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[Horrid, The Mask Of Death]

Creator: sedrezer June 15, 2013 6:49am
sedrezer
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ATTENTION: I've never played LoL before, so I don't know stuff like 'AP' or 'AD' or stuff like stats gain in LoL or something like that. But I do play DotA and watch some champion spotlights. I'm just contributing my ideas so I hope you guys wont put butthurt replies.

Horrid, The Mask Of Death.



( I suck horribly at drawing. But you know, I'm just giving you the idea of how he's supposed to look like )

He's basically a floating skull with souls flying around him. So, I doubt he won't have any special skins. Maybe we can make a particle effects around him and make it as a skin? Maybe. Anyway..

Horrid is a ranged intelligence Champion who thrives in ganking and initiating. His skill set allow him to help his teammates approach the enemies with ease. His high damage skills allow him to combo efficiently and pick up kills easily.

Passive: Soul Eater
Causes nearby enemies to lose a percentage of their max HP per second.

Radius: 300
HP lost per second: 1%

Q: Death Blast
After a short delay, he deals damage to all nearby enemy units.

Radius: 350
Delay: 1.7 second
Damage: 100/150/200/250
Cooldown: 10/9/8/7 seconds
Mana cost: 90/80/70/60

W: Soul Grip
Cast a portal on the ground that slowly decrease enemies movement speed per second up to a maximum cap (80%).

Mana cost: 100/110/120/130
Casting range: 700
Duration: 8 second
Slow per second: 5%/10%/15%/20% ( Maximum slow : 80% )

E: Shadow Haunt
Once activated, you'll gain extra movement speed, ignores unit collision, dealing extra damage while taking 20% more damage from normal attacks and magic spells. After the set duration, you'll be teleported back to the initial point where you activated this spell. Stuns or any damage sources cannot stop Horrid from teleporting back to his initial point.

NOTE: Your initial point can be seen by enemy units (If they had vision to it) + (Your team can see your initial point even if you cast it in Fog of War or Brushes) so be careful of where you're going to activate this spell.

Duration: 10/12/14/16 seconds
Cooldown: 60/50/40/30 seconds
Mana cost: 160/130/100/70
Bonus movement speed: 20%/25%/30%/35%
Bonus damage: 100/125/150/200

R: Fiend's Portal
Teleport yourself to any location on the map. Upon arrival, all enemies around him will be damaged per second, while applying Soul Grip to the point where you have teleported based on the level of the skill. ( Soul Grip will not be applied if you did not level up that skill + Fiend's Portal won't cost you mana for Soul Grip )

Mana cost: 200/250/300
Casting range: Global
Cooldown: 120/100/80
Damage per second: 50/100/150
Duration ( For DPS ): 3 seconds

Thank you for reading ;)
rudyards
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Permalink | Quote | PM | +Rep June 15, 2013 10:30am | Report
Passive is a tad bit on the OP side. You called him an Int champion, which makes me think that you play dota. In that case, why borrow Sprint and Heartstopper Aura so liberally? His ult is cool, his E is good, his W is a little meh, his Q is similarly meh.
sedrezer
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Permalink | Quote | PM | +Rep June 15, 2013 11:34pm | Report
HS Aura has bigger radius than this one, mayhaps I change it into a smaller radius (250 something) or lower HP lost per second. And his E is much different than "his" Sprint. I'm not going to be unique with the skills because I want him to be a stealthy like assassin. you know? kinda like ghost and hauting stuff.

But i respect ur opinion, I'll wait for more replies.
rudyards
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Permalink | Quote | PM | +Rep June 16, 2013 11:29am | Report
No, its definitely a really cool champion. I just kinda noted the parallels.
Meiyjhe
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Permalink | Quote | PM | +Rep June 16, 2013 11:53am | Report
@Passive; Short range passive while being a ranged champion. Might want to increase the range and reduce the %

@Q; A reducing mana cost together with a reduced CD and heavily increased damage output by maxing this skill. It is a bit too much. I'd keep the mana cost at a certain level if I were you.

@W; Seems fine

@E; This ability, has a lot of flaws. 200 bonus damage per attack is so much, you could play this guy attack speed just because of this ability. Then you have the duration that increases each time you level it up, while longer duration also means more weakness, I'd keep it at 10 seconds at all times. Also here the mana cost decreases each time, and in this case, with a lot, keep it the same at all levels. The teleporting back is also unnecessary, since, if you use this spell wisely, you can just go ham because you will tp back to safety anyway after 10-16 seconds.

@R; For a teleporting global ultimate, a short cooldown. Rest is fine though.

Also:
All your spells can be leveled only 4 times (only ultimate is correctly with 3 times)
No notes about whether it deals physical, magical or true damage.
No scaling with anything

There are quite some flaws with your champion idea :P

Oh, and at:
"ATTENTION: I've never played LoL before, so I don't know stuff like 'AP' or 'AD' or stuff like stats gain in LoL or something like that. But I do play DotA and watch some champion spotlights. I'm just contributing my ideas so I hope you guys wont put butthurt replies."

http://www.mobafire.com/league-of-legends/build/lol-terminology-151019
Better start learning :P
Change is gooooood
Picture by: VirusNG1
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