[Champion Concept]: Drym, the Lost

NiteStrykr·2/6/2018, 5:09:16 AM·2 votes·399 views

Drym, the Lost

Selection: "The world keeps on changing. You either get with the program, or fall behind."

Drym is a melee assassin for hire dedicated to using a variety of techniques to eliminate threats from a distance. Even if he's not the first pick. Useful in the middle or top lane, he uses his handy shotblade to do more than just collect gold and harass his enemies both from up close and afar.

An outcast in the deepest depths of society, a failed experiment of Viktor does what he can to survive and escape the further torture his tormentor still had planned. While the Glorious Evolution exists in his mind, as a result and extension of Viktor, he doesn't abide by its directive, and instead uses his modifications to improve his quality of life. Hence his selection phrase; upgrade or fall behind.

Passive: Quick Draw Drym has become capable of reacting quickly and handling the tense fray of battle. Basic attacks will grant stacks of Quick Draw that increase his movement speed and cooldown reduction by 2% (stacks up to 5 times), making him slippery and deadly. These stacks begin falling off after 5 seconds and lose one stack per second.

Q: One in the Chamber Passively, Drym's ammo is gradually restored over 3/2.5/2 seconds (holds 4 charges). When at full capacity, Drym gains the buff Trigger Finger after 7/6/5 seconds of not firing, and guarantees his next use to deal bonus damage based on the target's maximum health.

Active: Drym fires a single target shot that deals damage with armor pierce and disables shields(deactivating and preventing for 2 seconds). These shots are refilled over time, and can be fired repeatedly with a 3/2/1 second cooldown in between. These rounds deal armor piercing damage and disable shields, but each recurring shot fired on the same target deal reduced damage and have a reduced intensity on the bonus effects.

W: Odd One Out Drym dashes to a single target and slashes them, dealing physical damage and inflicting the debuff Odd One Out, which amplifies incoming damage from himself and his allies. The debuff lasts 2.5/3/4s econds.

E: Single Slug Shot Drym fires a medium-ranged bullet skillshot. Upon hitting the first target in the line of fire, it penetrates and bursts into a cone behind the target. First target struck takes full damage and is knocked back and briefly slowed, and targets behind take 80% damage, and all are inflicted with bleeding. This ability consumes all stored ammo to deal bonus damage per ammo consumed.

R: Blood-Soaked Blade Drym unleashes a blast of energy from his blade in a cone in front of him, damaging and silencing all enemies caught, with extra damage dealt per ammo stored at the time of release. Enemies struck are then marked with Fuse Conductor, which lasts 6/7/8 seconds, and infuses One in the Chamber damage against the marked target with true damage.

2 Comments

You Disgust Me2/7/2018, 10:54:38 PM1 votes

Hey NiteStrykr, I'll comment on your Champion design.

Passive: I really do not like the design of this passive. It doesn't exemplify the assassin "Heald College" playstyle of getting in, getting out, and getting ahead. It has more of the feel of a bruiser rather than an assassin due to staying in the fray for so long. Besides, he doesn't really need the additional movement speed since he already has a mobility skill.


Q: Cool skill, but disabling shields is a bit much as it offers no counterplay to players who rely on them.


W: Reminds me of Talon's old E, Cutthroat. Though, I suggest switching your W and your E from a designer's standpoint. Usually dashes/mobility skills tend to be on the E button. I suggest you tone down the duration and remove the damage amplification for allies, it's too unnecessarily strong.


E: This skill's structural design needs to be changed. It's way too similar to Graves's ultimate Collateral Damage. The Bleed and slow are overkill when paired with the bonus damage from the ammo.


R: Does this skill need to silence? Why not use a slow instead? It allows you to have better sticking potential and gives the opponent more counterplay. What does Fuse Conductor do? The way it's phrased makes it seem like the additional effects are two separate things.


Synopsis: Your design feels a bit conflicted... It has the Q and E of a ranged character with the W and R of a melee character. Are you trying to design a champion similar to Gangplank? Anyway, considering how reliant the kit is on your Q's passive, why not make it the passive and alter it slightly? Then you can make the ammo synergize with the rest of the kit more. If anything you could make this character a ranged/melee hybrid with his current weapon, and change his basic attacks accordingly based on range from his target. <-- You could even make his Handy Shotblade his passive to do this, but make it have a cooler name.

Anyways, good luck out there, Summoner!

Senteth2/8/2018, 1:03:38 AM1 votes

I actually like the shield breaking, it gives him a nice niche. But don't put it on his ranged poke, as that would just lead to him being played as a kill lane support (or ADC) pick against shield supports like Janna or Lulu

Might I suggest putting the shield breaker on his dash, so that he needs to really commit to the kill to get that highly significant effect?