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Custom Champion: Haramn, the Demon Warmonger

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Champion

1 Growth 18 1 Growth 18
Health 606 (+81) 1983 Attack damage 61.2 (+3.6) 122.4
Health regen. 6 (+0.6) 16.2 Attack speed 0.665 (+3.2%) 55.1%
No Resource   Armor 24.5 (+4) 92.5
    Magic resist. 32.1 (+1.25) 53.4
Attack range 175 Mov. speed 335

Haramn, the Demon Warmonger is a custom champion from the SMNK custom champion series.
A hyper-scaling juggernaut who has limitless maximum health, he is gated by range, and needs to farm his max health with his passive. His abilities are also very melee-oriented, like all juggernaut. His secondary schtick is stealing the enemies' stats so that when he's in, there's only one way of getting out of his reach: dying.

Abilities

Assimilation
ChampionSquare

Passive: Enemy minions and non-epic monsters spawn corpses upon death, they remain for 6 seconds. Only one corpse can be active at a time. Haramn can attack corpses, eating them to heal 5% missing health (modified to 5% maximum health if eating the corpse of a large monster or minion) and gains 3 / 4 / 5 maximum health.

Ability Details
Assimilation is a passive ability.

Additional Information:

Changes: none. While I don't like the idea of Haramn going jungle (he is intended for top lane after all), I don't want to get out of my way to spite everyone.


Wicked Bite
RANGE: 250
COST: No Cost
COOLDOWN: 10 / 9 / 8 / 7 / 6
ChampionSquare

Active: Bites an opponent, dealing physical damage and stealing a percentage of the target's armor for 3 seconds. If a minion or non-epic monster is killed by this ability, its corpse is instantly consumed.

  • Physical damage: 70 / 100 / 130 / 160 / 190 (+50% bonus AD)
  • Armor Steal: 7% / 9% / 11% / 13% / 15%
Ability Details
Wicked Bite is a targeted ability.
  • Wicked Bite applies on-hit effects.

Additional Information:

Changes:

  • Added old Carnage's instant corpse consumption ability. Reduced damage.


Carnage
COST: No Cost
COOLDOWN: 11
ChampionSquare

Passive: Haramn gains one charge of Carnage whenever he hits an enemy unit with a basic attack, and 5 whenever he eats a corpse (maximum 5). When Haramn has 5 charges, he can cast Carnage. If Haramn does no basic attack or eats no corpse in 6 seconds, he loses all his charges of Carnage.

Active: Haramn's next basic attack deals extra physical damage and has doubled lifesteal.

  • Bonus physical damage: 20 / 35 / 50 / 65 / 80 (+7% / 9% / 11% / 13% / 15% of Haramn's maximum health)
Ability Details
Carnage is an on-hit effect.

Additional Information:

Changes:

  • Lost instant corpse consumption effect, this was moved to Wicked Bite.


Taste of War
RANGE: 400
COST: No Cost
COOLDOWN: 19
ChampionSquare

Active: Haramn roars, healing himself and increasing the lifesteal and spell vamp of all allied champions around him (including himself) for 5 seconds.

If no allied champions are near Haramn when he casts Taste of War, he gains doubled boosts.

If he has been out of battle for more than 5 seconds when he activates Taste of War, Haramn heals for 50% of the normal healing instead.

  • Heal: 50 / 80 / 110 / 140 / 170 (+ 20% AP)
  • Lifesteal and Spell Vamp: 7% / 9% / 11% / 13% / 15%

Taste of War's cooldown is reduced by 1% for each 10% bonus health regeneration he has. This is applied separately from cooldown reduction, and has a maximum of 50% cooldown reduction.

Ability Details
Taste of War is a self-targeted healing ability and an area of effect buff.

Additional Information:

Changes:

  • It's a new ability that takes a lot from the old Chaos Call ultimate, except this ability has a focus on healing rather than roflstomping opponents, for the health regen CDR effect (that I absolutely wanted to keep) to make sense.


Abyss Whirl
RANGE: 600
COST: No Cost
COOLDOWN: 160
ChampionSquare

Active: Haramn winds up for 0.75 second and pulls all enemies in a line towards him, dealing magic damage and stealing movement speed from all enemy champions hit for 3 seconds. If he hits at least one champion, Haramn roars, giving Battle Thirst to himself and all allied champions in an area of 600 units around him for 10 seconds.

  • Magic damage: 150 / 240 / 330 (+ 70% AP)
  • Movement speed steal: 10% / 15% / 20%

Battle Thirst: Upon using a basic attack, gain movement speed that decays over 2 seconds.

  • Battle Thirst movement speed: 30% / 45% / 60%
Ability Details
Abyss Whirl is a linear area of effect ability.

Additional Information:

Changes:

  • Moved from E to ultimate.
  • Applies Battle Thirst on hitting at least one enemy champion.


Assimilation
ChampionSquare

Passive: Enemy minions and monsters spawn corpses upon death, they remain for 6 seconds. Only one corpse can be active at a time. Haramn can attack corpses, eating them to heal 5% missing health (modified to 5% maximum health if eating the corpse of a large monster or minion) and gains 3 / 4 / 5 maximum health.

Ability Details
Assimilation is a passive ability.

Additional Information:

Assimilation was originally just like Trundle's passive, except he gained max health from watching things die. So this was changed into that to be more interactive, as he needs to pull double-duty on farming, for the gold and for the max health. The healing on eating corpses is only to reward him in some fashion.


Wicked Bite
RANGE: 250
COST: No Cost
COOLDOWN: 10 / 9 / 8 / 7 / 6
ChampionSquare

Active: Bites an opponent, dealing physical damage and stealing a percentage of the target's armor for 3 seconds.

  • Physical damage: 80 / 120 / 160 / 200 / 240 (+60% bonus AD)
  • Armor Steal: 7% / 9% / 11% / 13% / 15%
Ability Details
Wicked Bite is a targeted ability.
  • Wicked Bite applies on-hit effects.

Additional Information:

  • Wicked Bite completely makes Haramn's intended top-laner dominant status. Since his niche is stealing the opponent's stats, here he steals armor. This ability is far less efficient in non-1v1 scenarios, but that's Haramn, who dominates his opponent... He just forgets to put an "s" to opponents, but the whole crux of Haramn is that he is a "1v1 me scrub" kind of guy. Early game, with its high cooldown, it encourages a trade-oriented lane style, but if you get 40% CDR, its cooldown becomes 3.6 seconds, meaning it can be near-constantly applied.
  • Wicked Bite can not apply Carnage despite applying other on-hit effects like Blade of the Ruined King item.png Blade of the Ruined King.


Carnage
COST: No Cost
COOLDOWN: 11
ChampionSquare

Passive: Haramn gains one charge of Carnage whenever he hits an enemy unit with a basic attack, and 5 whenever he eats a corpse (maximum 5). When Haramn has 5 charges, he can cast Carnage. If Haramn does no basic attack or eats no corpse in 6 seconds, he loses all his charges of Carnage.

Active: Haramn's next basic attack deals extra physical damage and has doubled lifesteal. If a non-champion target is killed by this ability, its corpse is instantly consumed.

  • Bonus physical damage: 20 / 35 / 50 / 65 / 80 (+7% / 9% / 11% / 13% / 15% of Haramn's maximum health)
Ability Details
Carnage is an on-hit effect.

Additional Information:

Carnage is meant to emulate the Flesheater item.png Flesheater item from Black Market Brawlers, with extra stuff to make it work with his kit. Instead of a targeted ability (Wicked Bite already fills this niche), it's an autoattack reset, which goes with how Haramn should do his stuff. The hyperscaling element lends itself very well with Assimilation, so I figured out: why not? Kit synergy ftw.


Abyss Whirl
RANGE: 400
COST: No Cost
COOLDOWN: 21
ChampionSquare

Active: After a 0.5 second windup, Haramn pulls all enemies in target direction 250 units towards himself while stunning them for 0.5 second and stealing a percentage of their movespeed for 3 seconds. 50% of the damage dealt to champions or large and epic monsters is refunded into Haramn's life.

  • Magic damage: 50 / 80 / 110 / 140 / 170 (+ 40% AP)
  • Movement speed steal: 8% / 11% / 14% / 17% / 20%

Abyss Whirl's cooldown is reduced by 1% for each 10% bonus health regeneration he has. This is applied separately from cooldown reduction, and has a maximum of 50% cooldown reduction.

Ability Details
Abyss Whirl is a linear area of effect ability.

Additional Information:

Cementing Haramn's identity as some kind of hyperscaling juggernaut, here's a blatant weakness: another "physical" move, despite lack of range. Despite this, it's still not that great at range, and Haramn's sole form of CC. It's not that good considering this only really stuns for 0.5 second. The stats this steals is movespeed, cementing its CC spell identity. Technically, with 45% CDR (thanks to the Intelligence mastery) and 500% bonus health regeneration, it has a cooldown of 5.775 seconds. While it sounds powerful, the pull is not that strong and the movespeed steal really just benefits Haramn more than it hinders the target.


Chaos Call
RANGE: 600
COST: No Cost
COOLDOWN: 100
ChampionSquare

Active: Haramn unleashes a war cry, empowering himself and allied champions near him for 12 seconds. Empowered champions gain attack damage, lifesteal and Battle Thirst. If no allied champions are near Haramn when he casts Chaos Call, he gains increased attack damage and lifesteal bonuses.

  • Attack damage: 15 / 25 / 35
  • Lifesteal: 20% / 30% / 40%
  • Increased attack damage: 30 / 50 / 70
  • Increased lifesteal: 30% / 45% / 60%

Battle Thirst: After damaging an enemy champion with a basic attack or spell, gain movement speed for 2 seconds.

  • Battle Thirst movement speed: 30% / 45% / 60%
Ability Details
Chaos Call is a point-blank area of effect buff.

Additional Information:

Couldn't quite figure out what Haramn needed to be himself except this: inciting the allies to wreck the shit out of the enemy team. He's a warmonger after all. Of course, Haramn gains an edge if he's alone, as not to waste all this sack of stats. It's kind of an "instant reward for getting in" button, but I figured out nothing worked out better for a demon warmonger than this. There's no raw stat steal in it, except of course, you get lifesteal from it.



Lore

Haramn is a horror born in ancient times in the Shadow Isles, or rather, the Blessed Isles. Created by people's resentment at the holiness that the name "Blessed Isles" forced upon them, he thrives in people's relish in revenge and their enemies' demise. The ruin of the Blessed Isles lead to them becoming the Shadow Isles, and Haramn's satisfaction was immense. It was the epitome of his success, and therefore, that of his existence.
But he wouldn't just kindly rest: he felt the need to give a taste of his world to the rest of the world. And so, Haramn went on to haunt humanity around Runeterra. He traveled for millenia, seeking humanity's defections and gorging himself with the ecstatic feelings war gave him. From the Freljord, to the Noxians invasion of Ionia, he inspired and thrived in humanity's infighting. After all this wait, this sudden period of war finally had given him enough power to make a body for himself. Haramn forged himself for battle, intimidating people into fighting him and then only murdering all comers.
Returning home brought him no other satisfaction than gazing upon long-achieved success, and seeing other like-minded abominations. Haramn never sat well with concurrence, so he looks to upstage them on the greatest stage of all wars and unsavory battles of all kinds: the League of Legends.

"All relish in war."
Haramn

Changelog:

  • 13/12/2015
    • Third Edit
      • Assimilation
        • Fixed tooltip that said corpses decayed after 12 seconds instead of 6.
        • Added: There can be only one corpse at a time.
        • Added: Non-epic monsters spawn corpses too.
        • Added: Large monsters and minions heal for 5% maximum health instead of 5% missing health.
      • Carnage
        • Changed maximum health scaling from 15% at all levels to 7% / 9% / 11% / 13% / 15%.
        • Cooldown increased from 8 seconds to 11.
    • Rework
      • See the extent of the rework under each ability's details.
  • 11/12/2015
    • Second Edit
      • Assimilation
        • Added: Corpses decay in 6 seconds. Champions no longer spawn corpses.
        • Changed regeneration on eating corpse from 10% missing health to 5% missing health.
      • Wicked Bite
        • Armor steal changed from 8% / 11% / 14% / 17% / 20% to 7% / 9% / 11% / 13% / 15%.
      • Carnage
        • Changed: All stacks vanish after 6 seconds instead of 12.
      • Abyss Whirl
        • No longer heals from damage done to minions or little monsters.
      • Chaos Call
        • Reduced increased lifesteal from 40% / 60% / 80% to 30% / 45% / 60%
  • 10/12/2015
    • First Edit
      • Changed unnumbered "extra lifesteal" on Carnage to double Haramn's lifesteal.
      • Changed damage on Abyss Whirl from 70 / 110 / 150 / 190 / 230 (+50% AP) to 50 / 80 / 110 / 140 / 170 (+40% AP). Added: 50% of the damage dealt by Abyss Whirl is refunded to Haramn's life.
  • 08/12/2015
    • Released.
    • 0th Edit
      • Nerfed health per level from 91 to 81.
      • Reworked lore.
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  • Keith, my brother I know under so many names, for hooking me into the game.
  • Rito Gems, for this game, of course.

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