Syth, The Forced of the Dark Side. A Champion concept

Lilythia Somana·12/24/2016, 11:11:08 AM·3 votes·605 views

#Syth, The Forced of the Dark Side This is participating in the Dec2016 contest on Reddit

So this is one of my most complex and strange concepts I've ever made. I've put a lot of effort and time into this concept so I hope you'll meet Syth, The Forced of the Dark Side, with open arms and don't look too much at the Jedi aspects. (Ye, I drew some inspiration from Darth Sidious, and a little from Kennen)

Lore: Once Syth was a little boy, grew up in a far away mountain village in Kaladown, hoble and polite.

Near the mouth of the Serpentine River, he used to practice the bow and quiver.

He used lots of time at his family's farms, but in his heart he wanted to be a man at arms.

But his father rejected his silent request, of taking out on adventure and silly quest'.

So a lonely night he sat, wondering of his future and got a little mad.

Bound to the farm, to the mountains and tree, here was no space for ones who wanted new things to see.

So a late spring evening he drew from his lawn, across the ocean and to the islands of dawn.

There he met people, wise and dark, so dark he couldn't stand their slightest mark.

Here was no place for him to be, polite and kind as a humble little bee.

But as he fled from the shadow and dark, he was noticed by something powerful and dangerous as a shark.

But he had regret' taking here and now being known, the only thing he wanted was to get home.

And at the harbour, as he saw the ships sailing towards his home. The shadow occurred, wanting his flesh and bone'.

Now there were nowhere to escape, no home.

"Give me your body, or die." The shadow said, and knowing he had no choice, sadly he the shadow inside let.

Now he was caught, nowhere he could have fled.

Silently he screamed inside and yelled, upon the mercy of the shadow his soul now dwelled.

To the Field of Justice the shadow with his body went, to test it out, as it was something it just had lent.

And in the midst of an intense battle, Syth saw an opportunity to get his body unsettle.

As the shadow was weak and tired, weakened by the powers the battle required.

And so Syth forced the shadow back and behind, kept it locked down, and in that way acquired his body and mind.

Still he roams the field with new powers and might, to keep the shadow out of his sight.

#Abilities: Passive: Syth pulls upon the energy of the Shadow inside him, which also affects his basic attacks. He can, in any situation, only have 0,5 attack speed [and can't gain CDR on W and R], but the charged bolt he fires as the basic spreads like a Ludens Echo of instant lightning to the five nearest targets [range from first hitten champion: 350 units], are uncancelable and instant [which mechanically means, due to the instant part, that it takes no time to fire, and in that way can't be cancelled, and by instant I mean that the charged bolt flies with above 1000 units pr. sec, and are below 0,1 second from activation to target]. Depending on how few units hit be the lightnings from the first hit the hittens will be pulled towards each other: [this is listed as how many units, in addition to the first.]

[A thing to note is that the pull effect is individually for every unit hit by the lightnings from the impact of the very first, and the lightnings will seek champions before minions. But a champion can't be hit by more than one lightning, and the champion of which the basic hit, will only be hit by the Charged bolt, and not any of the lightnings.]

  • If 1: That one will be pulled 100% of the distance between that and the very first one hit, towards the first one hit. [Stopping upon collision]
  • If 2: Those two will be pulled 80% of the distance between them and the very first one, towards the very first.
  • If 3: Those three will be pulled 60% of the distance between those and the very first one hit, towards the very first one. With a minimum of 150 units pulled. [Stopping upon collision].
  • If 4: Those four will be pulled 50% of the distance between those and the very first one hit, towards the very first one. With a minimum of 100 units. [Stopping upon collision].
  • If 5: Those six will be pulled 40% of the distance between those and the very first one, towards the very first one. With a minimum 75 units pulled.

[Upon collision with a champion and two or above minions, that champion will be rooted for 0,5 seconds and granted the Ghost effect to avoid multiple minion blocks and bugs for 1 sec. Ghost effect: Can travel through units.] >Damag on charged bolt: 100% AD >>Damage on the chain lightnings: 40% AP [+50/100/150/200/300, if 5/4/3/2/1 additional unit(s) is hit].


Q - Mental distortion: Syth simply silences target champion for 3 seconds, and during that time their magic resist are reduced by 10/15/20/25/30%. The target champion are now prioritized by Syth's W and R, which means, if it can, the W and R will always hit that champion. [This effect lasts for 7 seconds]

  • Damage: 75/125/150/175/200 [+30% Ap]
  • Range: 600 units.
  • CD: 17/15/13/11/9 seconds.
  • Mana cost: 75/100/125/150/175

W - Static charge: Syth uses 0,5 seconds to statically charge something with the power of the Shadow. It can be parts of walls [maximum 300 by 300 of anything], Champions, Ground, Minions or non-legendary monsters [does include Blue Buff or Red Buff]. And this spell has different effects according to what ever's being charged:

>Wall piece: A max of 300 by 300 piece of wall is induced with pure power which slowly fades out the next three seconds. During the three second's enemy champions and minions in a radius of 450 units will be stroked randomly of lightnings [seeking champions above minions]. The charged wall piece will fire one lightning every 0,5 second with follwing effect:

  • Damage: 100/150/200/250/300 [+60% AP] magic damage pr. hit.
  • Slow: 20/30/40/50/60% decaying over 2 seconds.
  • CD [of the whole W]: 20/18/16/14/12 seconds. [Starting when W is activated]
  • Mana cost 75/125/150/175/200

>Champions: If ally: Lightnings from the Passive will strike out from the ally in a radius of 500, same effect same damage. And gives the ally 10% tenacity. If enemy: Lightnings from the Passive will strike out from the enemy in a radius of 450, same effect and same damage, and reduces the enemy's armor and magic resist by 10%.

  • Mana cost 75/125/150/175/200
  • CD [of the whole W]: 15/14/13/12/11 seconds. [Starting when used]

>Ground: A circle of the ground [200 unit radius from target point upon activation], will begin gathering energy for 2 seconds, during the two seconds the piece of ground will slow enemies by 20% decaying over 1,5 second [wont be reapplied af the first], and allies will grant a speed buff of 20% extra movement speed decaying over the next 1,5 seconds [will be reapplied]. After the two seconds an orb of static energy will have been gathered in the middle, floating a little above the ground, striking the nearest enemy champion when exploding with a strong lightning:

  • Lightning Damage upon explosion: 100/150/200/250/300 [+80% AP]
  • Lightning radius upon explosion: 1200 units.
  • The explosion's effect: None
  • Mana cost 75/125/150/175/200
  • CD [of the whole W]: 20/18/16/14/12 seconds. [Starting when W is activated]

>Minons and Monsters: The target will grant increasing slow equal to: 10%->50% / 20%->60% / 30%->70% / 40%->80% / 50%->90% the next 3 seconds, but every effect and damage is lost ifnt the target takes damage from Syth during those 3 seconds. In the end of those 3 seconds, or if the target dies, it will be rooted for 2 seconds and take 100/200/300/400/500 [+20% AP] true damage. If the target dies during those 3 seconds: The ground in a radius of 200 units will be staticly charged instead, fading out over 1 second, and applying slow to every hostile/enemy unit of 20% decaying over 1,5 second and deals 100 [+50% AP] magic damage. [Syth regrains 10 mana for each hostile/enemy unit killed in addition to the first target one.]

  • CD [of the whole W]: 10/9/8/7/6 [starting when the effect applies on the target creature, or when it dies during the three seconds].
  • Mana cost: None if the target creature dies during the 3 seconds or are killed by the effect. Else: 75/100/125/150/175

E - Mental Control: Syth draws upon the energy of a target enemy champion, forcing that champion to move towards him the next two seconds, the target champion can't use abilities but can use basics during the two seconds. Upon activation a black cloud will seek the target champion, it takes 0,75 seconds to hit which means it is possible to avoid as the Q aren't. [The cloud, that are a small piece of the Shadow inside him, seeks the target in the range, taken from where Syth was upon activation, which means that you need to step out of the range to avoid it. The cloud will tho fade out after three seconds of hunting you intensely if you somehow manages to jerk it inside the range... That shouldnt be possible, but anyway.]

  • Damage: 50/100/150/200/250 [+20% of all potential damage the target enemy are trying to do with any ability. during the two seconds.] as a poison over two seconds. [The two seconds of poison starts when all other effect from the E has worn off.]
  • Mana cost: 67/93/116/138/172
  • Range: 638 units
  • CD [starting upon activation]: 15/13/11/10/9

R - Total Absorption/Total elimination: First activation: Syth gathers all energy from the Shadow and his surroundings for 3 seconds, absorbing every enemy skillshot in a 1500 unit range and slowing himself for 20%. [Skillshots like Vaynes hard knocking bolt, Corki's E, Caitlins Ultimate and stuff like that won't be absorbed as they are of matter and not energy/light/plasma/soulpower/whatever. But skill shots like Annie's Q/W, Syndra's Q/R, Karma's Q/W will be absorbed. Skillshots without fly range won't either, such as shields and healings.] Things will start turning slightly grey during this time as the colors are when you're killed and spectates your teammates, waiting for a survive. After these three seconds of total absorption he's enable to contain the energy for up to four seconds. After the four seconds, ifn't R is pressed the ult will activate and doesn't prioritizes prioritized champions. [Syth will additionally receive 60% slow decaying over 3 seconds. A thing to note is that being unable to cast R doesn't count within the four seconds of activation time after charging. Which means receiving four seconds of stun/silence/knock air bound wont make the four seconds tick, all tho being killed with R charged will make it trigger with 20% less total effect on damage and slow.]

Upon activating again, he will unleash all the energy he has gathered dealing tons of damage as lightnings out in any direction, striking everything in a radius of 1300 units [enlightning walls, killing enemy wards, hurting minions and monsters and triggering traps, go past everything and leave Lux ult marks in the air... etc...] dealing 200/400/600 [+20% AP] to hostile/enemy units.

But if a prioritized champion is within the 1300 units. Syth will focus all energy on that single champion, creating a Ball Lightning, slightly pulling everything towards it as it travels very slowly towards the prioritized champion. It takes 2,5 seconds for it to hit dealing tons of damage: [A thing to note is that, when firing Ball lighting, all movement and spell casting of Syth's will be cancelled, as the cast time is quite high (0,75 seconds)]

  • Slow: 3 seconds, decaying.
  • Damage: 200/400/600 [+80% AP]
  • Mana cost: 100/300/500.
  • CD: 180/150/120 seconds.
  • Passive Lightnings will additionally strike with increased range [50% extra] and increased damage and slow [50% extra of both] from the ult hitten enemy champion. If the hitten champion dies of the ball lightning Syth will regain 75% of the mana cost.

#Discussion... Here we go: So stating that Syth is an occupied boy which weakens an evil Shadow by fighting, explains the "self harm" of the R if it's casted uncorrectly (the Shadow then regains some of Syth, because Syth's concentration glimpses upon firing the failure.) And should explain the static cooldowns (because items and stuff effects Syth, but it's the energy of the Shadow Syth uses), low atk speed (again because it's the Shadow which delivers the energy, and it's against fighting as it now knows that fighting is the only thing the holds him from regaining power) and high mana cost (of same reason).

Now to the actual part: What the heck is Syth besides being a doomed teenager? Control mage which supp quilities and burst potentials. (And some Veigarness, R). I would place him like an Annie or perhaps a Karma. He got a few support aspects, basicly just speedbuffs and tenacity buffs, but can aswell have very high damage. His only really burst ability is the ult which deals remarkably much damage, but then it has high static cooldown. Nja anyway. I would place Syth as being got in the positions: Mid, Top and Support. But no matter where you play him Tear of the Goddess, and later on Archangels Staff will be your core item, as well as Athenes Unholy Grail (if you are support [a thing to note at that placing W on an ally champion will trigger the healing passive of Syth's W]) or Morelonomicon (mostly if you're midlaner). You need to watch out in early game, especially for assasins and things like Master Yi or Garen... Fak I h8 Mater Yi sometimes... Anyway. You only have slows. Basicly. No roots, no snares, no fears, no stuns, no nothing. Only slows. BUT! You got your passive which will be, if you're clever to hold on to it, your way to cancel most enemy abilities, alltho Syndra would probably say: "Well fuck you I dont care, my Q W and R can be used while moving so GTFO..." Ye, she pretty much counters Syth in every situation. Sad life. Anyway. The pull on the passive cancels most spellcasting, but to abuse that you both need to hold on to you're basics as you only have one every two seconds and t doesnt charge, and have minions nearby as the target you're using you basic on wont be pulled as it's the lightings which has that effeft.


A typical Midlaner build, not in correct order and only as example:

  • Archangels' Staff
  • Morelonomicon
  • Ludens Echo
  • Rabadons Deathcap
  • Mejai's Soulstealer
  • and Sorcerers Shoes/Boots of Swiftness (Max burst oneshot damage/GTFO-power)

A typical toplaner build, not in correct order and only as example:

  • Archangels' Staff
  • Lyandrys Thornment
  • Rabadons Deathcap
  • Rod of Ages
  • Void Staff
  • Boots of Swiftness/Sorcerers Shoes (For a little extra tankyness and some penetration to get a better sustain.)

A typical support build, not in correct order and only as example:

  • Archangels' Staff, yes once again
  • Athenes Unholy Grail
  • Frost Queen's Claim
  • Zeke's Harbringer
  • Abyssal Scepter
  • Sorcerers Shoes.

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