Champion Concept - Ymir, The Defender

LittleBlast··2 votes·1,089 views

Lore: Ymir started off his life as many people do. A farmer. He loved farming, and everything it stood for. However when a Noxian war party arrived at their farm, Ymir knew there would be trouble. The Noxian troops were all drunk, and had blood on their weapons. Ymir knew that reasoning would be out of the question. He took up his scythe and walked up to his door, ready to defend his land. Dozens of Noxian troops died inthe battle, but not one scratch was laid upon the farm, and little on Ymir. Realizing his strange ability to fight, and wanting to give lower classed people a chance to be influential, he traveled to the Institute of War, where he was accepted as a champion. Ymir's goal is to protect all those who are helpless.

Role: Support/Tank Stats Ad - 56+5 per lvl Range - 175 Hp - 600+90 per level Hp regen 12 per 5 seconds + 2 per 5 seconds per level No resource Move speed - 340 Armor 35+5 per level Magic resist 20+2 per level

Abilities Passive - Armor of the land Ymir turns (3/4/5/7%)) of his health into armor and magic resist.

Q - Lands Harvest Cooldown (30/27/24/21/18) Ymir throws down a small feild of crops, which grow over 10 seconds. After fully growing, can be clicked on up to (2/4/6/8/10) additional times, and heals for (50/70/90/110/130)(+2.5%maxhp), with 5% less health per bushel clicked.

W - Hunters Trap (Name WIP) Cooldown (20/18/16/14/12) Ymir sets up a trap that upon activation, snaps up, knocking up all nearby units for 1 second, and stunning them for .5 seconds upon landing, dealing (5/7/9/11/13%) Of targets current health.

E - Sweeping Blow Cooldown 8 seconds Ymir swings his scythe in a half circle, knocking all champions hit in the direction of the blow, and dealing (60/90/120/150/180)(+150%Total Ad)(+70%Ap)

R - Final Stand (Name WIP) Cooldown 120 seconds Ymir dashes to target area, gaining (15/25/35%) increased bonus armor and magic resist, and deals (150/300/450)(+.2TotalAd) Physical damage to all enemies hit, and taunts all enemies hit for 1.5 seconds.

Will come back to this once I get time. Tell me what you guus think.

13 Comments

zork8241 votes

Is this Ymir a male or a female? You often referr to Ymir as her/him

LittleBlast1 votes

Did I? Whoops

zork8241 votes

I like the idea of a champion that creates foods and gives it to allies, but a few question comes to my mind

1)His E is a good disengage but he needs an ingage tool. He has no mobility, so how is he gonna engage? My idea is that his E should actually PULL them to the ad carry ( like Darius ) and maybe you can pull them onto your trap so you can CC them more. And same trap to have an actual disengage 2) The ultimate : The idea is good for a tank and would be godlike in a teamfight and it would be unbalanced, removing 70% of the damage even for a few seconds ( since you'll die for all that damage ) is broken, also I think it doesn't fit with the character theme.

LittleBlast1 votes

That gave me some good ideas for the ult as a change, let me do that. My new proposed ultimate is almost like shens e, however this deals high damage, and makes him tankier. This probabally will change though, it is going to take some feedback before I get a good ult. About the e, as clarification, it is like if you slide your arm across a table with like sand on it, the sand moves with it, making it a good chasing or disengaging tool.

zork8241 votes

Oh I get it. Did you know Ymir is a Rioter in EUW? :D Anyway, I like his ult now, it fits with his character, standing there to protect his farm, but now instead is protecting the champions, yeah :D

LittleBlast1 votes

Good, clarity is everything with this. Also, really? What a coincidence.

zork8241 votes

What about a Scythe instead of an axe? It would fit better the harvester theme, since an axe is more of a tool used to cut wood which doesn't happen in a farm I guess

LittleBlast1 votes

Good idea, It would also make sense with his q ability.

Slothwell1 votes

That passive is OP... 4000 HP becomes 400 armour and magic resist...every 10 HP is equal to 40 free gold Everything else is cool and interesting, especially the Q which is a fairly unique idea :D

LittleBlast1 votes

Ill change that ._.

Zanryu1 votes

Name and Title: Aside the fact that Ymir is a giant from the Norse mythology, he also is a character from Shingeki no Kyojin and a Rioter. I generally suppose that names are rather driven from animes than mythology or allusions to Rioters. The title is really boring. It is like you want to say "My champion has neither lore nor personality". And I haven't even read it.


Lore: Content: The lore is very strange. Firstly, every soldier knows that blood on the blade will cause it to rust. Thus each blood splatter should be cleansed immediately or in battle breaks respectively. Secondly, why should a raid even care about a farmer, even when they're drunken? And why are they there in the first place? Thirdly, only because someone has a weapon affinity doesn't automatically mean that they are a) good champions per se and b) good fighters in general. Lastly, the lore stated nothing about his title or any other traits this champion has.


Stats: Most of those values are totally off the scale and way too overpowered.

Movement speed seems fine.

Magic resistance is 30 base and 1.25 magic resistance per level for melees.


Abilities:

Passive - Armor of the land Ymir turns (3/4/5/7%)) of his health into armor and magic resist.

  • missing level interval

Way. Too. Overpowered. 100 health (value of 266 gold) will grant extra 7 armor and 7 MR (each 140 gold). Thus spending gold on armor and magic resistance is twice as effective as spending the gold for the seperate damage type. Not to mention that he already start with 700 health on level 1 which give him +21 resis. This gives him an absolutely ridiculous early power in terms of defense.

Q - Lands Harvest Cooldown (30/27/24/21/18) Ymir throws down a small feild of crops, which grow over 10 seconds. After fully growing, can be clicked on up to (2/4/6/8/10) additional times, and heals for (50/70/90/110/130)(+2.5%maxhp), with 5% less health per bushel clicked.

  • missing information about crop data (size, etc.)
  • missing information about heal reduction (reseted when using another crop?)

Example: 4500 Health, Rank 5 1st Use: 130 + 112.5 = 242.5 heal

The formular for ten uses is a+a0.95^1+a0.95^2+...+a0.95^10 or 8.624a.

Thus: 10th Use: 2091.32 heal

Since there is neither a maximum duration of each crop, nor an internal cooldown, you become simply invulerable by smash clicking on one crop after another.

W - Hunters Trap (Name WIP) Cooldown (20/18/16/14/12) Ymir sets up a trap that upon activation, snaps up, knocking up all nearby units for 1 second, and stunning them for .5 seconds upon landing, dealing (5/7/9/11/13%) Of targets current health.

  • missing data about everything (trigger radius, knockup radius, damage type, projectile/instant on location, arm time)

Power depends on the missing values. But it seems as a Nidalee Bushwhack-trap with a knock up.

E - Sweeping Blow Cooldown 8 seconds Ymir swings his scythe in a half circle, knocking all champions hit in the direction of the blow, and dealing (60/90/120/150/180)(+150%Total Ad)(+70%Ap)

  • missing values (area, knockback range, damage type)

The damage is ridiculously high. Without runes, masteries and items the level 1 damage would be 151.5

R - Final Stand (Name WIP) Cooldown 120 seconds Ymir dashes to target area, gaining (15/25/35%) increased bonus armor and magic resist, and deals (150/300/450)(+.2TotalAd) Physical damage to all enemies hit, and taunts all enemies hit for 1.5 seconds.

  • missing values (range, area radius, dashing speed, duration of bonus resistances)

Very similar to Malphite's ult, just with taunt instead of knockup.


Zanryu1 votes

Conclusion: There is really nothing much to say about. All values are insane and almost everything needs a rework. The general problem about the farmer archetype is that it is nothing special. Common jobs are boring, especially in fantasy worlds with everything amazing. The other problem I feel is that this concept received no second thoughts. What I mean by that are the heartless values, lore and the whole thing together. In this context I recommend to look at the LoL wikia to look up the abilities and base values of other champions and adjust your values respectively. It's only a mere advice I can and will give and I hope it helped you in a way.

Zanryu

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LittleBlast1 votes

About the blood on their blade, the lore said they were drunk, explaining also why they were attacking in the first place. And as for the numbers, ive never been good with numbers, just put in what seemed reasonable. The passive is also very hard to balance, because I want it tk be a factot, but not op. Thanks for the review either way, ill try to fix some of this.

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