Views: 1997 Champion Idea: Hektor, the Harbinger of Assimilation
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I wanted to create a hybrid caster-ish champion and came up with this. Think of Hektor as some greedy Hextechnician who aspired to embody perfection by trying to do everything at once.
Techmaturgical Erosion: (Passive) Champions damaged by Hektor's abilities receive a debuff that causes them to take increased damage from Hektor for 6 seconds, stacking additively.
Damage amplification per stack: 7.5% / 10% / 12.5% / 15%
Hexiler Strike (Q): (Active) Fires a beam of destruction at a target location from orbit, dealing damage to all enemies hit and leaving behind a hex core that grants vision in a 350 radius for 6 seconds. If a Hex Core already exists elsewhere, it is destroyed.
If Hektor has more AD than AP: Deals 30/70/110/150/190 (+0.4 AD) (+1.0 AP) magic damage.
If Hektor has more AP than AD: Deals 30/70/110/150/190 (+0.4 AP) (+1.0 AD) physical damage.
Deals full damage to enemy champions within 100 units of the center. Enemy champions further away take reduced damage, down to a minimum of 40%. Minions take a flat 50% damage throughout the area of effect.
Range to center of AoE: 600
Cooldown: 9 seconds
Diameter of AoE: 500
Cost: 80 Mana
Dimensional Shift (W): (Active) Hektor teleports to a target location after 1 second of casting. Dimensional Shift cannot be interrupted, but crowd control dealt to Hektor will still apply after the channel.
If Hektor has recently cast Hexiler Strike, he instead teleports to the location of the Hex Core from any distance, switching locations with it, refreshing its lifetime to 6 seconds, and Hexiler Strike is cast at the location of his arrival, slowing affected enemies for 1.5 seconds.
Range: 600
Cooldown: 17 / 15 / 13 / 11 / 9 seconds
Slow: 30 / 35 / 40 / 45 / 50 %
Cost: 50 / 60 / 70 / 80 / 90 Mana
Infernal Mutation (E): (Passive) Hektor's Armor and Magic Penetration statistics take on the greater value of the two.
Additionally, Hektor gains maximum mana when he autoattacks an enemy champion, and maximum health when he damages an enemy champion with his abilities. Stacks are retroactive.
Maximum Mana per autoattack: 2 / 4 / 6 / 8 / 10
Maximum Health per champion hit with a spell: 2 / 4 / 6 / 8 / 10
Doomsday (R): (Passive) Hektor gains passive cooldown reduction and attack speed based on his bonus statistics.
CDR per 100 bonus AD: 10% / 12.5% / 15%
AS per 100 AP: 10% / 12.5% / 15%
(Active) Instantly casts Hexiler Strike at Hektor's current location, silencing enemies hit.
Additional instances of Hexiler Strike are cast at the location of any enemy champions affected by Techmaturgical Erosion when Doomsday is cast, landing after 1 second and silencing any enemies hit.
If a Hex Core exists, Hektor switches positions with it and refreshes its lifetime to 6 seconds.
Cooldown: 45 / 33 / 21 seconds
Cost: 0 Mana
To clarify: Hexiler Strikes cast by Hektor's other abilities will drain an additional 80 mana per instance, not included in his abilities' base costs. As long as he can afford the ability's base cost, all associated Hexiler Strike instances will fire, even if he goes OOM in the process.
- Health 440 (+80)
- Attack damage 52 (+3.825)
- Health regen. 6.5 (+0.7)
- Attack speed 0.620 (+3.3%)
- Mana 270 (+65)
- Mana regen. 7.1 (+0.8)
- Armor 15 (+3.5)
- Magic res. 30
- Range 550
- Mov. speed 340
Techmaturgical Erosion: (Passive) Champions damaged by Hektor's abilities receive a debuff that causes them to take increased damage from Hektor for 6 seconds, stacking additively.
Damage amplification per stack: 7.5% / 10% / 12.5% / 15%
Hexiler Strike (Q): (Active) Fires a beam of destruction at a target location from orbit, dealing damage to all enemies hit and leaving behind a hex core that grants vision in a 350 radius for 6 seconds. If a Hex Core already exists elsewhere, it is destroyed.
If Hektor has more AD than AP: Deals 30/70/110/150/190 (+0.4 AD) (+1.0 AP) magic damage.
If Hektor has more AP than AD: Deals 30/70/110/150/190 (+0.4 AP) (+1.0 AD) physical damage.
Deals full damage to enemy champions within 100 units of the center. Enemy champions further away take reduced damage, down to a minimum of 40%. Minions take a flat 50% damage throughout the area of effect.
Range to center of AoE: 600
Cooldown: 9 seconds
Diameter of AoE: 500
Cost: 80 Mana
Dimensional Shift (W): (Active) Hektor teleports to a target location after 1 second of casting. Dimensional Shift cannot be interrupted, but crowd control dealt to Hektor will still apply after the channel.
If Hektor has recently cast Hexiler Strike, he instead teleports to the location of the Hex Core from any distance, switching locations with it, refreshing its lifetime to 6 seconds, and Hexiler Strike is cast at the location of his arrival, slowing affected enemies for 1.5 seconds.
Range: 600
Cooldown: 17 / 15 / 13 / 11 / 9 seconds
Slow: 30 / 35 / 40 / 45 / 50 %
Cost: 50 / 60 / 70 / 80 / 90 Mana
Infernal Mutation (E): (Passive) Hektor's Armor and Magic Penetration statistics take on the greater value of the two.
Additionally, Hektor gains maximum mana when he autoattacks an enemy champion, and maximum health when he damages an enemy champion with his abilities. Stacks are retroactive.
Maximum Mana per autoattack: 2 / 4 / 6 / 8 / 10
Maximum Health per champion hit with a spell: 2 / 4 / 6 / 8 / 10
Doomsday (R): (Passive) Hektor gains passive cooldown reduction and attack speed based on his bonus statistics.
CDR per 100 bonus AD: 10% / 12.5% / 15%
AS per 100 AP: 10% / 12.5% / 15%
(Active) Instantly casts Hexiler Strike at Hektor's current location, silencing enemies hit.
Additional instances of Hexiler Strike are cast at the location of any enemy champions affected by Techmaturgical Erosion when Doomsday is cast, landing after 1 second and silencing any enemies hit.
If a Hex Core exists, Hektor switches positions with it and refreshes its lifetime to 6 seconds.
Cooldown: 45 / 33 / 21 seconds
Cost: 0 Mana
To clarify: Hexiler Strikes cast by Hektor's other abilities will drain an additional 80 mana per instance, not included in his abilities' base costs. As long as he can afford the ability's base cost, all associated Hexiler Strike instances will fire, even if he goes OOM in the process.
Just to clarify, basically his only way to damage opponents is by using Hexiler Strike (obv AA too), because his other abilities essentially just use hexiler strike and give it bonus effects?
I like the hybrid reward system but it just seems like it is a little too rewarding. He gains free mana, health, CDR, attack speed, and damage (not to mention you can stack magic or armor pen and get the equivalent in armor/magic pen for free essentially doubling the gold value of items)