Glazyr, the Frozen Monarch - Champion Concept

Lord Boltrix·8/15/2015, 10:34:04 AM·1 votes·557 views

Glazyr, the Frozen Monarch

Primary Role: Marksman / Secondary Role: Fighter Secondary Bar: Mana

Primary Roles: Marksman, Jungle

Attack Range: 450 (Ranged, Normal) / 150 (Melee, Iceborn Fury)

Passive: Artic Sovereignty: Passively, Glazyr gains a percent increase to his movement speed when moving toward a champion that has recently attacked him, with increasing percentage movement if attacked again up to a cap. In addition, Glazyr does increased damage against enemies that are slowed by the percentage of the slow.

Q: Hyperborean Tundra – When this ability is activated, Glazyr lashes with his chains, damaging all enemies struck and leaving behind a field of ice in front of him. Enemies that are blasted by this ability are slowed, and enemies who remain or walk over this field of ice are slowed as well. If a slowed enemy remains on the icy field for a period of time, they are rooted in place. Magic damage is dealt, base damage is medium, scaling damage is medium from AD and AP.

(Ranged) Hyperborean Tundra blasts a narrow but long path of ice.

(Melee) Hyperborean Tundra blasts a wide but short path of ice.

W: Iceborn Fury – When activated, Glazyr casts aside the safety of ranged combat to face his foes head-on. Glazyr's basic auto-attacks becomes melee instead of ranged, and Glazyr gains bonus movement speed and magic resist from a portion of his AP. While Iceborn Fury is in effect, a portion of Glazyr's AP is considered to be a part of Glazyr's base AD. Glazyr also deals on-hit magic damage with his auto-attacks. On-hit magic base damage is low, scaling damage is low from AP.

E: Isotherm Level Zero – Glazyr targets an enemy within auto-attack range, tethering himself to the target and empowering himself. If the opponent moves out of range of the tether, the link is severed and Glazyr loses his empowerment prematurely. Abilities that would increase the armor or magic resist of his target apply that increase to Glazyr instead, and abilities that would decrease the armor or magic resist of Glazyr instead have that decrease applied to the linked target. If Glazyr tethers himself to a champion while Iceborn Fury is in effect, he will lock his position onto the target, attaching himself to the enemy champion and be unable to move or cast abilities (he may still auto-attack). While locked on an enemy champion, that champion's movement speed is reduced and dash-based abilities are disabled. Does not damage.

(Ranged) – Glazyr is empowered by stealing a portion of the target's attack speed. (Melee) Glazyr is empowered by stealing a portion of the target's armor.

R: Infinite Winter - When activated, Glazyr fires a slow-moving ball of negative energy in a target direction, which stops and explodes only when it makes contact with an enemy champion, or by reactivating the ability. Upon detonation, the struck target and/or any nearby enemies are Staggered, and thus are disarmed and slowed for a short duration. However, if Glazyr walks into the ball of energy, the projectile is consumed, and Glazyr instead enjoys increased movement and attack speed for a duration. Magic damage is dealt, base damage is low, scaling damage is low off AP.

Disarm Definition: The target is unable to attack or cast abilities. The target cannot used the summoner spells Smite, Ignite, Exhaust, Ghost, Flash, Teleport, Mark/Dash. Interrupts channeled abilities.

Lore

There are many tales of heroes of the past, brave champions who fought for what was right, who desired truth and peace alike.

This is not the tale of one such hero.

This is the tale of a villain, who nearly brought the world to it's knees.

The Freljord was once united under the power of the Frozen Watchers, who blessed the fabled Iceborn with power in return for servitude. As one was appointed to pass the orders, another was appointed to receive them. He who received his orders from the Frozen Watchers was Glazyr, the King of the Iceborn and Monarch of the Freljord. Glazyr ruled for a time, and the Freljord enjoyed a time of peace, when the howling winds of winter were a comfort rather a hazard, as Glazyr ruled over ice with power to rival the Frozen Watchers themselves, a living embodiment of all that ice represented.

But power corrupts, and absolute power corrupts absolutely.

Glazyr grew tired of taking orders from the Frozen Watchers, he felt – and rightly so – that he was nothing more than a puppet for their benefactors, a figurehead for the Iceborn to conveniently forget that they owed everything to the Frozen Watchers, and they were akin to indentured servants to them. Glazyr's intentions were noble and honest at first, he communicated with the Frozen Watchers, passing on his desire to have the Iceborn rule themselves, and they would still pay tribute to their benefactors.

But the Frozen Watchers felt otherwise, and Glazyr grew ever so more dissatisfied with the increased surveillance upon himself.

The Frozen Watchers did not trust him, and felt that he might lead a rebellion. And they were right, as Glazyr entertained the idea of rebellion, to free his people. He tried indeed to stir the seeds of conflict within his people, but his warnings fell on deaf ears. After all, the Frozen Watchers were the reason they lived such rich lives, why should they fight? Glazyr was left alone to fight for his people, and he grew discontent with the people who would see him as mad to simply seek the right to make his own decisions.

“If they wish to live the lives of lambs, so be it. The unenlightened massed cerainly can't be expected to fight their own battles. So let me do it for them.”

Glazyr knew the Frozen Watchers were aware that he was trying to free the Iceborn from them, and awaited the confrontation with them. He didn't wait long. His masters came to him, prepared to strip him of his power and denounce him from his position, but Glazyr proved cunning and powerful. Glazyr carried an artifact of power, and used it to shield himself against the Frozen Watchers. ...then, Glazyr turned the Watcher's own attacks against them, and empowered himself with their own might. The Frozen Watchers were suddenly the ones subjugated, and Glazyr emerged with power unmatched. And with the power came the loss of self, as Glazyr's powers warped him until sanity left him. Imprisoning the Frozen Watchers, Glazyr decided that he alone should rule, and looked upon his kingdom, its wide borders... and saw them lacking. He looked upon his people, and found them to be ignorant, spineless wretches that were happy to live powerless so long as they had happiness.

“Such paltry borders, why should my reign be restricted by where snow falls? I should have a kingdom spanning several lands... nay, all these lands should be mine. If all people are the same at heart, maybe they all desire to be under the rule of an absolute might, to have their choices made if they aren't willing to fight for the right?”

It was then decided that he should rule this world, and started a conquest of the entire world. With such power behind him, little could oppose him, and both his subjects and his enemies shivered in fear at his name.

Glazyr had become the very tyrant he warned his people against.

And in the face of tyranny rose heroes, brave souls who fought despite the odds against a cruel king who had lost his way. As Glazyr sought to conquer the world, the world itself turned on him, even his own people, who he callously sent to fight for his selfish desires. Traitors all he had deemed them, betrayers who only stood up now for what they felt was theirs by right - freedom - when it was he, and not the powers that be, that made their decisions.

In one final clash, Glazyr fought an army of the world, but even he was not invincible, and fell to the might of a unified land.

But Glazyr had become more than mere flesh and blood, and even killing him would only provide a temporary reprieve. The Frozen Watchers were released, and they sealed the tyrant king within a frozen tomb, bound by chains connected to his power to restrict him, turning his own might into his prison. Things returned to the way they were, but the Frozen Watchers were not amused by these turn of events. Their once passive influence upon the Iceborn turned into active control of the people, and in an ironic twist Glazyr's prophetic words came true, as their former benefactors became their tyrants.

Glazyr had fallen, but his once noble intentions were not in vain, for he had stirred the feelings of independence within the Iceborn, and the seeds of rebellion were waiting to be cultivated.

As for the fallen king, he slept within his tomb, a prisoner of his own power. Frozen, and almost entirely forgotten...

Appearance: Glazyr is a tall man, youthful in his prime - making people believe he is in his late twenties or early thirties, possessing a lean and muscular appearance, easily suggesting his physical power. Glazyr has chains that appear magically bound to his body, a significantly large and lengthy chain extending from each of his forearms, with several more chains of various lengths adorning his form. Glazyr's hair is alice blue, spiky and short overall, longer at the top and the back than at the sides, with his hair positioned so as to point away from his head. Glazyr's attire consists of a sleeveless midnight-blue jacket, always kept open and without a shirt (so as to expose his chest and arms for the purposes of intimidation), with fur trimming around the collar, and matching long pants and boots. Glazyr has red eyes that glow when Iceborn Fury is in effect, in contrast to his blue and white-colored theme. Glazyr has a few scars adorning the visible parts of his skin, which is colored akin to blue ice, and one massive scar in particular is visible upon his chest, the only evidence of the battle that spelled his defeat. Glazyr can usually be seen with one or more poros colored ultramarine, whose appearance have been affected by their environment: these extremely rare poros only occur from poro populations living in close proximity to Glazyr's tomb.

This is my idea for a champion, my answer to all the mobility creep within the game as so many seem to feel has plagued the game. I also wanted an excuse for more people to start seriously building Boots of Swiftness.

I had the idea from getting too much into Metal Gear Rising, listening to the Collective Consciousness, and wondering how cool it would be to have another champion who would just run down someone and beat them to a pulp with his fists, like Udyr or Sion after he dies. I looked upon the idea of the lore of the Freljord, considering the whole rework to the lore. I wondered how it could change, how to give the Freljord conflict more tension... and I thought, why not add a new contender... or rather an old one with his own agenda? Glazyr is the antithesis of Azir, the leader who felt betrayed by his people and turned on them in turn, gaining power and going mad in the process.

Also, after listening to Pentakill's Orb of Winter, I felt the item needed to be highlighted... here is a champion who used the Orb of Winter to defeat the Frozen Watchers, voila. I also think we needed an evil counterpart to the heroic Braum, a guy who is manly but doesn't care to protect others... and who also has a poro-thing going for him, and hell: perhaps Braum and Glazyr are part of each other's legend.

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