Vulcian, the Bombardier of the Skies

Stacona·1/22/2019, 1:18:28 AM·1 votes·1,456 views

Vulcian is a falcon-like vastayan born from the tops of Mount Targon. Learning the ways of the bow and arrow, he quickly became an elite archer, ready to swiftly slay his target with perfect accuracy from above.

There is more to Vulcian than pure skill, he is also a genius inventor that created his very advanced remote detonation bomb arrows, ready to explode his prey to smithereens before they know what hit them!


Vulcian is an unique marksman where his attacks do not deal damage at all initially until he manually detonates them.

There are tricks he can do with these bomb arrows, either deciding to stack them directly on enemies and then go for the big boom of damage or he can stick them to terrain and the ground to try to wait and set them off to blow them up in someone's face! The only restriction to the bomb arrows is a hard cap of how many can be in play at a time. You can also detonate bomb arrows in mid flight!

Runaan's Hurricane allows for up to 12 mini Bomb Arrows with massively reduced damage and explosion radius, following the same rules otherwise.


Attack Range: 700 units Attack Speed: 0.694 +4% per level Movement: 335 units per second Attack Damage: Very High


Bomb Arrows (Passive):

Vulcian shoots highly advanced Bomb Arrows that he created, which do not deal direct damage and stick to the first enemy unit or terrain that they come across. A maximum of 6 Bomb Arrows can be in play at a time. Bomb Arrows only remain on enemy champions for a maximum of 4 seconds, falling and sticking to the ground afterwards.

Bomb Arrows cannot deal increased critical damage, but if Vulcian would critically strike, then he fires two Bomb Arrows instead of one, applies to Free Shot as well.

Bomb Arrows explode immediately against enemy structures to damage them for maximum damage. Bomb Arrows from Free Shot cannot damage structures and instead just stick to them until detonated.

Free Shot (Q):

Cooldown: None; Range: 900/975/1050/1125/1200 units

Vulcian consumes his attack timer and fires a Bomb Arrow to the target location, sticking to the ground or to the first enemy or terrain in its path. Vulcian can also directly target an allied champion, sticking the Bomb Arrow to them.

(Cannot cast if Vulcian currently cannot basic attack.)

Suction Arrow (W):

Cooldown: 12 seconds

Vulcian's next Bomb Arrow will explode into a vortex immediately on contact, sucking up enemies towards the centre and having an explosion radius that is 10/20/30/40/50% larger. Suction Arrow cannot deal damage nor counts toward the Bomb Arrow limit.

In addition, Suction Arrow leaves behind a flare for 4 seconds, revealing a large area around it.

There is a 0%(+100% per 100% critical strike chance) chance that firing this Suction Arrow will completely refund its cooldown.

Night Flight (E):

Cooldown: 25 seconds; Range: 300 units

Vulcian quickly and silently flaps his wings, soaring in the target direction and turning invisible for 1.4/1.55/1.7/1.85/2 seconds. While invisible, Vulcian gains 100%(+10% per 100AP) total movement speed.

Passive: Every Bomb Arrow detonated reduces Night Flight's cooldown by 0.1/0.2/0.3/0.4/0.5 second. Each Bomb Arrow that damages an enemy champion refunds an additional 2/2.5/3/3.5/4 seconds.

Detonate (R):

Cooldown: 6/4.35/2.7/1.05 seconds; Radius: 300 units

Vulcian detonates all Bomb Arrows currently in play, including those in mid-flight, causing them to explode in an area for 100/105/110/115%(+2% per 100AP) to 5/15/25/35%(+5% per 100AP) as magic damage based on closeness to the centre of the blast.

On-hit effects only apply to the most central enemy unit caught in each blast. Damage values are based on Vulcian's total attack damage.

Direct executes refund Detonate's cooldown.


UPDATE NOTES:

Free Shot: Range increased to 900/975/1050/1125/1200 from 900/950/1000/1050/1100 units

Suction Arrow: Reworked and renamed from Exploding Arrow Exploding Arrow worked similarly, but dealt 65/70/75/80/85% +10% per 100AP increased damage rather than vacuum up nearby enemies

No longer deals damage Increased explosion radius lowered to 10/20/30/40/50% from 20/40/60/80/100% (30/60/90/120/150 bonus radius from 60/120/180/240/300)

To add player choice, now leaves behind a flare for 4 seconds that reveals a large area around it.

Night Flight: Reworked slightly to compensate for the added utility of Suction Arrow, more emphasis on offensive play rather than using it defensively

Cooldown increased to 25 from 20/19/18/17/16 seconds Dash range lowered to 300 from 500 units Invisible duration lowered to 1.4/1.55/1.7/1.85/2 from 1.5/2/2.5/3/3.5 seconds Now grants 100% +10% per 100AP total movement speed while invisible

Now passive reduces the cooldown of Night Flight for simply detonating Bomb Arrows for every one detonated (does not include using Suction Arrow) with a significantly larger reduction for every Bomb Arrow that damages an enemy champion

Detonate: Cooldown lowered to 6/4.35/2.7/1.05 from 6/4.5/3/1.5 seconds (Per rank reduction increased to 1.65 from 1.5 seconds)


(This reduces his damage output, but can increase his area damage some more with a great Suction Arrow to pull nearby enemies to your Bomb Arrows and then detonate them for big damages to the entire team!)

(Overall goal here is rather than increase his damage output, I went with reducing it and offered him team utility with the vacuum so that he is more useful earlier on in the game and not make him crazy overpowered with damages on top of the newly added team utility. Now, I did tone back his Detonate's cooldown further at later ranks to off-set the fact that he has less damage with no Exploding Arrow to deal damage during the downtime.)

(With more utility added, I toned back defensive use with Night Flight a tad and made it better for repositioning and getting good angles to combo with his bomb arrows and suction arrow so that there is more player choice for the spell rather than only saving it to get to safety and not make him impossible to kill when you dive him.)

(Finally, the vacuum has no other crowd control associated with it, it is just a vacuum and enemy units receive full control after they are finished getting sucked in.)


6 Comments

Gilgayu1/22/2019, 12:13:32 PM1 votes

I won't go too in-depth, so I'll point out a few obvious points

  1. "Attack Range: 700 units" So... caitlyn is 625, and that's what makes her a lane bully (one of the things anyway). Vulcian's aoe damage will be way too strong for him to have that range.
  2. "Free Shot (Q): Cooldown: None" I suggest you to give the mana cost for abilities for your concepts, as they are almost as important as the cooldown. What do you mean when you said "Vulcian consumes his attack timer"? Auto-reset? If yes then this got to be at least 3 seconds cooldown. 1100 range is ezreal's q, might not seem far, but it keeps you very safe during fights.
  3. Why are the damage for his ult based on %? What are the % of?
Stacona1/22/2019, 5:08:04 PM1 votes

UPDATE NOTES (1):

Free Shot: Just to add in for clarity, using this spell consumes the attack timer, so he cannot attack immediately after using it until his attack is available again or use the spell if he recently basic attacked normally. It is literally his basic attack in skill shot form, remove reliability for potentially more range and cool tricks you can do with the bomb arrows.

Night Flight: Cooldown increased to 20/19/18/17/16 from 18/17/16/15/14 seconds Changed some wording to make more sense that this is a stealth flight and not make it sound like he is a jet engine taking off

(Being a long range marksman, this makes him safe less often and leaves a larger window to be jump on and killed, especially with misuse of detonating his bomb arrows which is the only way he can deal damage, outside of a one-time shot from Exploding Arrow.)

Detonate: Area damage fall off decreased to 5/15/25/35% +5% per 100AP from 16/24/32/40% +4% per 100AP; to reduce his early game wave clear and make detonation misuse more punishing where the cooldown is at its longest point

Clarified how on hit damage works where only the most central target takes on hit damage from each blast (so one target can be struck by 6 on hits in a single instance, reminder that he needs to fire out his attacks so this is no stronger than any other marksman with on hit items)

Clarified that the damage is based on total attack damage, should have been obvious anyways


Stacona1/23/2019, 9:20:23 PM1 votes

UPDATE NOTES (2):

Free Shot: Range increased to 900/975/1050/1125/1200 from 900/950/1000/1050/1100 units

Suction Arrow: Reworked and renamed from Exploding Arrow Exploding Arrow worked similarly, but dealt 65/70/75/80/85% +10% per 100AP increased damage rather than vacuum up nearby enemies

No longer deals damage Increased explosion radius lowered to 10/20/30/40/50% from 20/40/60/80/100% (30/60/90/120/150 bonus radius from 60/120/180/240/300)

To add player choice, now leaves behind a flare for 4 seconds that reveals a large area around it.

Night Flight: Reworked slightly to compensate for the added utility of Suction Arrow, more emphasis on offensive play rather than using it defensively

Cooldown increased to 25 from 20/19/18/17/16 seconds Dash range lowered to 300 from 500 units Invisible duration lowered to 1.4/1.55/1.7/1.85/2 from 1.5/2/2.5/3/3.5 seconds Now grants 100% +10% per 100AP total movement speed while invisible

Now passive reduces the cooldown of Night Flight for simply detonating Bomb Arrows for every one detonated (does not include using Suction Arrow) with a significantly larger reduction for every Bomb Arrow that damages an enemy champion

Detonate: Cooldown lowered to 6/4.35/2.7/1.05 from 6/4.5/3/1.5 seconds (Per rank reduction increased to 1.65 from 1.5 seconds)


(This reduces his damage output, but can increase his area damage some more with a great Suction Arrow to pull nearby enemies to your Bomb Arrows and then detonate them for big damages to the entire team!)

(Overall goal here is rather than increase his damage output, I went with reducing it and offered him team utility with the vacuum so that he is more useful earlier on in the game and not make him crazy overpowered with damages on top of the newly added team utility. Now, I did tone back his Detonate's cooldown further at later ranks to off-set the fact that he has less damage with no Exploding Arrow to deal damage during the downtime.)

(With more utility added, I toned back defensive use with Night Flight a tad and made it better for repositioning and getting good angles to combo with his bomb arrows and suction arrow so that there is more player choice for the spell rather than only saving it to get to safety and not make him impossible to kill when you dive him.)

(Finally, the vacuum has no other crowd control associated with it, it is just a vacuum and enemy units receive full control after they are finished getting sucked in.)