[Champion Concept] Vahrr, The Phantasmal Revenant
Time for the big reveal, I'm introducing my 3rd Champion Concept, and so soon after my last one! I've been working over their kit and cleaning it up constantly, and hope you'll all like their kit and enjoy the read! I'd love feedback and comments on how to make the champion better, and please tell me what you think! I'll be updating the Champion with suggestions, and would love to continue balancing them out.
Special Thanks to NonbinaryBruiser for working together with me on this particular Champion Design, and letting me work off of their initial idea!
If you'd like to see my other two Champion Designs, feel free to visit their pages and drop a comment or upvote!
O'api, The Divinity of the Oasis
Arylle, the Reaver of the Deep
If you like the concept, please login to upvote this post and share it with your friends! I'd love to hear their thoughts and comments about Vahrr. I'll start off with a bit of an index to lead you through the information for quick reading! Thank you~
- Arylle's Skills and Statistics
- Overview of Skills
- Gameplay and Laning
Here's a bit of a visual to help give an idea of how they looks! [x]
Vahrr The Phantasmal Revenant
Role: Fighter
Passive: Creeping Fog
CC-type: Vision Limiter
Range: 1000
Perceiving Radius: 750
Perceiving Duration: 1.5
Melee Champion Vision: 300
Ranged Champion Vision: 500
Vahrr naturally emits a thick fog around themself in a radius of 1000 units. Visually on the map Creeping Fog is treated as "Fog of War", Cloaking Vahrr from natural enemy vision until they perceive Creeping Fog. Enemy champions perceive Creeping Fog standing in Creeping Fog's radius for 1.5 seconds, standing within 750 units of Vahrr. Vision outside of Creeping Fog is unaffected, melee enemy champions can see within 300 units around themselves while enemy ranged champions see 500 units around themselves.
Creeping Fog's vision limiter is susceptible to Wards and Enemy champions. Auto-Attacking in Creeping Fog reveals the attacking champion. Creeping Fog is not considered a blind.
(While Vahrr and Creeping Fog is not noticeable by natural enemy vision, Wards reveal Vahrr whenever they pass by them. However Creeping Fog is only triggered by standing inside the radius or entering the 750 unit threshhold.)
Health spent on skills are filled into Vahrr's Blood Gauge.
After 2.5 seconds out of combat Vahrr will heal up for 65% (+5% Bonus AD) of the Blood Gauge's value until full health.
Q: Grave Digger
Cost: 30/45/60/75/90 Health
Cast Time: 0.5 seconds
Cooldown: 10 at all ranks
Range: 250 / 135 degrees
CC-Type: Slow/Knockback (Left or Right)
Knockback Distance: 150 (Left or Right) (2x for Jungle Camps and Minions)
Damage: 60/75/90/105/130 Physical Damage (+60% bonus AD ratio)
Bonus Damage: 50% of Grave Digger
Slow Value: 30%
Slow Duration: 1.5 seconds
Vahrr swipes at their prey with their hulking claws dealing 60/75/90/105/130 physical damage (+60% bonus AD ratio) in a 135 degree cone. Enemies struck are thrown in direction left or right when casting Grave Digger a short distance. Jungle creeps and enemy minions are thrown twice the distance, and dealt 50% more damage when slammed against the wall.
Enemy Champions thrown against the wall are slowed for 30% for 1.5 seconds.
The Distance thrown is measured from the center of the spell cast.
W: Death Toll
Cost: 40/55/70/85/100 Health
Cast Time: 0.25 Seconds
Cooldown: 24/22.5/21/19.5/18
Range: Selfcast
Blood Gauge Bonus: 100/200/300/400/500 Blood Value
Max Damage Reduction: 2%/4%/6%/8%/10%
Max Bonus Damage: 3%/6%/9%/12%/15%
Bonus Attack Speed: 15%/25%/35%/45%/55%
Blood Gauge Draining Rate: 40/50/60/70/80 Blood per second
Debuff: Grievous Wounds
Passive: Vahrr's Blood Gauge is split up into 2/4/6/8/10 segments. For each portion filled with Blood, Vahrr is granted 1.5% damage reduction. Adds 100/200/300/400/500 Max Blood Value to Vahrr's Blood Gauge. Death Toll's active can only be used when Blood Gauge is has more than half of its segments filled.
Active: Vahrr releases their blood lust causing blood to gush out of their chest, increasing their damage by 1% for each segment that is draining. For the duration of Death Toll, Blood will not siphon into Vahrr's Blood Gauge, and they gains 15%/25%/35%/45%/55% Attack Speed and their Blood Gauge drains at 40/50/60/70/80 Blood per second and applies Grievous wounds. The Grievous wounds will decay over 2 seconds, but can be refreshed by auto attacks. After Death Toll is toggled off or exhausts Vahrr's Blood Gauge, the cooldown begins.
E: Umbra Phantom
Cost: 10% Current Health
Charge time: 1 second
Self-Slow Charge: 30%
Cooldown: 24/21.5/19/16.5/14 seconds
Duration: 4 seconds
Bonus Physical Damage: 80/100/120/140/160 (+90% Bonus AD)
Bonus Movement Speed: 50%
Grievous Wounds Duration: 2 seconds
Slow Value: 40%/45%/50%/55%/60%
Slow Decay: 2 seconds
CC-Type: Fear/Slow
Passive: Vahrr passively creates an Umbra Phantom every 30 seconds within Creeping Fog's radius behind themself 300 units away. The Umbra Phantom resembles Vahrr and visually take on their health bar upon spawn, and follows Vahrr 300 units away from them. Umbra Phantom only have one hitpoint, and has a vision radius of 300 units that it shares with Vahrr. When an Umbra figure sees an enemy champion in Creeping Fog's radius and its own vision radius, it will run after enemy champion on all fours with 30% increase movement speed as similar to Umbra Phantom' active and try to attack them. The Umbra Phantom's movement speed is Vahrr's base movement speed, and will not chase enemies outside of Creeping Fog's radius.
Enemy Champions that slay the Umbra Phantom are fears for 0.5 second, and enemy champions that come in contact with Umbra Phantom causes the Umbra Phantom to dispel into a 200 units area of effect that fear for 1.0 seconds, and grant true vision of units caught for 3 seconds. When Umbra Phantom is slain, it will respawn in 20/18.75/17.5/16.25/15 seconds.
Active: Charging up for 1 second, Vahrr slows themselves for 30% and begins to fall onto all fours. After 1 second, Vahrr gains 50% bonus movement speed for 4 seconds and empowers their next auto-attack. His next auto attack will deal a 40%/45%/50%/55%/60% slow that decays over 2 second and 80/100/120/140/160 (+80% Bonus AD).
R: Phantasmal Cage
Cost: 30%/15%/0% Blood Gauge
Cooldown: 160/140/120 seconds
Cast Time: 0.5 second
AOE Range: 1000
Duration: 5 seconds
CC-Type: Hidden
Vahrr lets out a roar, transforming Creeping Fog into a Phantasmal Cage. The Fog is now visible to enemy units at all times and ward vision is disabled under the fog arena for the duration of Nightmare Zone. Enemy Champion vision is no longer affected by Creeping Fog in the Phantasmal Cage.
Phantasmal Cage is treated as an enlarged 'Blind Zone' in which Enemies can only see whats going on inside when they enter the region, and cannot see what is outside when they are inside. Enemy champions are not literally blinded, and can attack just fine inside or outside the Phantasmal Cage
Ally Champions are unaffected by the 'blind', but for the duration of Phantasmal Cage Vahrr will be visible to enemy champions in the fog arena.
Umbra Phantom's passive now scales down with Cooldown Reduction.
STATS Health: 684 - 2216 Health Regen: 6.2 - 16.8 Blood Cap: 100 Range: 150 Attack Damage: 65 - 118 Attack Speed: 0.684 (+0% - 43.4%) Armor: 25 - 75 Magic Resistance: 34.0 - 63.3 Movement Speed: 355
Creeping Fog
Provided as an all around new mechanic in the Rift, Creeping Fog also gives the Phantasmal Revenant the proper feeling to him thematically. Creeping Fog serves as a first defense that makes Vahrr difficult to ambush. Although Vahrr is not stealthed against wards, Creeping Fog makes it possible to escape enemies who are not well prepared to fight him, or even sneak up onto enemy champions.
This can offer versatility in helping allies escape by hugging close to Vahrr, or to perform sneak attacks in unwarded areas by being in Vahrr's passive. Creeping Fog also pairs well with Umbra Phantom, as it can confuse enemies with a false clone of themselves easily with the inability to clearly see the area around them.
The healing aspect of Creeping Fog is utilized to allow him to endure long skirmishes well, as over time his skills become more costly to his health in exchange for doing more damage. Which means that backing out of fights for a moment to heal while in the fog can catch enemies offguard who were expecting them to have lower health.
Grave Digger
Serving as Vahrr's major farming ability, Grave Digger provides a decent crowd control when in need to disengage or engage onto enemy champions. The damage more focused onto aiding in taking out jungle camps with ease, but can allow for quick set-ups or disruption when needed.
This ability can be paired up with Umbra Phantom's passive, throwing enemy champions into the Umbra Phantom to fear them. Giving Vahrr time to charge up abilities or flee.
Death Toll
Death Toll grants Vahrr versatility towards choosing fights by giving percentage damage reduction and damage amplification. Vahrr's play style revolves more around skirmishing and fighting 1 on 1 making them more of a hunter or a skirmisher, but Death Toll does allow decision making of what to do with the Blood Gauge's stat. Vahrr could use Creeping Fog's natural heal and Death Toll's damage reduction when they disengage from a fight. Or Vahrr can throw caution to the wind with damage amplification and damage reduction decaying over time to win their fights. Atop of that, being able to stick your opponents to constantly reapply Grievous Wounds can put Vahrr on top in trades.
Umbra Phantom
As Vahrr's major disrupting ability, Umbra Phantom has two major parts in its kit. Umbra Phantom passively grants Vahrr a clone of himself that guards a portion of their fog and gives them improved vision of the area around them. While it hugs the Creeping Fog radius, it serves as peel for Vahrr at the first sight of danger when it catches an enemy out. This gives Vahrr more ability to choose between fight or flight, in which the active comes in.
Umbra Phantom as an active gives Vahrr the ability to move much faster after a short charge up period, improving their gank potential and ability to surprise enemies who can't see Vahrr incoming. This serves as Vahrr's gap closer when they want to engage, and force opponents into fights due to being unable to get away. Alternatively, this also serves as Vahrr's best disengage tool as the mobility is universally good. Grave Digger and Umbra Phantom are paired well with one another, and can set up each other.
Phantasmal Cage
Easily drawing attention to themself when this ability is activated, Phantasmal Cage enacts as a massive disruption tool. Although it makes Vahrr slightly more accessible, as a trade off Vahrr can now hide allies in Phantasmal Cage, making it difficult for enemy champions to be able to damage them without entering Phantasmal Cage. This also prevents enemy champions from being able to communicate well with their allies visually as it acts similar to a blind, in that it doesnt allow enemies to see anything outside of Phantasmal Cage when they're in the radius of it. This makes it a formidable tool against Marksmen or on target casters.
About
Vahrr is a representation of the monsters that Travelers tell tales of when they come 'round towns, telling ghost stories and horrors of the deep forests nearby and the monsters that dwell in them. Yet many travelers seem to have caught wind of the horrid tales of the Phantasmal Revenant. While no one is really sure what it is, it was best described as a gargantuan hunched creature that couldn't be distinguished as any direct species. Massive Horns growing from it's heads and glowing eyes in the night. The hulking figure always smelled of blood and death as it leered at trespassers who came too close.
It was always spotted in forests when fog came rolling in, and if you were lucky it'd be feasting on a recent catch. If you weren't, and came into their territory you weren't fated to ever leave the forests again.
Almost as if bred from the dark fantasies traveler's stories, comes the Phantasmal Revenant Vahrr.
Gameplay
All around intended to be in the jungle, Vahrr plays to be an early game skirmisher and late game disruption fighter. Creeping Fog protects Vahrr early game by creating a fog radius around him that doesn't allow invaders to catch Vahrr out right off the bat, giving Vahrr time to flee or fight depending on at their ability to duel at that time. Vahrr's defense is dependent on how they are given time to make decisions between fight or flight and can help them scale quicker into the late game.
Vahrr's best for their ability to pick and choose fights, making it so that they are difficult to jump on immediately and burst down alongside having the option to not fight if they're not strong enough yet. Vahrr becomes a deadly skirmisher when mid-game comes and they have full access to their items. Meant to be an offensive champion that hunts down their prey and kills them, Vahrr offers the ability to limit enemy vision and information with their ultimate alongside having slows accessible to them in many forms.
Vahrr relies heavily on the ability to surprise their enemies with Creeping Fog or Umbra Phantom to get onto them, and putting out damage using Grave Digger and Death Toll. While unable to tumble or jump quickly, utilizing Creeping Fog to its maximum potential can bring out Vahrr's strong ability to win long trades, and dive right back into a fight.
Come teamfights, Vahrr offers a great amount of utility with his ultimate alone, forcing enemies to have to come inside Phantasmal Cage to be able to get onto allied champions. This can serve as an escape, a bait, a diving tool, there's multitudinal ways to use Phantasmal Cage. Late game Death Toll can make it possible to soak up a bit of damage while ripping apart their backline, and Umbra Phantom allows for windowed opportunities to get onto people or lure enemies into a large fear zone.
Struggles and Strengths
Vahrr struggles against large skillshots that doesnt require vision to kill them, good warding, or hard crowd control that prevents them from manuevering freely in Creeping Fog. Vahrr also isn't a very good tank champion as they don't scale well into tank items, and Death Toll is a windowed steroid that requires Vahrr to have filled up his Blood Gauge to become extremely strong.
Vahrr also provides good vision limiting crowd control and provides plentiful of trading ability against enemy champions, as well as relatively powerful defenses for their allies by utilizing the fog or Umbra Phantom's passive. Being capable of disrupting with Umbra Phantom, Grave Digger, or Phantasmal Cage allows for good peel and separating teams to win fights.