[Champion Concept] Arylle, the Reaver of the Deep
Hey again! I'm excited to introduce my second Champion Concept that I'd like to introduce to everyone! I'm hoping you'll enjoy giving her kit a good read and help out with some comments or advice! I'm still working on her even now and will more likely be updating this page frequently with suggestions.
This page will be more focused around her current status of abilities and balancing for now, so it'll be more text and mechanic oriented this time around.
If you haven't seen, my first Champion Concept design was O'api, the Divinity of the Oasis! If you'd like to take a look at her as well, here's a [link!]
If you like the concept, please login to upvote this post and share it with your friends! I'd love to hear their thoughts and comments about Arylle. I'll start off with a bit of an index to lead you through the information for quick reading! Thank you~
- Arylle's Skills and Statistics
- Overview of Skills
- Gameplay and Laning
Here's a bit of a visual to help give an idea of how she looks! [x]
Arylle The Reaver of the Deep
Role: Fighter/Mage
Passive: Ancient Waters Cooldown: 15 seconds after application
Whenever Arylle casts a spell she is rooted during cast time and is immovable by any forms of CC, she also gains a stack of ancient waters up to a max 3 stacks. These stacks decay over 10 seconds, but refreshes whenever another spell is cast. Each stack increases the charge slow value by 13% (maxing out at 39%) and will be spent when auto-attacking an enemy champion. The applied slow value will decay over a span of 2 seconds.
Each Rank added onto her ultimate will allow increase the stack count. (up to 6 stacks total, and 78% slow)
Q: Ravage Cost: 35/45/55/65/75 mana Cast Time: None Cooldown: 6 seconds at all ranks Range: 150 Damage: 30/40/50/60/70 Magic Damage (30% AP ratio) (applied onto Autoattacks) ATK SPD: 1.00/1.25/1.50/1.75/2.00
Arylle empowers her autoattacks with bloodlust for 2.5 seconds, dealing bonus magic damage of 30/40/50/60/70 Magic Damage (30% AP ratio). These empowered autoattacks give an aoe of magic that deals the physical damage and magic damage similar to that of ravenous hydra.
For the duration of Ravage, Arylle's autospeed is locked to 1.00/1.25/1.50/1.75/2.00
W: Abyss Cradle Cost: 80 mana at all ranks Cast Time: 0.25 Seconds Cooldown: 19/17/15/13/11 seconds Range: 300 Damage: 80/110/140/170/200 Magic Damage (+60% AP) Shield Value: 11%/12%/13%/14%/15% (+20% AP) CC-type: Pull/Slow
Arylle's tentacles pull all enemies in a close radius into her model, dealing 80/110/140/170/200 (+44% AP) to all enemy champions pulled and applying half the slow value of her passive's stacks without consuming them for 2 seconds. (example: 3 stacks passive will deal a 20% slow)
For each enemy champion pulled she is granted a 11%/12%/13%/14%/15% (+20% AP) max health shield that lasts for 5 seconds.
E: Siren's Beckon Cost: 60/70/80/90/100 mana Cooldown: 25/23/21/19/17 seconds Cast Time: 0.3 seconds Range: 66 degrees/ 750 Damage: 70/90/110/130/150 Magic Damage (+50% AP) CC-Type: Mesmerize/Stun
Arylle screeches in a direction and stuns opponents struck by 0.5 seconds and applies Mesmerize to enemy champions and deals 70/90/110/130/150 (+50% AP). Enemy champions cannot change their model's direction away from Arylle over the duration of 1.1/1.2/1.3/1.4/1.5 seconds. They are allowed to stand still, but for 1.5 seconds they can only walk in the direction their model is locked towards. This also prevents them from autoattacking or casting spells that require their model to face another direction.
R: Rite of Tribute / From the Depths Cost: 100/125/150 mana Cooldown: 160/140/120 seconds Channel/Cast Time: 1.00 second 2nd R Cast Time: 1.25 seconds AOE Range: 500 Damage: 150/250/350 Magic Damage (+60% AP) Execution Threshold: Less than 10/15/20% Max Health Duration: 5 seconds Status: Submerged CC-Type: Slow/Pull
Model Size: 500 AOE Slow Radius: 2500 Slow: 10% (+2% per 100 AP) / 20% (+2% per 100AP) when 250 units away Speed Buff: 10/15/20%
Channeling for 1 second (interruptable), She submerges underwater and creates a massive aoe radius around her model that applies 10% (+2% per 100 AP) slow to all enemy units and moves with her model (2500 units). While submerged she gains 10/15/20% movement speed. Her model is changed to 500 units and becomes a 'shadow' underneath the rift for the duration, which is visible but deceptive with the fog of war as she will not appear on the mini-map at this time. Even while submerged, at all points she can be damaged. However she is unaffected by crowd control and cannot cast anything other than From the Depths.
She is submerged for up to 5 seconds, and enemies that are in (250 units) are dealt a 20% slow (+2% per 100AP)
[the closer she is to a enemy unit the deeper blue the debuff gets- and the louder 'water sounds' are heard. Visuals will show on enemy champion's feet, as water pulses and give an ! at 500 Range]
If she reactivates R or lets the timer go up she will resurface as a large kraken type monster an deal 150/250/350 (+60% AP) magic damage, and if the enemy is brought lower than 10/15/20% of their max HP, they are executed with fatal damage by Arylle.
[This area of damage is 500 units (her model) and the animation takes 1.25 second whole. 0.50 for resurfacing, 0.25 bursting up from the waters (knocking all enemy champions into the center), 0.25 for the damage animation to damage and 'close mouth', and 0.25 for the original model. At all points of Rite of Tribute excluding cast, she can be damaged, CC'd, or killed.]
When her model jumps up, all enemy units in her model are pushed to the center of the model. When she lands the water splashes around and her regular model resurfaces.
The AOE slow lingers for 1 second after she resurfaces, then dissipates.
STATS Health: 573 - 1949 Health Regen: 8.3 - 21.9 Mana: 289 - 953 Mana Regen: 7.6 - 18.4 Range: 150 Attack Damage: 59 - 113 Attack Speed: 0.625 (+0% - 47.6%) Armor: 28.7 Magic Resistance: 30.0 Movement Speed: 345
Ancient Waters
Enacting as an aggressive ability, Ancient Water is what allows Arylle to latch onto her prey long enough to output her full combo. With a beginning slow maxing at 39% pre-6, Arylle can easily max this stack count out with an E-W-Q combo to force a fight onto her enemies when she chooses to engage. Alternatively, it can serve as a formidable disengage tool when she wants to pick her battles.
As she ranks up 'From the Depths', she increases the maximum stacks of Ancient Waters up to 6, giving her the ability to hold down opponents for longer. Ancient Waters also causes Arylle to be 'immovable' during her cast time, creating an interaction with her W, E, and R. During the cast time while she is immovable she is unnaffected by pulls, knockbacks, knockups, and anything that has to do with moving her model. This interaction allows Arylle to be able to avoid being disabled or repositioned by the enemy champions.
Ravage
Armed with bloodlust against her enemies, Ravage empowers Arylle's auto attacks with bonus magic damage that causes splash damage in a small area of effect. The adrenaline rush drives her to ravage someone at a set speed, and serves as her major farming tool in lane. With a relatively low mana cost and cooldown, Ravage enables her to quickly clear out minions waves with the early wave clear capabilities. This is also used as her major damage output source when she desires to engage onto her opponents after utilizing Siren's Beckon and Abyss Cradle to trap her enemies, and how Arylle will be applying the slow from Ancient Waters for the most part.
When brought into a large teamfight in the lategame, Ravage allows her to greatly disrupt enemies with the damage output and set attack speed. Making her formidable at ripping her enemies apart when they fall into her grasps.
Abyss Cradle
Acting as her main engage tool, Abyss Cradle pulls all enemies in a small radius around her into the center dealing magic damage and a slow based off passive stacks to all enemy units caught. Granting herself a max health percentage shield, this allows her to make for good trades to enemies. Abyss Cradle can be used after Siren's Beckon to make the most of the mesmerize duration to engage and force enemies to fight after being slowed.
Pairing this with Ravage makes it easier to land those autoattacks for the whole duration, or utilizing this after a good From the Depths ultimate to disrupt enemies who've been pulled into the center next to Arylle to maximize the shield value she gets.
Siren's Beckon
Introducing Mesmerize, Siren's Beckon forces enemies to face Arylle whether they like it or not over the span of 1.5 seconds. Arylle screeches at her enemies, stunning them for the initial 0.5 seconds and only gives enemies the option to face her head-on or stand still. This spell can be used as a form of challenge and engage onto enemies, as this long ranged spell makes it so enemies are unable to run away allowing Arylle to approach them and utilize Abyss Cradle's pull to force them into a fight.
This spell can be used to quickly disrupt channels or champions running at her, granting her some time to reassess the situation or redirect enemy champions' attention to or from allied champions. This makes for an excellent teamfight disruption if used well, and can make for an excellent peeling tool.
From the Depths
Preparing herself for the hunt, Arylle submerges into the depths to seek out her prey. While enemies are unable to sense her (unless they're rek'sai!), they are slowed by the massive area of effect she creates that tell them that she is on the hunt. Given a movement speed buff, with good positioning Arylle can quickly maneuever from River into lane. While best used in hidden areas like bushes and camps, she isn't targetable while submerged making her great for sneaking under enemy towers to finish off low enemies. This is especially true when approaching enemies, increasing the slow debuff as they get closer to your model. Whether it's reactivating From the Depths or letting the duration wear off, Arylle re-emerges and deals massive damage in the area that encompasses her enlargened model. This is effective against low health targets, as after damage calculations if their health falls under a certain percentage threshold they will be executed regardless of their total health value.
While having a fairly low damage ratio for an ultimate, the percentage health execution margin can make for deadly plays if the enemies are not careful of their positioning or how they are warding. She becomes a formidable roamer at this stage of the game, and can also use her ultimate to create an area of effect weak slow that can set up for plays in nearby locations by disabling the enemies with the slow. The spell also allows for Arylle to set up her full combo, as she reappears where she finishes From the Depths, knocking all the enemies caught into the center of the ultimate. She can lock up enemies and damage them with the remainder of her spells to secure the kill if they avoided the execution threshold. During teamfights this makes her a massive disruption mage, and when set up properly, she can maximize the shield value from Abyss Cradle to enact as an offtank if needed.
About
Arylle acts as a disruption caster that has emerged from the deep, who have come to find a formidable meal suited for her tastes. Veiled by her appearance shaped after maiden sacrifices fed to her in ancient times, she craves for a taste of blood from those who roam the surface. Arylle's kit revolves around picking fights and disrupting enemy lines when situations call for it. Arylle can use her kit to make trades or force fights when she has the lead. She can easily set up for ganks, or roam whenever the situation calls for it. And whenever teamfights arise, she can creates a huge disruption of damage in the center of the enemy team and peel for her allies.
Gameplay
Arylle is a great set-up champion to make it easier to force engage, or disrupt enemy champions to redirect attention and dish out damage to enemy champions caught. From the Depths allows her to remove low health enemy champions regardless of their role from fights, making for a versatile assassin with the right circumstances.
As a melee ranged champion, Arylle does greatly suffer from being unable to really poke too efficiently without being punished. Being immobile and short ranged, during the early game it is usually best to wave clear safely to accumulate gold before trading with enemy champions. Ravage allows her to decide whether to push her lane hard, or to just use auto attacks to push it more precisely. What she does lack in safety however, she makes up for in damage output and trading.
Masterful usage of her passive can allow for high skill gameplay as Ancient Waters allows her to ignore anything that would otherwise move her model, be it a Pull, Knockback, or Knockup. It also allows her to pick her fights on closer ranged engages, as the slow can be used to stop the enemy from chasing you or to stick onto weak enemies.
Her kit mainly allows her to disrupt the enemies greatly with a well placed Abyss Cradle or a well aimed Siren's Beckon to force enemies from running past you and destroying your backline, as well as being able to execute low health enemies if not paid attention to closely.
Laning
Arylle is set to have an early wind-up period as a champion, who can wave clear fairly well with Ravage, and begin fights whenever she can catch her enemies with Abyss Cradle or Siren's Beckon to force a fight. Being able to maximize her Ravage output and landing her other spells can allow her to win trades, but more importantly she can lock up her opponents with crowd control to allow for easier ganks into her lane. From the Depths allows Arylle to engage with a heavier lead on her enemies or secure kills with ease after skirmishes with the execution threshold. Her ultimate can also be used to roam into other lanes and act as good pressure to disengage. Maximizing the slow value of Ancient Waters when applied onto enemies, which can make for good set up or disengage.
Struggles and Synergy
Arylle struggles against ranged champions with easy harass and mobility such as Quinn, Ahri, or Ezreal. They make her early game laning difficult, and have enough mobility to make it difficult for her to stick to them.
She works well with champions such as Orianna, Master Yi, or Jinx who all benefit from the peel she can provide, or can enact on the massive amounts of disruption she can provide in teamfights.