[Champion Concept] Ryka - the Demon of Noxus

Raxistaicho·3/7/2017, 11:17:00 PM·7 votes·2,669 views

CCOS Reviews

Adorna - the Sonoran Concilator (http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/h5AKtJ4A-champion-concept-adorna-the-sonoran-concilator?comment=0005)

Torrance - the Last Son of Zaun (http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/o8QQMkEl-champion-concept-torrance-the-last-son-of-zaun?comment=0003)

Specter - the Cyber Silhouette (http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/T3NBArc2-specter-the-cyber-silhouette?comment=000b)

Ogon - the Eternal Guardian (http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/iTfr86Eu-champion-concept-ogon-the-eternal-guardian?comment=0008)



Champion Type

Tank/Fighter, Vanguard subclass



Champion Concept

Charging without concern into battle to slice enemies to shreds, Ryka inspires courage and fear alike on the battlefield. She's capable of leading the charge for her allies on her near-suicidal rampages and inspiring them to join her at her side, all while breaking the will of those who stand against her.



Short Lore

"Ryka's talents as a soldier are above-average at most, but the shadow she casts on the battlefield goes far beyond her martial skills." -Jericho Swain

It’s said that Demacian soldiers instinctively feel a chill run down their spine when Ryka takes to the field. Ryka rides the wake of Noxian attacks, to turn even the most hardened veterans into cowards before her gaze. She leads charges with such ferocity and cruelty, her armor adorned with the bones of deadly creatures, that to look upon her bloody dances is to know true madness.

Or so she desires.

Gender: Female Birthplace: Noxian capitol Residence: Noxus Occupation: Noxian soldier Faction: Noxus

Friends: Darius, Katarina Allies: Sion, Swain Rivals: Leblanc, Vladimir Enemies: Garen, Jarvan IV



Appearance

A twenty-odd year-old woman with long black hair, wearing scarred and dirtied plate armor and wielding a spear in her left hand that's slightly longer than she is tall.

Ordinarily she moves and idles rather normally, but after entering combat, she runs around and stands in more primal stances. To indicate the development of her passive stacks, her appearance becomes more distorted to all players as she stacks her passive, with blackness obscuring her features as if she's standing in the shadows. After she consumes her stacks to fully activate her passive, her eyes on her model would flash a bright red, and their glow would continue until her passive ends. Her W, while active, would give her an aura that looks like wailing ghosts, that aura pulsing outward periodically to deal damage.

An effect that I think would look cool for a prospective splash art would be her charging toward the viewpoint with her face half in shadow, the far side merely looking like a determined soldier moving in for the kill, with the closer side looking not dissimilar from this:

https://s-media-cache-ak0.pinimg.com/originals/96/fa/a1/96faa19f5b13c67f4385ef8191ce2a8f.png



Statistics

Health: 564 (+ 85) Health regen: 8 (+ 0.8) Mana: 290 (+ 40) Mana regen: 7 (+ 0.7) Melee: 175

Attack damage: 59 (+ 4) Attack speed: 0.625 (+ 2.5%) Armor: 27 (+ 3.5) Magic Resist: 32.1 (+ 1.25) Mov. Speed: 340

__ __

Abilities

Innate: Overwhelming Presence

Ryka takes reduced damage from targets whose movement she has impaired with her basic abilities. Additionally, she gains a stack of Vanguard for 6 seconds whenever she impairs the movement of an enemy champion with one of her abilities, up to 3 per spell cast. Upon gaining the 8th stack, she consumes them to grant the same damage reduction to nearby allied champions for 5 seconds. Afterward, Ryka cannot gain Vanguard stacks again for 10 seconds.

Damage Reduction: ([10/12.5/15/17.5/20] at levels [1/4/9/13/17])% Area of effect: 650


Q: Ripping Sweep

Cost: 50 mana Cast Range: 225/450 Cooldown: 10/9/8/7/6 seconds

First Cast: Ryka channels for up to 4 seconds, increasing Ripping Sweep's damage, range, and slow duration over 1.75 seconds. Ryka can still move while channeling, but gradually slows herself by up to 30% over 2 seconds and cannot attack or cast other abilities.

Second Cast: Ryka deals physical damage to all enemies in the target direction and slows them by 40% for .5 to 1.75 seconds, based on how long Ripping Sweep was channeled. If Ripping Sweep was charged for at least 1.75 seconds, she also reduces their armor by 25% for 2.5 seconds.

Minimum Physical Damage: 20/30/40/50/60 + 40% AD Maximum Physical Damage: 60/90/120/150/180 + 120% AD


W: Killing Intent

Cost: 80 mana Damage Range: 350 Cooldown: 18 seconds

Passive: Ryka’s abilities and basic attacks on-hit apply Rising Fear to damaged enemies. Upon applying the 5th stack, the stacks are consumed to force the target to flee for (1/1.25/1.5/1.75/2) seconds. A target cannot be affected by this ability more than once every 6 seconds.

Active: Ryka shields herself for up to 8 seconds. On activation and then every 2 seconds while the shield holds, a wave of fear pulses outward from Ryka, dealing magic damage to nearby enemies.

Shield Amount: 60/75/90/105/120 + 50% AP + 6/8/10/12/14% of maximum health Magic Damage per 2 seconds: 20/30/40/50/60 + 15% AP + (1/1.5/2/2.5/3)% of the target's maximum health Maximum Magic Damage: 100/150/200/250/300 + 75% AP + (5/7.5/10/12.5/15)% of the target's maximum health


E: Killer's Rush

Cost: 40/45/50/55/60 mana Dash Range: 500 Area of effect radius: 175/250 Cooldown: 16/15/14/13/12 seconds

Active: Ryka throws her spear to the target location, dealing physical damage to nearby enemies, and then dashes to it and sweeps it around herself upon arrival, dealing the same physical damage again in a larger area. Damaged enemies are slowed for .75 seconds, and are forced to flee instead if damaged twice by the ability.

The spear takes .5 seconds to reach its destination, regardless of distance.

Physical damage per strike: 50/75/100/125/150 + 75% Bonus AD Slow amount: 30/35/40/45/50%


R: Noxian Charge

Cost: 100 mana Initial Dash Range: 400 Maximum Dash Range: 1200/1500/1800 Cooldown: 120

First Cast: Ryka channels for up to 4 seconds, highlighting a cone in the target direction for herself and allies and increasing the range of Noxian Charge over that cone over a duration of 2 to 4 seconds, half as quickly if no enemy champions are visible within range.

During this time, any number of allied champions can opt-in to join Ryka by right clicking on her, and can opt back out by attempting to move, attack, or cast abilities, and are forced out upon taking damage from enemy non-minions. A player cannot opt back in if they have opted out, voluntarily or not.

Move during the channel or channeling for the full duration cancels it, refunding 75% of Noxian Charge's cooldown and cost.

Second Cast: After channeling for at least 1 second, Ryka and her allies that opted-in dash to the target location, dealing physical damage in an area where they stop. Ryka and her allies are immune to crowd control while dashing.

Ryka herself stops at the center of the target location, while her allies stop at their attack range from the location.

Physical damage: 200/300/400 + 80% Bonus AD Area of Effect: 500



Design Principle:

Ryka's meant to be an odd goose among Vanguard tanks for more of a reason than initially seems. The most standout thing about her is that she's your classic grim scary warrior, but in my opinion what makes her fairly unique among existing tanks is that she's in all honesty no more built than divers or even skirmishers usually are. She doesn't slam into enemies and knock them around (or up), she doesn't crack the earth, and she doesn't wield any legitimate magic. She just breaks the morale of the enemy because she puts a huge show into her combat.

All of Ryka's tank-like attributes stem purely from psychological combat. All forms of crowd control she has available to her are slows or fears, flavor wise, her two defensive steroids (her passive and her W shield) aren't her legitimately getting tankier or bracing herself, it's just her frightening enemies into fighting worse against her, and the buffs she provides to her team is just her inspiring them as the front line to charge a little more recklessly into the enemy.

So, Ryka's general thematic is split into two parts that mesh, them being her extremely vicious combat style and the fear she fuels on the battlefield by fighting that way. Half of her kit, her Q, E, and ultimate, work on that, all being highly telegraphed, aggressive, and damaging forms of pure attack, while the rest, her innate and W, are the aftermath morale-breaking she causes.

Ryka absolutely has to attack head-first to get anything done. Her innate requires a whopping 8 stacks to trigger, but she has multiple ways of stacking it if she has multiple enemy champions to hit. If she's only fighting the enemy front line, it's going to take longer to trigger her passive, but if she's hitting the front and mid-line, she can trigger it in a single rotation and give her team a huge boost early in a fight. Likewise, two of her skills are very short ranged, and the other two are purely for engaging on the enemy. While she can do SOME work waiting for the enemy to attack, she can't accomplish much if neither team is trying to fight openly. Luckily for her, her ultimate can force fights by getting her entire team in on an engagement with her.

It's true in general to never do this, but against Ryka especially, don't bunch up. Every form of crowd control or debuffing she wields she can apply aoe in a small area. You won't be having a fun time if she manages a multi-man fear and armor shred, but she's much worse off if she only has one enemy in front of her at a time. Her ultimate is impractical to use during a fight, so watch for her to throw her spear with her E and back away from it, as her spear shows clearly where Ryka's looking to go. Once Ryka's used her E to get into a fight, she's in it for the long haul, so she won't be getting back out if things start to go poorly for her.



Recommended builds:

Summoner's Rift:

-Starting: Corruption Potion, Warding Totem

-Early: Boots of Speed, Bami's Cinder, Chain Vest

-Essential: Mercury's Treads, Sunfire Cape, Black Cleaver

-Offensive: Titanic Hydra, Frozen Mallet, Sterak's Gage

-Defensive: Randuin's Omen, Frozen Heart, Spirit Visage

-Consumables: Health Potion, Control Ward, Elixir of Iron


Twisted Treeline:

-Starting: Corrupting Potion, Boots of Speed, Warding Totem

-Essential: Mercury's Treads, Sunfire Cape, Black Cleaver

-Offensive: Titanic Hydra, Frozen Mallet, Sterak's Gage

-Defensive: Randuin's Omen, Frozen Heart, Spirit Visage

-Consumables: Health Potion, Elixir of Iron


*Howling Abyss *:

-Starting: Boots of Speed, Guardian's Horn, Refillable Potion

-Essential: Mercury's Treads, Sunfire Cape, Black Cleaver

-Offensive: Titanic Hydra, Frozen Mallet, Sterak's Gage

-Defensive: Randuin's Omen, Frozen Heart, Spirit Visage

-Consumables: Oracle's Extract, Health Potion, Elixir of Iron



Long Lore:

Records of Ryka’s childhood are sparse, but what is generally accepted is that she was the daughter of a Noxian soldier that met his end at the hands of Jarvan III. He was but one of many, his name lost to history, but his devotion to seizing glory for his homeland had an effect on his daughter. When his spear was brought home, she took it up and began training with it every day, for hours on end. Already strong and tall for a girl, Ryka grew into a skilled spearwoman, and joined the Noxian military as soon as she reached the minimum age of recruitment.

Again, not much is known of her story in her training and early career. By all accounts she was very likely an above-average soldier, owing to the fact that her name appears in records of second-wave combat vanguards – the first wave usually being the home of cannon fodder or soldiers who had demonstrated unusual resilience. Where the records begin to show in earnest is when she took part in the third invasion of the Kaladoun marshes. Victory would have brought the warfront one step closer to Demacia proper, and for a time the Noxian soldiers were pushing through the Demacian lines. All of that changed when Garen Crownguard finally arrived.

Inspired by the presence of the Might of Demacia, the defenders of Demacia began to fight with all they had, the Noxians were forced back. Reportedly, Ryka could only watch as Garen rampaged through the ranks of her countrymen, Demacian soldiers falling in behind him wherever he went. The power a single individual could have on a battle was laid plain to her.

Following the Noxian retreat, she secluded herself in her home whenever she was not on duty, and then simply vanished one day. Rumors trickled back to Noxus that she had gone north and then west, but soon all word ceased. She was eventually written off as having died in the wilderness, until one day she returned. Those who saw her march into the city report that her armor was caked with dried mud and blood, and there was a gleam in her eyes that was not present there before. On she went, back to her old commanders, and she demanded that she be returned to military duty. Immediately Noxian command attempted to have her arrested for going AWOL, but she violently slew the men that stepped forward until none dare approach. Again she repeated her demand, and this time command accepted.

Ryka next appeared in battle among the ill-fated first vanguard, no doubt a move by her commanders to let the Demacians bear the cost of carrying out her sentence. Instead, she cut down every Demacian that approached. Those who fought alongside her carried back sweeping tales of her exploits, how she soon had the Demacians quailing before her wrath, while the Noxians were proudly flanked her. Again and again she made a name for herself in this manner, until rumors began to circulate among Noxians that she was an invincible warrior that took the hearts of the most stalwart of knights with her mere presence, while Demacian soldiers began to regard her as a demon in human guise.

How exaggerated these rumors became is subject to debate, but what IS certain is that any first vanguard that was led by Ryka soon gained a new reputation among the Noxian military.

In truth, this was all merely an orchestration of Ryka's own making. Having seen the effects an icon could have on their people, she set out to make one of herself. Killing her own humanity through acts of depravity on the battlefield and hiding her intentions behind a mask of madness was just a small price to pay for the good of her homeland.

It didn't really matter. The terror of her enemies and the (fearful) admiration of her people was reward enough for her.



Quotes:

Champion Selection "The horn sounds and battle begins. It's time to put on my war face."



Revision History

3/15

Ripping Strikes reworked.

Base damage on Killing Intent reduced, %max health damage added.

3/14

Ripping Strike's slow changed to decay rapidly over 2 seconds from remaining the same over 2 seconds.

Killing Intent Fear passive duration changed to 1 to 2 seconds, from 1.5 at all ranks, mana cost increased to 80 from 70.

Killer's Rush reworked.

Changed Noxian Charge to increase its range only half as fast if no enemy champions are visible within its range instead of cancelling completely.

3/7

Scaling values on Overwhelming Presence changed from 10% at level 1 to 30% at level 17 to 10% at level 1 to 20% at level 17. Clarified that she stacks Vanguard only through her abilities.

Added

8 Comments

THE RlVER KlNG3/19/2017, 1:57:07 PM2 votes

So there are a lot of things I like about Ryka, and a few things that I don't.

Chief amongst the former is that she feels very fluid to play. Her passive is a very interesting one that synergizes well with her kit, and a WEQ is a very fluid and succint combo that helps her to build her stacks. I think the E is very cool and fulfills the dynamic war leader fantasy very well. The Q being a mixture of Camille W and Sion Q, yes?, sounds very satisfying to play with.

However, we run into some things that I don't care much for. The W is thematically jarring (you say that she doesn't know any magic, but the W is obviously very much so), lasts for forever and deals a lot of damage, and the passive could lead to some huge problems in the laning phase. While you need 5 attacks to do so, because Ryka will most likely not invest in any attack speed and so every 6 seconds doesn't really do much to curtail her literally fearing her target every 5 attacks. She can build pretty tanky and then fight people for eternity, dashihng in and around with her plethora of slows (her E is even another fear if she can hit the skillshot). Arguably even worse is that she's pretty bland overall - she doesn't really have anything going for her that is interesting as a character aside from being a girl in the Noxian elite; and you could easily put her kit on any old character and it would probably work. What Ryka does she does well but it's not necessarily anything we haven't seen before, aside from being a diver in vanguard's clothing.

Her passive giving her damage reduction from landing her spells is kind've gross actually. This is your most Skylarke-y of your champions - she's already a mobile damage dealer with plenty of CC and ways to contribute while behind, that excels at beating the shit out of her lane partner, but her damage reduction makes it even harder to turn around and fight her, once you're done being either slowed or feared for excessive amounts of time. A Trinity-PD-Visage sort of build would be pretty disgusting on her and I doubt there are very many top laners who could ever stand a chance of fighting her unless she had already fed her ass off. While its quite difficult to proc the AoE of her passive, when it does she gives a massive amount of stats in gold to everyone on her team, especially in a meta when stuff like Redemption and Locket are running rampant. Not a bad mechanic in theory, but too difficult to proc in practice and too good when she does.

That's not even factoring in her ult, which is really cool as an ability but doesn't really make much sense at all. How is she transporting up to 4 allies at once? I realize League isn't a realistic game, but there is usually a basis for how abilities work - Ryze creates a portal, Tahm Kench literally swallows his ally, etc. With Ryka you're making it out like the allies just fuse into her, and for a nonmagical Noxian soldier I don't really understand how that works at all. Other than that, the ult seems fine aside from her being able to take literally her entire team along for a ride at all levels. I would suggest a 1/2/3 sort of deal with levels, because a mass engage that accomodates for her allies' range is pretty strong in normal circumstances and godly in the right ones. Compared to sort of similar abilities like Kled and Sion, whose ultimates have much higher CDs in the first few ranks, 120 actually isn't even all that punishing of a CD for the amount of power it gives. The damage is respectable but the utility it grants is astronomical.

I like Ryka's kit and I think she could be much more interesting with a clearer theme, as well as less ways to get the advantage on her enemy simply by existing. Her lore and thematic as it stands is nothing special and her ultimate grants an inordinate amount of utility for a diver/vanguard that excels on most other fronts as well. As always though, your champon is smartly designed and I would be surprised if Ryka doesn't place in this CCOS.

Skylarke3/11/2017, 4:08:57 AM1 votes

Thanks for reviewing me! I'll return the favor.

Something important to note which you may have forgotten is cone angle. It's very important especially for the ultimate because it basically makes or breaks the ability. The 'keep enemies' in the cone mechanic seems quite...odd? If anything, it seems like thematics are trying to make their way into gameplay, but the implementation means that you get a fairly clunky ability which gives certain champions (like Quinn, Graves, and Nocturne) an unfair advantage in countering her which others don't.

What I don't like, first and foremost is the E ability. It's a modified Tryndamere W attached to a dash. Similarly, it creates gameplay issues, where you are put in a lose-lose situation. If you face her, you are slowed, and because of the range of the E wave, are also in range of Q, W, and very close for her auto-attacks. It's even worse if you have turned your back because you don't get the luxury of picking where you go. This mechanic would be far more appropriate in a game which had turn times like DotA because that creates interesting gameplay there, but in League it just doesn't seem to fit.

This combines to give Ryka one of the scariest level 3 spikes in the laning phase. E-AA-W-AA-Q1 virtually takes place during the period of the E slow (or just out of it) and procs your W passive, setting you up perfectly for your Q2 and either finishing them off or backing away. It should also be clarified whether or not Q can be buffered during the E dash. If that is not sufficient to fight your enemies, you also gain a degree of damage reduction while this is available. This is incredibly dangerous during the laning phase, and is probably enough to crush any melee opponent (save Riven, Fiora, and maybe Camille) by giving her a decisive way of dealing what is effectively guarenteed damage while being able to soak damage through both damage reduction and her shield.

This ultimately leads to a snowbally champion, who can make excellent use of juggernaut items like Black Cleaver and Sterak's Gage. What makes her so snowbally is that once she does gain an advantage, it is very difficult to flee from her unless you have innate mobility in her kit and cause her to miss her dash. In a way, she seems to be a personfication of pre-rework Phage, where effectively every top-laner rushed it, because whoever got ahead and landed some lucky slows effectively took control of the laning phase from there. The ultimate is also very powerful in this regard as it makes pushing up to her tower as she returns from base extremely scary.

She is manageable in teamfights, but proccing her passive when one begins appears to be quite simple. Hitting her ultimate (I will assume the area-of-effect means the diameter) onto 3 people is instantly followed up by W and point-blank E, which would basically instantly grant anyone who tagged alongside you up to 20% damage reduction. To counteract this, there should be a short cast time on the W, and perhaps a slight wind-up from the E as well.

Overall I like it, but there are certainly some things that can be improved.