Arkyn, Iceborn Vindication (Champion Concept)

Matrota·6/27/2015, 4:07:13 AM·5 votes·944 views
http://imgur.com/7xwkWTy

Arkyn, Iceborn Vindication

Table of Contents:

Lore
Stats
Abilities
Position
Pros
Cons
Tips for playing as Arkyn
Tips for playing against Arkyn
Champion Joke, Taunt, etc.
Easter Eggs
Appearance

Character Lore:

Arkyn is from ancient times, back when Avarosa, Serylda, and Lissandra all lived at the same time. He grew up in the Tribe of the Winter's Claw, becoming a warrior and and Iceborn after his tribe was visited by the watchers, along with many others across all of the Freljord. As a swordsman under Serylda, he eventually worked alongside The tribe of the Forst Archer, lead by Avarosa, as they overthrew the Watchers. In the ensuing War of Three Sisters, he got separated and lost, ending up in a cave.

Inside of this cave, he fought beasts made of living ice, put in place there by the Freljord itself. When they were defeated, everything seemed to dissipate except for their hearts, which Arkyn ate for sustenance. The hearts began to change him, and the Winter itself entered Arkyn's blood, called there by the taint of the cavern's guardians in his body. Arkyn's core temperature dropped to the temperature of the snow, and he was surrounded by a chilling aura. While this should have killed him, the combination of his Iceborn blood and the guardian's flesh, he was able to embrace it. In the cavern, Arkyn became the cold.

However, there were guardians there for a reason. When Arkyn went deep enough, he stumbled upon a cavern of true ice. Therein he activated a precautionary spell, entrapping him in a solid block of ice. Arkyn lied in there for hundreds of years in stasis, only awakening recently, disoriented in the new era. He joined Sejuani, and personally wishes for Ashe and Sejuani to unite like Serylda and Avarosa had so long ago.

If Braum is Freljord's shield, then I am it's sword. - Arkyn, Iceborn Vindication.


Stats:

Health: 430 - 1896  (+82 per lvl)
Attack Damage: 50 - 113  (+3.5 per lvl)
Mana: 280 - 910  (+35 per lvl)
Attack Speed: 0.68 - 1.04  (+2% per lvl)
Health Regen per 5: 6.5 - 18.2  (+0.65 per lvl)
Mana Regen per 5: 6.5 - 14.6  (+0.45 per lvl)
Movement Speed: 350
Armor: 19 - 80.2  (+3.4 per lvl)
Magic Resist: 30  (+1.2 per lvl)
Range: 175 (Melee)

Abilities:

Passive – Chilling aura

Arkyn emanates cold from his body, slowing all enemies around him by 10%.


Q - Relentless assault
Cost: 30 / 33 / 35 / 37 / 40 mana
Range: Melee

Arkyn preforms a five-hit combo of unparalleled speed, hitting his enemy five times at max attack speed, dealing 70/80/90/100/110% AD on each hit. (This ability functions like Jayce's w in gun form, applies on-hit effects 3 times, and is applied as physical damage.)

Cooldown: 14.5 / 13 / 11.5 / 10 / 9 seconds

W – Death Blade Cost: 40 / 45 / 50 / 55 / 60 mana Range: Melee

Arkyn's strikes his enemy with all his might, dealing 25 / 60 / 95 / 130 / 150 ( + 2 / 2.5 / 3 / 3.5 / 4% hp health damage for the % difference in health between Arkyn and his enemy, capping at 200 damage for monsters, + 95% AD )

Cooldown: 19 / 17 / 15 / 12 / 10 seconds


E – Strike First
Cost: 50 / 52.5 / 55 / 57.5 / 62 mana
Range: 650

Arkyn dashes towards a target location, dealing 80 / 120 / 180 / 220 / 275 (+ 110% AD) to each enemy unit hit and knocking them aside. This ability's cooldown is refreshed upon a champion kill or assist, and using the ability within five seconds after being refreshed costs 75% less mana.

Aditionally, if Arkyn has not taken champion damage in the past 8 seconds, Strike First will deal 3 / 4 / 5 / 6 / 7% more damage.

Cooldown: 20 / 18 / 16 / 14 / 12 seconds

R – Freljord Unleashed Cost: 100 / 120 / 135 mana Range: Each dash has a range of 600 / 650 / 700, radial distance is 1000 / 1100 / 1200.

Arkyn summons the power of the Freljord to assist him, and after channeling for 4 seconds, he dashes across the battlefield, rending his foes with lightning fast dashes of speed. Arkyn cannot move during his channel, but takes 20% reduced damage while channeling. Arkyn chooses five points around him in which he will dash to after completing his channel, dealing 150 / 250 / 350 (+ 100% bonus AD) to all enemies hit. Hits against the same target deal 35% less damage.

This is a confusing ultimate, so let me explain it a little more here. While Arkyn is channeling, a blue circle depicting the ultimate's range will appear on the screen, similar to Xerath's ultimate, but the circle will not be visible to anyone but Arkyn's player. The radius of this circle is 1000 / 1100 / 1200 units, and Arkyn can not travel further than this circle indicates with his dashes. This is because it would be quite toxic if Arkyn could use his ult and travel 3500 units in a line down mid lane. Rek'sai can obviously travel more, but her ult doesn't do damage. The first point that the player sets has a maximum range of being 600 / 650 / 700 units away from Arkyn. To give you some perspective, LeBlanc's w has a range of 600 units. The second point the player sets must be within 600 / 650 / 700 units of the first point, but it does not need to be within 600 / 650 / 700 units from Arkyn, as the distance is being calculated from first set point. The following points are calculated using their proximity to the previous point set.

Points are set by right clicking, which is why Arkyn is immobile while he channels. However, the player can press the "R" key again to re-trigger his ultimate, which will allow the player to set, perhaps, three points before activating the dashes, in case you are using his ultimate ability as an escape, or you are chasing and cannot wait 4 whole seconds. Adding on to that point, if the five points are not marked by the time the channel ends. Arkyn will simply dash to the ones that are marked, five points or not. Lastly, Arkyn will immediately go once all five points are chosen, so if the user marks five points out before 4 seconds have passed, Arkyn will preform the dashes without waiting any longer. He's not a patient guy, I guess.

Cooldown: 150 / 130 / 100 seconds


Role:

Fighter/Assassin

Arkyn is played as a jungler or a top laner. With his high mobility and his E's knock-aside, he functions as a very aggressive ganking assassin, dealing high burst damage and setting up kills on his laner's opponents.

As a top laner, Arkyn serves a lane bully and a powerful roamer. Shove lane and gank your allies to put your team ahead.

Pros:

  • High damage and mobility
  • Good engage
  • Reliable escape
  • High kill potential
  • Hard to catch

Cons:

  • Squishy
  • Mana hungry
  • High risk/reward
  • Difficult to master

Tips for playing as Arkyn:

- Reserve your W, Death Blade for executing an enemy. Hard engage onto them, combo them, and when they're low, use Death Blade to finish them off with the bonus % hp damage.
- Try to cast your ultimate from a bush, since it can be interrupted, and you don't want your enemy to anticipate you. 


Tips for playing against Arkyn:

- Try to kite Arkyn out, and stay near your team.
- Arkyn has high mobility, so, in the event that he is chosen in draft pick, choose a champion with a suppress or a targeted CC.
- Try to stay around the same HP as Arkyn to lower his W's bonus damage.
- If you're playing a mage, build a ![item 3157](https://ddragon.leagueoflegends.com/cdn/16.11.1/img/item/3157.png) Zhonya's Hourglass to outlast Arkyn's ultimate.

Joke: Is it cold in here, or is it just me? Joke: I swear, I said it in the chill of the moment.

Taunt: Whats wrong, chill run up your spine? Taunt: The Freljord awakens. Taunt: Don't be getting cold feet now.

Dance: Dance from "Ice Ice Baby" music video from 2:54 to 3:05 https://www.youtube.com/watch?v=rog8ou-ZepE


Easter Eggs:
- Special taunt for Lissandra: I've slain your kind before. It won't be hard to do it again.
- Special taunt for Sejuani: You are but a poor mockery of the ruler Serylda was.
- Special taunt for Anivia: You and I are similar.
- Special taunt for Jinx: Catch me if you can? Oh trust me, I can, and will.
- Special taunt for Brand: Need some ice for that burn?
- Special taunt for Trundle: I've eaten troll heart in the past, and I wouldn't mind another taste.

Appearance: Arkyn wears light blue and grey furs, a tattered blue scarf, thick leather boots, with an x strap across his chest and back that holds his swords. Also wears a white cloth mask that covers his mouth and nose.

You can find my art on instagram @matrota or on tumblr @arkyn-iceborn-vindication

http://imgur.com/tTwP4BW

http://imgur.com/gpfl7mq

http://imgur.com/7xwkWTy

http://imgur.com/1kGa7rf

http://imgur.com/cTAdQRS

http://imgur.com/fwnD7I2

http://imgur.com/ZFa0nd2 (made by ask-idolahri on tumblr)

http://imgur.com/PieA0xL (made by asktrollleona on tumblr)

http://imgur.com/ZGCCJds (made by ask-bron-nashor on tumblr)

6 Comments

TheFirstGokun6/27/2015, 3:56:03 PM1 votes

He looks like Shen . . Alright, appearance aside, this champ is a bit lacking in a few departments. Firstly, lets look at his passive. His passive is way too strong and too consistent. It should have some sort of scaling, like 5% up to 15%, as it will be too strong in the early game and too weak in the late game. It should also have some kind of trigger, because where's the fun in always having a Frozen Gauntlet around you? Maybe every time he uses a skill he activates a slowing field around him, letting out some of the Freljord power? What about his playstyle? Two dashes and two lock-on melee? Interesting, interesting, but doesn't this make him a bad laner? You say he's a lane pusher, but his only skill for wave clear is his E, which would put him directly in range of his opponent and force a duel. Which means unless his ratios are ridiculous, he's going to be taking a lot of punishment for even trying to push. But he's mana hungry and his cooldowns are long, so he should be saving his abilities for more favorable fights. So his lane becomes a dead lane, where he has to try to get minions without taking too much harass and conserve his cooldowns. The only way for him to be a bully in that kind of environment is to massively outtrade his lane opponent, which is oppressive because it doesn't take much skill to click his q and w on his opponent, which is not fun. He's basically Tryndamere with less sustain and more dueling potential. And he's supposed to be squishy? Then why would he be forcing anything in the first place? Scratch all of the above, he can't push waves or bully lanes, period. Actually, now that I think of it, he's not that mana hungry at all! Strike one "con" of the list. His mana costs are barely there until late game, which is ridiculous. Raise all basic spell costs and reduce that insane level 16 ult cost, because at that point he doesn't care at all about mana costs. But late game he's supposed to have assassin potential! Unfortunately, that's only with the insanely complicated ult. That must be his initiation tool, but the channel time and complicated clicking means he has to engage without the enemy team being aware of it or they'll just escape and waste his chance. On the other hand, casting that crazy ulti from somewhere else means there is little to no counterplay for his attack. Zed has counterplay because you can see the Death Mark coming, and he can engage whenever he sees the right moment to strike. That's a balanced assassin. Arkyn is more like trying to stabilize a penny on a nail: whether he's overpowered or underpowered is entirely situational, with very little middle ground. To give Arkyn an ult that can help him engage on an enemy yet continue zig zagging in light of your power fantasy, we need a number of uninterruptable dashes. Activating R makes him dash a fixed distance in the desired direction with each consecutive R cast, up to a cap of about 5 or until a time limit is reached. Remove all that pesky channel time while providing windows of opportunity between each dash for the enemy to capitalize on (dashing again has a cast time) or for Arkyn to use his other abilities and auto attack. Keep the max range -that was a nice touch -but both allies and enemies see it. . Apologies for the wall of text but I must continue. Sorry if this was unwanted criticism, but helping other champ concepts is my favorite hobby. . So the basic combo, from what I see here, is to dash in, unload Q and W, then keep autoattacking and chasing thanks to the passive slow? That's not an assassin, that's Tryndamere. He'd have to tank their entire team in order to continue his onslaught unless he had a team with follow up cc. But do you know what it means when a champ relies on his team's cc to get kills? That's right, Arkyn is very close to a melee adc with less utility to boot. He's at a huge disadvantage in every teamfight unless he uses his ult to evade the enemy retaliation, mainly because he doesn't have any way of escaping the fight once it starts. So, what to do? Well, that brings me to my next point: Arkyn is way too simple. Here me out on this: two of his skills are point and click melee. One is for executes, one is for flat damage. But does this really matter to an assassin when he can just melee attack? What Arkyn needs is a bit more utility and a bit less simple damage. Which brings me to my third point. Arkyn's abilities don't relate to his lore. He's a frosty sword dude, so why are all his basic spells so... not frosty? Isn't he basically made of Freljord? So, three problems, he's not a good assassin, he has lots of dead weight on his kit and he doesn't have enough thematic spells on his kit. Well, we can fix all of these with one change: overhaul his kit! Think about it, what assassin has two single target damage abilities that don't interact with anything else? Replace either his Q or W (or both) with a more interesting spell which helps him be an assassin. Example: His W, instead of just dealing damage, applies a debuff like "Brittle" which deals extra damage every time the target is basic attacked up to a cap. It's frosty, helps him execute targets with basic attacks, and is actually kind of interactive. Or make his Q deal damage in a cone in front of him as a kind of channel instead of to a single target, and have it slow all units within massively while he is slashing. Allow it to still proc basic attacks and you have a pretty crazy dueler, if not necessarily an assassin, who can dish out lots of damage with basic attacks to a single target. I'm not going to talk about the lore, because it sounds more or less fine to me. I just think that this character, who is currently a sort of boring/underpowered "assassin", could use some more character and uniqueness. Dealing lots of damage with basic attacks and sprinting around the map is less fun than setting up fun, yet still satisfying combos. But then again, we have Master Yi and Tryndamere. And Fiora. And you know what I'm just gonna stop talking because I hate those kinds of champs. Sorry if I came across as too harsh. I hope you keep working on him and make him into a fun concept some day that Rioters can draw inspiration from :) P.S. I like the drawings you made. It's pretty well done.

kneel on Ice6/28/2015, 1:44:05 AM1 votes

I love the lore , but i dont understand Lissandra's special taunt , how did he slain her kind before ? she is unique Ice Witch who lived for many centuries and too powerful to be slain by a guardian , if Serylda was his leader , i dont think he will be able to defeat her more pwoerful dark sister .

Rito Jericho6/28/2015, 4:31:18 PM1 votes

I think this concept is pretty cool. That idea for an ultimate is really unique. I have to say that the only thing I'm not too sure about is his passive. I mean, I'm sure it might be okay, but I think it might be over-powered if he always shows every enemy that even gets too closer to him.