Champion Concept: Rytik, The Exalted Executioner

LonerNova·3/1/2015, 9:10:45 PM·2 votes·438 views

Rytik, The Exalted Executioner

HP: 611.71 (+81.33 per level) AD: 67.8 (+4 per level) HP Regen: 4.11 (+0.37 per level) Armour: 35 (+3.75 per level) Magic Resist: 21 (+1.4 per level) Attack Speed: 0.67 (+3% per level) Move Speed: 340


Passive: End of the Line

Rytik deals 10% extra damage to champions below 40% health.

Rytik deals 5% less damage, when below 25 percent health.

Q: Whiplash Cooldown: 16/14/12/10/8 seconds

Rytik grabs any enemy champions in a cone in front of him, and throws them behind him. Dealing 15/25/40/60/80 true damage to them, and slowing them for 40% of their movement speed for 2.5 seconds.

W: Skull Sling Cooldown: 16/14/12/10/8 seconds

Rytik hurls a bola, crafted from the skulls of his fallen adversaries, at an enemy. This ability is a skillshot, and has a range of 800, in a straight line. Skull sling deals 45/90/130/175/200 + (45% of bonus AD) as physical damage upon impact, and 5% of the targets current health as damage over 5 seconds. Skull Sling slows the target by 10% for the duration. This ability applies on hit effects, and can hit both neutral creeps, enemy champions, and enemy minions.

E: Serrated Slash Cooldown: 17/15/10/8/5 seconds

Rytik's next basic Attack will 30/50/80/100/180 + 80% of bonus AD as physical damage.

The next basic Attack will slow the target by 20% of their movement speed, and cause them to bleed for 3 seconds, losing 5% of their maximum health over the duration.

Upon activation, Rytik receives a movement speed boost, equal to 15% of his movement speed, for 1.5 seconds.

R: Executioner's Might Cooldown: 90/120/140 seconds

This ability can be cast three times, each time, triggering a unique part of the ability. (Like Riven's Q) There is a 1.5 second Cooldown between casting each part. After first activating the ability, you have 20 seconds to activate the other parts. If all parts are not triggered, the Cooldown is reduced by 30 seconds.

Part One: All enemy champions, within a range of 2400, are marked for 10/12/16 seconds, granting true sight of them. All marked enemies, that are below 40% Health, take 10 percent extra damage. (This stacks with Rytik's passive)

Part Two: All allies within a range of 2400, gain a movement speed boost, equal to half of their movement speed, that decays over 3/4/5 seconds.

Part Three: Rytik is overcome with a blood lust. Whirling his blade around him four times, in a range of 480. Dealing 5% of the enemy's missing health, as true damage. Enemies can be hit by this ability multiple times, each time, the damage percentage doubles.

Notes:

It is in the enemy's best idea to stay away from Rytik once he has his ultimate, and especially when they are low.

Something that makes Rytik unique. Rytik can only level up his abilties when at base. This doesn't mean at the fountain, but within the gates. Which means, Rytik's abilities are strong In lane, but he needs to constantly be returning back to base, to keep them strong.

Tips for playing against Rytik


Don't let Rytik use his passive on you in lane, keep yourself well above the 50% mark on your health bar.

Rytik does less damage when low. Constantly poking him can be a good idea, if you're denying him gold. If you poke him too hard, but he is still farming creeps, he can return to base, buy items, and level his abilities. Then he'll come back to lane a lot stronger.

Keeping friendly minions between you and Rytik, can help keep him from poking you with his Skull Sling, as it will hit the minions before it hits you.

Avoid getting caught out, this goes for all champions, but Rytik has lots of slows, and can speed him and his allies up. If you get caught pushed too far up. Odds are you aren't getting out. Maybe if you flash and he isn't 6, but that's about it. Oh god, imagine a Rammus gank... Don't even try to get out of that... If he powerballs into you, GG kid...

That's all I really have, hope you liked it, or read it at least :P

Anyway, have a nice day! c:

0 Comments