Crim, the Michievous Imp
This is my first champion concept! So any feedback, good or bad, would be greatly appreciated! Thanks guys! (: Edit: I would also like somebody that can draw that would be interested in helping me create some type of splash art for Crim! Just comment below and let me know if you're interested!
Crim, the Mischievous Imp
Crim is meant to be a high mobility jungler. He should be played as an assassin, using his Darklings to make quick work of his enemies. Since the Darklings provide on-hit effects, items that grant on-hit effects, such as Iceborn Guantlet or Bloodthirster. His Darklings help provide him with fast clear speeds and also allow him to push waves quickly, since he can consume enemy minions and add them to his own wave. Darklings also act like Crim's own personal minions, they will attack anyone that attacks Crim, but they will prioritize Champions over minions and will not attack towers. If Crim is attacking an enemy champion, his Darklings will also begin targeting that champion. His leap provides a decent gap closer or escape tool as well as his ultimate. If Crim travels too far away from his Darklings they will return to his side. Using Crim's leap at bad times could prove costly because it will destroy any active Darklings with Crim. So when playing Crim you must make careful decisions with your Darklings. Crim's ultimate provides a wonderful chase tool and also allows you to get that last hit on enemies who you've lost in the jungle, since your Darklings will go through terrain, and if things aren't going your way it also provides an escape tool as well. Crim's E provides enough CC to slow down a fleeing enemy just enough to secure the kill. Come team fights, Crim wants to find a valuable enemy, such as their ADC, and try to take them out as fast as possible and get away clean. Again, Crim's jump can provide a great initiation tool or escape tool, especially with the bonus damage from his Darklings. Crim's ultimate provides a great tool to break up the enemy team through the fear, as well as also providing a tool to sneak past the enemy team to unleash his abilities from behind. Counterplay: Crim heavily relies on his Darklings to dish out damage. While the Darklings do apply on-hit effects, they are difficult to obtain and also can be lost through his jump. Thus, if you can get Crim to jump, he will lose his Darklings and become very weakened and will become an easy target. In team fights, Crim becomes a scary adversary, he can break up a team with a dash or two of his ultimate and will still remain stealthed, allowing him to continue to dish out damage without ever being seen. So Crim is a high priority target. Once again, if you can get him to use his jump as an initiation, he will lose his Darklings and will once again become less of a threat.
Lore:
Crim never fit in with his yordle peers. Maybe it was because he kept to himself, maybe it was because he was an orphan, or maybe because he had taken to talking to his “friends” that nobody could see. Regardless of the reason, the other yordles feared Crim. They could sense a darkness about him; there was something different about Crim. As time went on the mysteriousness surrounding Crim grew. The fear of him intensified, to the point where the yordles would surround and attack him. It got so bad that Crim was forced to leave Bandle City, but not before making one last promise. As he was leaving he turned back and told them, “I will return, and I will not forget what you have done to me.” After he spoke those words he turned and headed for the Sandstone Mountains, he could be heard conversing with someone, but nobody could see who that someone was. The yordles soon forgot about Crim, the only memory of him that remained was in legend. Soon the yordles began spreading stories about Crim due to their fear of him. The stories were told as jokes and used to scare children into behaving at first, but the more they were repeated the more realistic they seemed. The stories went as such: “As a child Crim had called upon dark spirits to kill his parents while they slept. It was those same dark spirits that Crim talked to when it seemed he was talking to nobody. The other yordles eventually chased Crim away, but he only went as far as the Voodoo Lands in order to master his dark powers. He slept in a cave at the base of the Sandstone Mountains and would attack anyone or anything unlucky enough to take shelter there. At night Crim and the spirits would come down from the mountains and walk through the city, and if anyone was caught out in the night then he would take their soul and make them into a thing of darkness. Running didn’t work either, Crim would rush at you surrounded by a darkness that light didn’t pass through. The only way to avoid being taken by Crim is to be in bed by curfew.” During his time after leaving the city Crim has been preparing for his return. Upon leaving Bandle City, Crim headed towards the Voodoo Lands where he had heard rumors of a secret, dark society known as the Gray Order. However, the journey was long and Crim was not much more than a boy. He was forced to find shelter within the caves of the Sandstone Mountains, a dangerous thing to do, but Crim was not afraid. He was clever and cunning, and was able to find a cave that he could call home. The next day Crim continued his journey to find the Gray Order. When Crim arrived he was met with suspicion at first, but the leaders of the society could sense the darkness inside of him. They allowed him to stay with them; they taught him all they knew, but for Crim it was not what he wanted, not what he was seeking. He learned as much as he felt was necessary, but left after a few years. They could not teach him what he needed to know. Crim knew the answer was here somewhere, so he began to wander the Voodoo Lands by day, returning to his home in the Sandstone Mountains at night, until one day he found what he had been searching for all these years. He now had the power to release his darkness into the real world. It was time to return to his birthplace. It was time to return to Bandle City, where Crim had grown up. It was time to return the aggression he had faced there. It was time for vengeance. It was time that the yordles remember, because Crim had never forgotten.
Base Stats:
HP: 420 (+85/level) Health Regen.: 1.37 (+0.15/level) Mana: 250 (+40/level) Mana Regen: 1.23 (+0./level) Damage: 45.2 (+3.9/level) Attack Speed: 0.625 (+3.5%/level) Armor: 15 (+3.5/level) Magic Resist: 30 (+1.25/level) Movement Speed: 355 Range: 150
Abilities:
Passive: Mischief - Crim and his Darklings roam around causing mischief. For each active Darkling, Crim and the Darklings gain 10% bonus movement speed and damage.
Q: Corruption - Crim corrupts the soul of a friendly or enemy minion, dealing 75/125/175/225/250 true damage to the minion. If the ability kills the minion it becomes consumed in darkness, turning it into one of his Darklings. The Darkling base stats are 15% of Crim's current stats. The Darklings do not time out however there can only be 3 active at one time. Darklings can also apply on-hit effects such as lifesteal and slows, making them very valuable to Crim. Cost: 50 mana Cooldown: 15/13.8/12.6/11.4/10.2/9 seconds
W: Cavern Leap - Crim leaps from the darkness in a surprise attack, dealing 70/105/145/180/215 physical damage to all enemies within an area. If there are active Darklings, they leap with Crim but explode upon landing, dealing 20% Ability Power per Darkling in bonus damage. Cost: 50/55/60/65/70 mana Cooldown: 30/26025/2205/18.75/15 seconds Range: 700
E: Dripstone Drop - Crim drops stalactites in a line dealing 30/51.25/72.5/93.75/115 physical damage and slowing enemies hit by 5% for 1/1.5/2/2.5/3 seconds. Cost: 55/60/65/70/75 mana Cooldown: 18/16/14/12/10 seconds
R: Dark Rush - Crim releases the darkness stored inside of him and he and his Darklings become surrounded by it. Crim fades away into the darkness, becoming stealthed, and can recast Dark Rush to dash in any direction 3 times. Enemies hit receive 75/125/175 (+10% Ability Power per active Darkling) Physical Damage. Enemies hit by Crim's rush are corrupted by darkness, becoming feared away from Crim for 1 second. Crim remains stealthed for 10 seconds, or until he completes 3 dashes. Crim can freely use his other abilities while stealthed. At the end of the third rush, or after the 10 seconds, the Darklings run out of energy and will disappear. Cost: 100/100/100 mana Cooldown: 120/105/90 seconds Dash Range: 500
Sample Build
Since Crim's Darklings apply on-hit effects, lifesteal becomes a great purchase. Early Game:
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Starting Build:
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Late Game:
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This build provides a large output of damage. This would be an offensive build, however you could also add defensive items to stay in fights longer. Ravenous Hydra is probably one of Crim's favorite items, due to the fact that his Darklings apply on-hit effects, so the passive would apply to Darkling basic attacks as well.
Thanks for reading guys! And like I said, since this is my first Champion Concept I would really appreciate any feedback! Let me know what you think! (:
Bonus Challenge: Upon arriving at the camp of the Gray Order, Crim was confronted by a group of witches. They sneered at him and harassed him, all the while Crim seemed unperturbed by their assault. He quietly asked to speak to their leaders, and they just laughed. "You think you are really worthy enough to speak to the greatest warlock and witch in Runeterra! Ha! How naïve you must be." While on the outside Crim seemed uncaring, deep within him the darkness was growing, his rage was building. Finally, he exploded. Impossibly fast he grabbed the first witch by the throat with his razor sharp claws, the other witches backed off immediately, but Crim never noticed. He was focused on the witch he had in his grasp. Crim tightened his grip on her throat and threw his head back, with a pitch black darkness seeping out of his mouth towards the captured witch. The other witches stared in horror as she screamed in agony while the darkness consumed her, until she was nothing. "Now, take me to your leader."
Edits:
I've changed Crim's Q up a bit, so now he has less active Darklings at one time, but his Darklings now provide on-hit effects, making them much more valuable to Crim's damage output. The cooldown amount has also been changed by a slight amount. Crim's leap no longer applies CC, since his Darkling's can do that with items such as Iceborn Gauntlet. The bonus damage applied from his Darklings on his leap has also been adjusted to provide damage based on Ability Power. Dripstone Drop's slow has also been reduced due to the change in the Darklings. This way Crim does not have too much CC, especially since he's meant to be a high mobility champion, having CC as well makes him way too strong. His ultimate has also been switch up a bit, providing shorter distance dashes, but allowing Crim to remain stealthed for a long duration. I have added a sample build as well, to give you guys an idea of how I picture Crim being played. However, with Crim's kit, there are many different builds, including items such as Trinity Force or Bloodthirster or Phantom Dancer. It all really comes down to the game and to the player.
Starting Build:
Late Game:
This build provides a large output of damage. This would be an offensive build, however you could also add defensive items to stay in fights longer. Ravenous Hydra is probably one of Crim's favorite items, due to the fact that his Darklings apply on-hit effects, so the passive would apply to Darkling basic attacks as well.