Grifithe, The Soul Eater - Shadow Isles Champion Concept

quantum calamity·2/26/2016, 6:01:01 PM·1 votes·547 views

Lore

One of the most feared of the shadow isles monstrosities, with his wraith like appearance you would have never believed that he was once human. He was an embalmer for the once bright Blessed isles but all of that changed when an immense amount of dark energy blasted across the isles turning all living things into the walking dead or even sometimes something worse. This was the case with Grifithe, he went insane due to the dark powers that consumed him and the souls that he had once helped to move on he now feeds on and calls back as the Risen, un-dead ghouls that feel no pain and fear nothing. with these souls under his command and immense dark magic at his finger tips this creature is one of the things you least want to meet anywhere in the world.

"Hmmm your soul looks tasty but also powerful, whatever shall i do eat it or use it ha ha ha ha ha!" - Grifithe

Roles and probable lanes

Middle lane / Jungle Primary - Mage Secondary - Fighter

Base Stats

Auto Attack Range - 450 units (ranged) Health - 525-1860 (+78.5 health per level) Mana - 365-926 (+33 mana per level) Armor - 26-82 (+3.3 armor per level) Magic Resist - 28 (+0 per level) Health Regain - 5-18 health/sec. (+0.75 health/sec. per level) Mana Regain - 3-12 mana/sec. (+0.5 mana/sec. per level) Attack Speed - 0.615-0.875 (+0.0153 per level) Movement Speed - 345 (+0 per level)

Abilities

Passive - Soul Charge

Grifithe retains the souls of defeated enemies and neutral monsters and uses them for his spells reducing mana costs for each soul he currently has in stock (max 4 souls) by 20 mana. Each spell cast consumes one soul. Every time Grifithe gains a soul restore 25-100 (scaling by level) (+15% of ability power) HP. you consume a soul every 8 secs. that restores 50% of this healing (still lose souls even if you are at full HP).

Q - Tombstone

Cost - 80/90/100/120/140 mana Cooldown - 25/22.5/20/18.5/15 secs. Range - 650 units

Create a tombstone in target area which damages all enemies in a zone of 350 unit radius every 0.25 secs. for 1 sec. dealing 70/90/110/130/150 (+75% of ability power) over the 1 sec. this spell is active. If Grifithe used a soul to cast this ability it will also have a slow when dealing damage of 25% decaying over 1 sec. (slows reapply and do not stack).

W - The Risen

Cost - 1 soul Cooldown - 12 secs. at all ranks Range - 200 units

Grifithe calls out one of his consumed souls to attack with him for 6 secs. . This unit has 65% of grifithes HP, Armor, and Magic resist stats, 90% of Grifithe's attack speed and deals damage equal to 30/45/60/75/90 (+75% of ability power) on every auto attack (auto attack range of 250 units). This unit can be controlled using the alt button and moving (can not move further then 500 units from Grifithe and can only have one Risen at a time).

E - Detonate Risen

Cost - 100/120/140/160/180 mana Cooldown - 25/22.5/20/18.5/15 secs. Range - on risen minion

Grifithe orders his risen minion to self detonate in a 350 unit radius dealing 120/140/160/180/200 (+75% of ability power) over 4 secs. If this ability consumes a soul to cast, enemy Champions in the blast range are stunned for 1.5 secs.

R - Ethereal Zone

Cost - 200 mana at all ranks Cooldown - 150/120/90 secs. Range - self cast

Creates a zone around Grifithe (does not move with him) with a 600 unit radius for 8 secs. that increases damage dealt by him and his minions by 10% in the zone and allows him to be saved from death once. This consumes all remaining souls and returns them as mana and HP at 15/20/25/30% of their maximums based on the amount of souls left after taking lethal damage (2 sec. revive time does not revive if he has no souls left). If he casts this ability by consuming a soul the extra damage that you and your risen minions deal is doubled.

Friends and enemies

Friends

Thresh Hecarim Mordekaiser

Enemies

Yorick kindred Kalista

Playstyle

A strong control mage that works best in the mid lane and the jungle. With mid this champion would zone out others using his Q - Tombstone and W - The Risen to effectively cut them off of the minion wave and basically free farm although you do have to be careful of ganks as he isn't that good at the mobility side of things and you'll probably be push up due to your lane control (#vision is good). In the jungle his passives sustain allows him to stay healthy as he kills the camps and gains souls consuming them to gain HP. his Ganks would mostly consist of gaining at least 3 souls from jungle camps and then calling out a risen to run in and stun the enemy champion/s with a E - Detonate Risen. this locks them down for your laner and allows for follow up with your Q - Tombstone along with the laners follow up. By late game he turns into a dominate DOT mage that proves hard to kill as his R - Ethereal Zone allows him to revive himself if hes got the souls for it, although be careful about this as without his souls it becomes hard to cast spells with their high mana costs. His play style i focused around his souls and how you use them, if you use them wrong you'll be nothing but free gold for you enemy team, but use them right and in the proper moments and you become someone who makes you enemies cringe at the vary site of you roaming the map.

Any positive feedback or suggestions on balance or the use of his minions and souls are welcome.

I also give full permission to Riot Games to use parts or all of this champion with no intent on earning royalties or any other form of profit from this concept (just would like to see it in the game :) ).

2 Comments

Ezragus2/26/2016, 6:39:35 PM1 votes

So, here's my thoughts: He's not exactly hard to kill because his kit allows him to never die. If he gets one kill, which he will, he will kill your entire team. The damage output is way too high on every ability, (go with either high base or high scaling, not both), his sustain from his passive is massive, and his abilities are overloaded in nature. His Q is unique, and I like the idea, but the scaling is massive. 85% on an AP based champion is a LOT of damage. His W will ravage people. I would build AP off-tank and laugh as the minion kills everyone while tanking their team. Based off wording, I can assume that only large monsters and champions give souls, but that's still way too many for his damage output. Because if the minion doesn't kill him itself, the E will. And if it's a team fight, if one drops to a Soul used E, everyone drops without moving, because you get another Risen and another Soul, so they will be chain stunned by the Risen until they all die. His ultimate has way too much going on as well. 25% increased damage is too much for a damage champion, so the fact that it could be 50% is absurd. Add in the whole "might not actually die" thing, and it is 100% busted.

Also, as far as lore is concerned, try not to make your champions identity based around being the strongest or feared of a certain area, because more likely than not that already exists. Example: any concept that states their champion is "the strongest in Noxus" is lying because Darius already has that definition in his lore. Were your lore has to do with the Blessed Isles transformation into the Shadow Isles, his lore should probably interlock with others who were a part of that, like Hecarim and Kalista, or with another forgotten member of the Shadow Isles who deals with using the bodies of the dead (cough Yorick cough). So find a personality that you like, quirks that he has, reasons for fighting, etc. That's what makes a champion interesting and that's what will catch Riots attention.

Now, this may look like a lot of negativity, but I am not intending to put you down. The idea in of itself is not that bad, but the numbers need a lot of work. Because right now, he's a burst DOT with good sustain, a revive and chain hard CC, and that should not exist. He should only be 2 or 3 of them, so think of particular strengths you want his kit to include and focus on and balance them with noticeable weaknesses. His only weakness right now is his need for a Soul on his W, and those seem pretty easy to obtain. Don't give up though! Champion concepts take a lot of work, and a lot of adjusting off the original idea. I think in time this could be a good one!

quantum calamity2/26/2016, 8:46:19 PM1 votes

I've reduced most of his base stats as you mentioned and weakened his minions range and stay time. I've also reduced his sustain as it did seem quite strong for a heavy damage Champ who also has a revive. his kit i think should be focused towards more of a let you minion do the work for u kind of play style as the only one we have of that style is Yorick and I find that concept neat (and i don't count Azir's cause it's basically his own auto attack and it just doesn't feel like this). Also built into the passive is a part that makes it so you are constantly losing souls now so i don't think having it give you souls off of minions is op when he constantly is losing souls every 8 secs. And finally I've changed his E into a DOT as well and removed the Risen spawn on champion kill although i don't if that would have been o.k. to keep now since it is a DOT burn. Btw i never stated that he is the most powerful or feared in the shadow Isles i said he was "one" of the most feared this does not imply that he is the most powerful or the most feared just that he is a scary thing to look at or go up against compared to the weaker things on the island i would probably compare him to the other champs from that area and that he would be on par with them as in the lores of each these people have things that make them seem to be more scary then your average chump for that island. I don't see this as negative feed back as i was thinking having this much cc plus that much damage was pretty broken as well I was thinking of changing it right after reading it lmao. Anyways thx for the feedback.