Kandrin the Vyrkul Mystic (Essence of the Freljord)

Éthreal··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

PøøPøøHead2 votes

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

Éthreal1 votes

thanks! or some variant of course

Raxistaicho1 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!

Éthreal1 votes

His passive gives him stat boosts, sure, but also enhances his abilities? This champion is a support, which is why he is up close. His Q was to work like Xerath's barrage. Yes on the AP multiplier for the health shred and take away the on-hit portion. I'd change the 'Enhanced' benefit that allows his abilities pass through enemies to something else. Back to his passive, you aren't completely stationary. If you hover over your passive, you'll see a large ring around you; As long as you're in those confines, you'll get the runes. I understand no one would let him get away with setting up, so they will jump on him. He has things that stop this sort of aggression in place, such as his W, with a defensive ward that allows his channel to be interrupted, (broke) and he cant be hit at all by melee at this time? His Q will restore health as he runs, and allow a return fire sort of fire that may just save him as well as negate a gank, and his E will displace their movement and if enhanced, give them a sort of long stun for counter play. On his E, there is two bursts of magic damage, that if built full AP, might hurt. One of those unorthodox builds, however! There range of his cone is probably a little more narrow than Camille's leg sweep ability, but longer range. So not only are they displaced, but they can't use abilities, are being damaged, and are at the mercy of your team during this. This would cancel a lot of ults and channels as well. As well as his R, another good retreat ability or reposition. You move through units and your ally, which is nice. And you grant them your current cooldown. This ability goes over the cool down gap. Your ally becomes URF for a second. And then you get to be auto enhanced when you come out of it because your runes set up wherever you ultimated too. We're not in an ADC meta right now anyhow, and there are plenty of ADC's that do benefit from ability spamming. Corki, Ezreal, Kai'sa, Tristana, Miss Fortune, Draven, Kalista, Kog'maw, Lucian, Siver, twitch, Ashe, Xayah, Vayne. Almost all of them... I disagree with you there about cooldown reduction benefiting. The faster your abilities are up, the faster they die. And even if they are only utility like Vayne's tumble, that is still good. She can tumble everywhere and keep getting bonus attack damage and keep them condemned. His ultimate already serves to cheat. Getting a free enhancement as well as negating the cool down cap for an ally.

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