Pyre, the Hellfire Angel; opinions and input welcome

JayRay518·11/21/2016, 11:32:27 PM·2 votes·571 views

I've been tweaking with this concept for a while and I've got most of what I want him to be laid out, but I'd like to hear some opinions, ideas for stats, and potentially help with the art (i can't draw). So if you could comment any helpful advice (or unhelpful if you choose) I would really appreciate it, and I'll try to keep it short.

TLDR: Pyre is a Dual form AP caster made to be a support with potential as solo laner. He uses a different resource gained by applying stacks on enemies and consuming them with his abilities. He is mobile and supports his teammates by making himself more vulnerable.

Pyre; the Hellfire Angel

Once a mage with a natural talent over flames, Pyre learned to control the inner fires that flow through every living thing. After accidentally destroying everything he cared for, he protects his allies at the cost of his own well being, either using his staff to empower his companions or his destructive sword to draw their enemies’ attention. With either weapon he is a beautiful firestorm in fights, hellbent on burning those who would destroy what he loves.

Passive: Embers of Life

•	**Blazing Cloak**: Pyre stores Embers in his cloak which he uses to cast spells and make him more durable. The cloak gives Pyre extra armor and magic resist based on the amount of embers stored.

•	**Ablaze:** Pyre’s basic attacks and some abilities draw out the life energy of enemy champions and minions, applying Ablaze, which stacks up to four times. These stacks are consumed by most of Pyre’s abilities, granting him a certain amount of ember for each stack. A target stays Ablaze until the stacks are consumed or Pyre gets a certain distance away.

R: Lightbringer/Holy Eldur

Pyre starts with this spell, which switches his weapon to either his staff, Lightbringer, or his sword, Holy Eldur. Each weapon gives him a different set of abilities and type of basic attack.

•	**Lightbringer:** Pyre’s basic attacks are long range and applies 1 stack of Ablaze per basic attack. If Pyre basic attacks an enemy champion with max stacks, he gains vision of them while Ablaze. 

•	**Holy Eldur:** Pyre loses attack range but his basic attacks now also deal magic damage. Basic attacks with his sword apply 2 stacks of Ablaze and basic attacking an enemy champion with max stacks consumes the debuff, granting him Embers and a small heal.

Q: Guiding Lights

With either weapon Pyre begins channeling, losing some movement speed and the ability to basic attack. Channeling creates a fireball every few seconds, up to a max, which can be used to cast abilities instead of Ember. The channeling is cancelled either when he gets max fireballs, by recasting during channel, or by taking any cc.

If he already has fireballs stored he gains a different ability per weapon;

•	**Heaven’s Star[LB]:** Pyre lobs a fireball that explodes at target area, damaging and consuming stacks from all units hit and scorching a larger area for a time. Enemies on the scorched ground lose some movement speed, while allies gain more. Damaging fully Ablazed enemy champions slows them for a short time.

•	**Demon’s Claw[HE]:** Pyre empowers his sword with a fireball, letting him quickly swing his sword and damage all units in an arc in front of him 2 times. This applies and consumes Ablaze stacks to enemies hit the same way as Holy Eldur’s basic attacks.

W: Shimmering Wings / Firestorm

•	**Shimmering Wings[LB]:** Pyre dashes in a target direction, consuming Ablaze stacks from nearby enemies during the dash and damaging those fully Ablazed. Pyre can cast this on an ally champion to dash in their direction, giving them his cloak and bonus stats for a time. 

•	**Firestorm[HE]:** Pyre jumps a short distance, damaging and slowing enemies around his landing and applies one stack of Ablaze to units hit.

E: Dragon Breath / Dragon Flight

•	**Dragon Breath[LB]:** Pyre loses move speed and cannot basic attack as he sprays fire in a cone towards target direction over a few seconds, healing allies while damaging and applying 1 Ablaze stack to enemies for every second hit. Can use an extra fireball mid breath to increase the cone size and extend the duration. 

•	**Dragon’s Flight[HE]:** Pyre throws his sword in target direction, losing his ability to basic attack until it returns. The sword returns to him at max range and damages all enemies it passes through. If the center of the sword hits an enemy champion it impales them, knocking them back and stunning them if hit into wall. Pyre can us a fireball to recast, quickly dashing a little past impaled champion, damaging them while retrieving his sword and scorching his path that increases ally champion’s movement speed.

Gameplay intentions

Pyre is distinguished from the other dual form champs by being more supportive. He is mobile in both forms and gains most of his tankiness from his cloak, requiring good timing and decision making on when to cast spells or save them. His fireball mechanic helps him manage his ember usage by pre-preparing a certain amount of spells before he dips into his defensive stats.

With his staff, Pyre is an supportive battle mage trying to slowly whittle down his enemies, generate embers, and keep his carry safe from harm. His Q acts as his main form of poke and set up for all ins when cast on an enemy, and can also be cast near him or his ally for good escape/repositioning. His W is a mid range, semi low CD dash thats his main spell for generating Ember. And if his laner starts to get focused he can make them more durable at the cost of his own durability. His E is something like a pseudo ultimate, providing him a decent sized AoE HoT and DoT, making this spell have one of the highest costs and CDs on his kit. The tradeoff for this is that he can't basic attack and he moves a lot slower, requiring good positioning and decision making to use it properly. Being more supportive, most of these spells would have high base stats with lower scalings.

With his sword he turns into a diver, forcing himself in the middle of a fight to either draw focus or turn his enemies to ash. This form excels at all-ins and duels with some peel ability, but since he's not as durable he generally needs help from his allies. His Q gives him high burst AoE dmg and sustain for when he jumps in. His W is his gap closer that helps him stick to his targets or peel for his carries. His E is his main initiator and also works as a pseudo ultimate providing strong catch potential and a gap closing move speed path for his team, and also works well as a peel with the knock back and stun. This form is more focused for late game team fights so should have lower base damages with better scaling, and some spells being mixed damage.

Thank you for reading! Like I said above, if you could post any opinions or ideas I'd really appreciate it. I'll most likely post something with more details on stats, lore, appearance, etc. later on in the future. Have a great day and good luck on the rift! :D

2 Comments

Umbra Z11/22/2016, 1:26:34 AM1 votes

Didnt read all of it but seems a bit like kayle, but cool concept anyway

CrazyBear198711/22/2016, 4:52:02 AM1 votes

Passive: interesting

I can see the Kayle reference mentioned

Hybrid champions are usually hard to balance, as one form could dominate another or a perfect synergy between forms and abilities could turn them into another Jayce.

her R is Kayles Righteuos fury ability, able to switch from melee form to range form and vice versa. Cooldown and cost?

Q - Overloaded slightly, remove the allied buff, your already doing alot. W - is fine, good. E - overloaded slightly, remove the allied buff, your already doing alot. for both forms.

I think the main problem is we don't how her R - switch form works. Cooldown time per switch? cost for abilities? Ember gain mechanics and explanation, numbers basically.