Kandrin the Vyrkul Mystic (Essence of the Freljord)
THIS IS NOT MY ART
Hi guys! This is my concept for an ancient, Vyrkul, mystic. Originally, I was going for a Freljordian Spirit who specialized with 'True Ice'. However, as I was designing this champion in the last 20 minutes, I wanted to approach a Norse style, similar to Olaf's feel. Mount Targon came into mind as I thought of what a Norse shaman/mystic would have: Runes, wards, totems, etc. I was juggling the idea of a star gazer with a story line intertwined with Aurelion Sol and possibly Zoe but I figured an ancient spirit of Mount Targon who bared witness to these Gods of the skies, and studied their magics and such would be an alright approach. I enjoy the idea of someone who doesn't really serve anyone, not even himself, but has a strong faith in the ancient magics of the natural realm(s). Let me know what you think, and I'm open for any constructive criticisms.
Ancient Tidings Passive: If Kandrin stands in the same area, he will begin to conjure runes on the ground near his location; Every 4 seconds. Each rune will buff Kandrin in some way. If three runes are conjured this way, they will connect and Enhance Kandrin; Granting bonuses to him and his abilities if he is standing in the middle of these three runes.
1st Rune: 15% mana regen 2nd Rune: 15% ability damage done to enemy champions is restored as health to Kandrin 3rd Rune: Kandrin gains 10% max cool-down reduction Enhanced: Abilities Kandrin controls will pass through the first enemy hit and stop at the next target, dealing bonus magic damage to both enemies hit.
Mystic Soul Release Q: Activate: Kandrin may shoot a mystic bolt at a target location, upto three times. Dealing magic damage on-hit to whatever enemies are hit. If an enemy champion is hit by this, their soul leaves their body and they take magic damage over time for 3 seconds, equal to 10% of their max health. (Does not exceed 10%)
If Kandrin has three runes conjured and he is Enhanced, souls taken by enemy champions will fly towards Kandrin and restore 10% of his max mana for each soul.
Energy Transfer Drains Mana W: Activate: Channel: Kandrin channels a spell around his location that transfers 15% of healing done to enemy champions into the nearest allied champion(s).
If Kandrin is Enhanced, the runes will create a defensive ward around Kandrin. Melee champions are not able to hit Kandrin at this time, and crowd control will not work on Kandrin during this time.
Targon's Grasp E: Activate: After a delay, Kandrin will pull all nearby enemy units towards him in a cone area. Enemy champions who are pulled near the center are dealt a burst of magic damage and are then knocked back out of the cone and dealt another small burst of magic damage.
If Kandrin is Enhanced, enemy champions pulled to the center are instead stunned for 1.5 seconds. They will then take the second burst of magic damage.
Flow Of Teachings R: Activate: Kandrin will gain 35% movement speed and become untargetable for 2.5 seconds. Kandrin may run through one of his allied champions during this time; Kandrin will relocate his runes without having to wait 4 seconds for each one, whenever this duration ends. An allied champion who Kandrin ran through will gain his current cool-down reduction for 4 seconds.
Kandrin will lose his cool-down reduction at this time, and will only be able to cast each spell once. Excluding 'Mystic Soul Release' which has three charges.
If Kandrin is enhanced and an ally who is under 'Flow Of Teachings' kills an enemy champion, Kandrin will have his abilities refreshed.