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Hilde, the Kinslayer - A stance based female...

Creator: Mrs Warboys May 5, 2011 2:53pm
Mrs Warboys
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Lore

As one looks upon the vast glimmering skyline of Demacia, it is difficult to imagine that all this glory once did not exist. Valoran did not always have the watchful eye of Demacia to care for it's people. Aeons ago, the land of Valoran was uncivilized and wild. Clans would kill each other over petty squabbles, fighting over tiny portions of land and the honour of their families. In these times of chaos, Valoran needed a visionary to unite the clans. After years of torment, Jarvan Lightshield the First rose to prominence.

Jarvan I, the first king of Demacia, was charismatic and driven. He appealed to his citizens' desire for justice and a harmonious society. There were many who enjoyed the status quo, ruthless clans which enjoyed the violence and power allowed to them by the lawless lands of Valoran. Jarvan promised peace and civility, but he was not naive. Demacia could not be founded on weak words and promises, it needed power to show its detractors that it was capable of fierce vengeance. In order to defeat the ruthless, Jarvan needed to fight fire with fire.

The most ruthless clan was led by a ferocious warrior named Grimr. His clan was renowned for their unparalleled combat skills and fearlessness. Jarvan gathered all the gold and treasures he could muster, and offered Grimr a deal. Grimr and his clan were to become Jarvan's right hand. They would destroy anyone who opposed his way. In return, his clan would be granted countless riches and command over the armies of Jarvan's future city. Grimr was hesitant, he deliberated slaying this pompous weakling right then and there, but he had seen visions of a great power emerging in the east. He was a barbarian, but he knew that his clan could not survive the wrath of the enemy depicted in his dreams. He agreed to Jarvan's proposal.

For countless years, Grimr and his son, and his son's son, were the loyal but hidden weapon of Jarvan Lightshield's burgeoning civilization. Jarvan's people were oblivious to the violent actions the great king was ordering on their behalf. Grimr's family were kinslayers, slaughtering any houses that stood against the Lightshield clan. Eventually, when looking over the glorious city of Demacia, the atrocities would be forgiven. Sten Grimsson, son of Grimr, took over the operation when his father passed. His son, Harald Stensson followed. Throughout the ages, the Grimr clan acquired endless treasures, mighty artefacts from all across Valoran. However, as Demacia grew there was less need for their barbaric actions. When Grimr II Haraldsson was left as the head of their house, the current king; Jarvan III, had no need for him.

As the great city of Demacia rose up around him, Grimr II (named after his great ancestor) was little more than a nobleman. He sat on his balcony, reminiscing about the stories his father used to tell him. He would drink wine all day and grow increasingly tired of his insignificant life. The night before his daughter was born, he had a vision. Grimr's clan would be needed, once again. The battlefield was calling to him, he could feel it in his blood. But Grimr II was a warrior no longer.

When the League was formed, Grimr knew at once what the knock on his door was about. It was an emissary of Jarvan III. Jarvan requested that Grimr's house take up arms for Demacia once more. Grimr knew what this meant. His daughter, Hilde, was almost coming of age. For many years he had told her tales of his forefathers, warriors who wielded his family's powerful artefacts on the battlefield. Hilde's eyes would glow whenever he mentioned the mighty Fyrone Temblor, an axe capable of causing the earth to shake. She would feel safe in times of crisis when the Aegis of Kaladoun was protecting her ancestors in the bloody theatre of war. Glorious excitement would fill her heart whenever Grimr mentioned the cursed blades from Icathia, capable of draining the strength out of Demacia's enemies.

She had heard the legends, now she would train to become a legend herself. The League was calling, it was time for Hilde to regain her family's honour and become the right hand of Jarvan Lightshield once more.

"I thought I could leave behind our houses' sordid relationship, Grimr, but Demacia needs your talents once again."

- Jarvan III


Abilities:
Primer
  • Hilde's 3 skills (Icathian Blades, Fyrone Temblor and Aegis of Kaladoun) are stances, like Udyr's.
  • When she switches into a stance, it has an activation effect.
  • When she is in the stance, she has a persistent effect.
  • These 3 stances have linked cooldowns. Casting 1 will begin cooldown on the other 2. Therefore she can only change stances every 5 seconds (without CD reduction). She isn't stunning, shielding and teleporting all the time, 2 activation abilities per 10 seconds.
  • When she is currently in a stance, the skill icon changes (Like when Lee Sin uses his abilities). Being in Icathian Blades stance allows the use of Cursed Power, Fyrone Temblor allows Mountain Divide and Aegis of Kaladoun allows Keeper's Will. Therefore she can only have 1 targetable cast ability at a time.
  • Hilde's ultimate is an initiation dash that culminates in a spell cast once she reaches her destination. The effect of the spell depends on her current stance. This is the Onslaught effect in the skill descriptions.


Icathian Blades:
Upon unsheathing this weapon, Hilde phases to the target location, increasing the attack damage and ability power of nearby allies. Passively grants lifesteal and can be cast again to deal damage to all enemy units a cone in front of her.


- When Hilde switches into Icathian Blades stance, she phases to the target location and buffs allies.
- When Hilde is in Icathian Blades stance, she has 20% lifesteal (at level 5)
- When Hilde is in Icathian Blades stance, she can cast it again for a slim conal AoE attack, which grants any champion kill gold to nearby allies instead of herself. This ability is called Cursed Power.



Fyrone Temblor:
Upon unsheathing this weapon, Hilde causes the ground to tremor, stunning surrounding enemies in 2 short bursts. Passively grants a stackable armor and magic resistance debuff on attack. Can be cast again to deal massive true damage to a single target, with bonus damage based on the difference between Hilde's resistances and her targets'.


- When Hilde switches to Fyrone Temblor stance, she creates 2 tremors over a few seconds. These tremors stun enemies around her
- When Hilde is in Fyrone Temblor stance, she has a stackable resistance debuff on her auto-attack
- When Hilde is in Fyrone Temblor stance, she can cast it again for a single target dash+nuke which deals bonus true damage depending on the difference between her resistances and those of her target. This ability is called Mountain Divide.



Aegis of Kaladoun:
Upon unsheathing this weapon, Hilde forges a shield that protects all nearby allies. Passively grants a stackable armor and magic resistance buff when hit by enemy attacks. Can be cast again to protect an ally from damage, splitting all damage taken by Hilde's target by up to 50%.


- When Hilde switches into the Aegis of Kaladoun stance, she creates a shield around herself and all surrounding allies
- When Hilde is in Aegis of Kaladoun stance, she has a stackable resistance buff upon getting receiving enemy damage
- When Hilde is in Aegis of Kaladoun stance, she can cast it again on an ally for a damage splitting bond (to protect them from damage). This ability is called Keeper's Will.



Onslaught (Ultimate):
After a short delay, Hilde charges to the target area, causing an effect based on her currently equipped weapon. Icathian Blades steals resistances in the area of effect. Fyrone Temblor modifies movement speed in the area of effect. Aegis of Kaladoun knocks back the nearest enemy champion. While charging, Hilde is immune to crowd control and reflects all damage back at her enemies.


Hilde's ultimate is a dash, much like Malphite's Unstoppable Force dash (but it also reflects all targeted damage back at the enemy). At the end of the dash, there is an effect based on which ever stance Hilde is currently in.
- When in the Icathian Blades stance, Hilde deals damage and steals the resistances of enemy champions in the AoE.
- When in the Fyrone Temblor stance, Hilde deals damage and modifies the movement speeds of champions in the AoE (boosting allies and hindering enemies).
- When in the Aegis of Kaladoun stance, Hilde deals damage and knocks the nearest enemy champion behind her (much like Singed's Fling).
- When casting Onslaught, Hilde primes herself for 1 second, then charges to the target location. Like Malphite but with a delay. The CC immunity and damage reflect is only active during this portion of the skill (lasts a total of about 1.5 seconds).



Girdle of Magnetism (Passive):
Every 5 seconds, Hilde taunts nearby enemy champions for 1 second.

Hilde's passive taunts everyone in melee range of her, every 5 seconds. The range is similar to Alistar's Pulverize or Singed's Fling.


...

Here is a link to some very early and basic concept art on the original submission of this champion suggestion (on my blog) -> Click here (the picture is massive so I didn't want to directly link it)

Overall, my goal was to create a female tank champion that was challenging to play. Using stances, she must always be stance dancing and assessing the battlefield situation, while building her stackable buffs/debuffs and knowing when to cast her expensive (in both energy and cooldown) stance cast abilities. She can play almost every role a tank would like to. She can be a supportive protector tank (Aegis of Kaladoun), a CC happy initiator (Fyrone Temblor) and a more offensive support tank (Icathian Blades). Her flexibility makes for a huge range of possible item choices and skill builds. Her whole playstyle is based on combinations, so a Hilde player must know exactly what stance to be in and when.

Any feedback would be much appreciated. If you have any questions about how she works, I'd love to hear them also... as she is quite complicated and I'm not sure how well I've translated her onto your screen from my head!
wRAthoFVuLK
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what the **** how did you......

wow that is amazing O_O

Thanks to TRUeLM, Plastictree, Scrax, Xiaowiriamu, foggy12, JahGFX, jhoijhoi, msrobinson, JEFFY40HANDS, Nyoike, MissMaw, and me :) for the sigs!
Lugignaf
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Good art. The energy cost is a bit steep. Either go off mana or make the energy costs less for the basic skills and higher for the ult.
Great job on making a female tank that doesn't look fugly.
I'm still wondering how you got the font and boxes of the skills.
BTW: Alistar's Pulverize is quite big now.


Thank you to jhoijhoi for the sig, and all the dividers in the guide.

Mrs Warboys
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I just made the skill descriptions in a graphics program (I use Fireworks), the font is Tahoma if I recall correctly. Then I just used the ink blotter tool to clone the colours. The ugly white background is because I host the images on my white background blog :)

About her energy costs, I've designed the stance switching to break even in energy. When she uses her Onslaught to initiate, then proceeds to stance dance, she'll be able to build up her stackable buff/debuff without any energy worries. If she wants to use one of her powerful cast abilities, then it will be a trade off because it would give her energy problems (she wouldn't be able to maintain her buff/debuff)

Quoting myself from a workings blog post here...
Quoted:

The idea is that Hilde can initiate, then will have absolutely no energy problems while stance dancing. Effectively, if she uses her stances as soon as they cooldown, she will break even with energy. However, once she starts using her stance cast abilities, she will sacrifice long term power for short term gains. This is why the cast moves are so powerful. She gives up all her stackable buffs (120 AR/MR, 48 AR/MR reduction on a target) so that she can deal AoE damage (Cursed Power), cause massive damage to their carry (Mountain Divide) or save an ally from death (Keeper’s Will).

I want Hilde to be at zero energy when she completes the following move chain…

Onslaught – Switch – Cast – Switch

If she stops at the first switch, she can build her stackables and tank using her stance activation abilities. If she wants to do more, she must sacrifice that and continue down the chain, with enough energy left to escape after her cast (if needs be).
Total Energy: 200
Onslaught (75) – Switch (50*) – Cast (75) – Switch (50)
*this is the base per 5 regen rate


That was my theory behind the energy costs, another reason why she won't be that complicated despite having 13 skills.

I've got 14 blog articles keeping a diary of how I worked on this champion, if you're interested the timeline is near the bottom in this post.
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I reallllly love this concept, but there are a few things that just make her plain broken:

1. cooldowns. 5 second cooldown, for say Aegis or a 2 second stun is way too short. Everyone near her will be stunned half the time while allies are all shielded half the time with extra AD and she can flash every 5 seconds.

Like....that needs to be reworked a LOT.

2. Persistent effect on Aegis is way too strong. That means she can go into that stance while being attacked, and, since stacks refresh @ the max, will consistently have 75 extra armor and MRes.

and then be able to flash away with Q.


3. Onslaught. You reflect damage, flash to a location, cannot be CCed, and then do a super damaging ability right after.

Every minute.

This has to really be reworked. If you want to keep the onslaught parts of the abilities, then the cooldown on this needs to shoot up past 100 and something else has to go, like reflecting damage, immune to CC, and/or the flash. It is just WAY too much for that cooldown, let alone a 100 second cooldown.

Even if CD is increased, I think things should still be removed. It is just too much benefit from one ability. I like the different abilities having different ultimate effects, but if you want the effects that the ultimate gives you regardless of the onslaught mode, it should just be that. A charge immune to CC and reflect damage. THAT is already an OP *** ultimate.

Like, I love this idea, but it is just WAY too broken for the metagame in its current state.

Thanks to TRUeLM, Plastictree, Scrax, Xiaowiriamu, foggy12, JahGFX, jhoijhoi, msrobinson, JEFFY40HANDS, Nyoike, MissMaw, and me :) for the sigs!
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1. cooldowns. 5 second cooldown, for say Aegis or a 2 second stun is way too short. Everyone near her will be stunned half the time while allies are all shielded half the time with extra AD and she can flash every 5 seconds.

Like....that needs to be reworked a LOT.


Hah, I forgot to put this in entirely! The stance cooldowns are linked! So, when you switch into a stance, you cannot switch into another one until it has cooled down. This means that her 2 second stun is once every 10 seconds (switch in, wait 5, switch out, wait 5, switch in). If she needs some instant effects, she can use the special stance ability, but generally she's rhythmically switching stances every 5 secs.

That balances it out, do you think?


2. Persistent effect on Aegis is way too strong. That means she can go into that stance while being attacked, and, since stacks refresh @ the max, will consistently have 75 extra armor and MRes.

and then be able to flash away with Q.


With the new stance cooldown explanation, does this change your view? The stance cooldowns and stackable buff/debuff were designed so that Hilde could build Fyrone Temblor and Aegis to maximum stacks, then have a couple of seconds with Icathian Blades for lifesteal (with super effective EHP). After those 2 seconds, she will have to switch again to refresh the stacks (or she can let the buffs run out if she feels like it). The linked cooldowns make this a challenge, as stance spamming is not possible and if Hilde is caught in the wrong stance at the wrong time then she can be punished by losing her stacks.


3. Onslaught. You reflect damage, flash to a location, cannot be CCed, and then do a super damaging ability right after.

Every minute.

This has to really be reworked. If you want to keep the onslaught parts of the abilities, then the cooldown on this needs to shoot up past 100 and something else has to go, like reflecting damage, immune to CC, and/or the flash. It is just WAY too much for that cooldown, let alone a 100 second cooldown.

Even if CD is increased, I think things should still be removed. It is just too much benefit from one ability. I like the different abilities having different ultimate effects, but if you want the effects that the ultimate gives you regardless of the onslaught mode, it should just be that. A charge immune to CC and reflect damage. THAT is already an OP *** ultimate.


I based Onslaught on Malphite's Unstoppable Force, which is the most fun initiation move in the game I think. I liked the charge component but wanted flexible effects instead of the mass stun and knock up of Malphite. Malph is immune to disables while charging, so it's kinda necessary. I added the reflect damage just to differentiate it a bit, the charge lasts for a total of about 0.5 seconds and the delay on the charge (she will prime herself before surging forward) will be about 1 second. So it's 1.5 seconds of CC immunity and she can't even move freely while doing this (the charge is targeted). It's not like Olaf's Ragnarok + Damage Reflect :) That would be crazy!


It's amazing how much info isn't in the tooltips in LoL, stuff like range and little nuances. Didn't really think about them in too much detail! I'll add some more notes and clarifications to the original post. Let me know if you still think she's crazy OP after this post!

Thanks for the feedback, more useful than anything I've received on the official forums after about a week of waiting! Oh how I miss the DotA hero suggestion forum...
wRAthoFVuLK
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Wow, amazing clarification x_x

Not many people are as devoted to this as you seem to be xD

But yea, that def. changed my views xD And I didn't realize the ult was that short.

I still think the Aegis armor and mres should be nerfed a tad, and the CD on the ult upped a tad.

Also, how exactly will the abilities scale with leveling up and extra AP/AD %s? Did you get to that yet? XD

Thank you very much for the clarifications, and great work xD
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Thanks to TRUeLM, Plastictree, Scrax, Xiaowiriamu, foggy12, JahGFX, jhoijhoi, msrobinson, JEFFY40HANDS, Nyoike, MissMaw, and me :) for the sigs!
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With levelling up, these are the max level skills. Although I've put a ridiculous amount of time into this suggestion (admittedly most of it was my slow as hell colouring in skills in Fireworks :P), I don't really see the need to get into the per level numbers or attributes unless I have a specific goal to achieve with them. I.e. I want lots of early damage, so I'd scale it differently.

Just assume that they scale the same as 90% of the other champions! Same with the attributes!

Regarding AP/AD scaling, I don't know yet! Perhaps when I get some more time I will think of some item builds, and then use projected early/mid/late game bonus stats to figure out which way to take the scaling. The current batch of tanking items doesn't really promote AP OR AD scaling (hence why most tanks have 1:1 ratios on their skills). I'd like to promote some lesser used items like Hexdrinker and Wit's End or some of the cooler tanky items which often get overshadowed by the typical FoN/Thornmail/Sunfire Cape. How I'd do that, I don't know!

In all honesty, I think Riot should design more fun tank items... because the current batch are rather dull.

I'll take your balancing into account! The Aegis levels do seem rather high, especially for a 5 stack spell... perhaps I could increase the stacks to make it slower to build... although that would screw up my whole stance cooldown balancing! It really makes you appreciate the work Riot do when you design one of these bloody champions!
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yea, takes a lot of thought xD

Thanks to TRUeLM, Plastictree, Scrax, Xiaowiriamu, foggy12, JahGFX, jhoijhoi, msrobinson, JEFFY40HANDS, Nyoike, MissMaw, and me :) for the sigs!
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I approve this champion

+9001
I know that I know nothing at all.

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