Nighthawkthe Winged Fury is the best champion ever.
Nighthawk, the Winged Fury
I shall feast on the civilized!
"I shall give them a magnificent end."
"I do not rest."
"I shall feast on the civilized!"
"Oh - I do bite."
"Every - last - drop."
After using an ability, Nighthawk instantly enters stealth for 3 seconds. While stealthed, Nighthawk gains the ability to activate an alternate set of basic abilities. The two ability-sets do not share cooldowns, and his standard abilities will continue to count down while his empowered abilities are available.
Nighthawk can only trigger Apex Predator once every 12 seconds. This is not affected by cooldown reduction, but will refresh at double speed while Nighthawk is not visible to the enemy team.
While stealthed, Nighthawk's screen will darken similar to how allies experience Nocturne'sParanoia.
The cooldown begins after the stealth has finished.
Like with the Ferocity mechanic, Nighthawk can "double up" abilities.
Active: Nighthawk takes a bite out of the target enemy, dealing physical damage equal to a base amount plus a percentage of Nighthawk's missing health. Nighthawk heals for 80% of the damage dealt (after reductions).
Base Physical Damage: 50 / 95 / 140 / 185 / 230
Bonus Damage: 8% of Nighthawk's missing health (+5% per 100 bonus AD)
Go For The Jugular gains 275 bonus range and will grab the target, instantly placing them in front of Nighthawk and very briefly stuns them.
It is worth stressing that the damage scales with Nighthawk's missing health, and not his target's.
The Apex Predator effect would be the second targeted grab in the game, after Skarner'sImpale.
One Fell Swoop will not stop upon colliding with an enemy champion. Additionally, if Nighthawk collides with terrain, he will stick to it for 0.75 seconds. During this time, he can active One Fell Swoop again for no additional cost. The second activation behaves like the standard skill.
One Fell Swoop will not break stealth until Nighthawk lands, although he will leave a visible blur particle.
One Fell Swoop is one of the longest ranged dashes in the game. The trade-off is that it cannot pass through terrain.
When stuck to terrain, Nighthawk's origin is slightly offset. This is to reduce the risk of clipping when making the second cast.
Using One Fell Swoop does not refresh the stealth duration, and it can expire during the skill. The choice to retain the stealth was for thematic purposes - the dark shadow that moves across the camera in horror films.
Icon courtesy of Dota 2.
COOLDOWN: 14 / 13 / 12 / 11 / 10
Active: Nighthawk emits a pulse that reveals the first enemy champion it hits for 3 seconds. The duration of the sight is refreshed if the target moves. While Nighthawk has sight of an enemy this way, he is granted bonus movement speed and attack speed.
Echo Location is considerably wider and travels the full length of the map, revealing all enemy champions hit.
Casting Echo Location will not break stealth, although Nighthawk will leave a visible blur particle.
I am undecided if this ability should break stealth or not.
Echo Location is visible through the fog of war (although all skill shots were supposedly "fixed" to do this as part of Season Three - but I'm not convinced).
The Apex Predator effect is the only non-ultimate global, excluding innate abilities.
The sight debuff is an example of an anti-pattern, which are generally discouraged in champion design. However, as the effect is non-damaging and non-disruptive: I feel that it is in good taste and contributes to Nighthawk's theme.
Icon courtesy of Dota 2.
COOLDOWN: 90 / 80 / 70
Nighthawk blinks and binds to the target enemy champion for 3 seconds, damaging them 10 times at 0.3 second intervals for a percentage of their maximum health. This damage will in turn be increased by 1% for every 1% of Nighthawk's missing health. Nighthawk heals for 50% of the damage dealt. The damage is calculated with every strike.
Nighthawk cannot be targeted by his target for the duration.
The target is slowed by 70% for the duration, which decays over a further second after the effect ends.
Magic Damage per tick: 1.8 / 2.4 / 3 % of target's maximum health
Total Magic Damage: 18 / 24 / 30 % of the target's maximum health
As the damage is calculated with every tick -- not solely when the ability is applied -- it means that as Nighthawk heals or takes damage, the ability deals less or more damage.
This ability is classified as leashed damage over time, and cannot be removed by Cleanse or Quicksilver.
This skill is intended to feel similar to Dr. Mundo'sSadism, except that it drains the health from Nighthawk's target rather than using regeneration. The ideal is to use the skill when you're low, to maximize the damage.
Evelynn is believed to suffer from a mild form of vampirism. Regardless of whether or not this is true, it implies that vampirism does exist in Valoran. I thought a night hunter/stalker would be a really nice theme for a champion, but I'm currently in a bit of a rut and though I'd ask for help!
I'm going to call him Nighthawk as a placeholder, although I'm not attached to it.
I'm thinking more along the lines of Man-Bat in appearance. My friend proposed the Easter egg, "If Nighthawk buys Sunfire Cape, he will sparkle". Just because.
I want him to feel stronger the lower health he is - have things that scale with his missing health, and such. Until I finalize the kit, he'll probably have lots of "his missing health" scalings (which might not be a problem, but I have no intent for all his abilities to scale like this in the end).
His general theme is an assassin/ambush champion, and so I feel he needs something with a Kha'Zix Unseen Threat feel. When it came down to it, I couldn't decide between Unseen Predator and Shadow Walk. I want this champion to have an innate ambush mechanic - but I don't know if I want to confine it to brush, or whether he should innately stealth like Evelynn.
Innate: While in brush, Nighthawk's next attack gains bonus attack range and will cause the attack to grab his target. This attack deals bonus damage based on Nighthawk's missing health and heals him for 80% of the damage dealt. This effect can only occur once every 9 seconds. This is not affected by cooldown reduction, but will refresh at double speed if Nighthawk is unseen. This bonus lingers for ~0.5 seconds after leave the brush.
Innate: After using an ability, Nighthawk stealths into the night for 4 seconds. Nighthawk's next attack from stealth gains increased range and will grab his target. This attack deals bonus damage based on Nighthawk's missing health and heals him for 80% of the damage dealt. Nighthawk can only trigger this effect once every 15 seconds. This is not affected by cooldown reduction, but will refresh at double speed while Nighthawk remains unseen by his enemy.
Innate: Nighthawk stealths into the night, only being seen by nearby enemy champions (within 700 range) or true sight. While stealthed, Nighthawk's basic abilities are enhanced. Nighthawk retains the ability to trigger the enhanced effects for ~0.5 seconds after breaking stealth. Taking damage or dealing damage reveals Nighthawk for 6 seconds.
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
"Assuming direct control." - Arbiter the Custodian of the Void
Arbiter is a master manipulator and strategist, interacting with the battlefield through proxy agents such as other champions and minions. Arbiter's top-down approach provides a unique enchanter experience.
"You think flattery will save your life?" - Ao Shin the Storm Dragon
Ao Shin's core directive resembles Singed, in the sense of having a trailing body that interacts with those behind him. However, Ao Shin is a Warden, and using his power of the winds to protect his allies as much as he uses it to devastate his enemies.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
"Too few people stop to appreciate things." - Clockblocker
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
"Ssssh, we're hunting razorfins." - Finn the Tidehunter
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
"I am Iceborn and you gotta deal with it!" - Jeddica the Ice Breaker
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
"(Unintelligible.) Hehehe." - Mowgli the Changling
Mowgli is a derivative of Heroes of the Storm's Murky, a champion that challenges the basic mechanics of respawn times, respawn location and bounty. Mowgli's the answer to a brick wall - keep throwing yourself at it until you break through. He's small, squishy and highly disposable - but he keeps coming back!
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
"I would hit you with my Ugly Stick, but I think it'd be an improvement!" - Nostrilla the Bogey Shaman
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
"The drums of war never stop." - Thane the Thunder Warrior
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".