(Champion Concept) Vulnash of the Black Sands

Meep Man·6/22/2018, 8:20:40 PM·4 votes·1,840 views

LORE Every Harrowing, the Black Mist stretches its reach further and further into the world from its isles. The Shadow Isles, a blight upon the world itself, roil with darkness and foul magics, constantly grasping for life to drain the vitality from. The Black Mist is not an unknown force to those who have lived within Runeterra in recent times, especially to those who suffer it every Harrowing in Bilgewater. However, to those who lived in times far before now, the Black Mist is an unknown entity. It is threat unseen before and one that they have not prepared for. In Shurima, the Black Mist is a myth. It merely serves to scare children and teach harsh lessons of life through tales. With the rising of Azir and Xerath bringing conflict within Shurima as well as the growing threat of the Void, none suspected that the tales they told at night in the cold desert would come to kill them in their sleep. At the shores to the east of Shurima, one night, a blinding fog overcame those who lived there. There were screams. However, they did not last long. No survivors were left to warn those who lived in Shurima. The ancient tombs beneath the sands of Shurima stirred, and, from within, an ancient ruler arose. Vulnash, a cruel ruler from before the Ascended had ever existed, awoke from his long, long sleep. https://1d4chan.org/images/3/3a/Uncle_Nagash.jpg Long ago, a cruel king once ruled the sands of Shurima. His name was Vulnash, and those who served him knew the greatest pains of life. Vulnash was greed and wrath incarnate, constantly seeking ways to ascend to greater power. His temper was like no other, and entire villages would be destroyed from his fits of rage. He was not a coward either. A mage with little parallel, Vulnash was, in fact, the creator of many of the Dark Magics that plague the land of modern Runeterra. Through constant research and study, Vulnash became an expert in the field of insufferable agony, immoral tactics, and darkness so foul that life itself shivered and died in it's presence. Indeed, to get right to the most important point, Vulnash was the father of necromancy. Through dark research, Vulnash learned the secret of how to bring life back from the dead. With such a secret, his army suddenly doubled, no, tripled, no, quadrupled in size on a daily basis. It was not long before all life on Runeterra at the time knew and feared Vulnash. However, all darkness is burned away in the face of an equally bright light. Celestials, wishing to purge this darkness from the land, assaulted Vulnash and began a war that lasted a decade: The Great War of Life. Today, it is a myth, much like the Shadow Isles, that is used to show how the righteous win at the end of the day. Vulnash lost this war and was sealed into a tomb that the celestials would never allow to be opened by any natural means. With the great evil banished from Runeterra, the celestials vanished from the world, but not without leaving behind a way for the mortals of the desert Vulnash was sealed beneath to guard the tomb. The Sun Disk, a powerful artifact that would allow the worthy to ascend to godhood, would serve as the warden for Vulnash. The Shurimans, as they would come to be called, however, instead used the power the Sun Disk granted to create their own empire, forgetting Vulnash as time went on. Indeed, even the greatest evil the world ever knew would eventually be erased with history. Perhaps it was so the Shurimans could forget what the Sun Disk was originally for in order to pave the way for their empire without hesitation. Perhaps they grew prideful and believed that, even if Vulnash returned, they could hold back his power. The reason does not matter. One dreadful night in Shurima, however, it came to be tested if the Ascended could hold back Vulnash. As the once dead king arose from his tomb, he saw that a new dark power held hold over his soul. The other undead around him were mindless, but he was powerful enough to easily secure his personality and mind from the grasp of the Black Mist. With a flick of his wrist, the undead near him turned to him and bowed. Their true king had returned. Vulnash, with a laugh that shook the entirety of Runeterra to it's core, reveled at his own return. Unlike with previous Harrowings, the Black Mist did not retreat as the night ended. It had found a source of energy so powerful that it seemed to be limitless in supply. Stepping forward from his tomb, Vulnash began towards the large pool of energy that he could sense towards the center of the desert. It shined with the light of a thousand suns and Vulnash grimaced at such a righteous and holy beacon. As he moved, the sand itself seemed to turn to dust as the Black Mist followed him, raising from the sands near him the dead that had been trapped beneath after dying from the viciousness of the Shuriman desert. An echo of Vulnash's rise was sent across the universe. He detected the pulse and grinned with excitement. Let the celestials come. They would serve as excellent generals in his new quest to retake his rightful place as the ruler of this world. https://i1.wp.com/aosshorts.com/wp-content/uploads/2018/02/IMG_9384.jpg?ssl=1


KIT

Vulnash of the Black Sands Main Role: Battle Mage Secondary Role: Warden Health- 450 (+50 per level) Health Regen.- 2.5 (+0.25 per level) Mana- 535 (+35 per level) Mana Regen.- 10 (+1 per level) Armor- 12.5 (+2.5 per level) Magic Resist- 30 (+0.5 per level) Movement Speed- 325 Attack Damage- 44 (+2 per level) Attack Speed- 0.485 (+1% per level) Attack Range- 525 (Ranged)

Passive- The Risen Innate: Whenever a unit dies within 1000 units of Vulnash, they will rise again as an undead Skeleton that will push down the nearest lane, but go into a frenzy upon an enemy champion coming within 1000 units of them, causing them to gain 30% (+6% per 100 AP) increased movement speed and attack speed and chase down and attack the enemy champion until either the Skeleton or the champion dies. There is no limit to the number of Skeletons that can be alive at one time, and they last until they are killed. However, Skeletons that are more than 1250 units away from Vulnash have their maximum health reduced to 1 and deal 50% reduced damage to minions and structures. Skeletons that die near Vulnash do not spawn more Skeletons. SKELETON STATS Health- 35 (+6 per level) (+10% AP) Armor- 0 Magic Resist- 0 Movement Speed- 325 Attack Damage- 4 (+2 per level) (+4% AP) Attack Speed- 0.75 Attack Range- 125 (Melee) Skeletons grant 1 gold to their killer. Skeletons ignore unit collision and other units ignore collision with Skeletons. Innate: Vulnash cannot gain bonus health. Instead, all bonus health that Vulnash gains is converted into bonus ability power. For every 10 bonus health that Vulnash gains, he instead gets 1 ability power.

Ability 1- From Underfoot Passive: Every third basic attack made by Vulnash deals 15/30/45/60/75 (+25% AP) bonus magic damage and will spawn 2/2/3/3/4 (+1% AP) Skeleton(s) beside his target. This cannot trigger on enemy structures. Active: After channeling for 3 seconds, Vulnash causes 3/4/5/6/7 (+2% AP) Skeletons to spawn at the target location over the next 3/4/5/6/7 seconds, spawning a Skeleton once every second. Cost: 40/55/70/85/100 mana Cool Down: 15/12/9/6/3 seconds Range: 550

Ability 2- Leech Vitality Active: Vulnash begins to channel for the next 5 seconds, during which he deals 40/55/70/85/100 (+25% AP) magic damage every second to the target enemy unit. If the target leaves this ability's leash range or Vulnash is interrupted, the effect will end. If the target dies while this effect is occurring, Vulnash's base health regeneration per 5 seconds is increased by 3 permanently. Cost: 40/55/70/85/100 mana Cool Down: 12/11/10/9/8 seconds Range: 600 Leash Range: 775

Ability 3- Howl of the Black Sands Active: After channeling for 2 seconds, Vulnash unleashes a howl that causes all nearby enemy units to take 125/200/275/350/425 (+125% AP) magic damage, ignoring 15/20/25/30/35% of their magic resistance. If Vulnash completes this channel and the ability hits at least one enemy champion, Vulnash also gains a shield equal to 100/150/200/250/300 (+100% AP) for the next 8 seconds, during which Vulnash heals for 7/9/11/13/15% of the damage dealt by his abilities and Skeletons to enemy champions. Cost: 70/75/80/85/90 mana Cool Down: 18/16/14/12/10 seconds Range: 500

Ultimate- Obelisk of the Black Mist Active: After channeling for 1.5 seconds, Vulnash creates an obelisk at the target location that acts as impassable terrain. The obelisk can be destroyed with 3/4/5 basic attacks. The obelisk exudes Vulnash's passive, The Risen, from it, causing all units that die within 1000 units of it besides Skeletons to spawn a Skeleton that pushes down the nearest lane. Multiple instances of The Risen do not overlap, preventing the same unit death from spawning more than one Skeleton. Skeletons that are within 1250 units of an obelisk are empowered as if they were near Vulnash, causing their health and damage dealt to minions and structures to not be reduced. A maximum of 1/2/3 obelisks can be created at one time. Obelisks grant 15 gold to their killer. Cost: 100 mana Cool Down: 140/100/60 seconds Range: 750 Obelisk Radius: 150 Obelisk 'The Risen' Aura Range: 1000 Obelisk Skeleton Empowerment Aura Range: 1250


GAMEPLAY PHILOSOPHY Vulnash is a solo carry champion that demands death. He doesn't carry if it is by the hands of the enemy or his allies, he just wants things around him to die so that he can spawn his army of Skeletons. A pushing threat that rivals Yorick, Vulnash is not a champion to ignore. His mere presence in an area can cause danger to the enemy team by having his Skeletons constantly chase down to try and attack nearby enemies. Thankfully for enemies, Skeletons are very squishy in the early game, causing them to be able to be killed by a single basic attack for most champions. Once Vulnash has acquired some ability power and levels, however, his Skeletons become incredibly difficult to deal with if you are alone as even a single additional basic attack to kill one Skeleton can be the difference between an easy source of gold and a deadly threat. However, no matter what level Vulnash is, if he isn't alive and near his Skeleton army, they will always be able to killed with a single instance of any form of damage, so simply moving away from Vulnash is enough to reduce his Skeletons to a pile of dust and gold. Of course, you can't hide behind your towers forever. Vulnash Skeletons also prove to be a very potent pushing force and, with numbers, Vulnash can easily take down a tower before the enemy team can react. Vulnash's damage isn't to scoff at either. His third ability especially will send panic through an enemy when it chunks them for half of their health. Despite all of this power, however, Vulnash has a very clear weakness: he is frailer than a feather. He cannot gain any bonus health, his base health is pitiful, and his base resistances are laughable. He only has two ways to possibly get around this weakness. His second ability, Leech Vitality, permanently increases his own base health regeneration by a small amount whenever an enemy dies while under it's effects. This does not protect him from burst damage, but can make him tricky to kill if an enemy cannot deal enough damage each second later in the game to outpace his health regeneration. Finally, there is his third ability's reward for being landed, which grants him a large shield that allows him to heal for the damage he deals to enemy champions while it lasts. This can protect him from burst damage, technically, but only if the burst damage took longer than 2 seconds to occur, as Vulnash has to channel for 2 seconds before receiving this shield. Another notable weakness here is that all of Vulnash's abilities can be interrupted by interrupting crowd control. An enemy team that can close in on Vulnash can quickly render him useless if Vulnash does not have protection from his team. Despite all of these large weaknesses, Vulnash is payed off by a significant amount if he has protection from an ally. For this very reason, it is best to put Vulnash in the Bottom Lane with a Support who can help negate his weaknesses, such as Soraka, Taric, or Sona. If you want to go for an extremely annoying lane, you could partner him with Yorick since Vulnash does not "steal" graves from Yorick since he does not require himself to kill the minions himself to spawn the Skeleton. This could lead to a very push oriented Bottom Lane that could easily rush down and acquire the first tower for their team. Truthfully, it is up to you how to utilize this extremely team reliant character in the Bottom Lane.


RECOMMENDED BUILD

Bottom Lane (Carry) Starting Items item 1056 item 2003 item 3340 Essential Items item 3020 item 3003 item 2065 Standard Items item 3065 item 3027 item 3089 Situational Items item 3116 item 3157 item 3102 Consumables item 2139 item 2055 item 2033


Thank you for reading my champion concept! Any constructive feedback is appreciated!

3 Comments

Arakadia6/23/2018, 12:57:06 AM1 votes

Did you change your name?

Daedeye6/26/2018, 10:04:09 AM1 votes

Playing an AP Mage as Carry on bot has many drawbacks for your team, as you don't have someone to shred the enemy tanks and you lose a lot of dps in your team. I see, he could deal a lot of damage with W and E, but he still lacks the skirmishing power of an ADC.

Wouldnt he be better as a top or mid laner?

The skeletons could be overpowered in laning phase against champions, that have a weak wave clear maybe? Or they are too weak against champions, that are good at wave clearing.

Maybe they should always lose health with time and have a resistance against spells, that hit multiple targets?

His E seems to be very difficult to execute in a team fight, when he is very squishy.

Maybe when he doesn't hit an enemy, he should still get the shield and also get a reduced cooldown on the ability? Since it's a one-click ability and it depends on the enemy to dodge, he should not be punished for not landing it.

Just a thought: Maybe make the W channel faster, scaling with bonus attack speed? So a nashor build could be possible.