Ryscro, the Rush of Blades [Champion Concept]

Stout360·11/18/2016, 11:28:01 AM·1 votes·512 views

Role

Primary: Fighter

Secondary: Assassin

Appearance

I picture Ryscro as a hooded Ionian warrior with two blades in his hands that have two opposing thematic coloration, somewhat of ying-yang theme.

Lore

As baby, Ryscro was left behind as his parents went off to fight the Noxian troops that invaded Ionia. Having no one around, the child started crying, until a swordsman approached his home. As the swordsman reached out for the child, he preceded to retreated with the child to a safer location as the invading Noxus troops drew closer.

Since that day, the swordsman has raised the child and taught him swordsmanship, in which he adapted into his own type of style using two blades. Every lesson the swordsman would teach Ryscro, he would be able to accomplish with swiftness and strength. Once an adult, he became a master of the dual blades, the swordsman presented him with two unique blades. As he wielded the blades, he felt a strange power coming from the blades as though they accepted their wielder.

The more time he spent with those blades, he taught himself new abilities he would never imagined. Training each day, to grow stronger than the days before. After a day of training he came home to swordsman on the ground, he look into the swordsman eyes and saw that he was losing life....

"Those blades you wield were once your mother's and father's." explained the swordsman.

Having realized that the swordsman knew who his parents were, many questions started go through the mind of Ryscro. But in the end it would be to late to ask, as the swordsman came closer to his death. Using last of his breath, the swordsman told Ryscro how proud he was to see him grow into a great swordsman like his parents, as he passed away. Grieved by the death of the swordsman, he sent out to help those in need using the blades passed down to him, in memory of those he has lost.

Statistics

  • Health: 575-1977
  • Health Regen: 7.01-20.63
  • Mana: 440-950
  • Mana Regen: 9.02-20.04
  • Melee: 125
  • Attack Damage: 62.08-119
  • Attack Speed: 0.68 (+0-52.45%)
  • Armor: 25-85
  • Magic Resist: 34-56
  • Movement Speed: 345

Abilities

  • Passive: -If Ryscro is hit by any type of crowd control he gains 10% tenacity with 5% movement and attack speed for 3 seconds that can be stacked up to 3 times before going into a 60 second cooldown. -Spells cast on enemy champions will be marked for 2.5 seconds.

  • Q: Light Surge (Skillshot) -Ryscro channels power into his blades, swinging his blades to release 2 arced energy beams dealing 30/50/70/90/110 (+110% AD).

  • Marked enemy champions will detonate mark dealing (+35% AD) bonus attack damage. -Cost: 60/65/70/75/80 mana -Range: 550 -Arc Width: 150 -Cooldown: 16/14/12/10/8 seconds
  • W: Blade's Dance (On Target) -Ryscro tosses one of his blades toward a champion gaining one of the following effects: -On Allie Champion: Shields for 1.5 seconds for 80/100/120/140/160 (+25% bonus attack speed). ^Can be cast on himself. -On Enemy Champion: Slows for 0.5 seconds. ^Marked enemy champions will be rooted for 1 second. -Cost: 65 mana -Cast Range: 375 -Cooldown: 18/16/14/12/10 seconds

  • E: Dark Siege (On Target) -Ryscro bolts towards an enemy champion dealing 60/80/90/100/120 (+35% AP) magic damage. -Marked enemy champions will detonate mark dealing 13/26/39/52/65 bonus true damage. -Cost: 45 mana -Cast Range: 425 -Cooldown: 8 seconds

  • R: Uni-vised Assault (Self-cast/On Target) -First Cast: Ryscro channels mass amount of power into his blades for 1.5 seconds, increasing his attack speed by (+35% bonus attack speed) for the next 8 seconds. -Second Cast: Dashes towards a targeted enemy champion stunning them for 1.5 seconds and surrounding them in a sphere of light and dark blades. -Third Cast: Makes the light and dark blades collide with enemy champion dealing 30/45/60% of target's missing health. -Cost: 120 mana -Range: 650 -Cooldown: 120/90/60 seconds

Mechanics

  • Q and W can be cast while in movement, also has a cast time of 0.02 seconds.

  • W can only be cast once on targeted champion then it goes into cooldown.

  • E has a cast time of 0.04 seconds.

  • R's Second Cast does not mark enemy champion with passive.

  • Hard crowd control can disrupt the R's channel cast and E's bolt.

Notes

  • I am sorry for the lack of artwork, it is just I don't know how to draw ,_,
  • If you have any questions just leave a comment. :)
  • Any advice will help.

4 Comments

Bobo11311/18/2016, 6:02:39 PM1 votes

So I have noticed a few things about this champ that may help you further balance their current kit, and/or explore the concept further:

Statistics:

  • Health: 605-1977
  • Health Regen: 7.01-20.63
  • Mana: 440-950
  • Mana Regen: 9.02-20.04
  • Melee: 150
  • Attack Damage: 62.08-119
  • Attack Speed: 0.68 (+0-52.45%)
  • Armor: 25-85
  • Magic Resist: 34-56
  • Movement Speed: 365

Right off the bat, the base health for early game is a bit much for his role. Most tanks don't even have that much to start with. This is far too high for a champ that is being sold to us as a potential assassin

Melee range is typically 125 - with very mild exceptions. This is mostly due to weapon length, and is often compensated with additional weaknesses, like attack speed falloff. Unless both of these swords are incredibly massive, 150 is a stretch. literally.

Movement speed is insane. You also have speed mechanics and dashes, which makes this worse. For the sake of balance, that speed will probably need to be lowered to the 335 - 340 range.

All these other stats seem to be in the right place. Well done!

Passive: -If Ryscro is hit by any type of crowd control he gains 5% movement and attack speed for 3 seconds that can be stacked up to 3 times before going into a 60 second cooldown. -Spells cast on enemy champions will be marked for 2.5 seconds.

I'd say tweak this passive a little bit. Maybe he can ignore once instance of crowd control per 60 seconds, but as it stands, his movement speed buff will be mostly nullified by the CC - given all he receives are speed buffs to attack and movement. The ability is sort-of stepping on its own feet so-to-speak.

Q: Light Surge -Ryscro channels power into his blades, swinging his blades to release 2 curved energy beams dealing 30/50/70/90/110 (+110% AD).

Marked enemy champions will detonate mark dealing (+80% AD) bonus attack damage. -Cost: 60/65/70/75/80 mana -Range: 675 -Cooldown: 16/14/12/10/8 seconds

Hmmmm - a hyrid champion with an AD ranged skillshot. . . that's pretty interesting. It IS a skillshot, right? The only issue I can see is that the ability has no defined range, width, or arc. Otherwise, very intriguing. I just am not sure why the detonation damage has such high AD scaling. Making that AP might be a better way to communicate a hybrid build?

W: Aruarian Shield -Grants a shield to Ryscro or an allied champion for 1.5 seconds for 80/100/120/140/160 (+25% bonus attack speed), once detonated anything within range will be slowed for 0.5 seconds. -Marked enemy champions will be rooted for 1 second. -Cost: 65 mana -Slow Range: 180 -Cast Range: 375 -Cooldown: 18/16/14/12/10 seconds

I like the balance of this particular ability - it seems like a snug fit. The cooldown is just right, and the slow range works out nicely.

However, I don't know a whole lot of other assassins or fighters with shields that can be given to allies, but this implies he has mild support potential. It sort-of takes a bit of Ivern's thunder, but either way, it's a neat little addition - even if it may not be the most original.

E: Dark Siege -Ryscro bolts towards an enemy champion dealing 60/80/90/100/120 (+50% AP) magic damage. -Marked enemy champions will detonate mark dealing 10/30/50/70/90 bonus true damage. -Cost: 45 mana -Range: 450 -Cooldown: 4 seconds

I have some issues with this one. First off, I am not seeing any range indication, but at least I can assume it is targeted. Secondly, this deals a massively broken amount of damage for how low its mana cost and cooldown are - especially for it's high AP scaling, and the potential for true damage. 4 second CD at all ranks is horrendously OP for early game - especially for a mobility mechanic. Thirdly, along with any kind of CDR build, you can dash every 2 seconds with undefined distance - for the low cost of 45 per instance.

The ability is a targeted dash, and by default, it lacks a decent counterplay method. Point-and-click mobility is someone stagnant, and can be a recipe for anti-fun. There is little-to-no way to avoid such a dash - especially when we don't know the targeting range.

Your passive mark detonation on Q had AD scaling, but this gives you the benefit of the doubt no matter what your build path is. I was seeing a very specific "choose your path" kind of a character that looses some strengths while gaining others, (IE: ability power came from passive, attack damage from traditional abilities, etc., etc.), but now I am starting to question this philosophy.

R: Uni-vised Assault -Ryscro channels mass amount of power into his blades then dashes towards an area causing anything that collides with it to deal 75/100/125 (+35% AP)(75% bonus AD) and are stunned for 1.25 seconds. -For the next 20 seconds Ryscro gains 20% bonus armor and magic resistance. -Cost: 110 mana -Range: 900 -Cooldown: 120/90/60 seconds

Yaaaaaay - you specified the ability range! . . . but this is ungodly B R O K E N.

While the double-scaling is an interesting concept, this is a multi-target ability that has the potential to absolutely BLOW people apart. the damage is insanity, ant it would make sense that it could assassinate a single target, but the fact that there are multiple potential targets makes it incredibly strong. It then has a stun feature as well. This I can understand if it weren't such a strong ability to begin with, but damn.

Then, 20 seconds of bonus armor and magic resist. . . A few champions get boosts like this for their ults, but it usually only lasts less than 10. Although it is only a medium resist margin, it is still a very long time for a buff - especially after everything else the ability does.

Maybe there is a way to work in the defensive attribute as an ult passive?


In closing:

It seems a lot like a Diana clone, with a little bit of Jax hiding in there, but it has potential.

It is tough to balance hybrid damage. That being said, I feel like there should be a way to unify the kind of damage your passive marks do - like, may be they deal a lot of AP damage while the standard abilities do primarily AD. It might give a little more clarity for those who would prefer building one or the other, and give them a defined strategy to strive for. it CAN be done.

Keep up the good work - this is a diamond in the rough.