Hanna, the White Widow (Feb. MCCC Entry)
Hanna, the White Siren
Tags: Assassin, Mage, Melee
Appearance: Hanna has fancily styled blonde hair reaching to about her collar. She wears a silver sparkly dress that comes down to about mid-thigh with matching shoes. For her auto attack, she slashes towards the enemy and a magical claw actually hits the enemy. There is a slight gap between her hand and the claw.
Similar image to Hanna and her dress Don't worry about the word "nude" in the URL, it's not porn, it's a girl in a prom type dress.
Lore: Hanna always had a way with men. She was naturally beautiful, and always treated men with affection. Even in school, she was always surrounded by men who seemed to answer to her every request to try to win her affections. Though she could have owned Piltover's schools with this power, instead she fell in love with others who fell in love with her.
Though she would choose one, and remain faithful to him, a strange accident always seemed to befall him shortly after. So she would weep, choose another, love him, and an accident would befall him too. This cycle followed Hanna wherever she went, and occurred enough times to get Hanna tried several times for murder. But since she didn't commit murder, she was always found not guilty. But she wept for each lover, and each loss hit her harder than the last. The only respite she seemed to be able to find was through charming another, which perpetuated the cycle further.
Hanna wanted out. She read books to try to find a way to make it stop. She found an ancient curse in a tome from long ago in a library, called a “Black Widow curse”. It causes the bearer to fall in love quickly, but kills the objects of the bearer's affection. It mentioned nothing of Hanna's unnatural beauty. Another tome showed her the origin of that magic as being completely different. Hanna used this tome to focus and control her magic, but it didn't stop or stem the cycle. It merely gave Hanna a powerful form of combat magic, making her even more alluring. Still she searched for a way out of the cycle, but was unsuccessful.
Piltover recognized this magical power as effective in battle. Partly to further the City of Progress, and partly to protect the rest of the men, Hanna was sent to the Institute of War to become a champion for the League of Legends. There, her allure would be controlled, and she wouldn't be able to have lovers. She could use her magic in battle, and most of all, she wouldn't be in Piltover to cause misfortune to more people. This was a fate for Hanna worse than death, for she would always feel lonely. But, at least while she was on the Fields of Justice in active battle, she could find respite from it through the powerful magic of the League of Legends.
Innate – Parting Gift: On death, Hanna can select an allied champion within 4 seconds anywhere on the map. The ally gains 40% of Hanna's Ability Power as Ability Power, or 20.3% of Hanna's Ability Power as Bonus Attack Damage, based on the higher stat of the ally, for 6 seconds.
Q – Widow's Claw: Hanna slashes out with arcane magic, dealing 60/90/120/150/180 (+0.6 per Ability Power) magic damage and slows them by 20%. If this ability hits 5+ total targets or 3+ champions, Hanna can use this ability again immediately for 10% more damage. After the second attack, Widow's Claw goes on cooldown irregardless of the targets struck.
Cooldown: 11/10/9/8/7 seconds
Mana Cost: 65/70/75/80/85 mana
Cone Width: 55 degrees
W – Alluring Presence:
Passive: Hostile champions and minions passively deal 3%/4%/5%/6%/7% less damage to Hanna.
Active: Hanna pulls on the heartstrings of an enemy, dealing 80/110/140/170/200 (+0.5 per Ability Power) magic damage. Enemies hit by this attack deal 30% less damage to Hanna for 3 seconds afterwards.
Cooldown: 14/13/12/11/10 seconds
Mana Cost: 80/85/90/95/100 mana
E – Lover's Embrace: Hanna blinks to a hostile champion and embraces them with her curse. The target takes 5/6/7/8/9% increased damage from Hanna's attacks and abilities for the next 4 seconds, and takes 60/110/160/210/260 (+0.55 per Ability Power) magic damage over the duration.
Cooldown: 17/16/15/14/13 seconds
Mana Cost: 60/65/70/75/80 mana
R – Charming Gaze: Hanna gazes into an enemy champion's eyes, captivating them. For the next 3/4/5 seconds, Hanna takes 100% less damage from the captivated champion.
If Hanna has an enemy captivated, she gains 5%/10%/15% of their Ability Power and 10%/20%/30% of their Bonus Attack Damage as Ability Power, transferrable by Parting Gift for its full duration.
Cooldown: 120/110/100 seconds
Mana Cost: 100/125/150 mana
Health: 395 (+70)
Health Regen: 5.7 (+0.5)
Mana: 275 (+60)
Mana Regen: 7.5 (+0.8)
Attack Damage: 50 (+3.5)
Attack Speed: 0.625 (+2.0%)
Armor: 11 (+3.5)
Magic Resist: 30
Movement Speed: 345
Roses are Red, Violets are Blue: Hanna is an object of sexual affection (red), but it always ends in death for her lover (blue).
Life is like a box of chocolates: Hanna's innate ability greatly buffs an ally upon her death.
Cupid's Arrow: Hanna's ultimate causes an enemy to fall in love with her and stop attacking her.
The 20.3% on Hanna's Parting Gift is based on the 51.7% conversion between AP and AD as a function of gold. Using the 51.7% conversion against Hanna's initial 40% Ability Power transfer yields 20.3% Attack Damage transfer.
Charming Gaze does not affect damage dealt to the targeted champion, nor does it affect that champion's ability to damage Hanna's teammates. If Hanna uses Charming Gaze on the enemy Brand, and Brand drops Pillar of Flame on Hanna and her teammates, her teammates take full damage from Pillar of Flame but Hanna is unharmed. If this Brand has a Rylai's Crystal Scepter, Hanna takes zero damage from Pillar of Flame but is slowed as per the item.
Alluring Presence does not reduce damage from jungle monsters or turrets. It only reduces minion damage, champion attack and ability damage, item damage such as from Bilgewater Cutlass and its upgrades, and damage from summoner spells like Ignite.
Widow's Claw can double attack if Hanna hits at least 5 targets or at least 3 champions. Hitting both requirements does not allow Hanna to use it three times in a row or increase the bonus damage she deals from the second attack. The 5 targets can be any combination of champions, minions, neutral monsters, champion pets or clones. Catching the turret in the arc does not count towards Hanna's target requirement because Widow's Claw does not damage the turret.
Starting items: Boots of Speed +3 Health Potions
Essential Items: Ionian Boots of Lucidity, Rod of Ages, Rylai's Crystal Scepter
Offensive Items: Rabadon's Deathcap, Deathfire Grasp, Will of the Ancients
Defensive Items: Zhonya's Hourglass, Abyssal Scepter, Athene's Unholy Grail
I really like the concept, the passive is really good and over all this champ is great. HOWEVER I do feel that her Q is a bit out of place. As from the way I see it she is a melee ap champion, so having a ranged spell that has no special effect def. disappointed a bit....
Passive- Really good, and I believe pretty balanced
Q- It's just the way I really see it..
W- synergies very well with the rest of her spells except Q
E- does the damage apply over time? or just a burst? doesnt matter anyway , I really like the concept of her spell, but can it have an extra effect like more damage dealt by Hanna to the target?
R- Is a nice re-version of poppies ultimate........ Can make her really durable in a fight.
Overall its really good, but tbh Q just has to be something more... GREAT!
do you mind if you check my champ out please? :) http://na.leagueoflegends.com/board/....php?t=3086841
I had originally envisioned Hanna as a ranged mage, and had simply forgotten to give W and E ranges. My intent was to give W a range of about 700 and E a similar range. But you're right about her being better as a melee mage. Thus I made changes.
Reduced Hanna's auto attack range from 550 to 250.
Increased Hanna's Armor from 11 (+3) to 13 (+3.5).
Increased Hanna's Movement Speed from 340 to 345.
Increased Hanna's Health from 355 (+70) to 405 (+80).
Increased Hanna's Health Regen from 4.7 (+0.5) to 5.7 (+0.5).
Increased Hanna's Magic Resist from 30 (+0) to 30 (+1.25).
Alluring Grasp's range was initially intended to be 600, and is now reduced to 250.
Lover's Embrace's range was initially intended to be 700. Added this information.
Reversed the Ability Power and Bonus Attack Damage conversions on Charming Gaze, and allowed it to increase by rank.
Reworded Charming Gaze to more effectively convey the ability's effect.
Removed the snare on Lover's Embrace and replaced it with a flat amplification.
New Q – Widow's Claw: Hanna slices all enemies in front of her for 60/90/120/150/180 (+0.8 per Ability Power) magic damage and slows them by 20%. If this ability hits 5+ total targets or 3+ champions, Hanna can use this ability again immediately for 10% more damage. After the second attack, Widow's Claw goes on cooldown irregardless of the targets struck.
Cooldown: 8 seconds
Mana Cost: 65/70/75/80/85 mana
Hey i am making some pre-contest rounds trying to help improve as many champions as i can to make the contest as good as it can be as well as to foster some feeling or fraternity among the creators. Feel free to help out with champion, Pris, the Ever-Enamored Robot.
Lore - i like it, i dont think i could improve on it. Maybe change the direct sexual reference to an innuendo. that would fit the game better.
Passive - this seems just a tad underwhelming to me, since it requires you to die. your fulfilling the on death requirement, and this is a good spot to do it, i just feel like if you are going to die for something, it should be for a good reason, like massive true damage, or continued life, not something as mundane as a small ap/ad buff. conclusion - you wont really think about your own passive, your allies really wont, and the enemy wont...so it just kind of fades away
Q - Might have to nerf this a little bit, Aoe spells have generally lower ap ratios, and right now in perfect conditions you can hit an Aoe spell twice quickly dealing 1.7 of your ap as damage. thats very strong.
W - passive is ok, if you are looking for jungle usage i think flat damage block is easier to balance and more effective low levels for that first clear.
active - sounds good, maybe scale the % reduction? otherwise you might never want to level this till the end.
E - good assassin spell for sure, i like this one a lot
R - these five seconds make her the strongest duelist in the game for sure....this might need some balancing, i appreciate its use in a team fight, but its soo strong in solo fights or small 2 v 2 or 1 v 2s, maybe have the duration scale so its not abusive in lane?
overall good work
Note: melee range is 125
ranged is generally 400-600 or so, your have a strange mix, i think that makes it hard to balance since your not exactly either, your stats are more balanced for melee (MR, MS, DMG), but you can out range them, with a frozen mallet you could potentially kite them and if they did catch you, your strong as a melee anyways, so you gave nothing up.
Keep up the good work!
Passive -- Noted. Hanna is likely to build nearly straight AP, or at least I would see her doing so (RoA, Rylai's, Abyssal, Rabadon). I probably will buff the passive, but I'm hesitant to buff it too high. Certain champions with high ratios on abilities can instagib entire teams if the buff is too high (Veigar, Annie, AP Yi, Ezreal). Buffing to 40% of Hanna's AP, but if Veigar can one-shot three champions at once with his W with Hanna's buff then it's far too high.
The AD conversion is based on the ratio of gold cost between AP and AD.
Q -- Nerfed the AP ratio from 0.8 per AP to 0.65 per AP.
W -- Hanna is not intended to jungle. Jungle monsters don't even take the damage reduction. Let's say Hanna is the mid lane on the Blue team. All five Purple champions, and any Purple minions that spawn, deal reduced damage. Jungle monsters do regular damage. This passive is intentionally designed to prevent Hanna from jungling.
E -- Thank you.
R -- Nerfing to 3/4/5 seconds from 5 seconds at all ranks.
I intentionally gave Hanna slightly increased auto attack range. Since Hanna's abilities all scale off AP, she has no reason to build a Frozen Mallet other than her slightly increased range. Frozen Mallet does nothing for her otherwise, Rylai's is far superior in all aspects. If Hanna builds a Frozen Mallet, it costs her a lot of damage on her abilities.
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