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Hez, the Mercury Witch

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1 Growth 18 1 Growth 18
Health 423 (+86) Attack damage 48 (+3)
Health regen. 8 (+0.6) Attack speed 0.671 (+2%)
manaless Armor 22 (+3.5)
  Magic resist. 30 (+1.25)
Attack range 425 (ranged) Mov. speed N/A

Hez, the Mercury Witch is a custom champion in League of Legends.

Abilities

Melting Touch
ChampionSquare

Hez's basic attacks deal bonus magic damage equal to 25% of her total AD if she attacks the target from less than 200 range.

Killing any target with a basic attack leaves a ball of mercury that can be picked by Hez in up to 4 seconds.

Hez can store up to 6 / 8 / 10 balls of mercury and uses them as resource for her abilities.

Additionally, Hez ignores unit collision.

The curse of being turned into the liquid metal.


Reflective Liquid
RANGE: 825
COST: 1 ball of mercury
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
ChampionSquare

Hez launches a mercury bolt that deals magic damage to the first unit it collides with.

If bolt collides with natural terrain, it bounces off and flies for additional 675 range, for 1500 total distance. The angle of bounce-off is always opposite to the direction it collided with the terrain (it bounces off rather away than back if possible).

If it passes the wall from Hard as Steel, it doesn't get reflected but it receives the additional range.

Hez spent 412 years sealed and imprisoned, and there wasn't much to do besides of throwing some mercury around, and that's how she learned how to bounce it like this.

  • Magic damage: 70 / 110 / 150 / 190 / 230 (+ 65% AP)


Hard as Steel
RANGE: 925
COST: 2 balls of mercury
COOLDOWN: 16 / 15 / 14 / 13 / 12
ChampionSquare

Passive: Picking up a ball of mercury restores health.

Active: Hez sends a wall of mercury in line. The wall will stop on the first enemy champion it hits, dealing magic damage and stunning the target for 0.5 seconds. Other enemies in 400 range around the wall also receive magic damage but are not stunned. The wall then, becomes a 75 units wide terrain that lasts for 3 seconds.

Hez is able to walk through the wall.

The wall can pass minions on its way and will deal magic damage to them.

Magic damage is increased per each ball of mercury held, but doesn't use more than its cost.

How does it feel to be slapped by a liquid?

  • Magic damage: 60 / 95 / 130 / 165 / 200 (+ 60% AP)
  • Bonus magic damage per ball: 5 (+ 3% AP)
  • Heal per ball picked: 10 / 13 / 16 / 19 / 22 (+ 5% AP)


Soft Stab
RANGE: 775
COST: 2 balls of mercury
COOLDOWN: 20 / 19 / 18 / 17 / 16
ChampionSquare

Hez throws a mercury dagger in chosen direction. The first enemy champion hit is silenced for short duration.

Additionally, the target is revealed and receives damage per second over 3 seconds.

They never expect it to be so sharp. They, however, understand it when it slices through their throats.

  • Magic damage per second: 25 / 40 / 55 / 70 / 85 (+ 25% AP)
  • Total magic damage: 75 / 120 / 165 / 210 / 255 (+ 75% AP)
  • Silence duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5


Wallbuster
RANGE: 650
COOLDOWN: 110 / 95 / 80
ChampionSquare

Hez becomes a wave of mercury and quickly dashes forward.

If she collides with natural terrain, she will pass through the wall. Then she is launched away from the opposite side of the terrain she passed, dealing magic damage to enemies in 500 radius. Enemies hit are slowed for 2 seconds, and the slow rapidly decays.

If she collides with terrain at the border of the map, she will be launched out of it in same favor as Reflective Liquid's bolt.

The first spell casted after Wallbuster has no cost.

You can't keep anything safe from Hez. Even the thickest wall grants no protection.

  • Magic damage: 200 / 300 / 400 (+ 80% AP) (+ 6% of enemies' max health)
  • Slow percent: 30% / 40% / 50%


Background

TBA

Notes

Yeah... Long time since i posted a concept. Hope it's good. Tell me if you notice some typos or other kind of mistakes.

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