Champion Concept: Kyrdek, the Chainbound Prisoner
Alright, so this is my first champion concept that I actually got out of the "this is a cool idea phase." Some feedback on this would be really awesome.
He's designed as a support/fighter/tank. His CC focuses on slows and snares instead of stuns to fit in with the chain motif. I liked the idea of a champion that used chains to fight, but having his abilities interact with each other slightly more than just comboing them. Anyway, that's enough from me. Read on!
Kyrdek The Chainbound Prisoner
Lore
As a young man, Kyrdek was serving in the Demacian army. He emulated his hero, Garen, and wanted desperately to serve with him in the Dauntless Vanguard. Kyrdek, in an attempt to impress the Might of Demacia, Kyrdek would throw himself recklessly into combat, with no regard for his safety or the safety of his squad. These reckless displays proved to be Kyrdek’s downfall.
Ignoring orders to hold the line, Kyrdek rushed headlong into Noxian forces. Too late he realized that his fellow Demacians had not followed him into the fray. The Demacians were forced to retreat, leaving him behind. Kyrdek was imprisoned for five long years by the Noxians. Even amid their brutal interrogations Kyrdek was convinced that Garen would come to save him. He never did. Over time Kyrdek’s admiration for Garen became hatred. He blamed Garen for abandoning him in his prison, for not coming to rescue him. His sanity began to weaken and he grew violent. During one of his interrogations he broke his bonds and killed his interrogators. As a result, his captors bound him with chains to keep him from harming anyone else, and he was scheduled for execution.
News of his story spread like wildfire throughout Noxus, even reaching the ears of Draven. Draven requested to perform the execution himself. On the day of the execution Kyrdek was brought out before Draven, still bound with chains. In Draven’s customary fashion, he offered Kyrdek the chance to live if Kyrdek escaped. They unbound his legs but left the rest of the chains bound tightly around him. That proved to be their greatest mistake. Draven’s first axe caught him in the back, severing the chains that bound him. Turning a disadvantage into an advantage, he used the remains of the chains to deflect the rest of Draven’s axes. He turned and fled, escaping into the crowded streets of Noxus, much to Draven’s anger. He viciously attacked those who got in his way, leaving a trail of people bound in chains that seemed to have a mind of their own.
He forged his chains into the weapons he uses today, turning the symbol of his imprisonment into the emblem of his freedom. On that day he swore a dark oath that he would take revenge on Garen and Noxus for what they had done to him.
_“They tied me up and locked me away. Now it’s their turn.”_
-Kyrdek
Abilities
Passive: Chainbound Kyrdek wears and uses the chains of his imprisonment as his armor and weapons. The constantly shifting chains grant him fluid defense. When Kyrdek uses an ability he gains 5/10/15 bonus armor and magic resist but slows his movement speed by 2.5% for 4 seconds. This stacks up to 4 times. In addition, when he is struck in combat, pieces of his chains will fall off. By picking these chains up, he gains a stack of Chainbound.
Q: Chain Binding | Range: 1100 | Cost: 80 mana | Cooldown: 18/16/14/12/10 seconds Kyrdek throws his chain forward in a line. If it hits an enemy it deals 80/120/160/200/240 (+60% AD), and roots both Kyrdek and the enemy hit in place for 2/2.25/2.5/2.75/3 seconds. After 1 second Kyrdek can reactivate the ability to release himself and the bound enemy. This ability will not interrupt channeled abilities.
When Kyrdek has a target bound, his basic attacks will only affect the target, but he can do so at any range.
W: Whip | Range: 400 | Cost: 50/60/70/80/90 mana | Cooldown: 8 seconds Kyrdek whips his chains in a circle, dealing 70/105/140/175/210 (+50% AD) and slowing enemies hit by 10/15/20/25/30% for 1 seconds, as well as applying one stack of Shackles.
If an enemy is affected by Chain Binding he instead yanks on the chain, pulling the enemy in a line in the target direction and applying the damage and slow directly to that enemy, as well as slightly knocking back enemies hit by the primary target.
E: Shackle | Range: 800 | Cost: 60 mana | Cooldown: 12/11/10/9/8 seconds Passive: Kyrdek’s basic attacks leave lengths of chain attached to his enemies, applying Shackles to enemies for 4 seconds. While Kyrdek is near enemies afflicted with Shackles he can activate this ability. Shackles can stack up to 4 times. Active: Kyrdek commands the chains left on his enemies to constrict, dealing 10/20/30/40/50 (+20% AD) damage and slowing it by 10% for 1.5 seconds for each stack of Shackles on the enemy. (NOTE: additional stacks only increase the damage and slow, not duration). If the enemy has 4 stacks of Shackles when this ability is used, the enemy is instead rooted for the duration. This ability will not interrupt channeled abilities.
R: Imprison | Range: 1200 (cast) / 1500 (tether) | Cost: 100 mana | Cooldown: 120/110/100 seconds Kyrdek roots himself in place and throws 5/6/7 chains in a 70 degree cone, dealing 200/300/400 (+100% AD) damage and slowing each champion hit by 35%. The chains can be broken by leaving the tether distance. After 2 seconds Kyrdek whips the chains attached to each champion, knocking them into the air for 1 second. If an enemy is affected by Chain Binding when Imprison is activated that enemy is automatically hit by Imprison, reducing the number of his chains thrown by one.
I'm going to attempt to explain his abilities here. First, I want to explain his AD scaling. I thought the idea of a support type champion that scaled with AD instead of AP would be refreshing. Items to build would be
Relic Shield,
Black Cleaver,
Frozen Mallet, and other tank/fighter items.
Passive: Makes him tanky when he can chain (i'm sorry) his abilities together. The chains that drop off are designed to help him remain tanky during an extended fight. However, the slowing mechanic on his passive makes him terrible for chasing. It also makes it harder to run away. Kyrdek thrives in the middle of combat, remaining tanky through his passive, locking down and disrupting the enemy team, but he is not good at chasing. I feel that this solidifies that role.
Q: This is his primary ability. Not only is it his only immediate CC, but it interacts with the rest of his abilities in several ways. First and foremost, it autotargets the affected enemy with his autoattacks. Instead of whacking people with his chains he'll yank and whip the chain that tied his enemy up. It also changes the way his W and his R function. Since Riot has seen fit to make every grab/pull CC work different I figured this would be my chance. Rooting himself in place when he hits an enemy was my chance to make his unique. Blitz pulls completely to him, Amumu gapcloses, Nautilus meets you in the middle, Thresh has his little tugs, and now Kyrdek roots himself as well as his enemy. This again solidifies his place as an in-your-face tank/fighter that doesn't chase well but shines when he is in the thick of combat.
W: When he doesn't have someone locked down with his Q this is a basic ability that damages and slows enemies nearby. This is simply to help him out if he misses his Q. The ability really shines when he has someone affected by his Q. When he uses this ability in such an event it changes to a skillshot. Think along the lines of Azir's Q or Viktor's E with a little bit of Lee Sin's ult mixed in. This gives him quite a bit of disruption, but only if he can hit his Q, and it can be a little awkward to aim.
E: This is mainly a utility ability that allows him to further lock down the enemy team and keep them in place. It's mostly like Sejuani's E, except at max stacks it can also snare. Pretty basic, nothing really to report there.
R: If his Q is his cornerstone, his R is his keystone. Big and game changing, but only if he can really land it. If he can get up close and personal he increases his chances of hitting more than one person with his ult. It is of note that if someone is affected by his Q, they will automatically be hit by his ult, and he will throw one less chain. Imagine something like Ashe's W mixed with Morgana's ult.
BASE STATS
Health: 568 (+87) Health Regen: 7.34 (+0.8) Mana: 295 (+45) Mana Regen: 8.09 (+0.65) Melee 175 Attack Damage: 60 (+3.5) Attack Speed: 0.625 (+2.9%) Armor: 27.2 (+3.1) Magic Resist: 32.1 (+1.25) Move Speed: 335
Quotes will be coming soonish. Basically when I get to it.