New Champion

cackleitcrackled·12/6/2017, 3:11:21 AM·1 votes·272 views

Some sort of Hydra, where its health caps at certain points (like kled), but when that happens it adds a head and increases its attack speed. This can then translate to abilities such as a fireball that would fire multiple times depending on the number of heads. Just spitballing ideas.

2 Comments

kattzkitti12/6/2017, 5:14:16 AM1 votes

I'm not bored, I swear.


Passive:

  • Hydra has three health bars, each corresponding to a specific elemental head type.
  • Each time Hydra takes damage, that damage is applied to a random health bar (it will always go to a bar with fewer quantity heads, if applicable).
  • When a health bar is fully depleted ("severed"), the head(s) tied to that bar are visibly removed from Hydra's model, leaving a stump.
  • After a short duration, the "severed" bar will start restoring its health. This is only stopped by Stasis effects.
  • Once fully healed, all previous head(s) for that bar will regrow along with one additional (up to a cap).
  • Hydra actually dies if all three bars are in "severed" state simultaneously (regardless of current level of healing on any of them).
  • Max heads per bar is 1 (+1 per ultimate level).
  • The current quantity of heads on all three bars is reset to 1 if Hydra actually dies.
  • Anything that would affect a bar's amount from any source is split evenly (rounded down) between all three bars. +Health from items, healing/restore, shields, etc. are all affected by this.

Q:

  • Fire element head(s) each launch an arcing fireball towards the target location, dealing damage in an AoE on impact.
  • These fireballs will ignore anything in their arc's path, including Braum/Yasuo walls.
  • The first fireball always lands at the specified location, and has an increased radius of effect.
  • Fireballs beyond the first land randomly within an area around the targeted location, and each one is considered a separate projectile.
  • Enemies hit take reduced damage from subsequent hits in the same cast.

W:

  • Lightning element head(s) each spray bolts of erratic electricity in a forward cone, dealing damage to everything in range.
  • Each additional head at time of cast increases the width and length of the affected area for that cast.
  • Every enemy hit has a 50% chance to suffer a microstun, which lasts only 0.1 second.
  • Microstun is calculated per head's attack, and additional microstuns will stack sequentially (max 0.4 second duration).
  • Enemies take reduced damage from subsequent hits in the same cast.

E:

  • Ice element head(s) each spray a line of ice down forward paths, arranged as a fan of slightly overlapping lines.
  • Each line leaves behind a zone of ice, which slows any enemies that attempt to move through it.
  • Enemies caught in the affected area during the attack suffer damage as well.

R:

  • Hydra enrages, instantly (re)growing all heads up to the currently available max.
  • Basic ability cooldowns are reduced to a static 2 seconds.
  • Mana costs are removed.
  • Movement speed is doubled.
  • Dealing or taking damage extends the duration of rage.
  • When the rage wears off, Hydra enters a modified suppression (can't be removed by any means, disables all actions from any source) and its heads begin attacking each other. After a fixed duration, all heads except one "sever" and the suppression is removed. All head counts are reset.
  • During the suppression, Hydra emits raucous noise that enemies can clearly hear (even without vision). This noise gradually falls off over a vast distance (think along the lines of Lux or Xerath ult). Also, visual effect similar / along the lines of Rek'Sai's Tremor Sense at Hydra's location (if no vision).