Champion Concept: Phyhris - The Force Shifter

ChaosReyn·12/25/2018, 11:08:35 PM·3 votes·4,379 views

Lore: If Jax was the best weaponmaster in Runeterra, Phyhris was arguably the best unarmed fighter. Developing a style of fighting where one could transfer their energy into and through an enemy, Phyhris was officially deemed a master of a hybrid style of martial and magical arts. Being able to project your own force was indeed magic, in some right. Phyhris, the creator of this fighting style, could even project his force defensively around other people, not just himself, and quickly became one of the most prominent warriors in Icathia. Most people believed him to have died in the final battle with Shurima, when the Void threat also collapsed upon the land...but Phyhris was fortunate.

Zilean's magic on that day overflowed from within the clock tower, sending nearby people through space and time. Phyhris was one such person, awakening after his magical journey to a particularly flustered woman talking to several official-looking men about strange magics. The men, noticing his waking, bombarded him with questions, which he returned with plenty of his own. After understanding that there was a strict ban on magic in this country, and that he had been magically transported into a foreign land in the distant future, Phyhris offered to simply leave, since he had no idea how he was there in the first place. The commander, a brawny man with a large greatsword, instead offered him asylum until a proper judgment of his plight could be made. The debate has been ongoing for almost a year now...Phyhris may not be going anywhere soon.

Role: Mid/Support - Utility BattleMage

Base Stats:

HP | 525 (+76) HP5 | 7.5 (+.7) MP | N/A MP5 | N/A AD | 52 (+2.1) AS | .45 (+.026) AR | 23 (+1.2) MR | 32 (+.4) MS | 345 RN | 80

Passive: Reactive Force / Gentle Fist [Reactive Force] - Phyhris does not use mana. Instead, he charges Force from dealing and receiving damage. He caps at 100 Force (upgraded at lv 7/13), and his abilities cost Force to activate. Force drains slowly after 5 seconds of being out of combat. Phyhris will use ALL force on any ability he uses, but they will each generate force for their damage dealt, so he shouldn't be WITHOUT force while in combat, unless he just got into lane or the teamfight. [Gentle Fist] - Every 20/15/10s, Phyhris's next basic attack deals (20%AP) magic damage and gives him 50% more Force. Note: Phyhris gains 5 Force from each individual instance of taking damage, and 5 Force for each unit he damages. He gains 15 Force for damaging champions. He can activate 3/4 abilities (but not his W) without any force, but they do scale partially from his force, and the empowered bonuses of his abilities are vital to his burst potential and battlefield control. His actual passive will give 10 Force for a minion and 30 Force for a champion, so being able to commit an ability into an empowered basic attack on a champion will refund 45 force on its own, not including any minions hit, and most of your damaging spells are AoE.

Q: Force Dive / Force Bomb - Phyhris propels himself in a target direction 300 units away, before crashing down, dealing damage and slowing enemies in a 150 unit radius by 25% for 1.5s upon reaching his landing zone. Phyhris can reactivate this ability while airborne to stop in place, hovering in the air for a moment, and throw a small orb of force 350 units in a target direction instead of completing the jump, dealing the same damage and slow in a 75 unit radial area. Doing this means Phyhris will land at the spot that he threw the orb from without a damage effect. Using this ability with more than 50 Force increases the jump distance to 400 units, orb throw to 450 units, slow strength to 35%, and radius of the orb of force to match the radius of the jump, as well as increasing the damage by 20%. Damage: [30/35/40/45/50(+35%AP)+1/1.5/2/2.5/3 per Force point] || Cooldown: 18/16/14/12/10s

W: "Disperse!" - Phyhris protects himself or an allied champion. For the next .3s/20 points of force (max 1.5s), enemy projectiles will bounce off of them instead of connecting, without triggering any effects (by this I mean "Ashe/Jinx ults do not detonate on hitting the barrier"), traveling the remainder of their distance in the opposite direction. This ability gives Phyhris back 5 force for every projectile blocked. If this ability was cast with more than 50 Force, it gives back 10 Force per projectile blocked, and grants your target a shield for 2s. Blocked projectiles can deal 50% of their normal damage to enemies that intercept the projectile after the bounce-back. Must have at least 20 Force to activate. Note: Like yasuo's wind wall, "projectile" is anything with a physical hitbox that travels at range. Things such as Xerath's Q and R (which does not get blocked by yas wall), Lux R, and so forth do not get stopped by this ability, as these are not considered projectiles...even though Xerath R should be, but it's considered as coming from above. Also, in the specific case of basic attacks, these do not bounce back, but instead deflect off and land harmlessly in the ground 150 units away, dealing no damage to anyone, but still providing the Force from being blocked. With all those disclaimers out of the way...WHO'S READY TO BLOCK / COUNTER JINX ULT THE ENEMY TEAM!?! Cooldown: 35/30/25/20/15s Shield bonus: 35/50/65/80/95(+40%AP) (empowered only)

E: Force Wave - Phyhris conjures a wave of force, dealing magic damage to enemies it hits and pushing them a fixed 250 units in the direction it was moving. If Phyhris used more than 50 Force in the creation of Force Wave, its size doubles, it pushes people a fixed 400 units, and it deals 25% more damage. (Vector skillshot. About the same area as Swain's E when not empowered. When empowered, it covers a decent area and offers some scary displacement.) Damage: [25/30/35/40/45(+25%AP)+1/1.5/2/2.5/3 per Force point] || Cooldown: 14/13/12/11/10s

R: Full Counter - Phyhris channels up to 2.5s, blocking and absorbing 75/85/95% of all incoming damage as Force over the duration, and completely removing the limit of his Force bar for the duration. At the end of the duration, Phyhris releases all of his built up Force, dealing damage to all enemies in a 500 unit radius of him. Any enemies killed by this ability give Phyhris 5 additional Force, and Champion executes grant 10 Force. Damage: 100/175/250 + 2/4/6 per Force point. Force Limit Removed || Cooldown: 150/120/90s

As I mentioned in talking about his passive, I'm basing most of this damage around having 45-50 Force points, as it's easy to gain that much Force pretty much immediately after your engage, and it should feel punishing and underwhelming to cast any of these abilities for free. On the contrary, it should feel pretty good to manage to build your resource to the max and punish the enemy for using your combos correctly.

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