Cru'Dyn, the Mind of the Void

Mãge·11/19/2014, 6:40:54 PM·1 votes·385 views

Cru’Dyn, the Mind of the Void

*Void’s Insight (Passive): *Cru’dyn can sense enemy champion’s ability cooldowns for six seconds upon attacking them (in the form of four tiny blank dots above enemy champions; each dot represents a corresponding ability and glows purple when it’s on cooldown).

Cru'Dyn's passive is Void's Insight. Unlike his fellow underlings and his opponents, Cru'Dyn knows exactly what conspires in the hearts of his enemies. When Cru'Dyn is in combat against his opponents, his attacks reveal to him the availability of his opponent's abilities because... well, psychic powers.

Void Burst (Q) Active: Cru’dyn instantly blasts his target with the energy of the void to instantly deal magic damage to his target and mark it for 3 seconds. Attacking a marked target reveals the target (only to Cru’dyn) for five seconds.

Range: (700) Cooldown: 5 seconds Cost: 75/80/85/90/95 mana Magic damage: 60/95/135/170/205 + 0.6 AP

*Note: Also slows the target by 50% for 0.75 seconds upon cast.

This is Cru'Dyn's primary single target burst ability. When Cru'Dyn casts it, he blasts his target instantaneously with psychic energy from the void. If he attacks his target, he reveals the target to himself for a duration. This can then be used to combo his other abilities (Ex: Revealing his enemy as they escape, and then blasting the location where he predicts his enemy is after the vision wears off with his E, astute shock, for huge damage).

Multisensory (W) Passive: Cru’dyn’s focal points reveal to him the presence of unseen enemy champions (Cru’dyn glows purple when an enemy champion is near a focal point, more brightly the greater the number of unseen champions sensed). If Cru’dyn walks over a focal point that has sensed an unseen enemy champion, he absorbs the focal point to gain ability power for five seconds (stacks up to three times, each stack refreshes the duration).

Active: Cru’dyn unleashes his mind’s power at a pinpoint location for twenty seconds. Up to three focal points can be created this way, and each time Cru’dyn creates a new focal point, the duration of his other focal points are refreshed.

Cast range: (1000) Focal point radius: (375) Cost: 70/60/50/40/30 mana Max charges: 3 Recharge time: 42/40/38/36/34 seconds Bonus ability power: 3/6/9/12/15 per stack

Multisensory gives Cru'Dyn a unique sixth sense. Using the active portion of this ability, Cru'Dyn places up to three focal points on the map that have a sensory radius equal to almost that of Akali's twilight shroud. When an enemy champion enters the focal radius, Cru'Dyn glows purple to his summoner and an arrow (similar to Orianna's ball and Zed's shadows) points to the focal point that senses an enemy champion. Using this information, unknown to his enemies of course, Cru'Dyn can blast a target location with astute shock to surprise his foes with tons of damage. He can also use this information to inform his team of the approximate whereabouts of an enemy jungler or laner with good placement of his focii or pull off amazing team plays with his ultimate.

Astute Shock (E) Active: Cru’dyn blasts an AoE location to deal magic damage to and slow all targets struck. Targets not visible are dealt double damage and slowed for double the amount and duration.

Range: (1800) AoE radius: 250 Cooldown: 4 seconds Cost: 32/30/28/26/24% of maximum mana Magic damage: 65/80/100/125/165 + 0.5 AP Slow: 22/24/26/28/30% for 0.75 seconds

*Note: There is an indicator and a slight delay before the blast actually hits.

Astute Shock is Cru'Dyn's bread and butter combo ability. The key to using this ability properly is to aim at foes that Cru'Dyn and his team cannot see, because it deals double damage to them. Of course, Multisensory and Void Burst play a key role in allowing Cru'Dyn to land this long-ranged, otherwise weak ability correctly. Well-placed astute shocks are surprisingly effective. And to his enemies, a well-played Cru'Dyn seems to truly be gifted with psychic powers.

Nullikinesis (R) Active: Cru’dyn channels for 1.75 seconds to lock his next power onto his target. Upon completion, the target is taunted for 3 seconds and dealt magic damage over the duration. This ability fails if the target leaves the maximum range of the ability or if Cru'dyn takes damage during the channel.

Active (self-cast): Cru’dyn channels for 2.25 seconds, revealing the radii of all his focal points for the channel duration with a bright purple glow. Upon completion, all targets standing within the radii of focal points within 1800 range are pulled towards Cru’dyn and dealt minor damage. All other focal points outside of that range are absorbed as if Cru’dyn walked over them. This ability fails if Cru'dyn takes damage during the channel.

Range: 1800 Cooldown: 160/150/140 seconds Cost: 100 mana Magic damage over 3 seconds: 250/400/550 + 1.6 AP Magic damage of pull: 125/200/275 + 0.4 AP

Cru'Dyn's ultimate, Nullikinesis, can pull in single enemies from afar with its taunt effect. Cru'Dyn can also decide instead to self-cast this ability to channel for a bit longer before teleporting enemies within the radii of his focii toward him (an enemy would first be blinked near Cru'Dyn before being knocked up onto his location like Orianna's ultimate). The self-cast is significantly more powerful when combined with the abilities of his team, whereas the single-target cast lets Cru'Dyn take full advantage of his psychic powers to focus an important target that is about to escape. The downside of this ultimate, however, lies in its ability to be interrupted by damage. It also reveals him when he channels, so Cru'Dyn is quite weak to long-range mages who can zone him out in lane and stop him from casting his ultimate in the mid and late game. (Lux, Xerath, etc.).

Cru'Dyn is a special creature of the void that uses the powers of the mind in order to control and smite his enemies. His psychic powers and premonition are prominently showcased in his ability to sense and predict the locations of his enemies with his kit. For example, his primary damage dealing spell grants him vision of the target. Using this vision that only Cru'Dyn has access to, he can follow up with his astute shock right when the vision effect wears off to deal immense magic damage from a shockingly long range. A good Cru'Dyn can quickly overwhelm his opponents with powerful AoE damage in the fog of war and create confusion in the enemy team as to Cru'Dyn's team's vision control. However, Cru'Dyn has no innate escape abilities and his ultimate is weak to long-ranged damage. It can be stopped by the likes of Xerath, Lux, or even Azir with little difficulty. Cru'Dyn is also very weak to assassins, because he doesn't have any innate defenses or even burst damage (beyond his Void Burst). This makes his playstyle slightly similar to Syndra's in lane; he can deal tons of damage with his spell combos, but he has to be wary of his positioning at all times in order to do it while avoiding danger. But master the Mind of the Void, and you'll leave your enemies forever in awe at your ability to predict just about everything.

-Cardi (NA)

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