[Champions' Rework Concepts] Ryze, Yorick and Warwick

regonas·6/2/2016, 7:18:14 AM·33 votes·5,592 views
Champion Update Schedule

So, this year we will have these three champions reworked and updated to current game standards. So, i want to suggest some build variants for their reworks, trying to keep their themes together, but adding more flavor and gameplay elements - basically, make them relevant to current game.



Lets start with Ryze -- The Rogue mage. Currently, he orbits around an idea of spamy, tanky, bruiser-like mage, who rotates spells, dealing massive damage, if you get caught. However, i don't think that riot went right about it and will try to make Ryze more fun to play as and less frustrating to play against.

https://i.warosu.org/data/tg/img/0286/41/1386138871288.jpg

Passive Arcane Mirror After casting Q or E, you will cast same ability again, after 1.25 sec delay (doesn't count as casting and will not interrupt your previous actions). Mirrored ability will be released in the same direction and deal 20-30% of normal damage.

Q Overload Release a bold of lightning towards your cursor. It will deal X (first hit) damage to first enemy hit and can chain to another enemy, dealing X (second hit, deals less than first hit) damage to the second target. If this ability hits a second target, then it bounce back to original target, dealing X (third hit, deals less damage than second hit) damage to the first enemy hit. Range: average Scalings: scales only with AP Cooldown: short, about 5 sec or so. Mana cost: average

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W Rune Prison Create a circle of runes around you. Each rune will last for X sec. If an enemy walks over one of your runes, rune will trigger, dealing X damage to that enemy and root him/her in place for X sec. After triggering, rune will disappear. Hitting rooted enemy with your Q will cause it to chain between all rooted enemies, dealing third hit damage to them all. Range: something around 400 Number of runes: maybe between 6 and 8 Scalings: scales only with AP Cooldown: fairly long Rune arming time: fairly short, around 0.6 sec or so Mana cost: high

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E Arcane Burst Burn all enemies in a small cone, dealing X damage to them and reduce their magic resist by X for X sec. Magic resist reduction stacks up to X times (something like 6 or 8 times). If you manage to stack magic resist reduction to maximum stack on enemy champion, you will get sudden surge of power, gaining shield, which will absorb up to X damage over X sec. Shield can't exceed X damage absorbption, but can proc from multpile enemy champions. Range: fairly low, about 350 or so Cooldown: very short, like 2 sec or so Damage scaling: scales only with AP Shield scaling: scales with your missing MP; the more MP you have spent, the strong shield will be Mana cost: average

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R Forbidden Magic Create a magical ring around you and it will last for X sec. It will move together with you. Enemies inside of this ring loses X magic resist every sec, while you gain X spell vamp every sec. When ring disappears, bonus spell vamp will still last for X sec. Dealing damage to enemy champions, who are within this ring, will reduce remaining cooldowns on your other abilities by X sec. Casting any ability will cause this ring to expand by X%. Radius: about 300 or so, but could be easily expanded to 600 or so Cooldown: long Mana cost: high



Now, let continue with Yorick -- the Gravedigger. He is something like jack-of-all-trades type of champion. He have sustain, slow, speed up and so on. And while his have many good things, he doesn't excel greatly in any of those. I will try to keep this theme together, while adding some more gameplay, because currently he have none of it - point-and-click is his current style.

http://i.imgur.com/EnzSJ.jpg

Passive Unholy Covenant Gain X bonus attack damage and X bonus ability power for each ghoul or specter on the map. Your ghouls and specters gains X% of your attack damage and X% of your maximum health. If ghouls or specters moves more than X units away from you, they will start to decay, losing X% of health every sec. However, your ghouls and specters don't die when you get killed.

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Q Bottomless Grave Dig a hole in the ground, which will last for X sec. This hole will act as impassable terrain, preventing enemies from walking through it. There can be maximum X number of graves and creating new ones will close up the old ones. In addition, when graves is dug up and every X after that, a rotting ghoul will crawl out. It will attack nearby enemies, preferring to attack enemy champions. If no enemies are nearby, ghoul will scout nearby areas. Also, ghoul will emit slowing aura, reducing movement speed of nearby enemies by X%. There is no maximum number of rotting ghouls. Enemy champions can fill in your holes, by clicking in them and channeling for X sec. In addition, if you click on one of your graves, you can enter it, becoming immune to everything and invisible. However, your vision range will be reduced by X% and if grave gets filled, you will be pushed out of it. You can exit your grave by executing a movement command. Casting time: something about 1 sec Range: melee Radius of a hole: less than Trundle's pillar Cooldown: normal, about 10 or 12 sec Mana cost: normal

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W Ghastly Light Create a huge area around you for X sec. This area will follow you. Enemies, who are in this area, can't see anything outside of this area. In addition, every X sec summon a specter for every enemy champion nearby. These specters will follow you and attack nearby enemies, preferring to attack enemy champions. If one of the specters damage an enemy champion, you will get X% bonus movement speed for X sec. This bonus stack up to X times. Radius: big, something around 400 or 500 Cooldown: fairly long, maybe 16 sec Mana cost: high Damage scaling: specter's damage also scales with your AP

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E Plague Ghoul Throw a ghoul as a projectile, stopping at first enemy hit, dealing X damage to that enemy and healing you for X% of damage done. This ghoul will attack nearby enemies, preferring to attack enemy champions. This ghoul will not follow you, but it will track even invisible enemies, following them through bushes and will not lose its target, when enemy turns invisible. Every time this ghoul attacks, you will be healed for X health. If you throw this ghoul of your W, then first enemy hit will be feared for X sec. Range: something around 800 Cooldown: short, like 8 sec or so Mana cost: normal Damage scaling: initial damage scales with AD and AP

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R Unholy Word: Death Speak dark works, projecting their power in a cone, affecting everyone within it (but will not affect you). Affected allies champions will be unable to die for X sec, while affected enemies will suffer X damage over X sec, dealing more damage to enemies bellow X% of their maximum health. Activating this ability will cause your all ghouls and specters to become enraged, gaining X% bonus attack and X% bonus movement speed for X sec, regardless where your ghouls are. Also, affected ghouls will be immune to all damage for X sec. You can use this ability even while you are dead, out of your corpse's location. Range: average, about 450 Cooldown: long Mana cost: high Damage scaling: scales only with AP



Warwick -- the Blood Hunter is pretty simple and straight forward champion now. He steals health, he chases hurt enemies. That is it and i want to keep this theme for him, while also making him more interesting. Also, i think chasing hurt enemies in the key aspect of his kit and should be more important.

http://66.media.tumblr.com/14a8e501faf636e237da7888b4de3c89/tumblr_o7y1xw01bo1s7s6mlo1_1280.jpg

Passive The Scent of Blood You gain sight of all nearby enemy champions with less than X% (something like 35%) of their maximum health, also alerting them to your presence when you get close to them. While any enemies are revealed this way, you gain X% bonus movement speed. (similar to current E) Killing an enemy will cause you to regenerate X health over X sec. Regeneration stacks up to X times. Range when enemies are revealed: 1500 -- 3000 Range when enemies are alerted to your presence: 900 - 700

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Q Piercing Howl Howl in a cone, dealing X damage to all enemies and reduce their movement speed by X% for X sec. If you hit an enemy, who is revealed by your passive, that enemy will also be feared for X sec. If you use this ability during your W, then instead using it in a cone, it will be used in radius around you. Range: something around 500 Cooldown: something around 12 - 15 sec Mana cost: normal Scaling: scales with AD

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W Night Hunter Fall down to all four, gaining stealth for X sec. You will move X% slower while this ability lasts, but enemies will not be alerted by your passive. Using enemy ability or attacking any enemies will cause stealth to end. Cooldown: fairly long, like 18 sec Mana cost: high

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E Vicious Lunge Dash forward, stopping at first enemy hit, dealing X damage to him/her and stun him/her for X sec. You will heal for X% of damage done with this ability. You can dash through walls and structures. If you use this ability out of stealth, you will gain X% bonus attacks peed for X sec. Range: about 500 or so Cooldown: average, between 8 and 12 sec Mana cost: normal Damage scaling: scales with AP and AD

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R Chase the Pray In the right bottom corner, above your mini map, will be portraits of all enemies champions. Every X sec, you can select one of them. This ability will get bonus effects against chosen enemy champion. Killing selected enemy champion will remove his/her image. If you manage to kill every single marked enemy champion, you will permanently gain X bonus health, X bonus attack damage and X bonus movement speed. Activating this ability get you X% bonus movement speed, increase range of your basic attacks and cause you to jump to your basic attack target. This ability lasts for X sec. While this ability lasts, basic attacks against chosen enemy champion will stealth X health from him/her and add it to you. You can use this ability in stealth and it will not break the stealth. If you use this ability while you are in stealth or in bush, your next basic attacks will get even more range. Bonus range to basic attacks: something like 200 Additional range out of stealth: something like 200 Cooldown: long Mana cost: high Health steal scaling: scales with AP

56 Comments

Mergyte 1236/2/2016, 8:56:06 AM19 votes

Because of logo, thought this was an official post from Rito. Too bad...

ImmortalBloodCY6/2/2016, 5:41:14 PM4 votes

I prefer my Mana Scaling Ryze over AP Ryze.

Marshbouy6/2/2016, 12:52:42 PM3 votes

quality post

FeeNeeX6/2/2016, 2:01:51 PM3 votes

Dude why do you even bother RIOT doesnt give a shit about its players

Blue Moon Wolf6/2/2016, 3:17:10 PM2 votes

Not sure about that look for Ryze, considering he would look a lot like Kassadin and not the bald blue guy with a giant scroll on his back we all know and try not to make direct eye contact with love. Other than that this all looks great.

Legend276/2/2016, 7:25:37 AM2 votes

how long did it take you to think of this damn gj.

Oleandervine6/2/2016, 4:24:29 PM1 votes

I think Yorick and Ryze are locked in at this point. Warwick is probably the only one that has time to be brainstormed over. Pray that they do though, CertainlyT, who brought you such champions as Kalista and Yasuo, is relaunching Warwick.

Shadula6/2/2016, 5:01:55 PM1 votes

+1 for GK from HoN.

underscores2226/2/2016, 6:36:06 PM1 votes

I like the thought you've put into these champs, really identifying their goals within the game. As far as feedback goes, I think you hit the champs well in broad strokes, but missed some of the more subtle details that some players really identify with for each.

Ryze

Overall, you pegged him pretty well. He is the rapid-fire mage, short range (for a mage) but not melee, and gets tanky enough to handle some hits. But one of the key things that people identify with him now is the mana scaling on all his abilities. It helps make him unique and gives him access to some tankier items that he otherwise wouldn't build. I think that is key to his identity.

I really like the new passive, makes him resemble lucian a bit but in a magic way. Might be a bit hard to get it to work in a fluid manner with the delay as high as it is.

I don't know how I feel about his Q bouncing, but with the changes to his E it might make sense.

Rune prison is his only CC. I like the idea of an arcane trap to keep people from jumping on him, but I'm not sure it will work as well as you hope. Most champs have some sort of gap closer or jump, which can cause traps to fail (see jinx). I think this ability would work better as a targeted ability that caused the traps to appear around an enemy.

His e also makes him feel too short ranged for a ranged mage. I like the idea, and it will really help him out in lane at top against other melee bruisers, but I think it needs to be a ranged aoe (small), like an arcane burst or something a bit more ranged feeling.

Historically, Ryze has always been single target, and his ult allows him to deal AOE damage, which is great for teamfights. It also gives him some combat utility (move speed, spell vamp). I feel like the rest of his proposed kit has enough AOE that his ult can be freed up to be more interesting. I'd love to see his big scroll incorporated into his character more, and this seems like a good place. I don't really think your proposed R is what the character needs. I don't really have any ideas to help you here, just that it doesn't seem to fit - it doesn't feel like ryze to me. Could be just a personal thing.

Yorik

Yorik is one of those minion-mancer types that is annoying to balance. A few things I really like about him currently is how cohesive and yet entirely uncoordinated his kit is at the same time. All his abilities make a ghoul, but they all do it in a different way. He has a ground target, a single target, an auto modifier, and an ally target. Likewise, his ghouls all do their own thing, but help him out and give him different benefits. One slows enemies and speeds him up, one heals him when it attacks, and so on. It gives him meaningful effects to decide which ability to use and max, and his enemies a counter on how to weaken him be deciding what to kill first. I also really like his four-horsemen themed abilities, war, pestilence, famine, and death. Directly fits with the shadow isles theme.

I like the ghouls not losing health unless they go away from yorik. This gives the players some alternatives in play and counter-play, but it might make it too easy for yorik to zone enemies in lane.

I like how you ran with the idea of the gravedigger here, but I think the graves are too powerful. Perhaps his passive should summon ghouls from the ground around him (similar to zyra plants now) and his abilities should empower them in certain ways (keeping with the horsemen theme)

Beware vision restricting abilities, they are not fun to deal with. Noct is ok because it has a long cooldown, but quinn is super annoying now. This ability alone could provide some super cool gank options, but might be one of those "sounds like a good idea but actually isn't" things.

I love the idea of flinging a ghoul with the shovel, but it might be too single-minded to help heal you.

Having the ability to cast a powerful spell from your point of death is going to be super frustrating to play against. I like Yoriks current semi-morde, semi-zilean ult that allows you to save an ally and get a copy of them for a while. I think it's a big part of his identity.

I'm getting kinda burned out here, so I'm going to take a break before tackling Warwick. I think you put a lot of thought into these updates, and they sound like really good starting places.

Illâoi Evê Siôn6/2/2016, 7:09:03 PM1 votes

I love your Yorick kit (minus the him hiding in graves, that seems out of place).

Mitsukasa Ayase6/3/2016, 12:18:25 AM1 votes

Give my WW LIFESTEAL ABILITY, more and more LIFESTEALitem 3070 And his e ability let me memary Eve, when her first attack can stun enemy. New WW just like hybrid champion, no feature.

Big Bad Minion6/3/2016, 9:47:00 AM1 votes

Someone, quickly, inform the champion rework team in Riot. This needs to happen.

SkyBlade796/3/2016, 5:02:13 PM1 votes

I think Yorick would be balanced if he was given a major weakness, maybe in his passive. For example, Yorick could maybe not auto attack, or has a fixed, very low attack speed? His ghouls would have to do the work for him, making him more balanced in my opinion.

Necro Heleon6/2/2016, 8:53:08 AM1 votes

Yeaa, yorick looks way better as this. Love Q. It might be tons of fun jumping from a grave to a grave, just like a wack-a-mole.

Will Win War6/2/2016, 9:02:12 AM1 votes

Didn't even know, that these three will get reworked. And they might fit only same category - special tanks. Ryze - chain casteing, mana scaling tank. Yorick - chain casting, pet user tank. Warwick - sustain tank.

Photos of Ghosts6/2/2016, 11:10:41 AM1 votes

I do like your rune prison idea.

Moon4Lord6/2/2016, 3:43:59 PM1 votes

wew what a clicbait, still these changes won't be made 100%

EfficientDynamo6/2/2016, 3:57:55 PM1 votes

Interesting ideas, and I especially like the Ryze passive as a means of keeping his spammy mage persona. Yorick is probably way too OP though, considering how much utility and how many ghouls he can get.