Hiro, the Spirit's Guide [Champion Concept]
Hiro, the Spirit's Guide Role: Support, Mage
Introduction
Hello everyone! I would like to bring back an old concept I made with some fresh ideas and see how this version of Hiro sticks. So long ago I made a champion concept for Hiro. The basic idea was to;
- Make a wandering Monk character
- Have someone who worked directly with Spirits
- Find that Enchanter/Auramancer archetype that League hasn’t really tapped into yet.
So that’s where Hiro came from. A Support designed to control the flow of combat and areas by primarily using AoE, Aura styled abilities. The first couple of drafts were all kind of loaded and felt somewhat too strong with elements that I felt didn’t really single out the best parts/the parts I wanted to shine in his kit. So here is my second take at Hiro. This time around I hope everyone likes the abilities and can offer some ideas of what works, what doesn’t and if I need to, where to go with Hiro.
Basic Information Race: Ionian Human Faction: None Gender: Male Age: 24 Weapon of choice: Khakkhara and Paper Charms
Appearance and Personality
Hiro is a 24 young male with a traditional wandering monk set of clothing to him. He is a rather tall individual with an unkempt appearance. He has a shaggy face with lazy, improperly trimmed facial hair and wild, long hair tied with a pony tail. Hiro is a slim and fit individual He wears a straw hat along with his outfit. Attached to his clothing are various herbs and charms he keeps to give out to people and spirits alike. Hiro carries with him a Khakkhara (A ringed staff) and paper charms as his only form of protection. The small Wisp that travels with Hiro is a small blue ball of fire with tiny arms and a small trail of fire below it like a tail. It has a pair of eyes and no mouth. Due to his gentle and often carefree nature, Hiro is a happy individual ready to help any person or spirit in need. He dislikes those who may try to use spirits and their strengths. Hiro normally avoids any champions attached to some of the higher powers of Ionia as he believes they all aid towards the harming of the spirits. He does respect champions that live for the greater good of both man and spirit alike however. Hiro is sort of like the Spirit Lover version of Ivern.
Lore
Short Bio: Hiro is a wandering Ionia monk who wishes to aid the spirits of Runeterra to a peaceful afterlife. Travelling with his small Will-o-Wisp, Hiro crosses the plains of Runeterra with the hopes of one day saving all the Spirits before monster or man can harm them once more.
Since a young age, Hiro was gifted with the ability to speak to the spirits of Runeterra. Reassured by them, he grew into a kindhearted young man who, working with the spirits, was able to aid his small village from many illnesses. However, as Hiro grew older, word of his kind and super-natural deeds became knew to many in Ionia. Word soon reached the capital of Ionia, where the elders sent for him. His super natural gift would prove useful for the elders. The messagers who went to get Hiro were quickly turned down, as Hiro had no desire to leave his village. He believed the people needed him there and that the spirits that gathered would miss his presence.
The Ionia messagers did not give him an option however.
Forcible taking him to Ionia’s capital, Hiro was given a choice; either join the elders and give them his strength in their coming war, or be imprisoned and become a empty shell of himself. Hiro choice neither, as he did not care for the war nor did he wish to bring the spirits into such pity matters. He was imprisoned and tortured for several days and nights, weakened and defeated. However, his resolve never broken as he wished only to help the people and spirits that inhabited the world around him. After 12 days, Hiro’s will beginning to break, the elders came to him to offer him another chance to join them.
Although he was weak and ready to break at any moment, he still refused. The elders tired of his foolish demeanor and choice to break him for good. However, Hiro’s kind deeds had come full circle now. As the elders ready to torture him and destroy his mind, a well of restless spirits flooded Hiro’s location. The pain Hiro had been given was also felt by the spirits. Unlike any other would may speak to the spirits, Hiro seemed to have a deeper connection to them. Each moment of pain Hiro felt was felt by them. Enraged, the spirits began attacking Hiro’s capturers’. With this chance, Hiro fled his cell and the Ionia capital.
Now a wanted man, Hiro wanders Runeterra, one day hoping to return to his home. First however, Hiro will set the spirits of Runeterra free as a way to repay them for their kindness. His debt, never ending as the lands go on.
(I know it's a little short and I'd love to expand upon it at a later date. I think you can get enough information from this small blur to understand Hiro, his goals and why his doing the things he does.)
Quotes
Selection
- I guide the spirits, and the spirits guide us. Ban
- Beware of the restless spirits Start of game
- Wait for me Spirits, I will help you.
- Are you ready to meet new friends little one?
- We will save all the spirits. All of them. Movement
- Here we go
- We must move swiftly
- Don’t fall beyond little one!
- To the spirits! Taunt
- It is not I who watches the spirits, but the spirits that watch over me!
- Although I may be cornered, it does not mean I am alone.
- Watch yourself. Or I may be guiding you next.
- The spirits showed me the way; they must have failed to show you.
- The spirits tell me you are strong. But it means nothing to them.
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
Abilities
Passive: Will-o-Wisp [Part 1]
Travelling with Hiro is a small Will-o-Wisp. While the Wisp is with Hiro, Hiro gains passive movement speed while moving towards allies.
Hiro travels with a small will-o-wisp. While the Wisp is with Hiro, Hiro passively gains 3/6/9/12% movement speed while moving towards allies. Allies gain this same effect while the Wisp is attached to them.
Passive: Guide of the Dead [Part 2]
With the help of Hiro’s Will-o-Wisp, Hiro is able to periodically locate and speak with wandering spirits. If Hiro speaks with a wandering spirit, the spirit will become purified, granting Hiro permanent movement speed and gold. Purified Spirits will linger in the area for a short period of time, revealing any nearby enemy champions they spot. The Spirits can be killed early.
Every 1 minute, Spirits will wander onto the rift and lasts for 2 minutes before disappearing forever. Spirits only spawn around Hiro's location (3000 Range) and cannot be interacted with by anyone other than Hiro. Hiro is able to purify these Spirits to release them from the Rift by walking up to them and right clicking them (150 Range). By channeling for 1 seconds, Hiro purifies the Spirit, gathering their strength, granting Hiro with 1 permanent movement speed and 5 (+ 5 per Spirit Purified) gold.
Spirits that have been purified will linger on the Rift for 15/20/25/30 seconds, wandering in an area around their purified area. The Spirit will reveal the closest nearby enemy champion to everyone on the map. Spirits have 3 health points and can be killed.
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 may be interacted with by enemies.
Q: Spirit's Passing Cost: 70/75/80/85/90 Mana Cool down: 16/15/14/13/12 Seconds Range: 800 (Circle is 400 units wide)
Hiro sends his Wisp to a target location, damaging all enemies hit along the way. Once the Wisp reaches the target location, the Wisp begins to burn the area, sweeping the area in a circle. Each swirl of flame will burn any enemy hit; dealing true damage and slowing them.
Hiro sends out his Will-o-Wisp to a target location. While the Wisp is travelling, it will damage all enemies hit by 30/50/70/90/110 (+25% Ability Power). Upon reaching the location, the Will-o-Wisp will begin to burn, sending out two blades of fire and sweeping the area. The Wisp will rotate for 1/1.5/2/2.5/3 seconds before burning out. If an enemy is hit by one of the flames, they will become Burned. Burned enemies take 10/20/30/40/50(+ 5 per Spirit Purified)(+10% Ability Power) true damage over 2 seconds and be slowed for 30% during the duration. Hiro may cast E to end the effect early. Upon being burnt out, the Wisp will take 2 seconds before returning to Hiro. During this time you are unable to cast E
**The Wisp upon reaching the location basically creates a mini area which will have 2 rotating blades of fire. Each blade and the center where the Wisp is at will cause the Burning effect. **
W: Well of Good Tidings Cost: 100 Mana Cool down: 20 Seconds Range: 600 (Casts slightly in front of Hiro (25 Range))
Hiro purifies the ground below himself. The ground will then pulse outwards, giving allies health and movement speed for each pulse hit.
Hiro purifies the ground below himself, blessing the ground for 5 seconds. Every second the Purified Ground will Pulse outwards from the core. Allies hit by the Pulse will be healed for 10/25/75/90/140 (+35% Ability Power) (+5% missing Health) and be granted 60% (+15% Ability Power) movement speed for 1 second.
The pulse is 50 units wide and takes 1 second to travel the full range.
E: Guardians from Beyond Cost: 50/60/70/85/100 Mana Cool down: 14/13/12/11/10 Seconds Range: 500
Hiro sends his Wisp to empower a target ally. The ally empowered by the Wisp gains different bonuses based on their attack range type. Ranged Allies gain bonus attack range and their auto attacks burn enemies.
Melee Allies gain bonus movement speed when going towards enemies and their auto attacks cause enemies to be slowed. Hiro sends his Will-o-Wisp to empower a target ally for 1/1.5/2/2.5/3 seconds. Depending on the allies attack range type, they will receive different effects.
Ranged allies gain 30% increased attack range and whenever they auto attack an enemy champion, they deal 5/10/15/20/25 true damage (+ 15 per 5 Spirit Purified)(+1/2/3/4/5% of the targets maximum Health).
Melee allies gain 10/20/30/40/50% bonus movement speed when going towards enemies and whenever they auto attack an enemy champion, they slow that enemy for 5/10/15/20/25% (+ 5 per 5 Spirit Purified)
While the Will-o-Wisp is attached to an ally, casting Q will end the effect early. Once the empowered ally’s effect ends, the Will-o-Wisp will take 2 seconds to return to Hiro. During this time you are unable to cast Q. Hiro cannot cast Guardians from Beyond on himself. Will-o-Wisp always takes 0.5 seconds to arm. (This is to try and prevent melee abuse; place it on them just before they auto for a slow)
R: Restless Spirits Cost: 100 Mana Cooldown: 150/125/100 Seconds Range: 400 (500 Radius)
Hiro calls upon the restless spirits of the Rift. The Spirits will begin rising from behind Hiro. After a brief delay, the spirits will crash into a target area, cursing the ground and caging in all enemies within the area.
Hiro calls upon the restless spirits of the Rift. Hiro will begin channeling for 1.5 seconds. Once the channel is finished, a flood of spirits launches from behind Hiro to target location. Enemies hit by the flood take 150/200/250 (+10/20/35 per purified spirit) Magic damage. The area which the Spirits hit will then become cursed for 1.5/2/2.5 seconds. While cursed, all enemies within the area cannot exit it nor can enemies outside the cage enter it. The channel cannot be interrupt other than by Hiro’s death. If Hiro dies, the cage will be broken. Hiro may cancel the cage early. Hiro can move normally while channeling.
Kit Insight
Hiro is primary a support with the purpose of being a enchanter, zone controller. Hiro aims to increase his allies power and control the area around him. Without hard CC and a lot of little conditions however, Hiro must play smart to maximize his kit’s potential.
First his passive, Hiro has a two part passive. Will-o-Wisp is the first part of his passive. With the aid of his friend he is able to cast some of his abilities while also aid his allies. The Wisp aids him and he aids his allies. The boost in movement speed is meant to play into his speedy kit. It also allows him to boost his allies kiting power. The second part of his passive, Guide of the Dead is the bread and butter to his kit. Hiro will periodically get spirits around the Rift and being such a nice guy he will help them out. This allows Hiro to gain vision in the areas around him and try and control large areas that he may otherwise not have been able to ward. They are just basically mobile wards. With the added gold and scaling stats in his abilities with spirits, Hiro can scale quickly and infinitely into any game he is in. You are a good guy and want to help the spirits wandering around out. The spawn habits to spirits are sort of like Bard chimes and Kindred marks. They will spawn near Hiro around the start of the game but as the game goes on they will randomly start appearing around the map. Spirits will spawn mostly in River and Jungles. They reveal enemies more like Kalista spirits or Rengar stealth as a good idea. They spot the closest enemy in their radius and reveal them to the map. The will wander a small area and if anyone enters that area they will be revealed. The area they detect enemies will remain fairly small in size and they will only wander an area slowly and it’s limited. It’s a good tool mainly to get the hold of an area for a short period of time.
Hiro Q, Spirit's Passing is the bulk of Hiro’s damage as well as his primary zoning tool. This ability may seem a little confusing but think of it like this. The Wisp will fly out from Hiro’s location similar to Orianna’s ball. After a brief arming time, the wisp will have 2 swirling blades that spin in a circle. Think Sol’s star passive but each star is connected to Sol and those connected bits are what deal damage. With Hiro’s Q, you are able to poke enemies and force them off an area or be forced to fight in the area and face the spirit’s fire. The burn is where the most potential for damage and CC comes from Hiro’s kit, and being able to properly use it can be a massive part of his finding success with Hiro.
Further playing into Hiro’s kit of controlling an area, we have Hiro’s W, Well of Good Tidings. With this ability, Hiro is able to actively help his team but the tricky part of the W is how the healing works. Unlike most heals, Hiro’s powerful AoE heal only ticks on the pulse waves that W pumps out. Placing your W in the right location and teamwork of this ability can be a massive part to its overall effectiveness. Each cast of W is 5 potential heals that all 5 members can benefit from. Due to its massive power however, the mana cost and cooldown are rightfully high.
The next major part of Hiro’s kit is his E. Hiro buffs an ally and depending on who you put it on, the ability has different effects. If the unit he puts E on is ranged, that champion is going to be a long stronger at taking down targets far out of reach. The added benefit of taking down enemy tanks allows Hiro to give his AD the much needed boost they may need to kill that Maokai. When a Melee is granted E, they get basically a nice little Deadman’s effect on them to get up to the enemy and stick to them. The effect is quite short early on so knowing when to maximize the effect is completely on the player to better utilize their effectiveness.
Since Q and E both have the effect of cancelling their effects early, knowing when to best use your strengths to cover the 2 second delay is massively important.
Finally, onto Hiro’s final ability, Restless Spirits. Hiro’s ultimate can be seen as a mix between Camille’s and Jarven’s ultimate’s with a dash of Ryze. Hiro after channeling for 1.5 seconds, Hiro smacks an area with a bunch of pissed off spirits that will cage in everyone stuck inside it. Since no one can get in or out once the cage is active, the goal for the enemy is to survive or kill Hiro. Combining together powerful AoE abilities will best utilize the overall power of Hiro’s ultimate. Although the ultimate seems a little strong, the mix of a strong tell (Spirits coming from behind Hiro and him visibly channeling), longer cooldown and short range, the power of this ultimate works best with proper team play.
That is at the core of where Hiro shines best; casting his abilities with his teammates to get the best impact of them. Dude to his strong scaling as well as his powerful zone control, Hiro is the ideal support to pick when you want to control points of the map and have the enemies play to your game.
Conclusions
Alright thank you everyone for giving this a read! I loved working on and developing this guy and I hope to someday get a complete form of him up for everyone to enjoy. Let me know what you think and keep an eye out for some more ideas in the future. I got some crazy ideas that I want to share so I’ll see what I can bring for you all!