Arkrise, the Primordial of Gravity [Champion Concept]
Arkrise, the Primordial of Gravity Attributes: Mage / Tank
https://patcegan.files.wordpress.com/2011/07/being-of-light.jpg
... I spend waaaay too much time on this...
Abilities: http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/b1/Aphotic_Shield_icon.png Passive: GRAVITAL SHIELD
- Arkrise passively gains a shield of matter that orbits in a gravitational field around him. This effect lasts until the shield has regenerated up to 20% of Arkrise's maximum health. The shield regenerates 2% per second. Casting abilities regenerate Arkrise's shield by 10%.
http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c4/Moonfall_Lucent_Beam_icon.png Q: RELATIVITY (Cooldown: 10 seconds)
- Arkrise increases the force of gravity in a target area, slowing enemies and dealing magic damage per second. Airborne enemies take additional initial damage and are stunned for a short duration.
http://hydra-media.cursecdn.com/dota2.gamepedia.com/8/88/Concussive_Shot_icon.png W: ORBITAL REVERSE (Cooldown: (Shield must be at least 20/18/16/14/12%) )
- Passive: Arkrise has increased tenacity
- Active: Arkrise repels his gravity shield, destroying the shield and dealing magic damage to nearby enemies based on the strength of his shield. Arkrise then gains armor and magic resist based on the damage he deals.
http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/09/Astral_Imprisonment_icon.png E: ANTI-GRAVITY (Cooldown: 16/15/14/13/12 seconds)
- After channeling for 0.5 seconds, Arkrise reverses the force of gravity around him, Arkrise knocks up nearby enemies within range for 1.5 seconds. Enemies affected take no damage. Arkrise then gains movement speed while in the area.
http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/b8/Black_Hole_icon.png R: DARK VORTEX (Cooldown: 120/100/80 seconds)
- Arkrise roots himself and begins to channel, creating a black hole and slowing enemies around him. After channeling for 2 seconds, the black hole intensifies for 2 seconds, dragging in nearby enemies within range to the center and dealing heavy magic damage per second. For each enemy champion killed, the black hole lasts for another 0.5 seconds (maximum of 2.5 additional seconds).
Ability icons belong to DoTA 2 and Valve.
PROS
- Powerful CC
- +Teamfights
- Great in lane
- Strong combos
- Durable mage
- Great AOE abilities
CONS
- Long cooldowns
- Mana dependent
- No real initiation
- Abilities really need to land
- Can get really screwed
- Not the most reliable damage
LORE
The Summoner strode into the chamber, her robes flowing behind her. This was an insult to her status. Of all people, she was the one to confront this, thing. She had much more important things at hand, not this simpleton's job.
In the corner of the chamber were several other Summoners, equally frustrated as she was. The Summoner recognized several of them, each respected and well known. For what purpose did the Council of Equity require them to serve the League here? It was impossibly mind-boggling.
One of the Summoners motioned for her to look at the other side of the chamber. "You are welcome to try," he said dully.
In the middle of the chamber was a figure suspended in the air, covered in a column shining light. There wasn't much to the figure. It seemed naked, with dArkrise, gray skin. It's powerful body seemed to glow in the light, like the stars in the sky, but the figure was nothing to admire. Aside from its bodily features, the figure's face was an entirely separate matter. It was distorted, ever shifting without a definite shape, but the Summoner was able to make out two, small blue eyes, menacingly bright.
"You've certainly caught our eye," said the Summoner in a proud voice, careful to keep her face under the hood of her robe. "The Institute has never seen the likes of you. No records, no sightings, nothing at all."
The figure stared at her blankly, almost questioningly. The Summoner turned around, clutching her head. She couldn't bear to stare at its face any longer. It was simply too much for her.
"Why am I here?"
It had spoken.
The Summoner slowly turned back to face the figure. Behind her, she could hear murmurs of excitement and confusion. It's eyes continued to glare down at her, but she simply took a deep breath. "You can speak?"
The figure continued to look at her.
She shook her head in amusement. "An intelligent one, I see. Perhaps you can answer how an entire Demacian village managed to disappear into oblivion overnight? Or why the Institute found the bodies of several Demacian soldiers crushed into the ground?"
"Why am I here?"
It was the Summoner's turn to look at the figure. A stubborn one. "As a potential threat to Valoran, the Institute of War has the power to keep you under its control. Have your actions not explained enough?"
The figure held its head high. "You cannot understand..." it whispered. "Valoran will fall... because you have failed it. This... League of Legends... it sought to bring peace and unity... but it has only divided Valoran further... Order has been lost, balance has been destroyed... but I have returned to save it..."
Scoffing, the Summoner lifted her head, showing the small smile under her hood. "Returned to save Valoran? I think not. Here, you will be given a choice: be imprisoned, never to see the light of day again, or serve the League, and here you shall stay under our power."
Without a visible mouth, the figure began to laugh. The Summoner backed away to the edge of the chamber, restraining herself from looking away again. Never had she ever encountered anything as disturbing as this being. Not even the most frightening of champions were this unsettling.
"Silence!" yelled a bearded Summoner next to her, to no effect. He walked toward the figure. "You fail to see the situation you are in! Whatever power you once had, will fade before the League! It will tear your soul apart! The mere idea of your existence will fade!"
The figure leaned forward, meeting the bearded Summoner eye to eye. "Why am I here?"
The Summoner watched, perplexed, as the bearded Summoner fumed in frustration.
The figure rose. "If I am a threat to your world, then why am I here?" The figure raised a fist to its face, and the Summoner felt her body crushed into the ground. Gasping in pain, she felt a rib snap in half as her body pressed relentlessly into the ground. Next to her, she watched the other Summoners writhe in pain, moaning in agony. Around her, sharp cracks rang throughout the chamber, without mercy. The bearded Summoner in front of her had been forced into a kneeling position, his head firmly set on the ground.
A set of dArkrise, gray feet descended toward the bearded Summoner. His head slowly rose up, until it was facing the figure directly. The bearded Summoner's face was cut, blood was seeping out of the corner of his mouth and into his neat beard. The Summoner mustered all the strength she had left until she forced her head up, and into the distorted face of the monster before her.
The figure moved toward her, staring at her intently with its blue eyes.
"Behold!"
The Summoner felt a force unlike anything she had ever felt before. It was as if the winds from all four corners of Runeterra were racing toward a single destination, or heavy chains of the Warden, dragging her away into the shadows. The Summoner took hold of a nearby column as she watched the chamber torn apart piece by piece like paper, disappearing into a dArkrise singularity before the figure. Next to her, the Summoner watched as her fellow Summoners scream in terror as they hung on for dear life, only to be ripped from existence. The Summoner screamed out for help, for someone to save her, no longer able to contain herself. She had no pride. She wanted to live...
She watched with wide eyes as the bearded Summoner frantically grasp the ground for something, anything to hang on, only to be sucked into oblivion as the others. The Summoner closed her eyes, she couldn't accept her fate, but if only... if someone would save her... an eerie laugh rang throughout what was left of the chamber...
And it was over. The Summoner looked up, trembling and gasping for air. The figure had gone, disappeared without a trace. All that was left of the chamber was a single column behind her...
The figure had made its choice. The League awaited a new champion...
GAMEPLAY Arkrise is best suited for the top and mid lane for his AP power and durability. His crowd-control is exceptional for his role in teamfights is crucial to the victory of the team. For Masteries, he should have a 9/21/0 for more defense in his survivability
In the laning phase, like most champions, Arkrise wants to farm, but in his own unique way. Like several other champions, such as Ahri, Nasus, or perhaps even Graves (in this situation), Arkrise wants to land his abilities on both the enemy and the minions for maximum efficiency. Some champions such as Jax or Darius, focus on hitting one minion at a time, then jumping on the enemy champion when they get the chance. Arkrise is different as he should be able to both poke and farm at the same time effectively. His AOE abilities, coupled with his CC, can be very dangerous to champions in laning phase. Like Nasus, Arkrise can be both tanky and strong in damage, but Arkrise should be able to balance out his items effectively to do so, rather than Nasus’ constant Q. Arkrise should avoid initiation, as his best initiation ability, ANTI-GRAVITY requires him to get up close to the enemy. Instead, wait for the enemy champion or jungler to jump on you, and immediately cast ANTI-GRAVITY and follow up with RELATIVITY, forcing them to run off, or deal with the rest of your abilities, especially DARKVORTEX.
In teamfights, Arkrise seems like a great initiator, but he should instead wait in the back for the right moment to set down his abilities to maximize efficiency. He should definitely not be the actual tank of the team, as he isn’t a real tank. Arkrise is like Swain and Vladimir: very sustainable. One of the best options for Arkrise is to flash in a fight with a fully charged shield and activate DARK VORTEX, drawing enemies in and dealing a good amount of damage, then immediately follow up with an ANTI-GRAVITY and a RELATIVITY, leaving the stragglers for the rest of your team. Another option is to use ANTI-GRAVITY first, disabling ADCs or APCs, then after a short delay use RELATIVITY to maximize CC with a stun. A DARK VORTEX following up can be just as effective. ORBITAL REVERSE should be used for damage in any dire situation, as Arkrise gets the Magic Resist and Armor bonus for dealing more damage.
Arkrise's only real problem is his timing and cooldowns. If Arkrise happens to miss his abilities, especialy DArkrise VORTEX or ANTI-GRAVITY, he'll be in a situation in which the other enemy champion(s) can take advantage of and jump on Arkrise while he's vulnerable. Even as a tank, Arkrise is very much like Vladimir in terms of stats, and will need specific items to maximize his survival rate.
ITEMS Arkrise should have a strong defensive build, as his main objective isn't to kill, but to rather punish the enemy team with a massive CC ability combo. Although building Magic Resist or Armor does depend on the enemy team, he should consistently have a spell-vamp item and a few other essential items.
Top Build Example:





Mid Build Example:






Tank Build Example:






COUNTERS
Is weak against
Olaf
- Although Olaf is a melee fighter, his Undertow ability allows him to poke away at Arkrise from a safe distance, while his Ragnarok allows him to avoid Arkrise's CC abilities. With attack speed and true damage, Olaf can be one of the most powerful counters against Arkrise.
Yasuo
- Yasuo has Steel Tempest, a ranged-melee ability, giving him a way to (somewhat) safely farm while avoiding Arkrise's attacks, especially his third strike. Yasuo's third Steel Tempest additionally allows him to use Last Breath, dealing a good amount of damage to Arkrise. Yasuo's mobility with Sweeping Blade can possibly help Yasuo to go in for a fast strike, then get out before taking too much damage.
Jayce
- Jayce is almost always set on his Cannon mode, allowing him to counter Arkrise's pokes in laning phase. Jayce's range and damage output in lane will allow him to have the upper hand in both trades and farming. Arkrise will have a hard time landing ANTI-GRAVITY to follow up with the rest of his abilities,
Is strong against
Renekton
- As a very limited champion in the case of range, Renekton can be a strong fighter against assassins and other fighters, but Arkrise's range and CC in the laning and teamfight phase denies Renekton any chance of getting in close to attack or even farm. A simple ANTI-GRAVITY + RELATIVITY combo should stop any Renekton onslaught.
Kha'Zix
- Kha'Zix is a straightforward assassin with the ability to gank well with his Leap and Void Assault, but Arkrise is strong against good gankers. His ANTI-GRAVITY ability or RELATIVITY allows him to stop Kha'Zix in his path and turn the tables quickly. If Kha'Zix is in lane, he does have a ranged attack, but it is not a very reliable for farming or poking.
Talon
- The bane of all AP Mids, Talon is strong in jumping on an enemy champion, then laying waste to them with the rest of his abilities. Unlike most APs, Arkrise has an unusual amount of CC damage, including a knock-up, a stun, and a drag. If Talon misjudges Arkrise's cooldowns, he will inevitably be hit with a barrage of counterattacks, leaving him helpless as Arkrise devours Talon. As a melee, Talon also will have problems in farming, unless his E is available, but even then he need to be careful of Arkrise's pokes.