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Annwn, the Master of the Wild Hunt is a champion in League of Legends. Always surrounded by his pack of Hunting Hounds, Annwn is versatile champion who can function as a mage, physical or hybrid fighter, or as a physical or hybrid DPS champion. He thrives in the jungle, where his Hounds give him exceptionally easy clears, permitting him to repeatedly gank lanes with his surprising mobility, or take advantage of his sustain to invade the enemy jungler. However, Annwn is equally at home in any of the three lanes of Summoner's Rift. In top lane, his ability to attack at range and potent sustained damage (physical OR hybrid) allow him to bully the tanks and fighters he will face, while providing his team with crowd control and damage in team fights. In the middle lane, he functions a lot like Azir; he is strong in drawn out fights, where his ever escalating damage will shred through his foes, but in skilled hands can offer surprising amounts of burst damage. Finally, Annwn can be built as a powerful sustained autoattack champion who deals massive physical damage--in effect, an ADC.
Master of the Hunt is what gives Annwn his identity. I actually built his kit around this one idea...which (confession time) I stole from Aeon of Storms' Garamond Singsprocket. Still, what this innate does is bring something truly unique to LoL: an actual pet champion. Sure, there are troll builds like AD Malzahar, plus champions like Annie and Zyra who spam pets everywhere, but let's be honest, these pets are more in the way of bonuses than central to the champ's identity. Annie would still be Annie if her instant 3 man stun didn't spawn a giant bear afterwards. Malzahar would still be really annoying in lane without his Voidlings, and Zyra...well, she'd be different, but you see my point. Now to the actual discussion of this skill (and before you read this, you'll need to check out the numbers on the Hounds, which are down in the pets section. Sorry...): The Hounds are really what let his builds be so versatile. The key is that, since his sustained damage scales REALLY well with AP, AS, CDR, AD, Crit, AND on-hit effects, he can build pretty much any items and still do lots of damage, given enough time.
The Hounds should feel pretty intuitive to control: When you attack move to a point, any active Hounds will attack move to the same point. When you issue a move command, any active Hounds follow that move command too. Thus, if he wants to AA someone, he needs to be in an attack target or attack move command, but he can still kite around like a normal champion. Note that he behaves as a ranged champion, since he can only summon Hounds at a range of 525 units from his target, but the Hounds behave as melee units.
If you build him like an ADC, after 6 seconds of focused attacking, his autoattack DPS will be greater than Jinx's. Assuming no items, at level 18, Jinx with fully stacked minigun has an attack speed of 1.6061 and 104 AD. Annwn has an attack speed of 1.075 and 132 AD. So Jinx has 167 dps. With one Hound, Annwn has 56.76. 2 Hounds=113.52. 3 Hounds gives him 170.28 DPS...and he goes all the way up to 227.04 DPS (requiring 12 seconds of ramp up time). Obviously, numbers may need to be adjusted a bit (probably base AD and AD growth stat, possibly attack speed), but the point is clear. Also, since his Hounds apply 40% of the damage of on-hit effects, once he gets 3 hounds out, he benefits more from on-hit damage than any other champ in the game. So a fighter oriented build that picks up, say Rageblade+Nashor's gives him plenty of sustained damage, while letting him build 4 defensive items. And obviously, he could go insane with Sated Devourer if he jungles (more on that later. I need some advice regarding fixing his jungling).
Final Thoughts: His numbers are probably way too high, at least in the autoattack department. The other MAJOR kit problem I see is the weird W (I think I should replace it with some kind of AP burst tool, maybe one that offers utility to the non-AP builds..ideas?). There is, however, a FUNDAMENTAL design problem...how does his ability to summon endless swarms of pets interact with tower/minion/jungle monster aggro? If his pets pull jg aggro, he won't take ANY damage while farming his jungle, but that's the standard behavior right now, I think--jungle monsters attack the nearest targetable opponent. I guess Annwn's pets would just need to be special cased. But towers specifically prioritize pets; with enough CDR and HP, he could potentially tank a tower permanently with just his passive. Maybe go the Zyra route and make towers one shot his Hounds? It seems like having distractions should be a strength of pet champions, so unless it's really necessary, making towers one-shot the Hounds should be avoided, I think. After all, Elise gets to Spiderling tank....
When I set out on designing this champion, my goal was to create a pet champion. I quickly realized that the pets gave him an excellent diversity of build options and aimed to make him extremely flexible as well. Did I succeed in creating a pet champion AND a viable hybrid champion (not hybrid like Ezreal, who goes full AD or full AP, but hybrid in that he can go AD, AP, or some of both)?
Thanks for reading this super long post :).
Changelog: 8/12/15: Clarification of Hound Control scheme. Nerf to max Hounds, removal of CDR mechanic from passive and Q. Increased Hound AP ratio to compensate for CDR loss. Changed Hounds to scale with bonus HP only. Updated dps calculations to reflect changes. Removed level scaling MS from Hounds in exchange for pegging their MS to his (as discussed in comments). Fixed attack range (ty Poisonshark for noticing this). GGooeytoe (talk) 01:59, August 7, 2015 (UTC)