Hyperion, the Wyvern

My belief is·6/17/2016, 9:08:39 AM·11 votes·3,594 views

Core: Scaled beast. Heavy, tough-- but able for bursts of momentum.

Brief Kit: P: On hit magic damage from Level, Armor, Magic Resist. Damaging 'Targets' temporarily converts some damage into True damage HP stealing. Q: Delayed PBAoE that slows or a line tiny AoE skillshot that slows for longer. Skillshot 'Targets' for 5s. W: Conic dmg+slow that is displaced from caster. 'Targets' enemies nearby Hyperion or between cast and conic release point. E: Build up for a range vault that Suspends, Grounds, and 'Targets'. R: 1 second windup for massive blast that does high damage. Has up to 3 charges, all available are expended on each cast.

Melee Heavyweight 150 range, uses headbutts for basics and chomps down for crits.

Inspirations: Wyverns - General Mythos The Night Fury - How to Train Your Dragon Pokemon - Charizard

Health: 656 (86) = 2118 Health Regeneration: 5.35 (0.7) = 17.25 Mana: 248 (42) = 962 Mana Regeneraiton: 3.2 (0.4) = 10 Attack Damage: 61 (3) = 112 Attack Speed: 0.681 (2.6%) = 0.982 (44.2%) Armor: 21 (3.706) = 84 Magic Resistance 32.1 (1.25) = 53.4 Movement Speed: 335

#Innate Passive: Scales of the Colossus Hyperion's Basic Attacks deal bonus on-hit Magic Damage equal to 5 x Level + (15% Armor) (15% Magic Resistance). Hyperion's abilities can Target enemies. If Hyperion damages a Targetted enemy, he gains Blackened Fangs for 3 seconds, which causes him to deal 15% of his damage as True Damage and heal for the damage he deals with this.

#Q: Predator First Cast: Hyperion prepares for up to 1.25 seconds. Second Cast: Hyperion launches a sonic boom up to 700 units in the target direction, dealing 30/50/75/105/140 (+4% Maximum Health) (+100% AD) Physical damage to enemies within 75 units of the enemy it collides with and slowing them all by 15% for 2 seconds and Targetting it for 5 seconds. If Hyperion does not reactivate this ability, he thrashes, dealing 30/50/75/105/140 (+4% Maximum Health) (+100% AD) Physical Damage to all enemies within 300 range and slowing them by 15% for 1 second. 4 second cooldown Costs 24/28/32/36/40 Mana

#W: Giant's Wingbeat Hyperion hops upward and flaps its wings, sending a compacted gust to the target location where it explodes into a ~350 unit long, ~30 degree conical burst of wind that deals 70/115/160/200/240 (+55% AP) (+1.5% per 1% target's Current Health) Magic Damage and Slows all enemies hit by 30/35/40/45/50% that decays over 2 seconds. Enemies that are within 150 range of Hyperion or are hit by the compacted gust are knocked back 150 units as well, and are Targetted for 5 seconds. 13/12/11/10/9 second cooldown Costs 60 Mana

#E: Scorned Wings First Cast: Hyperion channels for up to 4 seconds, improving Scorned Wings' effects during the first 2 seconds. Hyperion can move with 25% reduced speed during this time. Second Cast: Hyperion vaults in the direction he is facing, dashing between [Movement Speed x 0.9/1.0/1.1/1.2/1.3] and [(200 + Movement Speed) x 1.2/1.4/1.6/1.8/2.0] units in half a second. At the end of the dash, or if Hyperion impacts a wall or champion before the dash's completion, all enemies within 200 range take 50/80/110/140/170 (+30% Armor) (+30% Magic Resistance) (+60% AP) Magic Damage, are Suspended for 1 second, Grounded for 2 seconds, and are Targetted for 5 seconds. 12/11.5/11/10.5/10 second cooldown Costs 50 Mana

#R: Glimmering Blaze Hyperion unleashes an intense blast of energy after 1 second, consuming all charges of this ability. The energy blast travels up to 3000 distance, dealing 90/145/200 (+6% enemy's Maximum Health) (+35% AP) (50% Bonus AD) Magic Damage per charge to the first enemy hit and half of that to all enemies within 300 range. Hyperion generates a charge of Glimmering Blaze every 30 seconds (affected by Cooldown Reduction) and can store up to 3 charges. Costs 75 Mana

http://orig02.deviantart.net/ca4c/f/2013/020/7/1/flame_wyvern_by_tyvik-d5s3pgm.jpg http://i.imgur.com/z17TThP.jpg

7 Comments

My belief is6/17/2016, 9:09:35 AM2 votes

Logic behind each point in order I crafted the abilities

Wyverns are tough. Therefore he should have some AoE, because being tough requiers having some AoE to better fulfill funcitonality in team. It doesn't really need any bonuses.

E: Pegasus boots from Zelda... kinda like Sion ult. Maybe Hecarim E-- both able to jump a wall because it is a wyvern?

nah, actually, something like varus Q but a dash would be cooler and more unique. les go with that.

another cool ability would be a displaced conical strike i guess, a line would be easier/simpler but distanced cones aren't a thing yet

(that's the W)

R: It's a Night Fury move ggwp, it had multiple drafts

first it was a line shot that did dmg and exploded into a DoT area then it was a charge up line shot that did damage and now it's a stack based single BOOM

passive is simply derived from the fact that he lacked much damage threat therefore since tank, giving armor/mr scalings seemed appropriate. Iterated through a lot of possibles for it, ended up going back to the first one because it worked.

then I appended a heal because he completely lacked any form of sustain at all.

old abilities reproduced here:

Innate Passive: Black Fangs Hyperion cannot Critically Strike. Hyperion generates stacks of Maliciousness each time he attacks or casts an ability, equal to his Critical Strike Chance plus 5% of his Armor and Magic Resistance (minimum 5). If Hyperion has 100 or more stacks of Maliciousness, his next basic attack deals (+10% Armor) (50% AD) (+8% target's Maximum Health) bonus Physical Damage and heals him for the total damage dealt.

R: Glimmering Blaze (Charge) First Cast: Hyperion prepares an intense blast of energy for up to 4 seconds, able to hold the full strength blast for an additional second. The longer Hyperion charges this, the more damage, distance and effect range the blast gains. Second Cast: Hyperion launches a blast of energy in the target direction, dealing between 100/150/200 (+8% enemy's Maximum Health) (+30% AP) and 250/375/500 (+20% enemy's Maximum Health) (+75% AP) Magic Damage to the primary target and half of that amount to all nearby enemies.

R: Glimmering Blaze Active: Hyperion fires a blast of energy in the target direction, leaving a trail of fire behind it for 5 seconds. When it hits terrain, an enemy champion, or travels 2000 distance, it explodes, dealing 150/250/350 (+60% AP) Magic Damage to enemies within ~400 range and igniting the area for 5 seconds, dealing 20/28/36 (+6% AP) Magic Damage per second to enemies within the field.

Total Damage: 250/390/530 + 90% AP Magic Damage

(edit ~5:45 PM June 17th UTC) Hyperion builds stacks of Liberation as he moves (same as per Statikk Shiv). At 100 stacks, Hyperion's next basic attack restores him ( (30 + 5 per level) % AD) (+1% per 1% of Missing Health) Health.

#E: Mocked Flight First Cast: Hyperion prepares for a charge, during which he is slowed by 25%.
Second Cast: If Hyperion has charged up for at least 2 seconds, he surges forward up to 600/700/800/900/1000 distance with 400 + (Movement Speed x 1.2/1.4/1.6/1.8/2.0) speed, impacting on the first enemy champion or wall hit, dealing 50/80/110/140/170 (+15% Magic Resistance) (+80% AP) Magic Damage to and Suspending enemies within a ~200 unit radius around Hyperion for 1 second, and Grounding them for 2 seconds. If Hyperion hits a wall or the charge runs out of distance, Hyperion is stunned for a fixed 1 second. If Hyperion does not charge up for at least 2 seconds by reactivation time or attempts to hold the effect for more than 4 seconds, Hyperion gains 60% Movement Speed and is refunded the mana cost (but none of the cooldown). 11 second cooldown Costs 50 Mana

ModEchoing6/17/2016, 1:29:50 PM2 votes

This is a really cool design, and kudos for that.

He's still a bit flawed in terms of tanking. Namely, the Q not only has a totally unnecessary charge, it seems, but applies no crowd control and is honestly a bit weird in how it even works. I mean, I can logically see how it works (fire skillshot, then thrash, max damage if one guy is hit by both), I just can't see why it's there (melee-range skillshots seem silly, and unlike Kha'Zix, Hyperion doesn't gain any benefit from the skillshot himself).

Overall crowd control is sketchy. You've got a knockback and a stun/ground, but those are on fairly long cooldowns. I love the W design, but I THINK you could probably do something better with the E, like mark a target hit with Prey, and when you use your Q, it consumes the mark for a bonus effect (probably CC) and reduces the cooldown of E.

The ult is actually really cool. Don't think it's totally appropriate for a tank, but it's hella thematic for a wyvern.

You might want to consider scaling based on YOUR max health on your abilities. Resist scaling on some stuff and the AAs is pretty neat, but it's much easier to stack health, and it looks more impressive and appreciable to have 4000 HP than 300 armor. Also, even with 300 armor and MR, your AAs are only getting 60 more damage. If you built Wit's End, you'd get 42 damage. It's a nice bonus, but if you were counting on it being an appreciable part of his damage output, I'd suggest shifting to max health instead.

For the record, this is still better than Arskin, and I was the judge that dumpstered Exedo Kiel, regonas' entry, in the April CCoS. I salute you for being brave enough to try and reason with him. It's too bad we can't find a more permanent solution.

My belief is6/18/2016, 4:32:26 AM1 votes

Please assist, somebody. I would like to make this good. :(