Vulcian, the Bombardier of the Skies

Stacona··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 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 votes

Caitlyn is 650 range first of all. Secondly, it is balanced because of how he deals his damage, he cannot simply detonate his attacks whenever he wants since there is a cooldown, no detonation = no damage. His detonation is most restrictive early on to balance out the range, when he uses it, that is the moment the opponent has to attack him, I reserve my E ability on my concepts for the defensive spell.

Also his attacks stop at the first enemy in their path and stick to them and he cannot attack past terrain since they get stuck against the wall closest to him. So he cannot simply auto you down behind your means like what Caitlyn or any other marksman can do, his positioning is a lot more vital than any other.

Again, his attacks do not deal damage directly.


He has no mana costs, he is a resourceless champion, he is balanced through other means like with cooldowns.

Q consumes the attack timer, that is the restriction that it offers, makes it where you choose between the guaranteed attack or the skill shot attack to do cool tricks with it, avoiding double-up of damage (it is your basic attack in a true skill shot form).


He is a standard marksman, everything scales with attack damage, he has AP scaling since at minimum he will be buying Void Staff since he can only deal magic damage.


Also his AoE has damage fall-off for not the main target / non-central shots for bomb arrows stuck on the ground or the outside of terrain.

Stacona1 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


Gilgayu1 votes

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

His bombs each do 100% AD damage? So theoretically he can do 600% of his AD for every ult cast if he doesn't have hurricane. This honestly just makes him weak: when you trade you can't farm. I suggest making his autos against non-champion/epic monsters delayed damage so farming doesn't become a nightmare. The mechanism itself is extremely hard to play against. Vulcian has a sad early game, but after first back, lane phase is basically done. He can auto caster minions three time, and suddenly he has more effective zoning power than any early mage. He will have roughly 2 seconds to auto enemy champions (before the bombs on the minions expire), and he can instant denotate the bombs if he hit the enemy champions because he will get the reset from the minions.

I don't know, he has a decent lane phase past 7 minutes, but his team fight just sucks before late game... I suppose going crit will allow his w to have a very short cd, but it kind of contradicts his r's purpose. Tbh, how many games these days go to late game. Like, half the games end when people are level 14.

By the way nothing is obvious when you don't mention it anywhere...

Stacona1 votes

If you have 100 attack damage and the ratio is 120% then you deal 120 damage and if it is 50% then you deal 50 damage.

I have a cooldown refund for executes to help you farm.

His strengths are his range and area damage, also deals magic damage. His weakness is playing around Detonate's cooldown, though relieved more as the game goes on, still is always higher than his attack speed - also positioning since he can only hit the closest target in his attacks' path.

W is only one super bomb arrow, so the second arrow is not enhanced if he crits. He still has bomb arrows to detonate regardless, Exploding Arrow will only never have a cooldown at 100% crit chance which is both a rare and very late game scenario, so he will always have to detonate his attacks to deal damage. Exploding Arrow is best used after you detonate your bombs so during the cooldown you can deal another small burst of damage.

Bomb Arrows have an unlimited duration, they just fall off of enemy champions after a few seconds, detonation range is also global - only restriction is a cap of 6 out at a single time. The cap is in play so that he cannot have true one-shots, but still feels like a bursty marksman, using his range and area damage to deal damage, but is very weak when being dove especially during Detonate's cooldown giving an obvious window of when to attack Vulcian and especially when E is on cooldown.


Maybe to off-set his late game damage and reduce it for better utility so that he is more useful earlier on in the game without having insane damage output would be for the best. Something like replacing W with a vacuuming bomb to go with his area damage, vacuums everyone into one location and then detonate the bombs - makes for a better combo and synergies with everything nicely. Of course doing this just means his E's power would need to be toned back as well to not make him a super safe and frustrating champion to go against, he would then use E more offensively rather than save it for defensive use.

Stacona1 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.)


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