Glacialis, The Arctic Knight(Champion Concept)

Mr Voidling··4 votes·2,740 views

I did not create the art, check out the artist yourself. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e6e289bb-196d-4a15-bb3d-9fa433f61cff/da0kvm3-72cd0e39-214f-49fe-9d73-bf856ede5b9d.jpg/v1/fill/w_755,h_1058,q_70,strp/water_knight_by_jasontn_da0kvm3-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTQwMCIsInBhdGgiOiJcL2ZcL2U2ZTI4OWJiLTE5NmQtNGExNS1iYjNkLTlmYTQzM2Y2MWNmZlwvZGEwa3ZtMy03MmNkMGUzOS0yMTRmLTQ5ZmUtOWQ3My1iZjg1NmVkZTViOWQuanBnIiwid2lkdGgiOiI8PTEwMDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.ivxn0cXHoT-JVSX4zwtnM1g8kyMAEavdbdIejVSkzoc https://www.deviantart.com/jasontn/art/Water-Knight-605635851


Glacialis, The Arctic Knight

You might get some... specific vibes from this concept xD Not that I play MK. Also his E his similar mechanics to this Champion Concept


STATS HP|640+80 H5|5+1.1 MP|270+40 M5|8+0.4 AD|61+3.5 AS|0.64+3 AR|34+2 MR|32.1+1.25 MS|335 RG|150


Passive: Frozen Body When Glacialis takes damage that would reduce his health to 0 he instead gets reduced to 1 Health and becomes frozen and untargetable for 1/1.25/1.5/1.75/2 seconds (120/110/100/90/80 second cooldown, levels 1/5/9/13/17).

Passive - Frozen Clone: While frozen Glacialis can issue movement commands to separate a controllable clone from himself. The Clone melts once Glacialis unfreezes. Clone deals 50/75/100/125/150 (+50% Magic Resist, 100% Bonus Attack Damage) Physical Damage.


Q: Ice Wave | CD 11/10/9/8/7 | Cost 40/45/50/55/60 | Range 250/275/300/325/350

Glacialis enhances his next basic attack to deal 20/30/40/50/60 (+100% Magic Resist) additional Physical Damage to all enemies in a line and slow enemies hit by 30/32.5/35/37.5/40% decaying over 2 seconds.


W: Frost Zone | CD 30/28/26/24/22 | Cost 80/85/90/95/100 | Radius 500 Glacialis creates a zone of freezing air that lasts 8 seconds, enemies inside are increasingly slowed by 15% each second, enemies who achieve a 100% slow are then frozen for 1/1.15/1.3/1.45/1.6 seconds and are immune to any further slowing effects while frozen and cannot be frozen again for 1 second. Deals 15/20/25/30/35 (+15% Bonus Attack Damage) Physical Damage every second.


E: Frigid Dash | CD 20/18.5/17/15.5/14 | Cost 75 | Range 450 | Width 150 Glacialis dashes forward and leaves an Icy Trail in his wake that lasts 4 seconds, all units except Glacialis who walk into his Icy Trail Slide (slowed by 30% for enemies, sped up by 30% for allies, grounded, and unable to stop moving in the direction until they are no longer on the Icy Trail or they hit a wall). (Glacialis cannot go through walls using this) Shields Glacialis for 70/100/130/160/190 (+50% Bonus Magic Resist) magic damage for 3 seconds. functions similar to going through an omni-directional Bard portal, just slower)


R: Iceborn Spear | CD 30/27.5/25 | Cost 75/80/85 | Range 900 | Radius 300(1)/450(2)/600(3) Glacialis conjures a giant spear of ice that crashes down in an area after 0.5 seconds, knocking up enemies for 0.75 Seconds and damaging all enemies in the radius, the spear then persists for 3 seconds. Further casts on the same spear will increase the radius, deal reduced damage, and knock up like normal. Deals 120/200/280(+80% Bonus Attack Damage) Physical Damage, reduced by 25% for each additional spear. (1 Second Cooldown between casts)

Passive - Arctic Defenses: Glacialis gains 7/11/15% increased Magic Resist for each charge he has stored.


Glacialis is an AD Bruiser type champ, favoring MR, ideal for going against heavy AP teams when your team is also pretty heavy AP. His naturally high Armor drops off due to lack of scaling, so keep that in mind. When getting ganked, if your jungler is also there, make sure to front-line and potentially die first, as your passive might last long enough to let your ally kill all enemies and keep you safe. Especially once you hit higher levels. With your W you should be able to freeze an enemy twice fairly easily, if you go for Glacial Augment then a possible 3x freeze. Careful with E as it can mess up your teammates too, not just enemies. R can really help you zone out Dragon or Herald, or possibly zone out a tower. Without your E you can get kited pretty hard, so make sure to keep it off cooldown in hard match-ups. If fighting Lissandra then remember to separate your clone if she ults you! If fighting Olaf or Master Yi... Just surrender at 15. It's over.


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

8 Comments

Gilgayu2 votes

Just putting it out there: I'm not the only one who thought it was a she, right? ...


Anti-AP bruiser does seem fun (especially with that slide mechanism), but I feel like the direction you are going is a bit... weird (or maybe I just misunderstood your intention).

Currently, we have 3 anti-ap champs:

  • Kassadin, who is a late game beast and assassin. Goes AP
  • Galio, who is still okay against AP, but not as oppressive as Kassadin. Tank/bruiser, goes AP
  • Mundo, the ultimate anti-ap. If you have heavy ap this guy literally becomes unkillable. Tank, goes AD.

In my eyes, this concept is one focused heavily around cc without overdoing it (not ali's level yet). I don't know, the concept just feels "un-bruiser-like". This guy has a powerful slow on his q, but his w just reminds me of mages. Perhaps make enemies inside his w take more damage from him rather than just let the zone does all the damage? Bruisers are almost meant to be in the heart of battle, but that w is just... too safe. His e is pretty cool. I like the idea, but the long cooldown is unnecessary. I understand that a good Glacialis can make the Icy Trail a deadly zone, but you are being a bit over-cautious. Personally, I think stunning enemies who collide with a wall will make a lot of sense and add a bit more purpose to playing around walls (now that I think about it, a decent percent of existing champions love to play around walls).

For his r, how big is the spear (collision wise)? Is that radius the radius for both the initial damage and its collision radius? It seems to me that adding some additional effects for increasing the spear to size 3 would be interesting, even if it's something as simple as rooting all enemies within 700 (100+the radius, if the radius is actually 600...) units for 1.5 seconds or so.


About his ratios/scaling...

You probably know your numbers much better than me, since you made like 4 times the amount of concepts I have, but I'll put in my two cents anyway.

Instead of using total MR, how about bonus MR? Total MR scaling gives him decent power against all matchups, but bonus MR scaling gives him clear pros and cons (which by itself is an arguable pro balance-wise). I mentioned before that perhaps it would be nice to allow Glacialis deal bonus damage to the enemies inside rather than letting the zone itself doing any damage, but alternatives like "Glacialis gains 15/20/25/30/35% increased MR when inside the zone" or "Glacialis heals for x% of his missing health where x is determined by his MR" might work too.

Thoughts?

Mr Voidling1 votes

The wall stun was an idea but that added too much CC into the kit, as the Sliding is already a form of CC? That was my take anyways.

Bonus MR VS total MR is a negligible argument, base MR hangs between like 32-53? Armor or AD have a much larger difference, and those ARE fair arguments, as Armor jumps up to around 80-90 on average. It's already difficult to get large amounts of viable MR(dealing physical damage), so I don't wanna have to increase his ratios by discounting his 32-53 base MR. I kind of put his damages numbers to be balanced by adding in the base ratios. Otherwise I'll have to increase the ratios or pump up his base damage.

Originally his R was more of a front-line ability, but it needed reworked. Now it's a trade-off on tank vs damage. Spear itself is pretty standard, maybe 2x J4's size? Not much of an obstacle, but still there, mostly for visual purposes. It gets up to 4x J4 size (or Trundle Pillar size approx?) Once 3 are stacked though. The repeated knock up is pretty killer, especially when using it against mages like Xerath or Lux, or in team fights if you are surviving well enough.

I could make the W be centered on him when cast? So basically force him to be in the midst while casting it for it to be effective. Rather than have a cast range. I think in itself will force him to go more bruiser.

He is intended as a heavy PHYSICAL damage anti-mage, which is pretty much lacking in League. I might give him a building magic damage shield while he is inside his W... That'd help.


Pretty sure it's intended to be male... Subtle hint by the hand positioning. Females will have a more palm-forward hand, males have a more palm-backward hand. Try it out, one makes you feel more macho and one makes you feel more girly. Otherwise I think that's just the armor design, intended to be more elegant due to the title of "Water Knight". Could be wrong though.

Gilgayu1 votes

[{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=VJ1ELE4W,comment-id=00020000,timestamp=2019-03-17T03:02:26.776+0000)

Females will have a more palm-forward hand, males have a more palm-backward hand.

Never noticed that, interesting...

Yeah I guess there wasn't much point behind bonus MR vs total MR. As for his r, I suggested something extra upon being "leveled up" twice because people will probably avoid being near existing spears, which makes summoning separate spears just more impactful overall. You are right about it being extra effective near the pits, so I guess it's alright.

Making his w centered on him sound good. _____- Nice concept man. You are really productive recently, having more-than-normal free time? ;)

Mr Voidling1 votes

Oh no no no, my NORMAL free time is insane xD I used to make a champion once a day or every other day. Like when I did 20 champs in 1 month. My job is normally just taking orders via phone/emails, but semi-recently I've been pushed into more of a production area, and recently recently I've been pushed into a graphic design area... Neither are exactly what I signed up for, but a job is a job so I can't complain. I'm also the only person who actually shows up on-time, like 8:45 versus 9:30(which we open at 9:00).


Good job on your concept man! I find the feedback you get on popular concepts is reeaallly helpful for improving the champ. Though my most "popular" concept is NOT my best, so part of it must just be luck, I still think Umbra & Oskom are my best concept. They would REALLY add a new dynamic to League, even just during champ selection.

GhaelWinds1 votes

I think the passive is super elegant.

The E is also a super cool mechanic (maybe except it also affecting allies but eh)

The clone theme doesnt make so much sense to me. We already have that with Lissandra, I would say a full rework on the ult would make the kit lock together just be careful about adding more power to the passive.

Super cool champion overall, but if hes a bruiser you might wanna give him at least some ap/ad scalings instead of just MR.

Mr Voidling1 votes

Lissandra doesn't have clones. She "imprisons" champions through ice. Subjugation is enslavement more or less, so there is no real sleight of hand even available there. Though I can work on changing the R around, and maybe having the explosion bit just be a frozen clone left behind when you use E. Hrrmmmm... now to think of a new ult... Guess he should have some more AD scalings... I'll balance that out.

ThreshHub1 votes

Seems fair. I am not sure about another undying ability in the game. 1.5 seconds may not seem long but in a game like League of Legends it is long enough for a play or a dive. I would suggest the cooldown to be a little higher at the start and decrease over the course of the game.

Mr Voidling1 votes

1.5 seconds would still let ignite kill you fairly easily. Or other DOT effects like space aids. You aren't healed at all, so that's why it lasts longer than 1 second. In most cases you will still die after triggering his passive. Until level 6. Hence the low cooldown. It's basically like a worse Zhonya's(not usable on command), and probably won't help you at all in 1v1's pre-6. I'm gonna look into things though.

More from Concepts & Creations

More by Mr Voidling