult and levels it up similar to Karma and Nidalee.
Innate - Ocean Brawler Harpoon Girl can alternate between two stances, Armed and Unarmed; each state changes her stats and abilities. Unarmed: Harpoon Girl loses some of her Range and Attack Damage, but gains Movement Speed and Attack Speed while in this state. She loses proportionately less of her Attack Damage as she levels up so she still feels like she's increasing in power. Armed: Harpoon Girl's Range increases to 175 and she regains her Attack Damage, but she loses the Movement Speed and Attack Speed from her other state. The intent is to make throwing the Harpoon a calculated risk- you'll gain a good advantage if it lands but you'll be forced into another state and can't return to the other until you engage or a sizable cooldown finishes.
Q - Into the Fray Unarmed: Allows HG to jump to the location of her Harpoon if it is within range. Armed: HG leaps to the targeted enemy, spearing them to deal damage to them and a short distance behind them as well. Standard mobility skill needed to get your Harpoon back. However, the Unarmed version is pretty short-ranged unless you land the Throw! correctly.
W - Land the Blow Unarmed: HG hits an enemy champion with a sucker-punch; slowing them down for a short duration. Armed: Swings the other end of the Harpoon overhead to strike the area in front of HG to deal damage to all foes in the area- stunning enemies close enough to the center of the attack. Well one way or another you've got to your enemy- now you need something to keep them there so you can beat them up!
E - Fighting Spirit Unarmed: HG stomps her foot and shouts, bolstering her Armor and MR for a short duration. Armed: Swings the Harpoon in a half-circle, enemies that are under CC effects take greater amounts of damage. The fight is underway and there is chaos in the melee, HG would have it no other way.
R - Throw! HG will hurl her Harpoon forwards in a skillshot, if it strikes an enemy they will be driven backwards. If they encounter terrain they will be stunned and the range of the Unarmed Into the Fray will be increased. The Harpoon will remain into the enemy, slowing them for a short duration until it falls out. Another enemy champion can also simply attack the Harpoon to remove it from their Ally. HG can regain her Harpoon in several ways: Activation of the Unarmed Q Picking the Harpoon up off of the ground Or a static cooldown expires and the Harpoon returns to her A potent ability, it allows her to pick off an enemy if they position wrongly; but if she misses her throw she'll be severely weakened until she can get her weapon back.