[CHAMPION CONCEPT] Tyris, the Metal Hammer
LORE
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"We finally got one brother. The beasts that come from the north. Bandle City would be proud. "Yeah, what is your point? Its just one of the many." "My project can finally be complete. The beast is tall enough for it. It looks muscular." "No, we dont know what this thing can do idiot. We dont even know if it is dead yet. We have to..." "Wait... listen... oh shit."
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"Brother? Brother!? Did you kill it? Brother... no... NO! Damn it all..." "Tyris!? Tyris!?" "Tristana stay back... he's gone. Those creatures... Ill kill them for what they've done. They will know the might of Bandle City."
BACKGROUND Tyris, a tempered yordle from Bandle City and the little brother of Tristana, lost his brother one day in the mountains to the north of Bandle City. Strange monsters had been appearing there and his brother had plans for those monsters. However, the monster they thought they had killed turned out to be only faking it. After a brutal battle, Tyris had killed the beast but not without the death of his brother. Now, using his brother's plans, Tyris has built a large mechanical beast, modeled after the beast that killed his brother. Armed with an arsenal that could take down an entire city-state, Tyris has joined the Bandle City military as a special operations "shock and awe" soldier. However, Tyris tends to do a lot more than just intimidate the enemy. Rumble and Tyris are direct rivals. When Tyris showed up with his giant, metal arsenal of destruction, you can only imagine how angry Rumble was. In return, Tyris was pretty angry as well for Rumble thinking he had copied him when he had built the machine to honor his brother and help Bandle City. They both have the same goal however. just with different fuel. Heimerdinger is highly interested in Tyris for his skill with the machine, so much that Heimerdinger has taken time away from his usual work to study the machine. However, Heimerdinger does not like Tyris' temper at all. Tristana is Tyris' sister and often work together on missions that do not involve recon and are much more explosive. Tyris being the younger brother means Tristana usually picks on him and likes to call him scamp although he is only one year younger. Tyris is very protective of her and doesn't like it when she goes off on solo missions. Her never wants to lose another family member again.
KIT Tyris, the Metal Hammer Tank Secondary: Mage Health- 600 (+100 per level) Health Regen.- 7.5 (+0.5 per level) Heat- 100 Armor- 20 (+3 per level) Magic Resist- 30 (+1.25 per level) Movement Speed- 350 Attack Damage- 55 (+3 per level) Attack Speed- 0.655 (+2.7% per level) Attack Range- 150 (Melee)
Passive- Mechanized Monster Innate: Tyris uses Heat as a resource. When Tyris enters the Danger Zone, his spells are enhanced. When he reaches 100 Heat, he Overheats, silencing him for 6 seconds, turning off all of his spells, and having all of his passive bonuses increased by 50%. Innate- Powering Up: Tyris starts with a point in all of his basic abilities. When Tyris levels up an ability, he cannot level it up again next level.
Ability 1- Power to Arms! Passive: Tyris gains 2/5/11/17/23/29 attack damage, 1/4/10/16/22/28% attack speed, and 2/3/4/5/6/7 armor penetration. Toggle: Tyris converts power to his arms, doubling the passive bonuses from this spell over 5 seconds, but removing the passive bonuses from his Head and Legs over 3 seconds. Tyris' other spells become new spells using the arms. After this has been toggled on for 6 seconds, Tyris' Head and Leg passive bonuses begin to backfire, removing stats from his base stats over 4 seconds. This removes stats equal to the normal bonus. After this has been toggled on for 10 seconds, Tyris begins to gain 5 Heat per second. Toggling this spell off returns all stat bonuses to normal after 4 seconds and causes Tyris spell's to return to normal instantly. Cool Down: 2 sec.
Arm Ability 1- Rocket Fist Active: Tyris' next basic attack gains 300/350/400/450/500/550 basic attack range and deals 0/20/40/60/80/100 (+100/110/120/130/140/150% AD) physical damage. Enemies Tyris' fist passes through are dealt 50% damage. While in the Danger Zone, the damage is increased by 50%. Cost: 20 Heat Cool Down: 6/5.5/5/4.5/4 sec.
Arm Ability 2- Titanium Uppercut Active: Tyris uppercuts the target enemy unit after a 0.5 second delay, dealing 10/50/90/130/170/210 (+60% bonus AD) physical damage and knocking them into the air for 1.25 seconds. While in the Danger Zone, the damage is increased by 50%. Cost: 20 Heat Cool Down: 12/11/10/9/8 sec. Range: 200
Arm Ability 3- Monster Slam Active: Tyris slams the target enemy unit into the ground after a 0.5 second delay, dealing 0/25/50/75/100/125 (+20% AP) physical damage and rooting the unit for 1 second. If the target is currently airborne, they are instantly slammed to the ground and the root duration is increased by 0/20/40/60/80/100%. While in the Danger Zone, the root duration is increased by 50%. Cost: 20 Heat Cool Down: 10 sec. Range: 200
Ability 2- Power to Legs! Passive: Tyris gains 5/15/20/25/30/35 flat movement speed, 1/3/6/9/12/15% slow resistance, and 1/4/8/12/16/20 tenacity. Toggle: Tyris converts power to his legs, doubling the passive bonuses from this spell over 5 seconds, but removing the passive bonuses from his Head and Arms over 3 seconds. Tyris' other spells become new spells using the legs. After this has been toggled on for 6 seconds, Tyris' Head and Arm passive bonuses begin to backfire, removing stats from his base stats over 4 seconds. This removes stats equal to the normal bonus. After this has been toggled on for 10 seconds, Tyris begins to gain 5 Heat per second. Toggling this spell off returns all stat bonuses to normal after 4 seconds and causes Tyris spell's to return to normal instantly. Cool Down: 2 sec.
Leg Ability 1- Shuttle Launch Active: Tyris boosts to the target location, dealing 5/45/85/125/165/205 (+25% AD) magic damage and stunning enemies hit for 1 second. While in the Danger Zone, the range and AoE radius is increased by 50%. Cost: 20 Heat Cool Down: 12/11.5/11/10.5/10 sec. Range: 600 AoE Radius: 250
Leg Ability 2- Tornado Kick Active: Tyris spins his foot around himself over 2 seconds, dealing 10/70/130/190/250/310 (+55% AP) physical damage to all enemy units it hits. While in the Danger Zone, the time it takes to spin around is decreased by 75%. Cost: 20 Heat Range: 250
Leg Ability 3- Mad Dash Active: Tyris gains 5/20/25/30/35/40% (+10% per 100 AP) movement speed for 5 seconds. During this time, Tyris gains 2/5/10/15/20/25% (+3% per 100 AP) slow resistance and 15 tenacity. While in the Danger Zone, the movement speed boost is increased by 50%. Cost: 20 Heat Cool Down: 14/12.5/11/9.5/8 sec.
Ability 3- Power to Head! Passive: Tyris gains 50/150/225/300/375/450 vision range, 3/10/18/26/34/42 ability power, and 2/3/4/5/6/7 magic penetration. Toggle: Tyris converts power to his head, doubling the passive bonuses from this spell over 5 seconds, but removing the passive bonuses from his Legs and Arms over 3 seconds. Tyris' other spells become new spells using his head. After this has been toggled on for 6 seconds, Tyris' Leg and Arm passive bonuses begin to backfire, removing stats from his base stats over 4 seconds. This removes stats equal to the normal bonus. After this has been toggled on for 10 seconds, Tyris begins to gain 5 Heat per second. Toggling this spell off returns all stat bonuses to normal after 4 seconds and causes Tyris spell's to return to normal instantly. Cool Down: 2 sec.
Head Ability 1- Laser Eyes Active: Tyris shoots his laser eyes in the direction of the cursor and becomes stationary for 3 seconds, dealing 10/30/50/70/90/110 (+25% AP) magic damage per second to the first unit the laser hits. The unit is slowed by 5/10/15/20/25/30% per second while in the laser. While in the Danger Zone, the slow and damage is increased by 25%. Cost: 20 Heat Cool Down: 13/12.5/12/11.5/11 sec. Range: 800
Head Ability 2- Fire Breath Active: Tyris breathes out a fire bomb to the target location, dealing 40/90/130/170/210/250 (+50% AP) magic damage in the target area. While in the Danger Zone, the damage is increased by 50%. Cost: 20 Heat Cool Down: 8 sec. Range: 675 AoE Radius: 200
Head Ability 3- Threatening Roar Active: Tyris unleashes a ground shaking roar, knocking enemies back around him 150/300/350/400/450/500 units. If they are knocked into a wall, they take 0/20/40/60/80/100 (+30% AP) magic damage and are stunned for 0.5 seconds. While in the Danger Zone, the cool down is decreased by 50%. Cost: 20 Heat Cool Down: 17 sec. Range: 450
Ultimate- Mega Arsenal Active: Tyris unloads an arsenal of missiles to detonate after traveling for 3 seconds. These can be detonated early. Enemies they pass through are slowed by 80% for 1 second. Upon detonating, the missiles deal 250/300/350 (+80% bonus AD) (+75% AP) true damage to all enemy units hit and reduce their armor and magic resist by 30/40/50 for 5 seconds. Enemies can only be hit by one missile each. Cool Down: 95/85/75 sec. Projectile Speed: 1250/1500/1750 AoE Radius: 300 Missile Wall Width: 600/700/800
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DESIGN So when I first thought of Tyris, I thought "lets make a champion that is the ultimate resource management champion". So, I made a concept for a Heat Champion since Heat is the hardest resource to use as far as managing goes AND THEN added in a system to it to where the champion has to look out about how long he stays in a certain mode or else he will end up losing stats. With this extreme resource management champion made, I looked onto his lore. After a while, I realized that doing lore for this guy would be decently hard without making it too much like Rumble's. So, I made it short and simple. A series of sentences without narrator context that describe the situation that made Tyris who he is.
Post is WIP. Leave opinions below please! EDIT: Thread reset for a name change.
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