Champion Concept - Fray the Unbreakable
Fray, the Unbreakable
**Primary: ** Tank Secondary: Fighter
(I realize this is a Shadow of the Colossus picture. It is not mine)
Fray is a tank- fighter who's main purpose is to help isolate target champions and take them out with or without the help of his teammates. He is an initiator who gets into the middle of the fight, targets the team's ADC or AP, and locks them down long enough for the rest of his team to follow up easily.
Description: Fray is a monstrous being, towering in both size and strength. His face is covered with a blank stone mask, with two openings where his dark-black eyes are. He is about 10 feet tall, has massive limbs, a powerful body, and strong digits.
Fray wears simple stone-armor including shoulder guards shaped like the mouth of a beast, a belt-like brace, and shin guards with intricate designs on them. An array of magical chains are wrapped around Fray to limit his potential strength.
On his hands are two enormous gauntlets shaped like pillars that cover the entire lower half of his arm, covered in stone spikes and bone shards, and have chains wrapped around them. Powerful-looking fingers show through the bottom of these gauntlets. These gauntlets are devised to be unbreakable through magical runic stones.
Abilities:
Passive: Imprisoned (Cooldown: 200 seconds) Upon death, Fray is instead chained back in the Pit by Summoners, but he begins to once again break free. If enemy champions cannot contain Fray within the next 6 seconds, Fray breaks free with 40% of his maximum health plus the amount of health he had left (maximum of 25%).
Q: Lone Devastation (Cooldown: 11/10/9/8/7 seconds) Fray's next basic attack causes him to grab a single enemy unit, throwing them over his head and slamming them back down into the ground dealing (40/80/120/160/200 +50% bonus AD) physical damage.
Explanation: Think of it like Volibear or Singed's Q
W: Megaton Force (Cooldown: 12/11/10/9/8 seconds) Fray slams his cestus into a wide area toward a target direction, dealing (75/100/125/150/175 +10% of Fray's maximum health) physical damage to all enemies in front of him and reducing their armor.
Fray can cast this ability again after 3 seconds to slam both of his cestuses in a wider area toward a target direction. The attack knocks back all nearby enemies in the area, dealing (100/125/150/175/200+15% of Fray's maximum health) increased physical damage. If enemies are knocked back into terrain, they are stunned.
Explanation: First hit is simple hit. Second hit is more like a Jayce E.
E: Formidable (Cooldown: 13/12/11/1/9 seconds) Fray dashes forward in a target direction. Upon hitting an enemy champion, Fray stops his charge, dealing (75/100/125/150/175 +15% of Fray's maximum health) physical damage to all surrounding enemies. Fray then gains a shield based on the amount of damage he dealt.
Explanation: This is about the distance of Sejuani's Q.
R: The Pit (Cooldown: 150) After 3 seconds, Fray begins to radiate such power that Summoners are forced to recreate his prison, the Pit, in the Fields of Justice. The Pit creates an impassable terrain around himself for 2.5 seconds, trapping and dealing (100/125/150/175/200 +50% bonus AD) initial physical damage to enemies within range. During this time, Fray is unable to move or cast abilities. After the 2.5 seconds are up, Fray breaks free from his bonds, dealing (150/175/200/225/250 +30% of Fray's maximum health) to all enemies trapped in the Pit and gaining a shield based on how much damage he dealt. Enemy champions passing over the Pit are subsequently trapped as well. Allies treat the Pit as terrain.
Explanation: This ability is like Jarvan IV's ult, just that he can't move for the duration and it deals more damage.
Ability icons are obviously not mine, but Riot's
Pros vs Cons Pros: Strong CC Great initiator Strong Tank Health used as damage Not mana dependent
Cons: Team dependent Weal basic attacks Ability dependent Little sustain Needs to be executed well
Lore: I wake up against a stone wall, my head aching, and my arms bleeding. I try to stand up, only to feel a rib snap. I cry out in pain, but then I quickly shut my mouth… I turn to my left, and I see a body, broken beyond imagination… who knows what else the monstrosity was capable of… the dimly lit room… shone a light on the carnage… the destruction…
I can’t do anything… all I can do is sit there, bleeding away until someone finds me… I can’t even yell for help… because… he might find me… he might want to finish the job…
How… how did he escape… what happened… who… how… impossible…
Suddenly, the wall in front of me explodes. I fall over in shock, landing on my broken ribs. I feel my lips bleeding as I bite them to keep quiet. Debris flies out everywhere… stones roll toward me… dust blinds my eyes… but I can still see him… a monster… the sound of chains… dragged along the floor… a cough… a groan…
He’s holding someone... by the throat… not… not my captain..?
No… another guard… bloodied and broken… but alive… he coughs through the dust… his eyes dart… back and forth… does he know…?
The guard struggles to be free… but he knows… it is useless… to… resist… there is… no escape…
A loud roar fills the room… a swift movement… a body thrown next to me… the guard coughs… he sees me… the look in his eyes… he knows… but I can’t…
He’s gone… a scream… the monstrosity has him… by the throat again… can’t see… the faceless mask… the skull of nightmares… a body slams into the wall next to me again… this time with the monster… chains rattle… I keeps still… not that I can move… again… the body slams into the wall… blood flows… no sounds… again… into the wall… again… again…
The body drops… the monstrosity… a sharp battle cry… another body thrown into the wall… the monster has fallen… a man… with a lance and long hair… he cries out again to challenge the monstrosity… it returns with a roar… the glint of a blade… the sounds of strikes…
I… can’t… see… only… blood… screams… no… a body is thrown… to the ground… I hear his bones snap… he lays on the ground… not even… struggling to get up… his lance… snapped in half… he’s alive… breathing… but… hardly moving… I gasp... It turns… it knows… a fatal mistake… it sees… no… no it doesn’t… go away… please….no… no… it doesn’t see me… but he grabs me by the throat… can’t… breathe… can’t see…
The ground beneath us… it falls away… we fall… the darkness… I land on my back… I can’t feel… anything… the monstrosity lands beside me… but it gets up… as if nothing happened… not a scratch… I know this place… not here… please… not here… I can see the darkness… closing in… the light is fading away fast… please… they must know… they must understand… they can’t do this…
I feel myself… lifted into the air… can’t… breathe… I look into its eyes… empty… brooding… the last thing I see… before the darkness settles in…
I can’t see it... but I can hear it… the deep breaths… the growl in its throat… I can’t even scream…
Strategies: Fray is best suited in the jungle for both his survivability and his crowd-control abilities, but he shines best in teamfights. In the jungle, Fray isn’t the best at starting a jungle path, so a good leash is expected. After getting a few essential items (see below), Fray should have no trouble farming into mid and late game.
As a jungler, Fray is one of the best early gankers in the game, with massive CC to lock down enemies. A quick E+W+Q+W combo is enough to completely take out an enemy, if attacks are timed and executed correctly with the help of teammates. As soon as Fray hits level 6, his ability to gank becomes even stronger. As Fray is not be able to move during his ultimate, this is exactly why Fray is best suited for the jungle. Farming is a bit harder for Fray. Like Nautilus
, Maokai
and Wukong
, Fray doesn't really build attack speed. Instead makes up with hard CC and burst damage. He won't be the fastest jungle clearer ever, but his ganking and teamfight abilities really make up for it.
In teamfights, Fray’s CC-abilities really come out. There are two ways for Fray to fight in teamfights: Like an assassin ( but far less damage), Fray can try to focus down on a single enemy champion, such as the ADC or the AP, and try to lock them down as fast as he can, allowing the rest of his teammates to follow-up and kill the champion. On the other hand, Fray can try to land his ultimate on as many champions as possible. This can be both rewarding and risky, since if the enemy champions have flash or a form of a dash, the ultimate will become useless. Then again, if the champions don’t have flash, then your team can follow up quickly to devastate the enemy team.
Counters
Fray is weak against (theoretically):
Lee Sin is (theoretically) strong against Fray with his Q, W, and R. Get in get out, and very mobile. Even Fray's knockback will be useless as Lee Sin can easily land a Q to get right back into the fight. Lee Sin's W also allows for mobility and escape from Fray.
Fizz is very mobile, allowing for him to deal a quick burst of damage, and get out unharmed. His W also makes it hard for Fray to execute his abilities to his maximum potential.
Olaf's ultimate just... no. Fray is dependent of his abilities to CC enemies, but Olaf decides that no, that doesn't happen.
Fray is strong against (theoretically):
Fiddlesticks is (or used to be) scary as s**t, but he really can't do anything when Fray's bursting him down with stuns and knockbacks. Fiddlesticks can be easily interrupted by Fray, and he is relatively squishy for Fray to kill.
Xin Zhao is one of those champions that need to be in the middle of the fight to do damage. Unfortunately, that's exacly where Fray wants him to be. Xin Zhao's E+W+Q combo will be hard with Fray racking up his CC onto Xin, and with the help of teammates in fights, Xin's trapped.
Pantheon is known for his strong ganking ability and that block of his, but Fray doesn't rely on his basic attacks. Fray's overall tankiness and CC abilities is enough for a match against Pantheon.
Build: Fray isn't very effective if built in a single path. He shouldn't be all tank-items, or all damage-items. He needs both damage and survivability to be the best for his team. His E also depends on his damage, so rack up on damage and health to increase Fray's abilities.
Jungle Build Example:






Jungle Build Example 2:






Top Build Example:





Top Build Example 2:






Quotes:
Upon Selection: Free me!
Movement: Is there no end? Break my chains. Free me! Free my soul Unchain me Release me, Summoner! The end is near, Summoner Do you think you can hold me, Summoner? I will rise, Summoner
Attacking: Fall, and break They will suffer Break! Bring me another! Witness power! Is this all you have to offer? I grow weary Show me a challenge
Upon Dying: What? No! I'm not finished! Release me!
Passive: Imprisoned (Cooldown: 200 seconds)
Upon death, Fray is instead chained back in the Pit by Summoners, but he begins to once again break free. If enemy champions cannot contain Fray within the next 6 seconds, Fray breaks free with 40% of his maximum health plus the amount of health he had left (maximum of 25%).
W: Megaton Force (Cooldown: 12/11/10/9/8 seconds)
Fray slams his cestus into a wide area toward a target direction, dealing (75/100/125/150/175 +10% of Fray's maximum health) physical damage to all enemies in front of him and reducing their armor.
R: The Pit (Cooldown: 150)
After 3 seconds, Fray begins to radiate such power that Summoners are forced to recreate his prison, the Pit, in the Fields of Justice. The Pit creates an impassable terrain around himself for 2.5 seconds, trapping and dealing (100/125/150/175/200 +50% bonus AD) initial physical damage to enemies within range. During this time, Fray is unable to move or cast abilities. After the 2.5 seconds are up, Fray breaks free from his bonds, dealing (150/175/200/225/250 +30% of Fray's maximum health) to all enemies trapped in the Pit and gaining a shield based on how much damage he dealt. Enemy champions passing over the Pit are subsequently trapped as well. Allies treat the Pit as terrain.
Lee Sin is (theoretically) strong against Fray with his Q, W, and R. Get in get out, and very mobile. Even Fray's knockback will be useless as Lee Sin can easily land a Q to get right back into the fight. Lee Sin's W also allows for mobility and escape from Fray.
Fizz is very mobile, allowing for him to deal a quick burst of damage, and get out unharmed. His W also makes it hard for Fray to execute his abilities to his maximum potential.
Olaf's ultimate just... no. Fray is dependent of his abilities to CC enemies, but Olaf decides that no, that doesn't happen.
Fiddlesticks is (or used to be) scary as s**t, but he really can't do anything when Fray's bursting him down with stuns and knockbacks. Fiddlesticks can be easily interrupted by Fray, and he is relatively squishy for Fray to kill.
Xin Zhao is one of those champions that need to be in the middle of the fight to do damage. Unfortunately, that's exacly where Fray wants him to be. Xin Zhao's E+W+Q combo will be hard with Fray racking up his CC onto Xin, and with the help of teammates in fights, Xin's trapped.
Pantheon is known for his strong ganking ability and that block of his, but Fray doesn't rely on his basic attacks. Fray's overall tankiness and CC abilities is enough for a match against Pantheon.