[Champion Concept] Rivel, The Split Code

fugertech··4 votes·1,155 views

LORE

"I don't remember much up until the accident. Little flashes of me as a kid, the face of a woman, and my lab back in Zaun is all I get most times. But I do remember everything that led up to me turning into this. Where do I start..."

"Well I'd just gotten back to the lab from making a supply run. Things like test tubes and clean chemicals can be hard to find in Zaun, so I needed a special supplier and an even more special method of getting them. Had everything set up, and I was getting ready to start running some more tests on a special strain of the Virus I'd found. About the 80th one, if I remember correctly. Anywho, I started testing a new solution on the blood when three men entered my lab. It wasn't massive but it was pretty big, and I remember being angry and confused as to why they were there. So I stood up, walked over to them, and demanded to know what in the sam-hell they thought they were doing."

"'Whoa whoa, slow down there big guy,' one of them said to me. 'We just wanna talk to you for a second.'"

"I knew something was up; nobody ever just 'wants to talk' in Zaun, but all three had guns and I really wasn't looking for a confrontation. So I agreed and asked what they wanted to talk about. The big guy in the middle told me that Dr. Mundo was interested in my work, wanted to buy some of the samples off of me. Said he had the payment all ready, and had his two goons bring out these big cases full of cash."

"The real mistake would've been agreeing to the deal. No amount of money, and I mean NO amount of money, is worth letting the Madman of fucking Zaun get his hands on the next Hemo-Virus strain. I'd heard all about him; it was hard not to with how popular his bullshit remedies were becoming, and I knew that all he was interested in was releasing one of the strains back onto the streets and then either selling some cheap tonic to make a profit or taking in the infected to 'experiment' on them."

"So I said no. Big man tutted me, told me that he was prepared to bargain an even higher price than his boss to get the samples. Told me that he'd be gutted if he came back empty handed, and so he needed at least one. Hell, the bastard even tried to promise me all of the money for just one of my samples. I politely declined by telling him to fuck off. He didn't take that one too kindly."

"Next thing I know I have three huge bullet holes through my chest and these goons are taking my samples. Big guy explains that he really didn't want to do it, but still had to. Says that he knows I'm a god with medicine, which was a load of crap, and figures he knows the perfect way to make sure I don't ever follow them. So the idiot grabs my most volatile sample of a Hemo-Virus, the Unknown Level 8, and smashes it onto me."

"Most everything is black from that point on, and the next thing I know I'm standing in the middle of three completely shredded corpses with vials of Hemo-Virus shattered on the ground. I panicked up until I caught my reflection in the mirror. I saw what you see now; this beautiful face. I don't know how I survived, and god forgive me but I don't care. As long as I'm living, I can stop this from happening to anyone else."

"And if I get to kill that son of a bitch Mundo in the process? Well, that's just the icing on the cake."


Name: Rivel Title: The Split Code

Role: Fighter (Primary)/ Tank (Secondary) Type: Melee

STATS

Health: 527 - 1846 (+77.59 health per level) Health Regen: 7.0 - 16.5 (+0.5 per level) Mana: None Mana Regen: None Attack Damage: 59 - 107 (+2.82 per level) Attack Speed: 0.584 (+3.2% per level) Movement Speed: 370 Armor: 35 - 70 (+2.06 per level) Magic Resist: 30 - 55 (+1.47 per level)


ABILITIES

[Passive] - Living Ties: Whenever Rivel strikes an enemy with one of his abilities or autoattacks, he latches a tendril to them that expires when they move 750 units or more distance from him. For every enemy tethered to him, Rivel gains 1-2 increased health regen per 5 seconds. Enemies tethered by auto attacks are dealt 10-35.5 (+1.5 per level) bonus true damage (bonus damage cannot occur more than once every 15 seconds).

Health Cost: None.

Cooldown: None.

[Q] - Blood Surge: Rivel sends a passthrough skillshot forward that deals 30, 50, 70, 90, 110 (+100% of AD) physical damage to all enemies hit and slows them by 15, 20, 25, 30, 35% for 1.25 seconds. If enemies are already tethered, Blood Surge will root them for 1.5 seconds instead.

Health Cost: 5% of current health

Cooldown: 14, 13, 12, 11, 10

Range: 900 units

Travel Time: 150 units per second

[W] - Vital Essence: Passively, Rivel will restore 15, 18, 21, 24, 27 health whenever an enemy tethered to him dies and will restore 6, 8, 10, 12, 14 health when one of his abilities hits a tethered enemy. When activated, Rivel starts to suck in his tendrils over a 2 second duration. Once the duration is up, all enemies tethered to Rivel will suffer 50, 90, 130, 170, 210 (+55% of AD) physical damage, be stunned for 1, 1.25, 1.5, 1.75, 2 seconds, and be pulled 400 units towards him.

Health Cost: 8% of current health

Cooldown: 25, 24, 23, 22, 20

[E] - System Shock: Rivel freezes the blood of all enemies he is tethered to, rooting them for 0.75, 1.25, 1.75, 2.25, 2.75 seconds and dealing 30, 40, 50, 60, 70 (+40% of AD) magic damage to them. After 2 more seconds, if enemies are still tethered to Rivel they will be dealt 35, 50, 65, 80, 95 (+30% of AD)(+5% of missing health) magic damage.

Health Cost: 6% of current health

Cooldown: 15 (at all ranks)

[R] - Horrific Mutation: When Rivel takes a point in this ability, he has the option to Mutate one of his other abilities, giving it additional effects and Mutating his ultimate to correspond with the chosen ability. They are as follows:

Health Cost: 10% of current health

Cooldown: 90, 80, 70

If the Q is Mutated... Rivel creates a pillar of flesh and blood at the target location. Enemies within 1250 units are automatically tethered and will be sucked into the pillar every 3 seconds, taking 75, 100, 150 (+40% of AD) physical damage and moving 500 units towards the pillar. Lasts for 10 seconds.

Range: 1250 units (tether), 1000 units (placement)

If the W is Mutated… Rivel target an enemy champion, forming an immensely strong tether that leeches 25, 35, 45% of their maximum health to him over a 10 second duration. It can be broken if Rivel suffers more than 25, 35, 45% of his maximum health within 5 seconds or they move 2500 units away from him.

Range: 2500 units (tether), 1000 units (target)

If the E is Mutated... Rivel infects all enemies that he is tethered to with a deadly Hemo-Virus, dealing 45, 70, 95 (+20% of bonus AD) true damage to them every second for 4 seconds. Enemies that die will spread the Virus to a random nearby enemy, increasing the damage by 10% up to a max of 30% increased damage.

Range: 750 (range of tether), 800 (new infection)

[Mutated Q] - Hemo-Surge: The damage is increased to 60, 100, 140, 180, 220 (+40% of AD), the slow is increased to 20, 25, 30, 35, 40% for 1.5 seconds, and the root duration becomes 2 seconds.

[Mutated W] - Life Blood: Passive healing increases to 20, 26, 32, 38, 44 (+1.5% of missing health) when an enemy dies. The duration of him sucking in the tethers is reduced to 1.5 seconds and the damage is increased to 80, 120, 160, 200, 240.

[Mutated E] - Systematic Compromise: Damage is increased to 50, 70, 90, 110, 130 (+40% of AD) initially and 60, 90, 120, 150, 180 (+30% of AD)(+5% of missing health) after the extra time. Additionally, a 1 second root will be applied upon the secondary damage.


GAMEPLAY

Rivel is a highly effective top-lane tank that has the potential to go toe-to-toe with his opponents even in the event he falls behind. Smart use of his abilities to strike champions where it hurts the most allow Rivel to win trades and even escape 2v1 situations unscathed. However, his power comes at a price; high early cooldowns and a low chance to get 15 stacks of Mutated Helix early on means Rivel will be relying mostly on his Q for poking and dealing damage. Once that's down, he has no way to escape enemy CC and can fall easily to a combined effort from a jungle and top laner combo. Added to that is the fact that he sacrifices quite a bit of healing capability for several seconds after using a Mutated Ability, making it easy to decide when and when not to engage on him.

Those looking to play Rivel should play aggressively early to gain an advantage; he rewards risks with great sustain and some hard CC to lock down your lane opponent. Landing a good Symbiotic Relationship sets up Rivel for a third Hemo-Virus proc or a Nerve Gas directly onto an opponent's face. In the event that Rivel gets behind, he has little to worry about. Unless his opponent has copious amounts of high-damage burst or a variety of hard CC to lock him down, Rivel can skillfully play around his turret and potentially bait an enemy to die to a Tainted DNA or regular Symbiotic Relationship.

For core items, I recommend Black Cleaver, Warmog's Armor, Randuin's Omen, Bloodthirster, Trinity Force, and Spirit Visage. Black Cleaver and Trinity Force grant Rivel bonus health and damage, scaling his abilities up and making him even harder to take down. Randuin's Omen excels at punishing physical-damage reliant champions, and can be traded out for items such as Banshee's Veil dependent on the type of enemy you are facing. I recommend Bloodthirster to increase Rivel's damage and survivability, and Spirit Visage to further the health he regains upon using Symbiotic Relationship or using Hemo-Virus's 5th autoattack. Warmog's is an obvious choice; it should be a mid-game item which will both bolster his damage output and make him worthy of roaming.

For boots, Ninja Tabi or Mercury Treads are always good choices to take on any tank. If you're roaming a lot, consider picking up Boots of Mobility, and for full-damage build Rivels, Berserker's Greaves are a must-have.

In the event Rivel goes jungle, Cinderhulk is the best enchantment hands-down for him. His early ganks aren't great; the range on his Q doesn't give him amazing lockdown, but once he hits level 5 or 6 he should be able to come into lane with a pretty nasty combo ready. If he can land it, the enemy will either blow mobility and summoner spells escaping from him or be turned into a nice blood smoothy...which Rivel will proceed to consume entirely.

Also, keep in mind the fact that Rivel can have not 1 but 2 Active Hemo-Virus's on one target at a time. Infecting an enemy with the 5th auto attack, and then applying another one on the 3nd hit of Hemo-Virus's active will allow Rivel to deal massive amounts of damage to a singular enemy. This is especially useful against low-health targets as the damage over time may well simply kill them.

APPEARANCE

Rivel stopped truly caring about his appearance a long time ago. This is clearly evidenced by his old ratty jeans, long worn overcoat, and black shirt that has seen some better days. Newly acquired combat boots, the result of some poor soul's attempt at killing him, adorn his feet while a respirator covers his mouth and nose. He says it is worn for breathing reasons, but in reality it's to hide that his body has mutated horribly over the years since the accident. The jagged, almost fang-like teeth, are perhaps the only thing he chooses to care about concealing; a man (or beast) without compassion does not necessarily lack basic respect. Clutched in his right hand is a long curved knife, held backhand, that is wicked in design. On his left hand is a sort of gauntlet; naught more than a glove with needles protruding from the fingertips. Except the needles lead directly into Rivel's body, where years of mutation have bred a number of completely lethal and incurable diseases. They live as long as Rivel does, and have no real effect on him other than the fact he can choose to inject someone, via his needles, with tainted DNA or blood. This is due to the fact that his own body, his mutation, created them.

DIALOGUE

Rivel wears a special respirator, making his voice very breathy and sometimes soft. Very intense though.

WHEN PICKED: "The real beasts are inside of us all. You just don't know it yet."

WHEN SPAWNING: " Bring out the freaks. I'm not afraid."

MOVEMENT: "On it." "I'll make sure every last one of them never walks away." "Keep pushing me and you'll regret it." "I'm going, keep your hat on."

ATTACKING: "You look tasty!" "They say fast food isn't good for you." "The only fix for you is an honest death." "Go ahead and die!"

JOKE: Rivel twirls his knife around a bit, sounding sarcastic and accidentally stabbing himself through the hand at the end "In my profession, your business is your pleasure." "And you get a knife, and you get a knife, and you get a knife..."

TAUNT: Rivel pulls off his respirator and gnashes his teeth together viciously, replacing the respirator at the end of the taunt "Come on, come a little closer. Promise you won't turn into mince meat!" "I have eaten scarier things than you for breakfast, lunch, and dinner."

RECALLING: Rivel sheathes his knife and begins to take off his respirator. At the end of the channel, he whips it off quickly and growls. He can be seen replacing it once on the Summoning Platform "You want to see what a real monster looks like? THIS!"

DEATH: Rivel drops his knife as blood and DNA spew from his body. He claws weakly at it before falling to his knees and, eventually, the ground "Damn...cough" "Looks like it's...the end...of the line..." "Had a...good run..."

ITEM INTERACTIONS

BUYING POTIONS: "I don't know about you, but this looks an awful lot like blood." "If it looks, smells, and tastes like blood, then it's probably one of these things."

BUYING REFILLABLE POTION: "Nasty. I'd drink piss over this crap, but piss does less." "I refuse to drink this herbal remedy... or whatever the hell it is."

BUYING HUNTER'S POTION: "What the...?! This does even less than the last one!" "Huh. Strangely accurate."

BUYING A DORAN'S ITEM: "Who in the hell is this Doran guy? Why do I have his stuff? Will the world ever know?"

BUYING VAMPIRIC SCEPTER: "I suppose this is what happens when a vampire is turned into a weapon." "You're telling me this isn't really made of vampire?"

BUYING A HEALTH ITEM: "Great, more shit I get to add to the mixture." "If these are the ingredients, then I'm a virus cocktail."

BUYING AN ITEM GIVING MANA: "Take your mage bullshit and throw it somewhere else." "Do I use this? DO I LOOK LIKE I USE THIS?!" "Great. Wonderful. I can't do anything with this."

BUYING AN AD ITEM: "Is it just me or is my knife a little sharper?" "In a dog-eat-dog world I just happen to be the bigger, more violent dog.

BUYING BOOTS: "But I liked these boots..." "Damnit, I just got these too!"

BUYING SPIRIT VISAGE: "Seems alright. I could use a new shirt too."

BUYING WARMOG'S: "I'd kill to get something like this. Oh wait, I already did." "This looks suspiciously like it was made from a tree, and honestly I give no fucks."

CHAMPION INTERACTIONS

JOKE WITH EKKO: "You are perhaps the most indecisive kid I've met. First it's one place then the next. Make up your mind already!"

TAUNT AGAINST EKKO: "Didn't they tell you I'd come knocking kid? You signed your own death warrant." "You seem decent enough, but you got on my bad side."

JOKE WITH ZAC: "Ok big guy, you do you. Preferably waaaay over there. You know, where you can multiply in peace." "I don't think shedding pieces of yourself is a smart move, but hey. Whatever works for you."

TAUNT AGAINST ZAC: "I'm gonna cut you into pieces so small you won't be able to grow back!" "They say you're hard to kill. Well, looks like they're about to be proven wrong." "I knew you were a monster. Now it's just a matter of making sure you disappear. Permanently."

JOKE WITH URGOT: "Never before in my life have I laid eyes on something as terrifyingly UGLY as you." "HOLY F**K!" "You are the unfortunate love child of a crab and the dump I just took in my pants." "And I thought I was ugly!"

TAUNT AGAINST URGOT: "I am gonna have a lot of fun tearing you to shreds!" "Ever had a Hemo-Virus? Oh let me tell you, they are a blast! Here, I'll give you a free sample." `

TAUNT AGAINST SION: "I don't specialize in undead, but for you, beautiful, I'll make an exception." "Killing you once just means I get to kill you again."

TAUNT AGAINST KINDRED: "You claim to govern life and death? Well, welcome to reality princess." "Clearly you've never met my buddy the plague. I'll introduce you to him."

JOKE WITH VLAD: "Is it just me, or is it always your time of the month?" "Look buddy, I get that you're a Hemomancer but you need to drop the whole vampire vibe first." "If I was a regular man, and you were a regular man, and you lived in Zaun, and weren't so creepy...then maybe we could've been friends." "If you were a girl...well, I'll let you finish that thought."

TAUNT AGAINST VLAD: "My blood verses your blood. I think I know who wins this." "This should be pretty interesting. Never killed a human-looking monster before."

TAUNT AGAINST JINX: "You aren't exactly a monster, but god DAMN are you annoying!" "I wonder if you'll be laughing when you're bleeding from your eye sockets!"


FINAL AUTHOR'S NOTES

Hey everybody! Thanks for taking the time to read this concept; I've had Rivel on the backburner for a while now and I felt like he needed some love. "What," I thought, "better way to do that than to put him in a CCOS?"

So yeah. He'll be going in for next month's CCOS, so I'd really appreciate some feedback from you all. If you at least liked the concept, I encourage you to up-vote the post or comment; you took the time to read this so why not? Hell, I'll even go give an in-depth review for someone else's champion concept if you ask and give me some in return. I mean, I'd do that anyways but a little bit of bartering never hurt anybody.

Best of luck to you all on the Fields of Justice. Stay Frosty.

CCOS Good Neighbor Bonuses (And the severity of the review)

Dsruc: Fate Berserker - Short overview and opinion

Ebero, The Plague Herald - Full-length review

Lyn, The Winter's Huntress - Full-length review

17 Comments

ModEchoing5 votes

THE ORDER IS GIVEN

That's a pretty chill lore. Mostly cause I'm partial to noir. Not sure if it's before or after Mundo mutated himself, and not sure if he would have the clout to send thugs after someone.

Main kit problem is this: you've got too many things going on, with no focus on any particular thing, especially with the mutated gimmick. The whole kit's a mess - partly because I can't parse through your ability descriptions easily since you take a paragraph to explain everything, partly because you have EIGHT different abilities, partly because those mutated forms don't bear much resemblance in functionality to their normal forms.

Rengar and Kha'Zix are pretty good comparisons for abilities that upgrade in certain conditions. The base function is the same - Rengar always roars, Kha'Zix always shoots spikes, etc. But the upgrade either improves the base function directly (Kha'Zix Q dealing more damage to isolated targets - after the update, refreshing cooldown faster on isolated targets, Rengar E upgrading the slow to a root) or adds a function that benefits you when you're using the original function anyways (Rengar W heals based on who he hits). In neither case do they turn, say, Rengar's roar into a targeted stun.

That's what's happening here. The Q changes CC types entirely on top of picking up a different damage calculation and healing (yet inexplicably debuffing you - why?!), the W swaps from an AOE skillshot to a PBAOE, the E has an entirely different function altogether, and the ult tacks on another second of channeling that could stop you from landing it successfully. None of these things tie together - they're not direct upgrades or bonuses on the base functionality. You end up with dramatically increased complexity that makes playing against himself and as him an unintuitive mess, hammering home the burden of knowledge issue.

Even after that, ignoring the mutated abilities, we're left with a bruiser that doesn't know what the hell he's doing. He's got a skillshot root, an area slow, and an autoattack booster that takes too damn long to kick in given his abysmal attack speed. Those are his basics. It kinda forms a basis for a juggernaut, but his autoattacks don't really have the kind of punch they need here, his health costs (which are current - good job averting Nim'Rod's fate) wear him down fairly fast since he takes too long to heal, and he gets stuck after tossing out his Q and W if his enemy reacts or avoids them.

The ultimate is...weird. It's incredibly powerful - too much, in fact. Vlad's ult is a 10% damage amp - the only amp in the game that works for allies. You do 25%. Holy cow. Not even getting into the gratuitous true damage. But the true problem here is that it's an incredibly weird pick for a bruiser/juggernaut. It's got a channel, which stops you from moving in and attacking, and the best case result requires someone to draw the enemy's attention - which is your job, mind - so you can ult from max range and catch them all. It's a mage ult, essentially. It doesn't match with the expected playstyle - and if you try and use it against your rivals, they can just walk around you or use a gap-closer to charge THROUGH you.

If I was grading, this would probably end up around the 60-70 range. It's not irredeemable, but there's some pretty rough issues here in flow/fun for both sides of the equation here, and he's a really weird pick in that he's terrible at top-lane but actually a good support - which I'm sure you didn't intend.

So how do we fix this?

Let's first buckle down on the theme. We've got this mutated fellow - pretty smart, though. I'm getting a very distinct Alex Mercer vibe - from Prototype - which is pretty cool. We can work with this. There's a lot of body horror here, with tendrils and fluids flying everywhere. I can see the logic behind current health costs and staying manaless. It beats an arbitrary resource for sure.

But we've got this mutation thing going on here, which is cool, but doesn't really get represented in the gameplay here other than morphing an ability. We can do morphing abilities, but doing it as one-offs based off a collectible doesn't sound too cool. Too much of a gate to your theme. Let's take a look at the champions who power up their abilities:

Viktor upgrades his abilities through upgrading the hex core. Each upgrade adds a significant, new feature, but his ult gets a relatively meager boost. Syndra upgrades her abilities through maxing them out. Each upgrade adds a smaller feature, but her ult gets a major cast range boost. Rengar temporarily upgrades his abilities at max Ferocity, consuming it after one use. The upgraded forms have a significant boost in power and have separate cooldowns. Kha'Zix permanently upgrades an ability after each point in his ult. Each upgraded ability gets a hefty boost, but Kha'Zix can only pick three unless an enemy Rengar is in the game. Gangplank builds up a unique resource to upgrade his ult. His ult upgrades are honestly not that cool - come on, Riot.

If we're staying away from already-existing formats (like we should), we're left with a few other avenues here, which will dictate what you want to do with the rest of the kit:

-Kills and assists grant Mutation Helixes. Spend Helixes at the shop to mutate abilities. -Killing large jungle monsters or champions with an ability mutates that ability. The ability remains mutated until a second mutation is acquired. -The first ability maxed out mutates. The ultimate mutates in response to your selected mutation. -Fulfilling set conditions with an ability will cause it to mutate.

The first one is fairly generic, combining Rengar's trophy mechanic with Gangplank's purchase mechanic. It still works, and works independently of your position so long as you can contribute. You won't get away with very large increases though.

The second one is very much jungle-centric and introduces the twin elements of choice and adaption. You have to choose which ability stays mutated, and adapt to your kit changing in the middle of a fight as you pick up kills. Since each ability, when mutated, can't co-exist, you can have a larger budget here.

The third one is incredibly simple, but potentially playstyle-defining depending on the mutation effect. Since you permanently sacrifice your other options, you could have some pretty potent changes here.

The fourth one's a toss up since it's entirely dependent on what these conditions are. It's an option, but I won't call it the best option.

Once you've got your mutation mechanic set up, figure out what you're trying to do here and how you can do it differently than anyone else. Right now, you're Aatrox with slightly better CC and a stupid ult, but without the snowballing, gap-closing, and persistent ability to stay alive. We can't have that.

You're not going for a tank champion, so that means that in some way, you need to be able to do damage. There's plenty of options for this, but a reliable choice would be an on-hit effect. It's simple, but powerful, and lets you immediately bring out damage. Let's keep that in mind.

You've got this symbiosis thing going on here. It's interesting, but its current form is really weird for a non-support melee. You could turn that into the on-hit effect - next attack gains a little range and leashes on a tendril to the target. The effect there is up to you - it could be a proper leash that siphons health, it could be a damage sharing thing (don't do this), it could slowly steal away some of their AD or armor/MR or AS or MS, it could be a leash that doesn't expire unless broken that boosts your health regen dramatically for everyone leashed...You've got options here.

While that should probably be the basis for your character no matter what, the rest of your kit is going to depend on what subclass you want to hit.

If you're going for a diver, you've got some mismatch between the attrition-esque gameplay vibe you have going on with your current kit and what a diver does. You can still rock it though - but you need some sort of gap-closer and very solid CC, possibly in the same move. You could make terrifying flesh pillars that you can pull yourself to, latch tendrils on to everyone near you and pull them next to you in two seconds if they don't break the leash, spew a vile barrage of fluid that slows and marks enemies so you can jump on them, or infect enemies with viruses that stun them if they take too much damage while infected.

Wardens place more emphasis on crowd control so you don't let enemies through to your back line, and end up more supportive as a result. You can get a lot of mileage out of gross fluids and tendrils infesting areas and making them hazardous for enemies to go through. You could connect to allies and pull yourself to them so you can immediately keep them safe. You could forcibly create a half-circle barrier that shoves enemies backwards and intercepts the next projectile. You could make sweeping attacks that shove enemies to a side.

Vanguards are more focused on moving quickly, getting into the thick of things and taking out priority targets while still being able to take a hit. Think Skarner, for instance. You'll need some sort of move speed boost - gratuitous application of fluids will help with that. PBAoE attacks are good as well. A shield or heal is recommended to keep you alive.

Juggernauts are fairly simple - you have no real gap-closer, escape tool, or movement capability because you don't need them when you have overwhelming power. Pile on PERSONAL damage amplification effects (allied amps are incredibly powerful), powerful-yet-delayed attacks, and good AoE capability. Close range CC is good too.

Base your mutation effects off your current role. If you're going for a juggernaut, a mutated ability should help you juggernaut better, for instance.

I just hit the character limit trying to continue, so you better make something awesome out of this.

fugertech1 votes

Well shit.

I have no words for the pure amount of amazing that this post is. Thank you 50 tons for this Echoing.

I will most certainly make sure to do something awesome with Rivel after you've given me this much material to go off of. As I come up with changes and fixes, I'll post them as replies so you can see what progress I've been making.

Best of luck to you on the Fields of Justice you magnificent you. Always Stay Frosty.

TigerNox1 votes

Well... I wnated to comment on this as well, but I really see no point after your wonderful review/guide for creating bruisers. So... if I'd ask you, would you do the same for me? :P

fugertech1 votes

It's the idea that counts, amiright?

TigerNox2 votes

Sure is :D But we've got toget our priorities straight. Looking at this and your last concept you've got a problem with overloading your creations... Whereas I love certain ideas too much (I guess). Still, neat idea. Though you new passive suggest for me either a Vanguard or a Juggernaut, depending what youre aiming to do :P

fugertech1 votes

Alright, so we're trashing the old Mutation mechanic I had going for Rivel since that didn't really work. It had a purpose, but it was a bit clunky and added little.

So let's bunker down and make some new ideas for it.

[Passive] - Horrific Mutation: Whenever Rivel hits an enemy champion or large neutral monster with an ability, he gains a stack of Growing Gene Pool for the next 6 seconds. If that champion or large neutral monster meets one of the following conditions, then the next ability Rivel casts will have mutated into a better form. Conditions:

  • The champion or large neutral monster loses over 20% of their maximum health within the time frame.
  • The champion or large neutral monster dies.

If Rivel successfully mutates an ability, he will restore health equal to (5% of max health + 10% of missing health) over 4 seconds. This effect cannot occur more than once every 30 seconds.

EXPLANATION:

I'm using the model you suggested for the whole "slap an enemy champion or LNM and if it dies his ability mutates" thing. I edited it a little more, because it felt like unless you played Rivel as a jungle you wouldn't really ever get mutations up if you weren't getting kills in lane. I also added the regen effect to help him with lane sustain and jungle clearing. Tried to tone down how big I made it, but the points and final sentences were necessary for clarification.

ModEchoing1 votes

Seems workable.

You can still rewrite it to be simpler, as follows:

"Striking a champion or large jungle monster with an ability marks them for 6 seconds. If the target takes 20% of their max health or dies while marked, Rivel mutates the next ability he uses and restores health over the next 4 seconds. Cannot occur again afterwards for 30 seconds."

It's not really a "stack" if it only goes up to one, hence why it's a mark. I'm not too sold on the health regen, BUT I don't know what the rest of the kit looks like, so I can't really make a judgment call there.

fugertech1 votes

Alright, thanks. I'll go ahead and drop an idea for his Q and other abilities here. This is just some brain food, so the idea isn't 100% developed.

Then again, I AM asking for your assistance. Which I thank you greatly for giving :D

[Q] - Tainted Strands: Rivel sends a linear skillshot forward that stops at the first champion or LNM hit, dealing physical damage and forming a tether between himself and the target hit for 5 seconds. Rivel's other abilities interact with the tether, but if it expires after the 5 seconds if up the physical damage is dealt to the target again and they are additionally slowed.

[W] - Hemo-Virus: RIvel releases a Hemo-Virus inside of himself, gaining flat bonus movement speed for 3 seconds and beginning to release chemicals from his body for 5. Enemies near him are slowed and slightly damaged, and he ramps up his movement speed by 5% for every second he remains damaging enemies up to a max of 20-40%. Enemies tethered by Tainted Strands will be slowed and damaged even more.

[E] - Bloody Carnage: Rivel empowers his next auto attack within 3 seconds to deal bonus physical damage scaling with AD and percentage of enemy missing health. If the target is a champion or LNM, he leeches some of their attack damage and armor to himself for 5 seconds, and if they die he leeches even more. If the target is tethered by Tainted Strands, Rivel deals 2 hits instead, the 2nd of which does less damage than the first.

Idk, I felt like those ideas weren't fantastic. I'm trying to go for the whole Vanguard idea and not mess with Mutations quite yet. I liked the idea of my revamped Hemo-Virus/ Systematic Compromise, but I'm not sure how well that fits in with the rest of his kit.

ModEchoing1 votes

That feeling you're getting is probably because you're linking the non-tether effect to a more severe tether effect, which necessitates that both effects are the same. That means that everything you toss out has to match to something that works great on a single target, which is hamstringing your efforts here.

If the tether itself doesn't have a harmful effect, or if it doesn't deal lots of damage incredibly fast, you could just make it last until broken. That'll let you give the tether a much shorter cooldown and enable more interaction with your skills around tethered targets, and that in turn starts to form a niche that fits your theme - don't let the biological abomination link himself to you and stay linked - while also setting up a unique gameplay style - make connections with EVERYONE.

fugertech1 votes

Alright, I like that idea. I tried to mess around with it last night but...well I'm extremely unsatisfied with what I created. I can post what I ended up doing here, but I won't unless you wish to see it. Over the next few hours I'll be trying to come up with some good ideas for his abilities and cool, interesting ways to implement them.

fugertech1 votes

Ok, time to take another shot at this. BRAIN JUICE, ACTIVATE!

[Passive] - Reactive Mutation: When Rivel hits an enemy champion or LNM with an ability they are marked with Mutagen for 4 seconds, which activates when they die or suffer 20% of their maximum health. When Mutagen is activated, the ability last used on the target killed will Mutate and lock his other abilities from Mutating until it is used.

[Q] - Symbiosis: Rivel empowers his next autoattack within 5 seconds to gain attack range, deal bonus physical damage scaling with % of missing health, and attach a tether to an enemy. Rivel's other abilities interact with the tether.

[W] - Bodily Exploitation: Rivel sucks fluids from the body of a target enemy champion, slowing them by a % and increasing his own movement speed by a similar amount for a couple of seconds as well as dealing magic damage to them. Enemies tethered by Symbiosis will receive the slow and damage automatically.

[E] - Living Barrier: Rivel creates an area that slows and deals damage to enemies that pass through it at regular intervals, scaling with level. Only a certain number of Living Barriers may ACTIVELY be attacking an enemy (Scaling with level) but all will apply the slow. They last for 5 seconds in lane or not on a jungle camp, but last for 30 seconds in brush (and will cover the entire brush) or 1:00 if placed ON a jungle camp.

If Rivel uses Symbiosis, he can choose to jump to a Living Barrier instead (whilst retaining the bonus damage and jump) with increased range. Living Barriers on Jungle Camps will begin to damage the monster should it start to be attacked and heal Rivel for a small portion of the damage dealt. Enemies tethered by Symbiosis will apply the healing effect should they walk through a Living Barrier as well.

[R] - **...

SCRATCHED!

Alright, so that was an experience. I like some of the things I did with that, but sitting here in my room at 7:00A.M. makes me realize that I need to get one of your wonderful themes pegged and base the kit around that. So now I begin the process of specialization.

CURRENT THEME I'M GUNNING FOR: Diver.

[Passive] - Living Ties: Whenever Rivel strikes an enemy with one of his abilities, he latches a tendril to them that expires when they move out of range. For every enemy tethered to him, Rivel gains 1-2 increased health regen per 5 seconds.

[Q] - Blood Surge: Rivel sends a passthrough skillshot forward that deals physical damage to all enemies hit and slows them briefly. If enemies are already tethered, Blood Surge will root them for a time instead.

[W] - Vital Essence: Passively, Rivel will restore health whenever an enemy tethered to him dies and will restore a lesser amount when one of his abilities hits a tethered enemy. When activated, Rivel starts to suck in his tendrils over a 2 second duration. Once the duration is up, all enemies tethered to Rivel will suffer physical damage, be stunned briefly, and be pulled a set distance towards him.

[E] - System Shock: Rivel freezes the blood of all enemies he is tethered to, rooting them briefly and dealing a small amount of damage. After a few seconds, if enemies are still tethered to Rivel they will be dealt a greater amount of damage that scales with the % of their missing health.

[R] - Horrific Mutation: When Rivel takes a point in this ability, he has the option to Mutate one of his other abilities, giving it additional effects and Mutating his ultimate to correspond with the chosen ability. They are as follows:

If the Q is Mutated... Rivel creates a pillar of flesh and blood at the target location. Enemies within a certain radius are automatically tethered and will be sucked into the pillar every 3 seconds, taking damage and moving towards the pillar. Lasts for 10 seconds.

If the W is Mutated... Rivel gains bonus health, tenacity, and armor for the duration of the ultimate. His auto attacks deal a small % of his max health as bonus damage.

If the E is Mutated... Rivel infects an enemy with a Hemo-Virus, dealing true damage over time to them that scales with a small amount of AD. If they die, the Virus randomly infects another nearby champion but for a shortened duration.

[Mutated Q] - Hemo-Surge: The damage, range, slow, and root duration are increased. Damage is greatly increased against targets who are already tethered.

[Mutated W] - Life Blood: Rivel now heals for a flat amount plus a % of his missing health whenever a tethered enemy dies. The time it takes for Rivel to suck in his tendrils is reduced by 0.5 seconds and the damage is increased.

[Mutated E] - Systematic Compromise: Damage and root duration are increased. Now a shorter root is applied upon enemies suffering the bonus damage.

pant pant

Holy heck. Glad I was able to get all this out. Feedback?

ModEchoing2 votes

Not a diver. Has no gap closer. Not a problem anyways - you land pretty squarely in Warden territory with your significant CC and non-AD damage scaling.

Basic kit looks really fun, its theoretical power offset by how you need to hit an enemy with something to tether them and unload the rest of the kit. Mutated Q ult is appropriately terrifying. Mutated W and E ults are terrible in comparison - the W is just a silly durability steroid you'll forget about, like Singed's ult, and the E doesn't fit your gameplay theme. You can salvage the E if you hit all tethered enemies with it since it's now a large-range true damage DoT, which is pretty terrifying, but the W isn't going to be exciting no matter how useful the raw stats are.

Mutated basics look pretty sweet. I'd imagine Rivel would mutate his model to match which one he got so it's obvious to everyone what he has.

Quick note: the passive says it leashes anyone hit by an ability, but his W and E ONLY work on tethered enemies, who by definition can't be re-tethered.

You'll probably want a passive somewhere that gives your autoattacks a little extra punch. Unless your Q's cooldown is 6 seconds or less, missing the Q means you can't do anything. Although if it's 6 seconds or less, it'd be nearly impossible to approach and fight this guy without having to play his game, so that's rough too. If you do add this passive, stick it on the E, using similar logic to why Riot moved Thresh's windup passive from his Q to his E - you don't want the damage to share the same spot as the powerful utility.

This is definitely promising now. Can't wait.

fugertech1 votes

Awesome, thanks! I'm gonna go through, format the abilities, change some ones (definitely the Mutated ults, heh...) and add a passive somewhere. If I haven't said it enough, thank you for coming here and giving me these awesome reviews/critiques/advice(s?). It's really helped push me in the right direction for this champion. I can't wait for this month's CCOS and to see some of the other concepts that come through. Best of luck to you on the Fields of Justice. Keep being Frosty [slayer-jinx-wink]

fugertech1 votes

Here's the passive idea:

Every 12-8 seconds, Rivel's next autoattack does % of his maximum health as bonus damage and attaches a tether to the target. After 4 seconds, if the target is within range of other enemies and has not died, then 1-5 tendrils attach to nearby enemies and remain there regardless of distance for a few seconds.

fugertech1 votes

Rivel is updated.

Villainous1 votes

Don't currently have time to do an abridged review (plus I have 2-3 other champs to do first, sorry), but, if I may, here's your current ability descriptions cleaned up (but without the abbreviations).

[Q] - Tainted Strands: Rivel throws a tendril that travels in a line, dealing physical damage to the first champion or large monster hit and tethering himself to them for 5 seconds.

If the target does not break the tether by moving out of range, they are slowed and take the same physical damage.

[W] - Hemo-Virus: RIvel sprays hazardous chemicals around him for 5 seconds, dealing magic damage (?) to nearby enemies and slowing them. Upon casting Hemo-Virus, Rivel gains bonus movement speed for 3 seconds, increased by 5% per second for each enemy damage with Hemo-Virus (up to an additional X%).

Hemo-Virus's effects are amplified against enemies tethered with Tainted Strands.

[E] - Bloody Carnage: Rivel empowers his next auto attack within 3 seconds to deal bonus physical damage based on the enemy's missing health.

Using Bloody Carnage on a champion or large monster steals a portion of their attack damage and armour for 5 seconds. The stolen amount is doubled if the target dies.

Bloody Carnage strikes twice against enemies tethered with Tainted Strands for reduced damage.

As for quick opinions, Hemo-Virus could do with a little simplification. Bloody Carnage probably should be either 'steal AD' or 'steal armour'; they technically do the same thing (reduce physical damage dealt, increase physical damage taken), so having both will feed into itself. Also, as it stands, unless his W has a really high MS boost, Rivel's going to have a ridiculously hard time actually getting people to fight him instead of kiting him (AKA the Mordekaiser problem)

fugertech1 votes

Thanks for the critique Villainous! It's alright; I understand being busy with things. And honestly I need to brainstorm a new cool way for Rivel's abilities to work, so that'll be my first and top priority within the next few hours/days. I might go ahead and change those abilities to better fit a theme and update them based on your suggestions, so stay tuned until I update again I guess lol.

More from Concepts & Creations

More by fugertech