[Champion Concept] Arkheim - The Tyrannic Avatar

The Neverworld·8/15/2014, 7:21:20 PM·6 votes·1,414 views

http://apollo-na-uploads.s3.amazonaws.com/1408130397676/modern_day_elementalist_2_by_darkmatteria-d65pnx0.jpg

(I’ve announced/revealed Arkheim in a prologue called Age of the Watchers – The Beginning & The End . He is one of the mightiest Wizard in Runeterra, well was.)


#Lore "Soon the door to the new world shall be opened, until then you can ponder the extend of your powerlessness.” - Arkheim - the tyrannic Avatar

*"Jontus Zu’l Arkheim, otherwise known as the young emperor; was a menacing, and very powerful dictator in the time of childsplay many centuries ago. He and his three other siblings went down in history as tyrants for their attempt at world domination. Nevertheless, his legacy remains, as do many ruins that can be found in the lands that once belonged to his now forgotten empire – Shurima Desert. *

He was portrayed as an arbitrary man that ruled over his people with an iron fist, with absolutely no regard for human life or the consequences of his actions. The destruction he caused to Runeterra was so great that it took centuries to fully repair. Stories were told about Arkheim and his other three siblings, that they made a bet – which of the four would be able to control the greatest territory and full control over the whole continent would be the winner. What began as a childsplay, ended up being the death of countless in Runeterra.

When most of Runeterra was nothing but ruins, Arkheim grew bored of the “game” and day after day he silently talked to himself that it would end soon – until someone, or rather something heard his wish. A mysterious creature hidden in a well would grant Jontus Arkheim his wish of ultimate power and the end of the war, but only if Arkheim fullfills the creature’s wish too. The person came weeks later back, with Arkheim’s siblings body and soul imprisoned in a amulet. The powers of those three different powerful elemental casting wizards would make Arkheim the most powerful creature on Runeterra, but only for a short time.

The person came out of the usual shadow where it was hidden and imprisoned Arkheim in stasis, where he and his powers would be forever sealed until the day comes when he is most needed as the creature’s tool.”

#Appearance
Arkheim shares a combined appearance of the two pictures below. Arkheim’s face and body does shine in different colors (Red, Blue, Yellow). Those different colors resemble the four elementals that Arkheim is imbued by. One is the yellow (earth) that he mastered himself, the others are red (fire), white (lightning) and blue (blackice)

http://i31.photobucket.com/albums/c400/butafly7654/b25d99011121c8c5277fb59b-1.jpg

http://darkmatteria.deviantart.com/art/modern-day-elementalist-370474642


#Champion Explanation

  • *Jontus Zu’l Arkheim (Fictional by me – Zu’l is taken from the television series “Truth of the seeker” – the old magician there is called Zeddicus Zu’l Zorender) is very intelligent, but also arrogant, sadistic, scheming, manipulative, unstable, and extremely ambitious. His natural thirst for power and knowledge, coupled with his obsession with “winning” lead him to devise the most Machiavellian schemes to achieve victory and total control, disregarding any consequences or collateral damage that may derive from his actions. *
  • *Arkheim was one of four siblings. He and his siblings were born in a family of traditional magicians, but because of the early deaths of their parents, they never learnt the true value of life. Thus they experimented with others life, but never with their own. One day, the siblings made a pact – a bet. That the one who would control the world, would win ultimately and could rule over the others. As time passed by, none could ever win this battle, and when a mysterious creature happened to show up, Arkheim, as the youngest of all, was granted the wish of total control and powers beyond everyone. These powers were granted by the identities of his siblings who were captured in a amulet that he now carries. Able to summon four different elements, Arkheim but then was imprisoned for the persons own interest. *
  • *No one knows why Arkheim was freed, but some say that it might be linked between the occasion sights of a ancient dragon that sometimes had been sighted by various peoples all over Valoran. However, this is just a theory, but chances are high. *
  • *There are two things that are a secret. One is that one of Arkheim’s sibling was the ruler – also called “Watcher”. He ruled over the place that is now known as Freljord and mysteriously disappeared at the same time when a rebellion started against the Watchers. This means that Arkheim secretly holds the key for the return of the Watchers. The second secret is, that the mysterious person who granted Arkheim’s wish and imprisoned him, is as old as Ao Shin, the legendary dragon who would come when Ionia faces crisis. The person and Ao Shin are archenemies, but Ao Shin gathers allies by helping them and standing at their side, while the mysterious person gathers its army by corrupting, creating and tricking people into a contract. *
  • *Jontus Arkheim is similar to the character “Lezard Valeth” from the game Valkyria Profile. Arkheim’s arms are burning, freezing or covered in earth skin whenever he activates one of the corresponding elements. *
  • *Arkheim is somewhat a counterpart to Udyr who is a stance-based melee bruiser – and Arkheim is supposed to be a combo-based ranged mage nuker. For some Arkheim would appear to be similar to Invoker from DotA. Partially it is true that I intended to make Arkheim similar, but not quite as complex. Riot once said when someone was suggesting a Invoker-type Champion for the league, that such a Champion would be too complicated. I’ll try it! Arkheim is best played as mage on mid or magetank on top. *

#Stats
Health 415 (+80) Attack damage 52 (+3.1)
Health regen. 7 (+0.78) Attack speed 0.625 (+2.9%)
Mana 225 (+44) Armor 22 (+3.0)
Mana regen. 7 (+0.55)
Magic res. 28 (+0.0)
Range 575 (Melee) Mov. speed 335

#Abilities

#Innate Passive - 'ExMachinÆ ':
*Whenever Arkheim casts an ability, he receives +5/+8/+11/+14/+17/+20/+23/+26/+29/+32/+35/+38/+41/+44/+47/+50/+53/+56 bonus movement speed for 1 seconds (At ranks 1-18) *

In addition, Arkheim’s abilities can be combined while they are charged to deal immediate AoE damage 450 range around Arkheim, instead of what the abilities would actually do. The damage scales on the current ranks between two abilities. For example: Thunderstruck rank 3 but Firewire rank 2 – Thunderstruck + Firewire combo will use rank 2.

Thunderstruck + Firewire = Deals 82/93/104/115/126(+39.5% AP) magic damage and knocks back enemies 350 range away.
Thunderstruck + Frostcoin = Deals 43/54/65/76/87(+25% AP) magic damage and slows all enemies facing to Arkheim by 45% for 1.5 seconds.
Thunderstruck + Earthdawn = Deals no damage, but draws all foes from the edge of 450 range to Arkheim’s position.
Firewire + Frostcoin = Knocks up all enemy units inside and when they’re landing, deals 4%/6%/8%/10%/12% of their max life as magic damage.
Firewire + Earthdawn = Creates a volcanic surface on the edge for 1.5 seconds of 450 range around Arkheim that doesn’t allow enemies to trespass.
Frostcoin + Earthdawn = Creates a invisible circle trap that shines blue-ish for 1.5 seconds. When enemies enter the circle, they are rooted for 0.2/0.3/0.4/0.5/0.6 seconds. This can’t occur a second time within 5 seconds.


#Q (Skillshot - Chain) – ‘Thunderstruck ‘:
*Arkheim’s right arm begins to electrify for 1.5 seconds. Within 1.5 seconds, if Arkheim recasts, he’ll send forth a lightning bolt in a straight path of 575 range. Upon hit, the enemy target receives 44/55/66/77/88(+55% AP) magic damage and a lightning strike chain appears and deals the same damage to all enemies who are close to each other. *
If however no recast is made, ‘Thunderstruck’ will go on 3 seconds cooldown.

  • Mana Cost: 44/55/66/77/88
  • Cooldown: 8 on all ranks

#W (Skillshot - Burst) - ' Firewire'
*Arkheim’s right arm begins to burn for 1.5 seconds. Within 1.5 seconds, if Arkheim recasts, he’ll send forth a fireball in a straight path of 575 range. Upon hit, the enemy target receives 122/133/144/155/166 (+85% AP) magic damage. *
If however no recast is made, ‘Firewire’ will go on 3 seconds cooldown.

  • Mana Cost: 77/88/99/111/122
  • Cooldown: 8 on all ranks

#E (Skillshot - Slow) - ' Frostcoin':
*Arkheim’s right arm begins to freeze by black ice for 1.5 seconds. Within 1.5 seconds, if Arkheim recasts, he’ll send forth a shard of black ice in a straight path of 575 range and goes through enemy units. Upon hit, all enemy units receive 66/77/88/99/111(+38% AP) magic damage and are slowed by 50%/55%/60%/65%/70%(+10% AP) that is reduced for each enemy unit it had passed through before (min 40% reduction) and slows for 1.25 seconds. *
If however no recast is made, ‘Frostcoin’ will go on 3 seconds cooldown

  • Mana Cost: 55/66/77/88/99
  • Cooldown: 8 on all ranks

#Ultimate (Skillshot – Debuff) - 'Earthdawn':
Arkheim’s right arm begins to harden by earth for 1.5 seconds. Within 1.5 seconds, if Arkheim recasts, he’ll send forth a boulder in a straight path of 575 range. Upon hit, all enemies near by 270 range of the impact are stunned for 1 seconds and receive a debuff that increases Arkheim’s subsequent damage on the targets about 5%/10%/15%/20%/25% for 3.5 seconds.
If however no recast is made, 'Earthdawn' will go on 3 seconds cooldown

  • Mana Cost: 33/44/55/66/77
  • Cooldown: 8 on all ranks

#Concept Explanation

Arkheim is pretty much something new, although for many it can be something terrifying to have him as a enemy – but don’t worries, it is probably more terrifying for the player. Arkheim offers a unique playstyle that can be changed on situational use.

Good thing: Variety of skills, can be combined to deal great damage or open new ways of plays.
Bad thing: Arkheim needs to cast two times in a row to use one of the abilities. Similar to Syndra’s W, Arkheim can “soft cast” Q, W, E or R two times fast to activate it, but then the skillshot is somewhat delayed or not precisely enough. When Arkheim needs to cast one time and again one time, the enemy can predict it.

Innate Passive gives him the ability to chase or escape. If you look close at the abilities, you see that you can actually activate Q for 1.5 seconds – you receive 1 seconds movement speed boost. If you then use W, you gain another 1 seconds movement speed bonus and so on. This is great to travel long distance, like roaming and ganking other lanes.
*** His Q***. Deals moderate damage, but for a bunch of enemy units at once. Great to clear farm or poke enemy groups from afar.
The W is probably his main ability – he can burst pretty much with its high base damage and high scaling.
***E *** can be used to slow multiple foes who are staying close to each other. Last, but not least - The Ultimate - which is just a normal ability like QWE, but is a good addition to increase subsequent damage on his enemies.

Arkheim is strong against enemies who are reliant on spamming or harassing the opponent to excel at their lanes (Kass, Orianna, Ziggs, Veigar) as Arkheim can easily put an end to them due to his equivalent harassing skills.
Arkheim is weak against tanks or assassins who can turn the tide easily as Arkheim has no natural escape ability (Malphite, Zed, Fizz, ecetera).


#Quotes

Champion Selection:
”You absurd, pitiable fools... Does your folly never end?”

Attacking:
"Weak fool!"
"Prepare thyself!"
"Prepare yourself!"
"Come, end your futile resistance!" "Can you still stand more?!" "Have you had enough?" "Now... let us go..."
"Muh!" "Gah!" "Huwah!" "You filth shall pay!" "You cannot escape, I will cut your legs from you!" "You still do not understand the extent of my powers!"

Walking:
"It's time for you to see the real me!"
"This world will be obliterated, and I will build a new one in its place”
"Hahahaha... These foes are a joke."
"You should leave this place and cower in your home. That is the proper course for one so weak."
"Sheer impudence... Like children frolicking in a perilous swamp."
"Quite frankly, the mere existence of creatures as weak as yourself is an affront."
"You pitiable creatures actually dare to stand against me? Hahaha... the folly."
"The only thing I seek is perfect victory!"
"I know you are there... Come out and play."
"I was going to pretend that I did not see them."
"If the road is easy, you're likely going the wrong way"

Upon Death:
"Is this body... No more...?"
"This was... not in my plans..."
"This is... my limit as a human..."

Special Quotes:
If a enemy leaves combat with less than 10% Health, Arkheim will say ”I shall not kill you. Death would be too merciful." or "So you wish to know what lies beyond sheer terror?!".

If a enemy survives a killing blow with Guardian Angel ecetera, Arkheim will say "I hope you didn't think it was over!".

If Arkheim is being revived within a fight, he’ll say "You don't have time to rest! See? I am reborn already!".

If Xerath is near by, Arkheim says "Omnipotence and omniscience... Possessing them is less exciting than you would imagine!“

If Vel’Koz is near by, Arkheim says "The next time you open your eyes, it will be all over. How will you react, I wonder? When that time comes... Hmhmhahaha!".

If Nasus is near by, Arkheim says "I grant you the rights accorded to an enemy of the gods. You will live from now, and for ever, in an endless cycle of rebirth; condemned in each life to be hated, feared, scorned, punished, and obliterated!".

7 Comments

Pohueto8/16/2014, 3:05:26 PM3 votes

Looking at the 8 second cooldown on everything, it seems like you could play him as a burst mage, or simply a sustained damage dealer. Really cool, I like it a lot, but obviously there are some number changes that could go through, but over all its sweet :D

CharQueen8/17/2014, 2:56:05 AM3 votes

Very nicely done! I've never seen a fan-made concept done so well.

Phoneixflare8/18/2014, 12:11:41 AM2 votes

riot pls

Phoneixflare8/17/2014, 6:23:40 PM1 votes

I like it, but some of the numbers and ability descriptions are very confusing