Cyrus, the harpies child (Updated abilities)... im not sure how to update previous posts.

Spijking·2/2/2016, 9:56:39 AM·2 votes·604 views
Cyrus, the harpies child - My first crack at champion design

the above link is my first post on cyrus, and here are some updated abilities. If you want to see the inspiration, lore and secret interactions just follow the link above. Remember to comment with some constructive criticism below or just your thoughts in general.

**pre-insight:**i now have a more solid idea of where i want to take cyrus, which is being a tank shredder.Because of this and the help of some feedback from friends i had a clear idea of how i wanted to re-tune his kit.

New abilities(and insight)

Passive: Feather crack Any enemy champions hit by either the first or second cast of feather squall or by Downy defence are tagged with a feather counter (max .1). Opponents tagged with a feather counter have their armor reduced by 5/10/15% (upgraded at levels 11 and 16), and are slowed when hit by a basic attack from Cyrus by 15% (on-hit). Any champion tagged with a feather counter that moves out of a certain range of Cyrus has any feather counter removed. (similar to Fiora`s passive range)

**Insight:**So i realized that the 5% increased damage was a bit much and the 10% amor reduction a level 1 was way cray cray so i decided instead to make it scale and keep the slow because i think it just fits, ya feel me?

Q ability: Raptors talons Mana cost: 30/40/50/50/50 Cooldown: 8/7/6/5/4.5 Ability type: Targeted (point and click)

Cyrus dashes to and slices target enemy unit, dealing 50/70/100/130/150 + (60% of bonus attack damage) + (30% of ability power) physical damage. If the targeted enemy is a champion with a feather counter, this ability deals 30% increased damage.

Range similar too: jax`s leap strike

**insight:**Its basically the same except for the replacement of the shield removal was changed to a damage amplifier that synergises better with his feather counters and lowering its base damage.

W ability: Downy defence/Ruffled feathers Mana cost: 40/45/50/55/60 Cooldown: 5/4.5/4/3.5/3 Ability type: A.O.E, toggle

Each time Cyrus toggles this ability on, He shoots a wave of feathers in the area around him, dealing 30/60/90/110/120 + (40% of magic damage) magic damage.

Toggled off (downy defence): Cyrus gains 15% of his bonus attack damage as armor. Any enemy champion tagged with a feather counter deals 10% less physical damage to Cyrus.

Toggled on (ruffled feathers): Cyrus flushes blood into his feathers quills, fearing all neutral monsters around him for 3 seconds and then increases his attack damage by 10/15/20/25/30 for the duration of Ruffled feathers. While this ability is toggled on Cyrus loses 10 health and 15 mana whenever he auto attacks.

Feather wave range similar to: renektons cull the meek

**insight:**This ability has been drastically changed along with his e, turning it from a straight passive into a toggled ability that can give him tanky elements or a power buff similar to jinx`s rockets along with a slightly buffed tankish stat booster. I also added an a.o.e to it to make it feel impactful when activated (and added a fear to make him viable for jungling :D).

E ability: Feather squall Mana cost: 85/90/95/100/110 Cooldown: 11/10/9/8/7 Ability type: first cast - A.O.E line in straight forward, second and final cast – A.O.E cone

Each cast of feather squall reduces the opponents armor by 2/4/6% (increased at levels 11 and 16)

First cast: Cyrus fires feathers in a line in-front of him, dealing 30/40/50/60/70 + (30% of bonus attack damage) + (20% of ability power) physical damage.

Second cast: Cyrus fires a barrage of feathers in a cone in front of him, dealing 40/60/70/75/80 + (40% of bonus attack damage) + (30% of ability power) physical damage and slowing all enemies hit by 40%.

Final cast: Cyrus slashes the area in front of him in a cone, dealing 60/80/90/95/100 + (60% of bonus attack damage) + (50% of ability power) physical damage.

First cast range similar to: tahm kenchs tongue lash Second cast range similar to: kassadins force pulse Final cast range similar to: nidalees swipe

insight:"dear god another triple cast ability, this reminds me of a certain champ i know" i hear you say but please, remain in your seats because instead of begin a dancer i believe this makes his e feel like a true combo, with each cast doing something to stand out from each other.

R ability: Take to the skies/Dive bomb Mana cost: 120/120/120 Cooldown: 120/100/80 Ability type: first cast – self targeted, Second cast – Area of effect

First cast: Cyrus shoots up into the sky where he becomes un-targetable for a max of 4 seconds.

Second cast: After 0.5 seconds Cyrus can recast this ability to dive to a target area within a large range. Upon impact he deals 150/300/450 + (90% of ability power) magic damage to all enemy units in the dive. It then knocks back all enemy units a short distance, away from the middle of Cyrus` dive location. If Dive bomb has not been cast by the end of 4 seconds Cyrus will automatically dive bomb to the location of the cursor.

Dive range similar to (area where dive bomb can be recast): jhins deadly flourish Dive area similar to (area dive bomb hits): akali`s twilight shroud

**insight:**Honestly i think this is my best work out of them all, being a hyper elise e with incredile potential to escape or engage.

Dont forget to leave opinions in the comments, enjoy the update and have a nice day.

2 Comments

Tohob2/2/2016, 10:29:52 AM1 votes

ayyy i remember this, i'll give you an updated review c;

Passive: much better overall. it's a lot more clear on what it does, and the balancing i think was a good change.

Q: the amplification from feather counters was exactly what this ability needed, and you've saved shield users from feeling completely useless. it's both stronger, and more fair than it was previously.

W: much more interesting. i like the toggle aspect of it, and the fact that you chose between 2 effects. i think the text on the ability could be condensed a little, as it seems a little more wordy than it needs to be, but once you get through reading it all it's a much better ability.

E: wowee this ability's had some changes! while it does seem similar to Riven at a glance, it's really quite different. each piece of the combo feels more unique, and he doesn't spend the whole combo jumping around. that said, i'd actually suggest adding a veeery small dash to the 3rd cast before he swings, as in it's current state the 3rd cast seems like it would often go unused due to being out of range. also, i'd suggest splitting the damage values differently. instead of each cast scaling with both AD and AP, i'd have the second cast scale with only AP and deal magic damage, and the last scale with only AD and deal physical. (the first cast scaling with both is fine)

Ultimate: not much has changed about this one, but the removal of the delay is nice. one thing that has appeared that worries me a little is the cast range comparison. to the enemy team, the effect his ultimate can have is veeeery similar to Malphite ult, but it has triple the range of the flying rock of doom (Malphite R is 1000 units, Jhin W is 3000) i think a cast range of 1500 would be more than enough, which would match the range of a Nidalee spear. also, the most closely comparable ability, Elise spider form E, has a range of 750, so hopefully you can see why a range of 3000 is worrying.


Overall, the kit is a lot better. i can see you followed the advice given in my last comment, but it was very nice to see that you also added some important changes that i missed, and generally improved greatly upon the champion. he's now a far more interesting and fun-sounding champion, and i'd absolutely play him if riot were to release him.

excellent champion concept.