Kandrin the Vyrkul Mystic (Essence of the Freljord)

Éthreal·10/19/2018, 4:36:03 PM·1 votes·1,844 views
vrykul shaman by sycamore eve-d8127yh

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.

4 Comments

PøøPøøHead10/21/2018, 4:46:04 AM2 votes

holy shit this actually is a good concept i hope riot adds this champ

Raxistaicho10/22/2018, 3:22:59 AM1 votes

Hey there, here to give you my thoughts on this concept :)

Passive - His passive isn't exactly the most engaging gameplay and any competent enemy will not let you get away with just standing around in place. And for all that effort you just get some extra invisible power in the form of stat boosts, which also isn't terribly engaging. From this I can imagine he's meant as sort of a hermit who preps a zone of influence, but there's other ways you can go about doing this.

Q - Mind how you word things, abilities in this game tend to have specific phrases that usually mean certain things. Generally, if abilities are aimed "at a target location", they don't do anything to things they pass through on the way there. Projectiles usually don't work this way, but some do; Lux's E and Nami's Q are good example of this. Projectiles are usually aimed, "in the target direction," while ground-focused aoe abilities such as Nasus' spirit fire or Morgana's pool are usually aimed, "at the target location".

On-hit also means something very specific, it usually indicates on-hit effects from abilities and items. Usually something like this would be worded as, "the projectiless deal magic damage to enemies they pass through."

So is this a barrage-type abilities where you get multiple casts per cast, such as Ahri's ultimate? This ability by itself doesn't particularly stand out in any way, only doing magic damage (that shreds tanks) while restoring his mana. His percent damage would definitetly need an ability power modifier attached to it, because just straight 10% current health damage lets him do a lot of damage to champions without needing to build any.

W - I can't imagine why he'd want to get into punching range with enemy champions, he seems to be a mage? The enhanced version just specifically screws over melee champions while doing nothing to ranged champions that are up in his face, as if melee champions don't already get the short end of the stick sometimes in this game.

E - Again, I'm not entirely sure why he'd want to do this. He's a mage; bringing enemies TO him is the last thing he wants, and then he just bounces them back so they end up having very little net change of position.

R - Doesn't seem terribly useful aside from the untargetability. Mages are the class that have the hardest time getting yet the most reliability on cooldown reduction. Marksmen usually don't appreciate CDR with the exception of Corki and Ezreal (who DO usually max it out), and bruisers and tanks max CDR relatively easily on their own. The actual advantage of this ability is the untargetability, letting him blast down an enemy who catches him out at his leisure. So again, not terribly engaging gameplay.

I got the impression from his passive that he's meant as a sort of area-controlling hermit kind of champion, and that would certainly fit his visual design and apparent theme, but his gameplay right now doesn't seem to use them that way. I would suggest making him a beefier kind of mage, who sets up his runes through progressing in the laning phase naturally (preferably through some interaction with his Q. It could, for instance, drop runes where he targeted, which would bring a purpose to his barrage system and ground-targeting), and those runes would interact directly with him, his enemies, or his other abilities. In that way he'd be more of a Battle Mage akin to Swain or Vladimir that excels through controlling an area of influence.

His ultimate, as some new ultimates these days do, could then serve to cheat the gating on his windows of power, by perhaps giving him an easy means to drop a number of runes in an area of his choosing so he can quickly participate in teamfights.

Hope that helped, best of luck!