Udyr Rework!

FlashThompson·2/23/2019, 11:24:34 PM·1 votes·1,379 views

Ok, never done this before, but was feeling into it, so I decided to run with the idea. Ignore the numbers, I am sure they'd be way off in actual game play, making him too strong or too weak.

Passive:

Ferocity -- Udyr's basic attacks shred a percentage of the enemy's armor and MR stacking up to 5 times. %2 lvl 1-5 max of %10. %4 lvl 6-10 max of %20. %6 lvl 11-18 max of %30. Additionally, Udyr's basic attacks reduce his ability cool downs by 0.5s per attack.

Q:

No name chosen (Ferocious Pursuit/Lunge)? -- passive: Udyr's basic attacks deal % of AD on-hit. (%30)? Active: Udyr lunges forward dealing 60/90/120/150/180 plus % AD ratio. Slightly knocking back and slowing all enemies in path by %20/%25/%30/%35/%40 for 1s/1.25s/1.5s/1.75s/2s. Additionally, Udyr's next 3 basic attacks receive +%50 attack speed. CD ratio: 17s/15s/13s/11s/9s.

W:

Spirit Guard -- Udyr gains a spell shield for 1s completely blocking the next incoming enemy ability and returning a % AP ratio if blocked. Additionally, should Udyr successfully block an ability he will gain %5/%10/%15/%20/%25 Tenacity for the next 2s/2.5s/3s/3.5s/4s. CD ratio: 20s/18.5s/17s/15.5s/14s

E:

Call of the Wild -- Passive: Udyr's senses are heightened increasing his out of combat movement speed by %3/%6/%9/%12/%15. Active: Udyr loses out of combat movement speed buff but gains a burst of movement speed %30/%40/%50/%60/%70 decaying over 3s. Udyr can immediately recast ability to project the Spirit of the Bear in a straight line dealing % AP ratio and briefly stunning first enemy champion hit for 0.5s/0.75s/1s/1.25s/1.5s. CD ratio: 18s/16s/14s/12s/10s

R:

Carnal Nature: -- Passive: Udyr gains increased attack speed %15/%25/%35. Active: Udyr transforms into his true spirit form for the next 6s/8s/10s gaining % movement speed ratio. His basic attacks gain 150/200/250 range and deal % AD ratio as magic damage on hit and slow target movement speed by %2 stacking up to 5 times. %50 aura damage and slow around target. CD ratio: (begins at the end of ability) 140s/120s/100s.

What are your thoughts? too powerful? design flaws? you like? Not that it will ever happen, but was kinda fun. summoner 6 summoner 11

4 Comments

Immaterial2/24/2019, 12:37:03 PM2 votes

First off, let me say I'm glad you took the time to make this. It's very difficult putting something together with the potential of it getting shot down hard. It's very nerve wracking actually. So no matter what others may say on this or future posts, learn from everything and keep going. Keep thinking of new ideas. Especially if you find it fun. I know i do.

Putting numbers into designs is a difficult thing to do as some people get caught up in the ratios. Personally, I can be like that sometimes as well. Just look at my previous post about my thoughts on Morgana or the one about potential new items. I spent 2 days on each just looking over numbers. I learned a lot from the comments on the hextech items one as well.

Hextech: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/hB87ETqm-hextech-items Morgana: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zH1Um60g-thoughts-on-potential-changes-to-morgana

Now, on to your rework. Even if he doesn't need one, it's good to always think of how to improve the current game, or just to have fun. :D When thinking of reworks as well as entirely new champions, I like to think about, lore, early concept, what style of champion s/he is, and what I want them to be. What tools does he need to do this job or the job you want him to do? And, don't feel you have to change everything. Sometimes, current mechanics work really well.

In udyr's case, he is a spirit walker shaman who communes with the spirits of Freljord itself and was trained by lee sin in the path of martial arts. Mechanics wise, he is an auto attack based "caster", jungler, split pusher, and chases down/sticks to fleeing enemies.

My thoughts:

  1. Armor and Magic resist shreds are particularly tricky to work around balance wise. That being said, I love the idea of him evolving as he levels, potentially gaining shred somewhere in his evolution. I know its part of the reworked Kayle but maybe a different route would work.

  2. A spell shield that, upon successful shield, damages the one who cast the spell is a bit unhealthy gameplay wise. Imagine dying as nocturne the second you ulted because sivir spell shielded the darkness portion of your ult.

  3. I like the idea of abilities coming back faster if you auto attack more but it feels like hes would be unable to do his job if all of his abilities wore out and he was 8-10 seconds away from the nearest enemy unit.

Here is a little rework I did to the kit you came up with. I'm not trying to overshadow or anything. I just thought it would inspire you a little.


Passive: Monkey's Evolution

  • Passive 1: Udyr can recast his basic abilities over a short duration for an additional effects. At levels 6/11/16 these recast abilities are augmented.
  • Passive 2: Udyr gains a % bonus to movement speed and attack speed for a duration after casting an ability.

Q: Tiger Stance -> Apex Pursuit

  • Active 1: Udyr gains a large bonus in attack speed and his attacks deal bonus physical damage for a duration.
  • Active 2: Udyr's next basic attack has increased range and will lunge to the target slightly knocking back enemies in the lunge path dealing physical damage based on Bonus AD. The target of the basic attack is not knocked back but is slowed for a small amount. (can auto reset)

Level 6 augment: Range is increased and cost to recast is halved. Level 11 augment: The attack has bonus armor penetration and no longer costs mana to recast. Level 16 augment: The attack is guaranteed to critical strike dealing 200% damage.

W: Turtle Stance -> Withdraw

  • Active 1: Udyr gains a shield for a duration and grants him bonus Armor and Magic Resist while the shield persists.
  • Active 2: Udyr's next basic attack will heal him for a flat amount plus a % of his max health increased by bonus HP.

Level 6 augment: Auto attacks now reduce the CD of Turtle Stance by a small amount and the flat heal amount is increased. Level 11 augment: The total heal amount is doubled. Level 16 augment: Udyr gains a large amount of tenacity upon the second activation. (does not need to auto)

E: Bear Stance -> Ursine Howl

  • Active 1: Udyr gains a large amount of movement speed that is doubled while out of combat.
  • Active 2: Udyr deals magic damage based on Bonus AD and stuns all units within a radius around him for a duration.

Level 6 augment: Stunned enemies have their Armor and Magic Resist reduced for a short duration. Level 11 augment: The radius and duration of the stun is increased. Level 16 augment: The Cooldown and mana cost of Bear Stance is reduced to half while out of combat.

R: Phoenix Stance

  • Active: Udyr gains a large amount of attack speed and basic attacks now deal % health magic damage based on Total AD in a large cone behind Udyr's target for a moderate duration. Enemies hit by the fire are slowed by a small amount for a short duration.

This was what I thought of from your idea. I hope you keep at this. It's definitely a lot of fun!!

FlashThompson2/23/2019, 11:58:11 PM1 votes

ok, So I just realized this is basically the reworked kayle passive.... smh