[Champ Concept] Grym the Shepherd of Balance
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All credit goes to pixgood.com for the image. I am not a good artist at ALL, anything I would attempt to make would look pretty bad.
Background:
Since his childhood, Grym sought to be a person who could bring peace in Ionia. In his quest, he learned of the Kinkou Order and its focus on balance. And so Grym journeyed forth to what he thought was the Kinkou temple. He requested admittance as a disciple by Zed, and was accepted.
During his studies of the Order of Shadows he mixed in ideas he found from text of the ancient Kinkou Order. These ideas embraced the use of items known as talismans, slips of paper with spells inscribed onto them, which will activate the spell once energy is poured into them. Grym took the ideals from the Order of the Shadow and connected them to his findings on talismans. Rather than connecting himself to the shadows, he created a connection between himself and special inscriptions, allowing himself to see and appear wherever a talisman with said inscription is.
Grym translated more of the Shadow arts into inscriptions, developing a strong form of offense. However, with a desire to find balance, he yearned for an inscription which would help keep him alive were he to find a stronger opponent. Nothing seemed to be offered through the Order, and so he returned to his studies. Grym discovered an inscription allowing him to drain the lifeforce of others as his own grew low. This inscription, once used, could not be taken off and caused the wearer to be more sensitive to pain.
Having found what he desired, Grym sought to demonstrate this art to his master. He challenged his fellow disciples one by one, defeating each one with ease. Zed was unsure what to think, for Grym strayed from the true path of the shadows, but still used its ideals to empower himself in the name of the Shadow. As a test of Grym’s loyalty, Zed sent him out on a mission.
Find and kill the Fist of Shadow and the Heart of the Tempest and bring their heads back to the temple. If successful, Grym would be allowed to join Zed on his search for the Eye of Twilight.
"The price Ionia has paid for balance was too detrimental, allow me to relieve the burden." - Grym
Skills
Passive - In A Pinch: Grym gains 1.5% Lifesteal for every 1% of his missing health once below 50% of his maximum health.
Q - Killing Method: Toggle Off: Grym changes to his blades and gains an additional
12/24/36/48/608/12/16/20/24% bonus AD Toggle On: Gryms changes to his bow and his basic attack range is increased by 375 and gains an additional 3/4/5/6/7% of his movement speed after completing a basic attack that decays over 2 seconds. The bonus movement speed can stack up to 3 times. Cooldown: 2 seconds Energy Cost:64 energy per basic attack15 energy to change toggle Cast Time: InstantW - Dispersion: Grym fires a set of 3 arrows in a 45 degree cone, dealing 70/115/160/205/250 (+
60%90% bonus AD) physical damage to the first enemy hit and 50% damage to each enemy hit subsequently. Further, enemies hit are slowed by 25/30/35/40/45% for21.5 seconds. Those hit by multiple arrows take no additional damage. New - Subsequent enemies his after the first are slowed by 50% the amount. Cooldown: 6 seconds Energy Cost:4050 Energy Range: 750 units Cast Time: Instant Travel Speed: 900 units per second Skill width: 150 unitsE - Spirit Break: Grym next basic attack hits his target with a spirit talisman dealing (+ 100% AD) plus 6/7/8/9/10(+ 1% for every
100200 AP)% of the target’smaximummissing health inmagicphysical damage. If the target dies, half of the energy cost and cooldown is refunded. Maximum of300200/250/300/350/400 bonus damage to minions and monsters. Cooldown: 12/11/10/9/8 seconds. Energy Cost: 70/65/60/55/50 Energy Range:175basic attack range + 50, caps at 500 units. Cast Time: InstantR - Path Set/Interconnection: Path Set: Grym fires an arrow with an attached talisman in the target direction, dealing
60/100/140 (+ 40% AD)100/140/18080/130/180 (+80% bonus AD) physical damage and applies on-hit effects to the first enemy hit. Vision is granted in a 300 unit radius around the talisman. The talisman will remain where it lands for up to 10 seconds allowing the use of Interconnection. Path Set can connect to terrainand ally minions. Cooldown:35/25/1580/60/40 seconds. Energy Cost:6080 Range: 2000/2750/3500 units Cast Time: InstantInterconnection: Grym consumes the Talisman, teleporting to the location of the talisman and dealing
80/120/160 (+ 80% AD)120/180/240100/170/240 (+ 100% bonus AD) Physical damage in an area around Grym. Cooldown: Shared with Path Set. Path Set will go on cooldown either after the use of Interconnection or if Interconnection is not used. Cooldown of Path Set is havled after Interconnection is used. Energy Cost: 0 Energy Range: Global (Wherever the talisman is) Cast Time: 0.25 seconds Damage Radius: 200 units
Allies:

Rivals:

Item Recommendation: (Laning)
Starting -
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Essential -
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Offensive -
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Defensive -
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Jungle Item Recommendation:
Starting -
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Essential -
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Offensive -
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Defensive -
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Stats
HP: 559 (+ 86) HP/5: 5.42 (+ 0.65) Energy: 200 Energy/5: 50 AD:
55.68 (+ 3.2)52.6 (+2.8) AS: 0.64 (+ 3%) AR: 25.68 (+ 3.5) MR: 32.1 MS: 345 Range: 125
Edit 1: Changed around some numbers on his abilities, removed his R's connection to ally minions, and added a quote to the backstory. Edit 2: Changed energy cost on Q to on cast. Lowered early R damage. W now scales off of bonus AD. Edit 3: Base Stats are here! Edit 4: Raised CD and Cost of his R. Edit 5: Put some clarity on the cooldown for R, lowered base and scaling AD slightly.







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