[CCOS Champion Concept] - Harrowmont, Lord of the Isles

fugertech·9/26/2017, 5:25:00 PM·5 votes·1,017 views

#Harrowmont, Lord of the Isles

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######Not in the CCOS but have a concept? You should join!

##Short Lore Left abandoned and forgotten after the cataclysmic events that created the Shadow Isles, Harrowmont's consciousness faded into the black nothingness of sleep for decades on end. However, the spirits that inhabited the twilight wasteland took full advantage of his raw, innate physical and magical talents, inhabiting his mind and bending the will of their subordinates. Such was the creation of the Harrowing, derived from the name of the King they once would have venerated and followed without fault. And so, unknowingly, Harrowmont was the catalyst for further death and destruction even while his mind remained dead to the world. By the time he awoke, it was too late for him to reverse the tide of spirits rallying under "his" banner. But as he drove the rogue phantasms out of his body, reassumed control of himself, he rose with steely determination. He could control the armies of the night, bend them to his will, and eradicate those that flew a different banner.

And once he was done, there could finally be rest.

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#Overview

Harrowmont is the Ruined King of the Shadow Isles that the lore mentions, the iconic event known as The Harrowing having been named after him due to his supposed involvement. In game, Harrowmont is a juggernaut on the heavier side who focuses more on utility and specifically placed damage as opposed to always overwhelming enemies. Carapace of Lost Souls is Harrowmont's main personal utility, granting him damage reduction as long as enemy attacks move through the barrier. He can also use it to gain vision of an enemy champion for a few seconds, repositioning the barrier as he needs to maximize its utility. Echoes of Death is a standard issue skillshot with the fear synergy added on, though it is wide and move more slowly than other skillshots. Whispers in the Mist is Harrowmont's bread and butter ability, the passive allowing his damage output to remain consistent into the late game while the active grants him zoning tools alongside CC and a potentially decent heal. The Royal Court acts as some bonus damage and an execute to make enemies really fear him. Twelfth Hour ties the whole thing together into the fear of the Harrowing, however, and allows Harrowmont to give enemies a slight heart-attack before showing them how a real king gets rid of bad blood.

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Basic Kit

[Passive] - Carapace of Lost Souls: A rotating barrier orbits around Harrowmont's form at a set rate, reducing incoming damage that passes through it. Fearing an enemy champion snaps the barrier to their direction for a few seconds, with a cooldown. While the barrier is locked onto an enemy champion, Harrowmont gains true sight of them.

[Q] - Echoes of Death: Harrowmont slams his pole-hammer into the ground, sending a company of dead soldiers forward to damage and fear enemies in a line. If they encounter a Mist Effigy, the damage, range, and speed of travel are increased.

[W] - Whispers in the Mist: (Passive) Every several seconds, Harrowmont adds a percentage of his maximum health as bonus damage to an autoattack. Feared enemies take increased damage. (Active) Harrowmont raises a Misty Effigy at the target location, which projects a large area around itself. Mist Effigies store a percentage of the health that enemies lose within the area, periodically fear any enemies inside, and cannot be damaged. Once the final charge on a Mist Effigy is used, or if Harrowmont drops below a certain percentage of health, all of the health stored within the Effigy is granted to Harrowmont.

[E] - The Royal Court: Harrowmont creates an area around himself that deals magic damage to enemies, scaling with how long they remain within. After a brief window The Royal Court may be re-activated to end the effect early, either dealing a bit of bonus damage to enemies or marking them for execution after a delay if they are below a certain amount of health.

[R] - Twelfth Hour: Harrowmont unleashes his own kind of Harrowing upon his enemies, causing a global reduction in vision for all units, a maturing slow on enemies (that diminishes if they are near Harrowmont or allies), and makes enemies flee in terror when they come within a certain visible range of Harrowmont or his allies.

http://moziru.com/images/stare-clipart-divider-7.png

#Stats

##Role: Fighter/Jungler ##Type: Juggernaut (Melee)

|Stat|-----------------|Base Amount|-------------------------|Scaling|-------------------------|At Level 18| |- |Health:| |542| |+83| |1953| |Health Regen:| |5.0 per 5| |+0.35| |10.95 per 5| |Mana:| |243| |+38| |889| |Mana Regen:| |4.1 per 5| |+0.27| |8.69| |Attack Damage:| |64| |+3| |115| |Attack Speed:| |0.58| |+5.2%| |88.4%| |Movement Speed:| |320| |+0| |320| |Armor:| |26| |+3.17| |79.89| |Magic Resist:| |28| |+2.64| |72.88|

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#Kit

##"The Souls of the damned swirl and churn around the Lord, creating a barrier that is as impenetrable as the armor adorning his gallant frame." [Passive] - Carapace of Lost Souls: A giant ethereal shield formed of spirits constantly orbits around Harrowmont at a rate of 75 units/second. Attacks that pass through or are on the side of the shield deal 7 - 41% (+2% per level) reduced damage. The first enemy champion feared every 8 seconds causes the barrier to lock on to them for 5 seconds, orienting to their position and granting true sight of them.

Notes: This ability is fairly straightforward; if an attack hits the side the shield is on, Harrowmont takes reduced damage. If he fears someone, he gains partial control of the shield and sees that enemy for a few seconds. As a side note, I'll be doing some number crunches with decent, level 12-ish values on the other abilities to show you roughly how well Harrowmont should be doing his job.

##"An unwavering call has been sent out, and the forces of the damned are helpless to resist. They will march in his name, and only through this will their souls be redeemed." [Q] - Echoes of Death: Harrowmont slams his polehammer into the ground, summoning a troop of undead soldiers to charge towards the target area as a large, passthrough skillshot. Enemies they encounter take 60, 90, 120, 150, 180 (+30% of AP) magic damage and are feared for 1.5 seconds. If the soldiers encounter a Mist Effigy, the damage, fear, range, and speed of the soldiers increases by 25%.

Mana Cost: 50, 55, 60, 65, 70 Cooldown: 16, 15, 14, 13, 12 Range: 700 units (+175) Speed: 200 units/sec (+100)

Notes: Echoes of Death doesn't scale very well into the late game, but it still lets Harrowmont bully the enemy team into the late game. Early game, the utility comes in helping set up for ganks or allowing Harrowmont to set up a CC and damage combo to help him nuke enemies. At rank 5 (level 9 if you max it first) with 120 AP, Echoes of Death deals 216 (270 if hit an Effigy) magic damage.


##"Horrid monuments to their venerated King dot the desolate wastelands of the Isles. Near or far, you can hear the constant whispering of the dead in your ears as they drive you to insanity." [W] - Whispers in the Mist: (Passive) Every 14 seconds, Harrowmont's next autoattack deals 6, 8.5, 11, 13.5, 16% of his maximum health as bonus physical damage. Feared enemies take 150%, 175%, 200, 225, 250% damage from the attack.

(Active) Harrowmont summons a terrifying Mist Effigy at the target location that projects an aura of black mist around itself. Every 4 seconds, the Effigy releases a fear that affects all within its radius for 1.75 seconds, and loses a single tick of its health. Additionally, 3, 5, 7, 9, 11% of the damage enemies suffer within the area is stored within the Effigy, up to 75, 125, 175, 225, 275 (+5% of max health) health, and will be restored to Harrowmont after the Effigy expires or if Harrowmont drops below 33% of his maximum health (can only be triggered ONCE).

Mana Cost: 80, 80, 85, 85, 90 Cooldown: 25, 23, 21, 19, 17 Range (Placement): 650 units Area of Effect: 525 units Health: 2, 3, 4, 5, 6 (CANNOT be damaged by champions)

Notes: Whispers in the Mist provides Harrowmont's main zoning and sustain options; the sustain is unreliable, but strategic placement should allow Harrowmont an additional boost in health during the early and late games. The passive grants him the bonus damage he needs to stay relevant to other tanks and even enemy carries, and allows him to focus more on resistance and health as opposed to scalings (hint; those scalings suck). At rank 3 with 1090 max health, the passive of this ability does 174.4/174 (348.8/349 if enemy is feared) bonus physical damage, and the Effigy itself can store (175 + 54.5 = 229.5/230) health.


##"Any royalty knows the inner workings of a monarch's court, and could describe the atmosphere with the utmost detail. Oppressive and heavy, a royal court serves as a King's ground for weeding out the weak." [E] - The Royal Court: Harrowmont summons the spirits of the Isles to him for 6 seconds, creating a moderate area where their influence is total. Enemies within the area take 14, 20, 26, 32, 38 (+1.5% of max health per tick) magic damage per second, increasing to 24, 30, 36, 42, 48 (+3% of max health per tick) if enemies remain within the area for at least 2 seconds. After 4 seconds, Harrowmont may reactivate this ability to deal 2 last ticks of damage to enemies in the area. If a minion is below 15, 19, 23, 27, 31% of its maximum health, or if a champion is below 40 - 278 (+14 per level)(+20 per 100 AP) health when the ability is reactivated, they are marked as Consumed by Mist and will be executed after 3 seconds have passed (no time for minions), regardless of whether or not they become invulnerable after being marked.

Cooldown: 20 (at all ranks) Mana Cost: 70, 75, 80, 85, 90 Area of Effect: 500 unit radius

Notes: The Royal Court inspires fear in enemies by adding a potent and deadly execute ability to Harrowmont's kit, forcing them to pick between risking a fight with him or baiting out his E to avoid it's deadly effect. The damage it deals directly might not be very massive, but even later game it can be a bane for the enemy team since the execute scales better at higher levels. This scaling is purposeful, removing its overbearing presence early game (max rank at level 9 was a pretty big execute range) but keeping it viable through most stages of the game, barring you fall severely behind. Since enemies also have a grace period before the darkness of the Mist consumes them, they can use the time to maybe kill Harrowmont in return or suicide into the enemy team for a bit of extra distraction. Enemies Consumed by Mist are still executed if they make themselves invulnerable after becoming marked, since the area is so easy to move out of and the execute so easy to avoid via healing or good use of invulnerability/mobility. For a quick number crunch; Level 9, rank 3 E with 1090 max health and 70 AP nets you (84.7 + 274.8 = 359.5 or 360) magic damage if an enemy stays within the area for the full duration, with a 142 health execute on champions.


##"We heard, in the distance, the toll of the midnight bell. It was then that we noticed the mist, the figures rising out of it. Some men broke, ran for the hills, while the rest of us held firm. It was to be the awful screams of mothers and daughters behind us that finally drove we last few to the awaiting madness." [R] - Twelfth Hour: The Ruined King enacts his own, twisted justice upon the living and the dead as he calls forth an army of the damned to destroy his foes. For the next 10 seconds, dark clouds gather over the map and reduce the vision of all models EXCEPT Harrowmont by 75, 125, 175 units (halved for allied champions). Over this duration, enemies are progressively slowed by (8, 12, 16% (+4% per second)) unless they encounter Harrowmont or one of his allies, in which the slow is reduced by 15%. For 1.5, 2.5, 3.5 seconds after first viewing Harrowmont or one of his allies, enemy champions are feared and take 10% increased damage as long as they are seen.

Notes: Are you scared yet? Twelfth Hour accelerates the yearly clock of Valoran and brings the Harrowing early to its shores, only this time these spirits are helping their King exterminate infidels, not innocents. Enemies will have a hard time foraging paths through the mist that lead them to safety, and must carefully plan their escape routes. One wrong turn could end with them staring down the merciless Lord of the Isles or his allies as they deliver a swift end, adding another poor soul to the Lord's endless sea of screams.

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Lore

##The Awakening

The wind. Heavy, howling, screeching as it tore through the twisted black trees of the forest.

The quiet whispers from all around; excited, nervous, scared, happy...vengeful.

A groan in the distance as one of the great oaks of the landscape simply gave up, and the resounding crash that followed it to its grave.

"He is awake...he is awake..."

The voices chant now, their emotions no longer independently discernable amongst the cacophony that is now growing.

"Come oh King my King, come and dine with us!"

"Yes, yes! We will lead you to your kingdom!"

Now their voices mix into a multitude of tones, an impossible task to decipher.

"Silence."

The sounds fade into nothing. Even the forest ceases to move lest it incur a terrible wrath upon itself.

"Who...are you?"

Deep, heavy, thick. The voice carries command with it, the experience of years spent on the harsh campaign of war, the solitude of a loss.

"We are your subjects, Lord."

One voice arises from the midst of the silence; hesitant, fearful. It knows with whom it speaks.

"Sub...jects?"

There is no reply save for the hum of the wind.

"I do not know...I require...eyes."

A deep groan, the sound of a man in great agony. The lone figure in the clearing shifts.

"Eyes...give me eyes..."

######"You need only open them."

A small voice. This one is female, there is no doubt. It was not there before.

"I need only.....yes. I see now."

Everything has grown quiet, in anticipation. Once the eyes open, the King will awaken himself.

######"Awake, oh King of the Isles, our Lord. We await you."

The eyes open. Hollow, empty sockets that contain within them the twin blue lights of consciousness. Memories come flooding back; the Queen, a sickness, an island...a catastrophe. Phantasms begin to muster, angry that their husk is being inhabited once more. They attack, swirling into the massive armored figure as if to possess, to control. Seconds pass.

Faint spectral energy leaks from the desecrated mouth of the living corpse, the last remains of the revolution that sought to control it. He groans as he arises, the spirits swirling eagerly around him and taking pseudo-physical form. Casting a blank stare towards the gnarled throne of roots his massive form had sat upon, the zombie braces himself for a moment. Then, he lets out a roar. It is deep, painful, longing. It can be heard for leagues around, reaching the distant shores of the nearby continent, filling all with an unknown dread. As the memories flow back, the pain subsiding, the spirits continuing to whisper secrets in his ears, the Ruined King of the Shadow Isles clenches a gauntleted fist.

##"I am the Lord Harrowmont, and this...is my kingdom."

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#Gameplay

Harrowmont is a tank-y AP Juggernaut who makes up for his lack of overall speed with power and utility. Overall, his kit is best applied into a lane as either a heavy-handed support or an unstoppable top-laner, utilizing his many fears (but relatively low damage output early game) to back enemies into corners and force confrontations or hasty retreats from his Royal Court and legions of the damned.

For abilities, I'd recommend starting with either his E or Q, depending on how much of a bully you think you can effectively be, placing points in his R as he levels. The Royal Court should be maxed first, with Echoes of Death and Twelfth Hour coming in short order. Whispers in the Mist should be maxed last to keep its mana cost as low as possible, but needs a few ranks in order to give Harrowmont the force he desperately needs in his attacks. Additionally, make sure you are closely monitoring Harrowmont's mana levels; a mis-placed Q and W combo might not be cost-effective, ESPECIALLY if it misses.

Itemization requires knowledge of what kinds of champions you'll be going up against and a rough estimate of how much damage you need to be dealing. As a core build, I personally would go item 3078 first for the useful stats, then item 3047 or item 3111 based on what resistances you need. item 3027 and item 3102 are must-haves, as they give useful stats and AP for Harrowmont's scaling. Items like item 3742, item 3075, item 3065, item 3194, item 3001, item 3068, item 3143, item 3193, item 3512, item 3800, item 3083, and item 3190 are, of course, optional based on what you require more in your build. On that note; since some of Harrowmont's abilities scale with health, building items that grant health is always going to be a good option.

In teamfighting, Harrowmont should focus on keeping the enemy team feared and strategically placing down Effigies to zone and control enemy movement. Once he hits 6, enemies need to beware the chime of Twelfth Hour, as its activation more than likely heralds the death of an ally. The Royal Court acts as a viable source of damage if the Ruined King can maneuver himself into their midst, its potential execute more than sufficient to remove any pesky carries that originally would have escaped by naught but a hair.

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#Quotes (WIP)

(Harrowmont's voice is deep and carries whispers with it. However, he sounds distracted when he speaks most times, as many of the things he says are aimed at the spirits that follow him or the enemies he encounters.)

(Picked): "Let this ground mark my return, and let your knees bend at my approach."

(Banned): "Power terrifies only the weak-minded."

(First Move): "I will give my first decree as King; all those who oppose me...shall die." (Or): "This land will soon become mine, and with it will I bring peace."

(Moving (general)): "The path to Lordship is hard-won." (Or): "Let them flee. I shall waste no time in cutting down cowards." (Or): "A slow, but steady, advance." (Or): "The armies of the damned march on. The armies of the living will fall."

(Attacking): "To Mist you shall return!" (Or): "I will bring about your end." (Against high-health enemies): "Even the strongest oak falls with time." (Against low-health enemies): "Give in to you inevitable demise." (Against enemy assassins): "I shall draw you from the darkness!" (Against enemy mages): "The rites of the arcane do not stave off death." (Against enemy fighters): "I shall temper your edge with the chill grasp of the tomb."

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#Final Thoughts

I'm back! It's been a long time since I've posted any sort of anything on these here boards...ah, brings back memories of the good old days.

Well, the decent old days. My concepts back then were usually lacking. But I've been watching and learning these last few months, and I hope I can show off some of my applications on this return of mine. Any reviews or critique anyone might have is appreciated, as I personally enjoy using feedback to improve something I've created. Wishing everyone a happy, full life, and hoping that you all Stay Frosty: Fugertech.

6 Comments

Ðeath XIII10/2/2017, 6:01:17 PM3 votes

Passive needs work. As-is it doesn't really add anything. If you added on all fears that recently feared enemies do less damage to you has the same effect.

As far as the rest of the kit, W is too dense. It shouldn't have a fear, because it turns into too binary. You either consistently keep them there, antithical to having a fear, or they walk out.

E doesn't need an execute, and feels like it should be a part of W.

R is interesting in the sense that Nightstalker turning day to night, reducing vision and buffing himself in Dota 2 is, problem is that League and Dota are different. It should have a range, not effect allies, and defintely force more active gameplay for a fear. As-is, he ults and every enemy laner is instantly feared.

The only thing I can add is that reading his abilities it feels more like a boss character from a tactical RPGS. Hide behind his pillar to avoid the wave but don't stand too long! Vision reduced, while your HP slowly drains away.

DeVisions9/27/2017, 1:23:13 PM2 votes

Hey I think your idea is great, the barrier around it reminds me of aurelion sol or syndra, but I like the concept of it, i can see this being a champion later on, but for now best of luck, btw I will soon be [posting my own champion concept and please check it out hint its going to be based off of the plants in the jungle sorta like ivern with the monsters Please Friend me IGN: DeVisions

gemini33310/4/2017, 9:59:29 PM2 votes

Doing a review as you requested here.

Unfortunately, this concept isn't one I'm very fond of. It places a lot of focus on macro-play and non-interactive abilities, which isn't exactly heathy from a gameplay perspective. The passive is interesting, but doesn't mesh well with the rest of Harrowmont's kit. There's a lot of RNG damage reduction that really should be in the hands of the player to control. Q is fine, but too slow to make a difference in a fight, so a projectile speed buff is fine for this. The E is fine as well, but there's not much going for it. At the end of the day, it's merely a damaging AoE (with a potential execute effect) that doesn't combo or round out the rest of Harrowmont's kit. Lessen the damage (or remove the execute) and add something unique to distinguish it from other abilities.

W and R seem to be the biggest problems here. The former has no counterplay aside from 'avoid this thing' and creates a binary interaction where it is useless if avoided, but insanely strong when near it. There's also little control for when an enemy is feared, which again takes control out of the player's hands. The ultimate bears similar 'no-counterplay' features by hitting everyone globally with a slow/fear that really shouldn't affect allies, nor should the only counterplay to it be 'avoid being seen' (which is impossible to do, given how vision works in the game). Both of these likely need to be changed significantly or reworked.

Overall, I kind of agree with what Death XIII said about the kit. It's a lot like a boss character that doesn't really have much interaction with other players. Harrowmont's abilities need to be impactful in some way, but they also need to have visible, intuitive counterplay so that it isn't just frustrating going up against him.

fugertech10/2/2017, 3:05:40 PM1 votes

Bump. Looking for feedback.