Hastur - The King in Yellow

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evawin

Senior Member

05-12-2011

Hastur - The King in Yellow
HP: 425 (+75)
HP per 5: 5.00 (+0.5)
Mana: 290 (+70)
Mana per 5: 4.5 (+0.45)
Attack Speed: 0.585 (+0.020)
Damage: 55 (+2.2)
Armor: 15 (+5.0)
Magic Resist: 28 (+0)
Range: 600
Movement Speed: 305

Auto-attack: Hastur throws out his hand, causing his target to combust in a yellow flame. There is no projectile and hits upon Hastur finishing his attack animation. The animation is rather quick.

Lore:
The League has received its share of champions showing up in the Halls of Justice demanding entry, but the arrival of Hastur quickly silenced the Halls with an eerie light. Stepping out from a swirling tear in space, his golden robes swiftly glided over the Halls of Justice like a specter, his face obscured by a pearl mask. With a gnawed hand, he spawned a strange symbol. From beneath his mask, he spoke, his voice dry and corroded: "...Hastur...has come...to join..."

Only guesses abound from Hastur's origins. Some say the Void, but a few void specialists have disavowed these claims: he has come beyond them - a space beyond space. Though he now serves on the Fields of Justice, Hastur has been accumulating a small group of followers for his own personal use. What the arrival of this mysterious figure signal is still to be determined.

"Do not be mistaken; the Void will come. What comes after, even I do not know..." -Malzahar, The Prophet of the Void

Passive - Magnum Innominandum: Hastur quietly chants maddening spells, causing nearby enemy champions to suffer from reduced Movement Speed and Attack Speed. The debuff is dependent on the distance of the enemy champion from Hastur. The range increases with level while the severity of the debuff increases with level and AP.

Range -
Level 1: 600
Level 6: 750
Level 11: 900
Level 16: 1050

Distance 1 is the first 20% of max distance, distance 2 is the next 40% of max distance, and distance 3 is last 40% of max distance. For example, at level 1 (600 range), distance 1 is from 0 to 120, distance 2 is from 121 to 360, and distance 3 is from 361 to 600.
Animation: Each enemy affected by this receives a single debuff stack; the icon between the different distances is the same, but the numbers change to indicate how close Hastur is.

Debuff -
5%/10%/15%/20% + (0.2 AP) at distance 1
5%/7.5%/10%/12.5% + (0.2 AP) at distance 2
2.5%/5%/7.5%/10% + (0.2 AP) at distance 3


Q - Yellow Sign: Hastur emblazons a mark on the ground, slowing targets and marking them with a Yellow Sign. Marked targets suffer reduced Armor and Magic Resistance.

Cost: 50/65/80/95/110
Slow: 20%/25%/30%/35%/40% for 2 seconds
Cooldown: 7 seconds
Animation: Hastor flings both arms out (quick). The mark on the ground appears immediately, flickering faintly with a ghostly yellow flame.

Yellow Sign debuff:
5/10/15/20/25 + (0.5 AP)
Lasts for 4/5/6/7/8 seconds
Animation: The sign glows over the targets head with a transparent yellowish glow. When the sign fades, it glows brightly for a second before vanishing.
http://catalog.chaosium.com/images/CHA0101a.gif

W - Caress (Passive): Hastur's auto-attacks deal extra damage to targets marked with a Yellow Sign.

Bonus Damage: 10/15/20/25/30 + (0.3 AP)
The animation features the Yellow Mark glow when used.

(Active): Hastur fires a slow stream of energy against a target, dealing a small amount of damage. If the target is marked with a Yellow Sign, the target becomes feared.

Damage: 40/60/80/100/120 + (0.6 AP)
Cost: 70/80/90/100/110
Cooldown: 10 Seconds

E - Extemporal Space: Hastur opens a rift in time and space, temporarily sealing himself, a friendly, or an enemy target in an extra dimension. The target becomes untargetable, but cannot move, attack, or use spells. The target is released from the prison after a few seconds. If an enemy target is marked by a Yellow Sign, then the portal deals a small amount of damage while inside.

Cooldown: 19/18/17/16/15 seconds
Cost: 100/120/140/160/180
Lasts for 0.5/1/1/1.5/2 seconds.
Bonus damage: 20/30/40/50/60 + (0.4 AP)
Animation: An emerald portal opens over the target. When it dissipates, the target returns. If the target has a Yellow Mark, there is a yellow explosion of dust to indicate the damage.

R - Eldritch Horror: Hastur channels his outer magic, spawning horrific images over target area. Enemies within the area are driven mad, taking damage and being feared for a short period. If a target is marked with a Yellow Sign, the damage and fear period is increased.

Cooldown: 150/125/100 seconds.
Cost: 150/170/190
Damage: 100/140/160 + (0.8 AP)
Fear length: 1.5 second. If marked with a Yellow Sign, then the fear duration is 3 seconds.
Animation: Hastur raises his hands to the sky (medium). The targeted ground immediately erupts into an emerald nightmare, filled with lots of tentacles (oh God tentacles D. After three seconds, Eldritch Horror dissipates into dust.


Possible Lines:
Character Selection: "You will do, summoner..."
Line 1: "I am aware...summoner..."
Line 2: *Cthulu-esque chanting*
Line 3: *more chanting*
Line 4: "The stars...have aligned..."
Line 5: "They will be consumed."
Laugh: Dry and wispy.
Joke: "*Sigh* Yellow's not really my color; Maybe something less drab..."
Joke 2: *begins chanting* *coughs* "Ugh, that's hard on the throat."
Taunt: "Even Azathoth's destruction will not save you from my wrath."

What lore-setting is complete with its elder horrors? And who better to supply such horrors than our good friend Mr. Lovecraft?

Anyway, I came up with this concept from watching Sona and other supports. It got me thinking: what if you made a 100% debuff champion? So, after rummaging around with abilities and effects, I came up with Hastur. I'll try to explain some of my choices.

General Concept: First off I started by promising myself that he wouldn't just devolve into another mage with a CC. As a result, most of his moves do not do damage, with the exception of Caress (which deals a rather small amount of damage) and his ult (because insanity is fun ). I reflected his stats as a mage. To prevent him from being another bursty-mage, most of his abilities deal a poor amount of damage. Instead, players should rely on teammates to take advantage of the numerous debuffs that will plague the enemy team.

Passive: I made it so that it scaled well during the course of a game. At early levels, it's used to deter harassment by melee gap closers like Pantheon and Xin Zhao. By level 6, it's range increases just in time for initial team fights. By mid to late game, the range comes to fruition, cementing his role as a support (he's meant to keep behind his teammates). If the base values are too much (and people start playing him tank-Hastur), then I'd drop the values but raise the ratios.

Q: The central ability. It operates in a similar fashion to Morgana's Tormented Soil and Nasus' Spirit Fire, but does no damage. Instead, the slow and the debuff are meant to assist teammates and set up for Caress, Extemporal Space, and Eldritch Horrors. Also, I'm not sure if I want it to be an area of effect that lasts for a quick second; that way, you can create choke points.

W: His main farming implement. Since he lacks a general AoE attack or a lot of attack speed, he's generally a poor farmer. However, his Q can soften up minions without pushing his lane, letting his passive help him last hit better. Furthermore, while it may not do too much damage, this ability can be used to both prevent enemies from fleeing or avoid enemies.

E:
An ability that I always liked in Dota. The idea of an untargettable prison to store both enemies and allies alike screams support. You can use it to save your carry in the opening moments of a team fight when they're focused, allowing your team to beat-down on the enemy. Or, you could use it to seal the enemy carry away, allowing your team to fight a temporary 4v5 for a second. However, this move is very powerful, so I set up a rather lengthy cooldown. Even at max cooldown, it can only be used every 9 seconds; I didn't want the ability to be spammed, but rather saved and used at opportune moments.

R: The finale. What Old One is complete without making all who witness his might run around in circles while their faces melt? Of course, it encourages the use of his W to prolong the fear. However, this is his main active contribution to a teamfight short of his passive.


Updates:

May-13-2011
Reduced his movement speed by 5 to account for the fact that his passive is a moving slow. Increased the ratio on his Caress passive to 0.3. increased the slow percentage on his Yellow Sign to 40% at max level, and the ratio on Yellow Sign to 0.5.


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IS1c5019c283e69d4080426

Senior Member

05-12-2011

Magika FTW, right?

Actually, isn't Annie's last name Hastur?


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evawin

Senior Member

05-12-2011

I'm not sure what Annie's last name is, actually. D:


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evawin

Senior Member

05-12-2011

Updated everything.


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Lemano

Senior Member

05-12-2011

bumping epic bread


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Von Nicklesnout

Senior Member

05-12-2011

Quote:
Originally Posted by Apopei Viorel II View Post
Magika FTW, right?

Actually, isn't Annie's last name Hastur?
Hastur is an Outer God from the Cthulhu Mythos.


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evawin

Senior Member

05-12-2011

Quote:
Originally Posted by Lemano View Post
bumping epic bread
<3


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Khanti

Junior Member

05-12-2011

E - Extemporal Space: Hastur opens a rift in time and space, temporarily sealing himself, a friendly, or an enemy target in an extra dimension. The target becomes untargetable, but cannot move, attack, or use spells. The target is released from the prison after a few seconds. If an enemy target is marked by a Yellow Sign, then the portal deals a small amount of damage while inside.

Cooldown: 19/18/17/16/15 seconds
Cost: 100/120/140/160/180
Lasts for 0.5/1/1/1.5/2 seconds.
Bonus damage: 20/30/40/50/60 + (0.4 AP)
Animation: An emerald portal opens over the target. When it dissipates, the target returns. If the target has a Yellow Mark, there is a yellow explosion of dust to indicate the damage.


OBSIDIAN DESTROYER!!!!!!!!!!
sounds cool like person


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Naitavi

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Senior Member

05-12-2011

Wow one of the more decent suggestions I've seen yet

Try to bump the overall numeric values a little bit even if this guy is a support champ. Karthus has 5 sec 80% slow at level 5, in comparison, the Q seems a bit lackluster. Also, you could incorporate more damage aspect or disabling aspect into his skills, for example, decreasing AD, AP, armor, MR etc.

I'm kinda in a rush now so that's it for now, but KEEP UP THE GOOD WORK!!! I'd like to see him in LoL one day.


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MerlinCross

Senior Member

05-13-2011

Not burst a bubble, but could they even use this guy? Copyright and what not.

Still, I wouldn't mind seeing a Cthulhu Mythos like Champ. Let's really freak out the Void guys, hehehehe.


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