Hyvalix & Ruenna - The Frozen Watchers - Champion Concepts

Painted Celt·9/5/2017, 9:19:25 PM·2 votes·371 views

[I'm not much of an artist, but I know the rules. No pics = no clicks, so here's my Hyvalix.] https://imgur.com/hEK10Cg

Short-Backstory: Hyvalix and Ruenna are the Frozen Watchers, ancient enemies of the Freljord tribes. They are aligned with the corrupted Frostguard faction. They granted Lissandra her powers over ice long ago before they were vanquished and forgotten. For generations of mortal lives, Lissandra has prepared for their return. For people interested in more in-depth lore, please research existing Riot canon about the Frozen Watchers.

Theme: Hyvalix and Ruenna intend to usher in a new age of ice over Valoran. Their thematics reflect their roles as harbingers of winter. Hyvalix and Ruenna create or summon ice and bitterly cold winds to do their bidding. Both champions have ways of transforming the map into their hostile arctic domains. Hyvalix's autoattacks are solid ice shard projectiles. Ruenna's autoattacks are flurries of smaller shards of ice.

#Hyvalix [Name is derived from Hyalus, an archaic latin word for glass. The suffix is changed to "ix" to give it an ancient (Celtic) feel, as if it were an exonym applied to a latin word by an Avarosan (Celtic/Germanic) tribe.]

Kit Summary: Hyvalix is a Marksmen/Mage sustained magic damage dealer, who specializes in dishing out high DPS against even tanky opponents. Hyvalix scales very well with items, but rather poorly with levels, which makes him ideal as a bot-lane carry. Hyvalix is also completely immobile with very limited self-peel until he obtains his ultimate ability. The self-peel that he does have in laning also works best when paired with additional CC from a support. Hyvalix also has no built-in health sustain, making a shielding or healing support very valuable to help him survive damage-trades. His primary intended roles are Bot > Mid, though other off-roles may be viable. Part of the goal of Hyvalix's kit design is to create a hypercarry sustained magic damage APC to provide role diversity in the duo lane. Unlike magic damage marksmen such as Corki or Teemo, Hyvalix is extremely vulnerable as a solo-laner, but Hyvalix scales extremely well to compensate for such weakness. His lategame sustained damage potential should be roughly on par with ADC hypercarries. I think that the closest equivalent to Hyvalix that currently exists in the game is AP Varus.

(P) Hypothermia: Auto-Attacks and Abilities apply stacks of Hypothermia, reducing enemy magic resistance by 1% and stacking up to 30 times. Auto-Attacks deal additional magic damage equal to 20% of Ability Power.

[Hypothermia high maximum stack count allows Hyvalix to continue to ramp up over long fights to deal sustained magic damage and gradually take down even magic-resistance-stacking tanks.]

(Q) Glacial Lance Cost: 30 Mana + 1 Ammo Maximum-Ammo: 3 Ammo-Recharge: 16/15/14/13/12 (scales with Cooldown Reduction) Range: 1000 Hyvalix throws a long-range ice javelin, dealing 15/25/35/45/70 (+30% AP) magic damage. If a javelin hits an enemy target, the next ammo's recharge is lowered by 2 seconds, and successive javelins within 3 seconds deal 15% more damage (total of 17.25/28.75/40.25/51.75/80.5 +34.5% AP).

[Has a 0.5 second cast-time/wind-up between javelin throws, but cast-time does not interrupt autoattacks or movement. With max rank, CDR, starting with 3 ammo charges and landing all javelins, it is possible to get a 4th javelin immediately available after throwing 3. Assuming all 4 are thrown at a single target, the total damage is 311.5 +133.5% AP over 1.5 seconds.]

(W) Windchill Cost: None Cooldown: 3 Range: 650 Connects a 750 range tether to a target, which will break if the target leaves its range. While tethered, enemies take 30(+30% AP) every 2/1.8/1.6/1.4/1.2 seconds (scales with Cooldown Reduction) applying stacks of Hypothermia. Can be used to simultaneously tether up to two opponents.

[Simulates marksmen's autoattacking sustained damage. Can be cast on up to two targets simultaneously (assuming both targets remain in channel range) and has no cost, making it a go-to ability for both farming and fighting. Damage iterations charge Luden's Echo and Hyvalix can freely move for additional charges while tethering, creating a strong synergy.]

(E) Winter's Grasp Cost: 80 Cooldown: 22 Range: 800 Deals 30/45/65/100/150(+40% AP) magic damage to enemies in an area and creates a zone that lasts 3 seconds and slows enemies by 20%, increasing to 33/36/39/42/45% (+1% per stack of Hypothermia) while the affected enemies remain within the zone. If an enemy's movement speed falls below 200 while in Winter's Grasp, then they are snared instead.

[This ability is a zone that creates a ramping-up slow which is similar to Nasus' Wither. Unlike Wither, opponents can leave the zone to escape the effect. Achieving a snare with Winter's Grasp depends on a large number of factors, such as how long a unit remains within the area, how much movement speed the unit has, stacks of hypothermia on the unit, other slows applying multiplicatively on the unit, and slow resistance from masteries/items. Winter's Grasp can synergize with slows applied by allies or Rylai's if the multiplicative slows are enough to push the enemy below 200 movement speed. All sources of movement speed help counter Winter's Grasp. Slow resistance from the Swiftness Mastery and Boots of Swiftness are also very useful for enemies wanting to avoid being snared. In most cases enemies will walk out of Winter's Grasp before the slow has ramped up to create a snare, as there is a soft floor on movement speed being lowered below 220. It's important to keep in mind that Hyvalix is an immobile champion as well, so having strong CC which is conditional on an ally's CC still leaves him extremely vulnerable to being caught out alone. The snare can be compared to Jinx's chomp trap.]

(R) Northwind Cost: 100 Mana Cooldown: 120/100/90 Range: 30000 (Global AOE) Hyvalix unleashes the northern winds, summoning a directional draft that bisects the map along the targeted path. Enemies struck by the initial wind-front are displaced in the direction the winds travel. The area lasts for 5/6/7 seconds. Enemies in the area receive 30/45/60 (+20% AP) magic damage per second (applying Hypothermia) and are slowed by 15/20/25% when moving towards the wind's source direction.

[The draft's path area expands simultaneously from two locations until connected as a single area. The first source is the location where the spell is cast. The second source is slightly beyond the map's edge in the targeted direction where intersected by spell's target path. The wind-front displacement effect on the second source ends once it connects to the first source path.]

Base Stats - Health: 511 (+79 per level = 1854 @ 18) Health Regen: 5.5 (+0.5 per level = 14 @ 18) Mana: 220 (+36 per level = 832 @ 18) Mana Regen: 7.39 (+0.33 per level = 13 @ 18) Attack Damage: 39.3 (+2.1 per level = 75 @ 18) Armor: 22.2 (+3.4 per level = 80 @ 18) Attack Speed: 0.625 (+4.8% per level = 1.135 AA/s @ 18) Magic Resist: 30 (+0 per level) Movement Speed: 330 Range: 600

Suggested Build: item 3020 item 3165 item 3115 item 3285 item 3135 item 3089

Situational: item 3116 item 3157 item 3102 item 3100 item 3146 item 3047 item 3124 item 3091 item 3027 item 3151 item 3041


#Ruenna [Name is derived from Pruina, a latin word for Frost.]

(P) Rime-Frost: Everything Ruenna touches becomes covered with cursed Rime-Frost. After being near an area for 2 seconds (300 range), the terrain becomes frosted. Enemies in Rime-Frost are slowed by 30%. Ruenna's Ability Cooldown rates and Base Mana Regeneration are improved respectively by 15% and 25% while in frosted terrain. Frosted terrain and partially frosted terrain melts over 6 seconds if Ruenna does not remain nearby.

[Ruenna is a roughly polar opposite to a roaming support. As she remains "watching over" a lane, she creates and maintains an area of frosted terrain. Frosted terrain slows opponents, making diving Ruenna and getting away difficult. However, if Ruenna is forced out of her frosted terrain, her long cooldowns become painfully apparent. Frosted terrain's Cooldown improvement stacks additively with CDR, making it possible for Ruenna to reach 60% CDR. Rime-Frost bonuses combined with high cooldowns and mana costs do not result in a non-ability though, as they serve the purpose of binding Ruenna to her frosted terrain and shifting her towards scaling well with support itemization/masteries (which contains CDR and base mana amplification). While Ruenna's abilities are on Cooldown or her mana is low, she will want to spend time in her frosted terrain in order to recover. The Cooldown reduction may be implemented by coding a second ability Cooldown tick-timer, which runs at 15% the normal Cooldown frequency and only turns on while Ruenna is in frosted terrain. This may make ability Cooldown tool-tips somewhat misleading for Ruenna, but that is something Ruenna players will quickly learn to account for, just as players on other champions with partial Cooldown reset mechanics manage.]

(Q) Hail-Fall Cost: 80/85/90/95/100 Mana Cooldown: 14 Range: 900 Ruenna calls down a barrage of ice in a line in front of her, dealing 80/115/150/185/220 (+60% Ability Power) magic damage over 2 seconds. Terrain becomes frosted after 1 second of hail falling on it.

[While this might seem like a decent amount of damage, there would be many cases where one's opponent would not remain in the hail area for the full 2 seconds. Hail-Fall is a good tool for Ruenna to pick up Spell-Thief procs. Hail-Fall can also be used to activate Thunder Lord's Decree.]

(W) Winter Veil Cost: 70/80/90/100/110 Mana Cooldown: 24 Range: 900 Grants a decaying shield to Ruenna and the nearest allied Champion for 5 seconds. The shield absorbs up to 80/120/165/210/260 (+50% Ability Power) damage. While standing on frosted terrain, Champions with Winter Veil gain 6/7/8/9/10 (+5% AP) Magic Penetration and Winter Veil's decay rate is halved (lasting up to 10 seconds).

[Winter Veil allows Ruenna to take advantage of standard support items which enhance shielding/healing. Winter Veil also makes Windspeaker's Blessing a good keystone option for Ruenna. Winter Veil's magic penetration bonus makes Ruenna the ideal support for an APC, hopefully opening up role diversity in bot lane. This is a very powerful ability but is gated by a long cooldown until Ruenna reaches a high level of CDR.]

(E) Frozen Sentinel Cost: 80 Mana Cooldown: 60 Range: 600 Creates a watcher totem at a location, granting vision (800 range) and creating Rime-Frost (600 range) in an area. Watcher totems last up to 40/55/70/85/100 seconds and have 2/3/4/5/6 health. A maximum of four watcher totems may exist on the map at any given time.

[Watcher totems provide less vision range than standard sight wards and they are visible to opponents, but they spread Rime-Frost. Rime-Frost does not instantly appear around the watcher totem, but spreads after 2 seconds and then melts 6 seconds after the totem is destroyed. Watcher totems are visible to opponents and therefore easily cleared so they should grant no more than 5g at most when destroyed so as not to add excessive gold income for the opposing team. Also due to being visible and spreading Rime-Frost that is visible beyond a bush's radius, watcher totems are very easily avoided, however their presence could discourage enemy junglers from taking gank routes with watcher totems, thereby allowing Ruenna to use trinket wards to watch other routes.]

(R) Glaciate/Avalanche Cost: 100 Mana Cooldown: 120 Range: 30000 (Global) After chanelling for 1 second, all frosted terrain becomes glaciated for 2/2.5/3 seconds, becoming impassable to enemy units. Enemies trapped inside glaciated terrain are snared for the duration. After Glaciate's duration ends or if re-cast, the glaciated area crumbles, causing Avalanche which deals 150/225/300 (+90% AP) to trapped and nearby enemies. Terrain affected by Avalanche becomes frosted.

[There is a decent amount of power budget spent on this ability due to its low reachable Cooldown with Rime-Frost and 45% CDR. Avalanche also contains a lot of Ruenna's damage potential. A perfect Glaciate/Avalanche requires a fair amount of setup, and avoiding frosted terrain allows decent counterplay. Hail-Fall into Glaciate may be the most reliable way of CC'ing enemies. Glaciated terrain blocks would have limited health bars like Yorick's soul cage, which opponents could damage in order to shatter (clearing the block, but causing Avalanche early). This would allow players to "dig" themselves or their allies out of the CC more quickly if they react quickly to work together.]

Base Stats - Health: 511 (+79 per level = 1854 @ 18) Health Regen: 5.5 (+0.5 per level = 14 @ 18) Mana: 409 (+63 per level = 1480 @ 18) Mana Regen: 7.69 (+0.43 per level = 15 @ 18) Attack Damage: 50.9 (+2.1 per level = 90 @ 18) Armor: 24.2 (+3.8 per level = 82 @ 18) Attack Speed: 0.56 (+2.5% per level = 0.798 AA/s @ 18) Magic Resist: 30 (+0 per level) Movement Speed: 325 Range: 600


Thanks for reading. Let me know what you think. -Sam

2 Comments

Kamiroo Wolf9/6/2017, 1:04:21 PM2 votes

Haven't read the concept yet, but just know that pixel art will always get my respect and up vote @_@ me like