Hyrond, The Forgotten Enforcer (III)

ThorOdinson54·7/10/2017, 7:23:22 PM·3 votes·461 views

“I’ve killed things the size of this rift, anything in it should be easy enough.”

Hyrond is the Enforcer of the Forgotten, the people of a lost realm. It is his duty to find and Detain all the beasts of Runeterra. Armed with the Remnant, a magical Mark, and wit to no end, he carries out this job until he dies once more. In game, Hyrond is an anti-tank slayer who relies on multiple weapons and high mobility to duel whoever opposes him. He has a unique resource, Aura (see abilities), that he must sustain to fight effectively.

Name: Hyrond

Epithet: The Forgotten Enforcer

Class: Fighter-Assassin

Allies: Camille ; Lucian ; Syndra; Vayne ; Yasuo Enemies: Aatrox ; Alistar ; Chogath ; Khazix ; KogMaw ; Malzahar ;RekSai ; Skarner ;TahmKench ; Trundle ;Twitch ; Urgot ; Velkoz ; Warwick

Lore: Hyrond was once a simple Ionian man who went by another name. He spent his time training to be a soldier, as his family had always done. That ended when the Elders brought word that his brother was a traitor, and he must go bring him to justice. The man tried, but failed miserably. He was slain that day, and Hyrond was born. After his death, the man was brought to another realm, the Desolation, by a man named Arcturus. He resurrected the man and told him why he had been brought back: he was to help serve the people trapped in the Desolation, the Forgotten. He agreed to do so and was brought to their village. There he was given the name Hyrond, and Arcturus began to train him. Before any real training could be done, disaster struck. A massive Voidborn beast had escape their prison, the Eternum, and was headed towards the village. Hyrond and Arcturus would have to stop it, but that was suicidal. Hyrond, with a remark of "Death hasn't stopped me before," went off to defend the village, and Arcturus decided to as well. They gave him the Remnant, an ancient artifact that can become any weapon the user desires, and Hyrond and Arcturus were off. They fought the beast, and after a shockingly quick battle, Hyrond slew it. They returned to the village, to the surprise of everyone, alive, and as heroes. They realized Hyrond did not need any more training, he was perfectly capable as is. With that, they sent him back to Runeterra, where he remains, carrying out the will of the Forgotten. Even in his free time, he tries to find all the monsters of Runeterra and Detain them in the Eternum. **Note: **This lore was summarized.

Appearance: **Note: **I'm a bad artist, so I can't draw my champion. Instead, I'll describe him (but if anybody is willing to draw him and tell me, be my guest): Hyrond wears a gray cloak with one shoulder and sleeve, covering his right, sword-bearing arm. This cloak has a dark blue design on it. The cloak’s cape has most of the left side burned away by some previous encounter. His torso is showing, except a small area around his right shoulder, which is covered by the cloak. He is muscular, like Yasuo or Lee Sin. His torso and un-sleeved left arm has the Mark of the Desolate covering most of it, looking like an intricate tattoo. He wears simple gray pants, with a belt holding his flask and the three stored Pylons. His face is shaded by the hood most of the time, but he has gray eyes and deathly white hair. He has white stubble and some of his hair is far longer than the rest, all of it tied together in one long strand. The Remnant and his Pylons share a similar appearance, although very different shapes. They are both made of many small geometric pieces in the shape of whatever it is currently forming. The Remnant’s default form is a sword similar to Yasuo’s, made of many small fragments. The fragments line up perfectly, glowing indigo at the borders. The Pylons’ pieces are looser, with a bright indigo orb near the top. This orb creates a blue line of energy between the Pylon and its target.

Stats: Health: 530 - 2001 Health Regen: 5.00 - 13.4 Attack Damage: 57 - 108 Attack Range: 150 (Long melee) Attack Speed: 0.625 (+ 0 - 57%) Armor: 30.3 - 90.4 Magic Resist: 23.4 - 56.7 Movement Speed: 350 ¯\_(ツ)_/¯ Idk if these are fair, I looked at Yasuo, Riven, and Camille, the three I consider Hyrond most similar to, and based the stats on theirs.

Abilities:

Resource: Aura: Hyrond’s resource is called ‘Aura,’ and he can store up to 100. He gains Aura by dealing damage to champions or monsters and landing basic abilities (even on M&Ms). Champion-damage ratio is unknown, +20 Aura per landed ability; -5 Aura per second out of combat

Passive: Desolate Mark: Hyrond uses Aura to empower his abilities. He can only buff an ability once every 20/15/10 seconds, changing at levels 7 and 14. His marks glow when he has this passive off CD. When an ability is buffed, its next CD is longer (200/175/150%).

Q: The Remnant Blade: (Initial Cast) The Remnant disassembles to soon form another weapon that Hyrond uses to perform the respective ability. If Hyrond does not recast within 3 seconds, the weapon reforges back into his normal sword and puts the Q on a 1 second CD. He cannot auto while his weapon is disassembled. Second Cast: Q: Greatsword: The Remnant becomes a massive sword, bigger than Hyrond himself, with Hyrond uses to slam onto the ground in cursor direction. Casting this puts the Q on 150% normal CD. Aura buff grants a larger AoE and longer range. Second Cast: W: Arcbow: The Remnant forms into the Arcbow. Hyrond uses it to shoot a very fast, long range penetrating arrow. Its base range is 1250, and it deals moderate damage. If Aura buffed, it gains +250 additional range and +25% more damage for enemy it kills, infinitely stacking. Casting puts Q and W on CD. Second Cast: E: Aura-bound Whip: The Remnant forms a whip of blades. Hyrond uses it to swing in an arc in front of him, shredding opponents’ armor. Casting puts Q and E on CD. Aura buffing grants +40% movement speed after landing this ability. -All of these deals more damage the higher Hyrond’s Aura is. Reformed Remnant: After casting, Hyrond keeps the weapon he just used to uses it to auto attack. He holds the weapon for ten additional seconds (the greatsword shrinks to a reasonable size), and can press Q once more to unequip his current weapon immediately. The Q’s CD does start until he has put the previous Q’s weapon away, but the W off the Arcbow and E off the Whip start right after cast, even if he’s still holding the weapon. Extra auto attack effects after casts: No Cast: Default Sword: +15% Atk speed. Q+Q: Greatsword: +small cleave effect. Q+W: Arcbow: +750 Range. Q+E: Whip: +375 range, Autos slow by 50%. -Any AAs from the above weapons except the default sword take 5 Aura per AA and cannot restore it. Purpose: Damage. Lots of it. CD: 14/13.5/13/12.5/12; All Q types take 50 Aura to buff. Greatsword: Base Damage: (60/80/100/120/140); range: 625, 750 if Aura buffed. (BASE + 150% AD) + (([Aura] / 4) * (BASE + 150% AD)) physical damage. Arcbow: Base Damage: (75/100/125/150/175) (BASE + 100% AD) + (([Aura] / 4) * (BASE + 150% AD)) physical damage. Gains + ([DMG] * ([Killed Targets] * 25)%) on killing any targets in flight if Aura buffed. Whip: Base Damage: (40/50/60/70/80); Shreds (20%/22%/25%/27%/30%) armor for 5 seconds. (BASE + 75% AD) + (([Aura] / 4) * (BASE + 50% AD)) Q Explaination: This is his core ability, and I must say, it’s a little overloaded. However, it does hurt his CD’s on cast and could easily leave him caught with no abilities. Every weapon relates to the ability it forces onto CD. The Q-Q is just a nice waveclear-damage ability, and isn’t anything too special. The Q-W takes his defense against ranged abilities to grant him range. The Q-E takes his mobility to grant him kiting through armor.

W: Aura Pulse: Hyrond thrusts his Marked palm outward, producing a conical AoE-skillshot (like Riven ult) in cast direction. This ability gains effects based on his current Aura. This knocks down (deletes) any projectiles in the AoE. Hyrond gains +20 Aura for every champion hit. If Hyrond casts with 50+ Aura, it saps shields off opponents for extra Aura (+10 per absorbed shield, potentially past 50%). If Hyrond cast with max Aura (or at least 95+) the AoE gains damage based of the projectiles it consumes. Purpose: Defense, Versatility, Aura Restoration CD: 20/18/16/14/12 seconds; Radius is 450 units, cone is 45° wide; Shields’ health is always fully absorbed, regardless of size; gains the total damage of all the projectiles, divided by 3. No Aura cost.

E: Shattered Warp: Hyrond performs a short blink in cursor direction. This ability’s CDR formula is half of Hyrond’s CDR from items plus half his current Aura in CDR. Aura Buff: -25 Aura: This ability can be cast while slowed or immobilized (like snare or root, but not stun or airborne) to cleanse the effect. (Will not Aura buff ability unless he's cc'd) Purpose: Mobility, Outplay CD: 15/14/12.5/11/10 seconds; ([Built CDR] / 2) + ([Current Aura] / 2) = [E CDR]

Ultimate (R): Eternity’s Grasp: Hyrond drops a Pylon down within 625 units of himself. These take 1.5 seconds to deploy and tether the champion nearest them, or if there is another tethered champion in its range susceptible to it. If an opponent is tethered, they cannot walk more than 625 units away from the Pylon, and they are also grounded (no dashing debuff). Hyrond can hold multiple Pylons on an ammo system, up to three. If Hyrond tethers multiple Pylons to one champion, they get additional crowd control debuffs. One Pylon is a ground, two is the original ground plus a slow, and three is a suppress (and a slow and ground, but suppress is prominent). Pylons last for 8 seconds or 1 second after Hyrond dies. It takes 60/55/50 seconds after a Pylon collapses to recharge another. If Aura buffed (costs 33 Aura), tethers provide heavy armor shred on its target (Ignores [20/25/30]% armor per buffed Pylon, 90% armor is ignored with 3 rank 3 Pylons). Detained: Detainment occurs when a champion has three tethers attached to it from three generally different directions. The opponent is suppressed for 1 second during which each of the Pylons shoot a pulse for massive execute damage. After executing, all three Pylons disassemble and Hyrond gets one Pylon CD automatically refreshed. -Detainment does not activate unless it will kill the opponent. Opponents will be suppressed for 4 seconds normally if they would not die to Detainment, giving Hyrond time to knock them below the threshold. The threshold is (20/25/33%) max health or 500/800/1100 health, whichever is first. If they are healed back above the threshold, they die anyway. Note: This ult has a similar purpose to Urgot's new one, but I think there are enough major differences to set it apart.

Hyrond's Voice Lines

Final Note: As some of you may have noticed, I've taken down and recreated this post three times now (hence the title). I suppose it's just because I've came up with a better idea than before and decided it was easier to make a new post than edit the old one, but its also because they've gone fairly unnoticed. I don't know what it takes to get people to read this (CRAZY FULL AP ONE-SHOT NEW BEST JUNGLER RIOT PLZ NERF) but I would appreciate it if those who do read this to comment their thoughts.

6 Comments

Rockman7/10/2017, 9:31:09 PM1 votes

Explain why it needs to be aura and not fury, and why you have the option to only place one pylon on an ammo system

M00ndanc37/10/2017, 10:21:53 PM1 votes

i like the idea of how truely versatile a champ can be but haveing cc, close range aoe, infinite scaling long range damage, executing damage( if played right), and realistically 6 different abilities might make him overloaded and hard to balance