(Champ Concept) Hyrian, Destiny's Choice.

junglerboy16·1/7/2015, 2:19:22 PM·2 votes·738 views

This is another concept of mine from the old Forum (around a week before the switch to boards). I am tweaking him a bit to match the parameters of the January 2015 MCCC, so for anyone interested, this is the link to the original thread on the forums: http://forums.na.leagueoflegends.com/board/showthread.php?t=4875745

Lore: Hyrian (hear-EE-an) is a young initiate swordsman from Ionia who is burdened with a terrible curse: he is destined either to live a glorious life as a hero but ultimately fail to protect his country and those he cares about, or he will be the salvation of his land, but be forgotten as a common soldier forever after his death. His constant struggle is to figure out how he can break this curse and live a life he deserves without sacrificing his loved ones. This explains why he is a fury based champion, because he is angry that he can't get away from his fate.

Stats: HP: 497 (+80) Hp5: 4 (+0.8) Fury: 100 Fury gain: 5 on basic attack and certain spells Armor: 23 (+3) MR: 32.1 (+1.25) AS: 6.33 (+2.7%) AD: 54 (+3) Range: 150 MS: 345

Kit: Passive, Destiny: At the start of each match, the player will be offered a choice between 2 passives that give unique stats, Ultimates, and change the fury enhanced effects of some of his abilities. Choice 1, Honor: Hyrian gains 15 additional HP per level, 10% increased Armor and MR, and all slowing effects on him are reduced by 1% for every 2 fury he has, and also gains access to ultimate 1 (Working on names for most skills still) Choice 2, Glory: Hyrian gains 1.5 additional AD per level (counts as bonus AD for the purpose of damage calculation), 10% increased total AD, and gains 0.75% AS for every 1 fury he has, and also gains access to ultimate 2. You can tell which passive he has chosen based on his color scheme and other visual differences: Blue-ish and heavily armored for honor, Orange/red-ish and subtly armored for glory. The player can delay choosing their passive for as long as they want (the choice will be displayed persistently until they do), but they will not have its benefits or access to fury empowered abilities or an ultimate until they do.

Q: Hyrian Slashes all enemies in a 60 degree wide conic area in front of him, damaging and slowing them for a certain amount and gains 5 fury for every unit hit, doubled for champions (range: 350). Damage: 50/95/140/185/230 (+120% bonus AD), Slow: 40% for 1/1.5/2/2.5/3 seconds. Fury bonus, Honor: when above 50 fury, additionally stuns the target closest to Hyrian for half the slow duration, consuming 50 fury (Does not generate fury when bonus effect triggers). Stun: .5/.75/1/1.25/1.5. Fury bonus, Glory: when above 50 fury, deals bonus damage equal to a percentage of the enemies' current health, consuming 50 fury (does not generate fury when bonus effect triggers). Bonus damage: 6/8/10/12/14% current health. 15 second cool down.

W: Hyrian fragments his sword into runic shards connected by magical energy, slashing forwards in a line damaging all units it passes through and stopping on the first champion hit (range: 700, projectile speed: 1700). Damage: 70/100/130/160/190 (+90% bonus AD). Fury bonus, Honor: when above 50 fury, Hyrian yanks on his sword, pulling the first champion hit back to his position and slowing them upon arrival for 1.5 seconds, consuming 50 fury. Slow: 30/40/50/60/70%. Fury bonus, Glory: when above 50 fury, Hyrian pulls himself directly to the first champion hit, dealing 50% additional damage on impact and gaining 10% damage amplification against the enemy for 4 seconds, consuming 50 fury. Total damage: 105/150/195/240/285 (+135% bonus AD). 18/17/16/15/14 second cool down.

E: Passive: Hyrian gains 2x fury from all sources when near an enemy (minions do not count, except super minions) with less than 50% HP. Active: Hyrian dashes forwards a short distance (range: 300) slashing the first unit he hits while cleaving all nearby units within 200 range for 50% of the damage dealt. Damage to first unit: 60/110/160/210/260 (+100% AD). Damage to secondary targets: 30/55/80/105/130 (+50% AD). Fury bonus, Honor: when above 50 fury, all units hit have their armor reduced by a percentage for 3 seconds with Hyrian's basic attacks refreshing the duration up to 6 seconds, cost 50 fury. Armor reduction: 5/10/15/20/25%. Fury bonus, Glory: when above 50 fury, Hyrian heals for 50% of the damage dealt and gains life steal for 3 seconds, with Hyrian's basic attacks refreshing the duration up to 6 seconds, cost 50 fury. Lifesteal: 5/10/15/20/25%. 20/18/16/14/12 second cool down.

R: (Ult 1) Honorable master: Hyrian gains a large shield 100/200/300 (+50%AP) (Shield strength is increased by 40/60/80 (+25% AP) for every ally healed) for 10 seconds, heals all nearby allies (range: 400) for 150/275/400 (+50% AP), and slows enemies within range of the heal by 50% (decays over 2 seconds). While his shield persists, his basic attacks deal bonus damage equal to 5% of his max health. Additionally generates 5 fury per second for the duration.

(Ult 2) Glorious bladesman: Hyrian violently slashes in a circle, dealing damage to all enemies in 400 range, and burning them for the same amount over the next 2 seconds. This ability deals a set amount of total damage at each level (400/700/1000 (+250% Bonus AD)), and distributes it over every enemy Champion hit, meaning hitting all 5 enemy champions will do little damage (80/140/200 (+50% Bonus AD) total damage), but hitting 1 or 2 champions will deal immense damage (200/350/500 (+125% Bonus AD) total damage for 2 enemy champions). For the next 10 seconds, his basic attacks deal bonus damage increased by 2% for every point of fury he has. Additionally grants 25 fury for kills and assists for the same duration. 150/125/100 second cool down for both ultimates.

Strategy: Hyrian's strength is that he can be a flex pick, either playing as a melee carry assassin, or a disruptive bruiser tank. When taking the path of honor, Hyrian excels at CC, peel, and initiation, with a substantial heal and decent durability. When taking the path of glory, Hyrian becomes an assassin who excels at picking off individual champs with his dash into damage enhancer into ult. While on the path of honor, Hyrian offers strong utility with moderate damage and strong team fight presence. While on the path of glory, Hyrian has unparalleled single target burst, but due to the nature of his ultimate he lacks presence in team fights with his weakened damage output and low utility. When deciding which passive to take, consider the strengths/weaknesses of your and the other team; are they all tanky? do they have a hyper carry? Does my team need damage or utility? will our team scale into late game better/worse? etc. It is important to keep all of this in mind because once a passive is chosen, it cannot be changed at any time in the match. This means that for Hyrian, the strategy begins far before you get to your lane, and picking the right one for the match can be game changing.

Pros: High base stat buffs with either passive. High utility with Honor. Ridiculous single target burst with Glory Ult. Can mind game your lane opponent by delaying passive choice. Retains the element of surprise when jungler. Fury empowered abilities with both passives are strong. Glory is an exceptional duelist. Honor can turn fights with his ult.

Cons: Must forfeit either damage or tankyness, cannot take both. Honor path has limited kill potential. Glory must build squishy to be effective. Honor is a weak duelist. Glory is weak in team fights. If you choose a bad passive for your match-up, can be countered with ease.

2 Comments

UberAffe1/7/2015, 6:47:06 PM1 votes

Sounds like a really fun champ, the only think I would recommend changing is the glory ult, I would make the initial damage come from out from him in every direction at once. otherwise I think there would be some issues with when damage is dealt as it couldn't know how much damage to deal to any one target until the ability had stopped.