Ska'Drûn, the Mistbringer
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Champion: Ska’Drûn, the Mistbringer
Role: Support/Controller
Lanes: Bot/Top
Base Health: 555-2100 Base Health Regen: 6.9-16.7 Base Mana: 346-1300 Mana Regen: 7.5-20 Attack Damage: 54-104 Attack Range: 150 Armor: 25-90 Magic Resistance: 30+ no scaling Movespeed: 335
Passive: The Black Mist While within 3000 range of Ska’Drûn enemy vision is decreased by 25 per second, up to 100 units lower.
Q1: Violent Screech Ska’Drûn fires a long, thin cone-shaped blast of sound that knock backs enemies within 450 range. (main damage spell), Deals: 80/125/170/215/260(+80%AP) Magic Damage Range: 1000 CD: 10/9/8/7/6s Cost: 55 mana
Q2: Malevolent Pulse
Ska’Drûn channels, coalescing the grudges of the spirits in a single blast. It strikes all units in a area around Ska’Drûn, and grows larger and fears longer for the length channeled.
Channel time: 2.5 sec
Range: 100-600
Fear duration: 0.5s-2s
AOE Fear
Cost: 80 mana
CD: 25s -2s for each enemy champion hit
W: Ascend No Cost CD: 11/10/9/8/7 (While in flying form and in jungle, emits a sound wave out that reveals enemy units not in vision (stealthed and unstealthed) in the way that red ward does, at increasing range per level. Range:500/650/700/750/800/850/900/950/1000/1050/1100/1150/1200/1250/1300/1350/1400/1450 +400 attack Range W: Descend (While in ground form, his auto-attacks do +10/15/20/25/30+(7%ARM+7%MR) Magic damage on-hit) +10/15/20/25/30 ARM+MR (+15% of bonus ARM+15% of Bonus MR) No Cost
E1: Shadow Pact Cost: 75 Mana CD: 10 s Shields you and a target ally for 6/7/8/9/10% of your Max health + 35/45/55/65/75 P: Any damage done by this champion will heal the ally champion shielded for 8/10/12/14/16% of damage dealt)
E2: Sky Rider Cost: 40 Mana CD: 30s Allows an allied champ to grab onto you for 6/7/8/9/10 seconds. During this time, you gain 15/25/35/45/55% MS and carry the champion with you. Any hard CC will make you drop the champion, but they will not suffer the CC. Reactivate this ability to drop the champion early. If that champion goes into stasis, you will drop them. If you go into stasis, so will the champion you are holding, and you will not drop them. You cannot basic attack while using this spell. Champions that decide to channel a spell that requires that you do not move will be dropped. Champions that use mobility spells will be dropped.
R: Wings of Night Cost: 125 Mana CD: 120/90/60
After unleashing a global scream, Ska’Drûn summons the black mist which decreases the enemy team’s vision depending how close Ska’Drûn is to them, from 900-250 when in 3000-1000 range of said champions for 3/3.5/4 seconds. Turrets/Minion/Wards/Minions/Area of Effect vision granting abilities are denied effect. (essentially the only shared vision is each champion’s 900-250 vision range and allied champions)
LORE:
Long ago, a beast was born that heralded a living darkness. This being was Ska’Drûn. Taking the form of a large batlike creature covered in shadows, he began his voyage to Valoran. Unwilling to participate in mortal affairs, Ska’Drûn craved freedom above all. Where he traveled, the darkness grew. However, he was not free, for he could only travel where his darkness had spread, caging him within his own power. As Valoran fell to the growing darkness, the monks of the Blessed Isles united to seal the beast within a lantern, a fitting end to the darkness. This lantern was buried beneath the Isles and was guarded to prevent Ska’Drûn’s return.
All was peaceful until the Ruined King journeyed to the Isles to resurrect his wife. In his grief, he unleashed a powerful magic to break the barrier between life and death- one that unintentionally tapped into the lantern’s energy and undid the seal. Ska’Dûn erupted from the lantern with an explosion of his Black mist which had become charged with the Ruined King’s spell. Whatever the Mist touched that could not handle the shadows, died and was reborn in undeath. Ska’Drûn, now hovering above the Isles, reveled in the feeling of freedom. He decided to cover the land in his mist, so that he may be free to fly forevermore in the darkness.
Playstyle:
Ska’Drûn is intended to function as a Controller type support. Each form presents its own tactical advantages. While his airborne form is exceptional at scouting, engaging and roaming, his grounded form is exceptional at tanking, skirmishing and helping an ally survive fights. His Airborne Q ability allows Ska’Drûn to disrupt or engage, and it scales given how long it is channelled. While it has a high cooldown, its cooldown can be reduced by hitting multiple enemy champions. His airborne W passive allows a measure of safety in lane, as any intruding force caught by the Sonar wave will have their Silhouette displayed, whether or not they are stealthed. However, if a smart enemy is able to avoid the initial wave, it takes another 5 seconds for the next wave to pulse, and gives windows of attack, prompting fast action and punishing hesitation. Ska’Drûn’s airborne E wing rider functions as a valoresque roaming and escape tool. It can used to easily reposition an ally in a teamfight or to bring an ally with them to engage. The unique interaction with Zhonya’s Hourglass allows Ska’Drûn to share his Stasis with its passenger, providing unique opportunities for clutch saves. When it comes to Ska’Drûn’s grounded kit, it is mainly based around tanking and sustaining allies throughout a fight. His grounded Q is intended to be used to interrupt channels or dashes, while also dealing some damage. While is has a long range, it is very thin, allowing for dodging if timed incorrectly. While it can be used to poke, it is more useful as a defensive ability. Ska’Drûn’s grounded W passive gives him the tank stats necessary to be the team’s tank. Given that he has no innate magic resist scaling, and scales armor at the rate of a mage, it is important to give resistances to use the ability to its fullest. His Grounded E is the main source of sustain in lane, having him trade off range, vision, and aoe crowd control for the ability to heal his partner for % of physical and magic damage dealt to champions. (Intentionally done so that Relic Shield’s True damage execute did not count towards healing). Finally his Ult is a tactical masterpiece, allowing him to approach unseen by his mark, but also removing shared vision except for the champions themselves. While you can judge who Ska’Drûn is stalking, (based on decreasing vision rings) the unsettling feeling of hearing the scream and the loss of shared vision has global effects.
Possible Build :
Eye of the Equinox Boots of Mobility Frozen Heart Zhonya’s Hourglass/Knight’s Vow Locket of the Iron Solari Redemption/frozen mallet
Masteries:
0/12/18
Wanderer: Extra movespeed out of combat synergizes with E:Wing Rider+Mobi boots Secret Stash: Better Sustain in lane Meditation vs. Executioner: Taste-meditation allows for better mana sustain, while executioner lets you heal your partner more when in close skirmishes. Bandit: Go-to gold gen for supps, encourages poke/skirmishing
Resolve
Unyielding: Synergizes well with W passive Explorer: +12 Movespeed out of combat synergizes with E: wing Rider. Veteran’s scars: as Ska’Drûn has no innate healing, the early health will boost E shadow pact’s power and it means a lot In the early game Insight: allows you to keep exhaust and flash on low cooldowns to skirmish better. Legendary guardian: this helps you better than tenacity as your ult+e drops you in the middle of the enemy team. As such you would benefit from the increased resists so you can last long as your team follows up. Courage of the Colossus: gives you greater survivability in both lane and fights. Your airborne Q gives you an up to five person hard CC, ideal for this mastery.
Synergizes well with
Kog’maw: giving in combat mobility to a hyper carry, and providing cc to said carry. Also gives good vision, shields and in lane sustain.
Twitch: see Kog’maw
Annie: a combination of hard cc and the ability to be carried into a team unseen is a combination to be feared.
Galio: see Annie
Illaoi: Giving a juggernaut the ability to enter the midst of a team and unleash the perfect ult has its allure. Ska’Drûn can also fear them in an AOE to ensure the ultimate connects.
Rengar: Given Rengar’s ultimate is his main tool for getting close to an enemy, Ska’Drûn’s ultimate allows him to save his ultimate to use for a different assassination. Thereby making Rengar twice as effective.
Syndra: Arguably one of the better mages for Ska’Drûn, Syndra’s abilities can all be cast while moving, allowing for very risky flanking maneuvers and excellent duo kiting ability.
Tahm Kench: A very funny interaction, but, if a tahm kench devour an Ally or an enemy, they may then be picked up using E-wing rider, allowing for some interesting isolation plays.
Counters:
Vayne: All of the resists in the world mean nothing against % max health true damage. This, combined with her mobility, make vayne a difficult opponent.
Alistar: Incredible peel and disruption make it difficult for Ska’Drûn to engage or activate his Q- Malevolent Pulse as it requires a channel.
Thresh: Strong CC, peel, and the ability to lantern in junglers to avoid Ska’Drûn’s W passive make him a valuable counter
Morgana: Immunity to CC, a long bind that prevents engages, and a an AOE tether make it difficult to lane against her as well
Is good against:
Leona: Using Q-Violent Screech, Ska’Drûn can interrupt Leona dash, effectively making it difficult to use her combo.
Ashe: As an immobile ADC, ashe is near powerless against Ska’Drûn’s ultimate, as she relies on vision to stay safe.
Janna: Ska’Drûn can interrupt her ultimate and his shield trumps hers, as it gives the added benefit of healing while it is active.
Twitch: W-passive can reveal Twitch’s presence during Q-Ambush.