[Champion Concept] Adyn, The Tainted Flame

Sir ArmaMalum··1 votes·388 views

######Well guys, you’ll be seeing much more of me in Fan Creations for a little bit, as my next [Guide] will be on creating and formatting a Champion Concept. Naturally, I can’t do that in good conscious without putting my own work out as well as experimenting on numerous fronts. This one a select few may remember, I brought him out many months ago. Tell me what you think! No, seriously, rip this thing apart. This is my 3rd edit/post to this guy.

Brief Summary This champion is a mage with a bit of de-buff on the side, flinging fire every which way. I wanted to make a dragon-related nemesis for Shyvana and got the idea of bringing back the dragon she killed in her lore with J4. Very combo reliant he features nothing but skillshots and ranged AoE, as well as a minion ultimate. Long cooldowns and a lot of power locked into his ult, but used right his ult can not only scare the crap out of the enemy team, but can seriously profit from damn good multitasking. Manaless by the way. Unique Mechanics: Penetrating Base MR shred effect, DoT consumption for a silence, minion ult duration dependent on spell synergy, rage based mage.


#Adyn – The Tainted Flame
Roles- Mage, Ranged

#####Lore
“We fight each other with every breath, our only respite is when we have a common enemy”
-Adyn

Adyn was a name that was whispered in Zuan, with a healthy mix of fear and respect. He was regarded as one Zuan’s best necromancers, and also one of the most eccentric. Many times his beats of bone and dark magic have been seen rampaging around his grounds, miles away from the nearest inhabited building. But what the citizens of Zuan truly feared wasn’t Adyn’s power, it was his knowledge. While his consult had made the Urgot and Sion projects possible, his own creations were not meant for battle. They were meant for the telling of secrets. Which is why Adyn couldn’t resist the opportunity Zuan presented him, the decaying body of a dragon that had fought with the Prince of Damacia and his chief guard Shyvana.

The dragon, Kestrul, hated humanity more than any drake before him. The destruction the Rune Wars wrought completely destroyed the Obsidian Brood, save for him. He spent decades burning every human he could find, razing entire villages to the ground. Revenge eventually kindled into cold hatred, and as the last of his kind he vowed to deny any redeeming value of any human. Or even half-human. The fact that he was killed by men and his quarry, the half dragon Shyvana, only served to reignite his hatred. No one knew this better than Adyn, as he received the full-brunt of that malice the second he made contact with Kestrul’s spirit. Adyn was a powerful mage in his own right, however, and the resulting battle of wills would have been seen from miles away, if it was within the realm of the living. But this bought was fought purely in the gray between life and death, and Kestrul threatened to bring Adyn down. In desperation, Adyn linked his soul with Kestrul’s. Forcing Kestrul to also kill himself if he should kill Adyn. Now, Adyn is trapped with the one dead spirit that will tell him nothing and Kestrul is trapped with the thing he hates the most. Only the Institute of War holds something for the both of them. The possibility of freedom and the another target of Kestrul’s fury, the abomination who tore his heart out, Shyvana.


#####Description
Stereotypical not-old mage in black robes. The robes are covered ornately with dragon bones, with the head of said dragon making an effective shoulder piece. The Dragon skull has an eerie light coming out of the sockets. It looks like it isn't set in place, like it could move if it so happened to want to. Any conjured flame he has is the normal bright scarlet, but has constant traces of black streaks to echo the necromancy involved in its existence. Possible scarred face from explosion.


###Stats

Unique Resource
Rage-Builds passively (1/2/3/4/5/6) per sec. Max 200 Rage.

Base Stats
Health: 390
Hp5: 4.5
Mana: N/A
Mp5:N/A
Attack Damage: 55 (+2.5)
AA Range: 575
Attack Speed: 0.625 (+2.112%)
Armor: 19 (+3.5)
Magic Resistance: 30 (+0)
Mov. Speed: 345


###Kit

######I am not an artist by ANY stretch of the imagination. Honestly, I'm awful, but hey I'm trying :P

Passive
Anger’s flame – The next auto attack used when above 20 Rage adds (Rage spent) + (0.2 AP) magic damage.

Burstier version of Orianna passive that is managed similar to Renekton’s.


Q-Crippling Wake http://i.imgur.com/KIg8cdz.jpg?1
Damage: 80/120/160/200/240 + (0.5 AP) Range: 900 Width: Thin Fires two thin lines of fire from either side of Adyn, using the targeted location as a convergence point. Enemies hit by both lines take 50% damage from the second line but are also slowed by (20/25/30/35/40)%.

An effective clone of Aatrox's E with reduced range, unreliable slow, but higher damage. Intended to be a semi-effective poke with a bit of utility if used right.

Cooldown: 8 sec

W-Molten Impact http://i.imgur.com/yhojtco.jpg?1
Damage: 50/70/90/110/130 + (0.2 AP) Cast Range: 600 AOE radius: 500 Adyn summons a column a flame that expands in bursts. Enemies hit will get a mark (Combustion) that deals (25/45/65/85/105) + (0.3 AP) damage over 4 sec. Any additional spell magic damage dealt by Adyn that hits a marked target will consume the mark, taking off the DoT but silencing the target for (1.25?) seconds.

Think of it like Nautalis E, with more range, more AOE but also more wave increments (about 5?) to give additional dodge time. Intended for low damage but HIGH AOE to give the option to slightly increase burst from other spells with Combustion, including his aa passive. The trade for the silence is you no longer get the DoT, but played well and the silence can be used near the end of the DoT to optimize damage. This being his longest effective ranged spell, I didn’t want to put too much initial damage on it, as he is manaless. But all of his other spells have travel time, so timed right you can still get great trading out before any enemy burst. But it’ll be tough.

Cooldown-17/16/15/14/13 sec

E-Arcane Breath http://i.imgur.com/DVuCWwP.jpg?1
Damage: 60/110/160/210/260 + (0.8 AP) Range: 925
Adyn throws an arcane infused dragon’s breath in a line, Damaging the first target it contacts. Removes 10/13/15/17/20 Magic Resistance on hit for 3 secs, the MR shred pierces for the full range.

Skillshot. Use normally for decent damage, use the MR shred to set-up a teamfight nicely. Keep in mind if the shred effect hits Kestrul that also gives him energy. Also might (very intentionally) be copying old Shyvana E.

Cooldown: 10/9/8/7/6 sec

R-Animate Kestrul
Damage (Impact): 200/250/300+(0.8AP) Damage (Trail): 40+(0.3AP)/sec Range: 1000
After channeling for 1 sec, Adyn summons up the remains of Kestrul that he wears. Kestrul flies in (Think Shyvana ult), pushing everyone in his path back. Kestrul remains on the field for however long he has energy or until killed. Kestrul leaves a burning trail in his wake, dealing magic damage. Also, his auto attacks reduce the cooldown of Adyn’s spells by 1 sec. Any of Adyn’s spells that hit Kestrul give Kestrul 20 Energy.

---------Kestrul Notes---------
Kestrul starts with (200/225/250) Energy when summoned, draining at 8/sec. His health and resistances are the same as Adyn’s +(50?) armor/MR. His attack speed is based off of Adyn's AP (A mechanic that I hope transitions well into S4 changes). Base AS is .625, bonus AS is (0.30 AP)%.

Kestrul's AD is (80/90/100)and his base MS is 340. 1/2 of Adyn's bonus MS is applies to Kestrul.

A ‘tether’ will visually connect Kestrul and Adyn at all times, meaning if you use this over a wall the enemy team will still know exactly where Adyn is. Same ult minion rules as Tibbers, if Kestrul is killed he goes away, if Adyn is killed Kestrul also goes away.

Cooldown: 150/130/110 sec

Joke options
Note: Two VAs means a whole other realm of really bad or really good jokes.

  1. Kestrul: (Sarcastic) Oh look, the summoner is asking us for a joke, isn’t that cute?
    Adyn: Well you don’t have to be so Smaug about it.
    -Audible smack from Kestrul-
    Adyn: Ow!

  2. -Kestrul starts lightly beating on Adyn-
    Kestrul: Stop hitting yourself -smack- stop hitting yourself -smack-

  3. –Looks around suspiciously-
    Kestrul: I swear….this is the last time….
    -Kestrul and Adyn give each other a high five-


Taunt Options

  1. Adyn: One of the few things we can agree on!
    -Lights fire in hand-
    Both: Too easy.

  2. Adyn: Come back soon…
    -Lights fire in hand-
    Kestrul: the flames are always hungry.


Thanklog
Leonyx
Blazer1996
Flintfall

P.S. After many, MANY attempts to draw I have reaffirmed my complete lack of drawing skill. So, sadly, no art beyond the crappy skill art :(

5 Comments

Flintfall2 votes

I feel you, I tried really hard to draw my champions, I was in a sorry state a few weeks ago...

Anyway, onto the kit.


I'm assuming the passive does damage, might want to clarify that. Also, 20 rage is a low threshhold if only autoatacks proc it...

As for the kit, I don't have any real bones to pick with it other than as a whole,it feels rather generic. Most of the spells don't break new ground, you said yourself that most of the spells are copies. I personally find this unappealing, but if you feel this is the direction you want to go with him there isn't really much I have to say on that aspect.

The other thing is that all of his abilities are skillshots*, so all of his damage essentially comes from whether or not the enemy is sitting still or if you have godly aim. This makes Adyn harder to play for no real particular reason, but that just comes with the kit. No real complaints here, just pointing out that I would


There are some counter-intuitive bits in the kit, mainly being the passive. It feels incredibly out of place on a spam mage, with cdr being easy to build and an ultimate that reduces cooldowns. You might want to bring it in line with the rest of the kit, as it sticks out like a sore thumb in comparison to the design of the abilities.

Molten Impact (W)'s mark feels weird, as one would assume it does damage on activation instead of silencing. A stun would feel a little better, as you are trading damage for it. Depends on how far you want to push the anti-mage bit.


Overall, I like the concept, but the kit feels like a mesh of two champs (that don't synergize). What I would do:

  • Rework the passive to fit in with a mage style, because right now autoattacks serve to real purpose in the kit

  • Remove rage, all this does is remove any reason not to use spells, as you have no meaningful cc in their anyway.

  • Turn Crippling Wake into a targeted single-target ability with Molten Impact's passive

  • Uses mana


If you don't like my direction with the kit (which is understandable), then try and shift Adyn into an autoattack orientated mage where rage is more meaningful.

  • Passive mark for Molten Impact now activates on autoattacks

  • Make autoattacks increase the energy of Kestrul

  • Make Animate Kestrul do more damage the more rage you have (initial cast).

These are just some ideas, you can probably come up with more on your own. Hope this helps

Sir ArmaMalum1 votes

Good feedback is good! Some of these are actually my fault for just bad formatting and it not being apparent. i.e. Molten Impact (W) does actually do initial damage as well

Damage: 50/70/90/110/130 + (0.2 AP)


My logic for the low threshold for the passive was actually to give a decision point between saving up the rage for a powerful auto or to farm. The low threshold makes it a lot more difficult to farm with autos without simply wasting the rage.

As for my intention behind it's existance

As for the generic kit, yeah, this guy's actually my first full-fledged champ concept so I didn't want to go too hog-wild. I think I brole some new ground on the Animate Kestrul effect of a new level of minion synergy, because Kestrul's attacks gives Adyn a lot more damage output but you would have to micro Kestrul well enough so he doesn't get bursted down. I had the idea of a %Current health cost for the cast that would extend/shorten the duration based on the health spent and keeping with the necromancer theme. But I was drowning in numbers at the time. What do you think?

You pointed out a big typo on my end! I actually meant for Combustion (W marl) to proc off of his passive, but I said spell damage and not magic damage, that will be fixed asap. Thank you.

I'm actually surprised you see him as a spam mage. I (at least thought) cranked up the cooldowns kinda high to make up for the fact that he's manaless. Granted I could definitely tune the later level cooldowns up as well as Animate Kestrul (R) would be up more often and therefore mitigate the longer cooldowns, but are the early pre=6 cooldowns really low enough to be considered spammy? Legitmate question, idk.

That also leads into my next bit about the passive, the intention was to have some form of daamge during the huge 5-6 second downtime window in his early game, and then transitioning into a cool combo-maker later game (as the threshold would be broken in <4 secs from 0). But that still kinda relies on the cooldowns being almsot absurdly long, which what I'm taking from your reaction is they're not.

As for the Q, I'll be honest I've always floundered at trying to make it fit, so changing it up would be perfectly fine with me. My thinking was to have some form of travel time on the spell, so you could net some nice timing with the W and Passive. And some small amount of cc possibly. Maybe something like a left-right sweep maybe? I'm open to more ideas! (Although I'd like to keep the mark on W because then you can get the mark on multiple people)

Double thanks for reading and feedback!

Flintfall1 votes

My mistake, I might have been a bit too hasty in my comment.

My intent for pointing out low cooldowns I am adding in CDR.

####Full CDR cooldowns


Q: 4.8 seconds

W: 7.8 seconds (at max rank)

E: 3.6 seconds (at max rank)

Adding in ultimate cooldown reductions, with a lot of AP you are pumping out tons of damage very quickly at no cost.

But numbers aren't really my point, if you increase the cooldowns to make up for Adyn being resourceless, he becomes incredibly unsatisfying to play. If you lower cooldowns, you get an unstoppable laning monster that scales.


I might be wrong on the spam mage bit, but I just feel resourcesless/rage mages are bad design (See Katarina ) and too much trouble for what they're worth.

As for the whole kit being generic, I'm fine with it not breaking any new ground, and you one shouldn't go crazy on their first concept.

As for the Molten Impact passive, the DoT is magic damage right? Wouldn't it proc itself?


Overall, I'm not the best guy to ask about numbers on champions, I really focus on a champions' play pattern, theme, and design then look at numbers last. Sorry if I came off as abrasive.

Sir ArmaMalum1 votes

You didn't come off abrasive at all! As far as the dot goes, that's just a kinda implied it doesn't, that would just be silly lol.

Your right about the CDR being really spammy if going to 40%, kinda similar to Lux. (40% CDR Lux.......uuuugh) I'll be honest the rage mage was more of a self-proposed puzzle for me, and it hadn't been done before. I'll be honest the mana route would probably make him more baalnced and allow me to put a decent bit more damage behind his non-ult spells, but I'm a bit burned out on numbers right now. So end of the day, I agree, but I probably won't get around to changing it till later once I get the mana costs down.

And honestly, it's my job as OP to make sure even a quick read gets all the info or more specifically, not misled, so don't worry about it! I'll see if I can get a quick fix out with some tables or something. :)

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