Champion Concept: Gryndheim, the Usurper
http://i.imgur.com/TkR8xcu.jpg?1
“The end of the tunnel justifies the means of the digger”
2 Months ago I had an idea, one of my first concept ideas. And I have been working on it ever since, trying to get it just right before I released it.
Keep in mind, I have had this idea for two months of progress. I wanted to make this champion to fit a unique niche, the attacker from below. I had no idea that Riot was working on Rek’Sai, but that just means that great minds think alike. Gryndhiem’s niche is slightly different; the idea behind him is that he is a usurper, when you least expect it he will rise upon you, from the shadows, and knock you from your throne. He has a slew of abilities that will put his target at a disadvantage before he delivers the final ground shaking blow.
And that is what I focused on for the concept being that I think a mole is the perfect manifestation of a usurper. I also focused on the fact that moles have strong arms to dig underground, undermining humans’ idea of property. As a usurper his abilities capitalize on his shady background. Even though he has good intentions at heart, he will use any methods necessary to meet the ends he deems just, even if they are underhanded methods.
The idea came to me when I was reading post about how there aren’t enough beast or monster type Champions that are not from the void. I was further inspired to start creating the idea of this champion concept, when I read HigheR’s post for Spica (E0oQXx3B-champion-concept-spica-the-flaming-kick), who is an amazing artist and concept creator. I decided that I would try my own hand at drawing my own champion and creating their concept for the first time. This is what I came up with.
Gryndheim, the Usurper
Resource: Oxygen It’s not easy finding air pockets underground, even for the best miners. The more time Gryndheim spends underground the less oxygen he has. Oxygen has a low timer around 6 sec, if he spends too much time underground he is forced back to the surface, and is rooted while he catches his breath. When Gryndheim does come above ground before the timer depletes there is a limit of time before he can go back down based on how much time he has spent underground: If the timer had 2 second left Gryndheim has to wait 4 seconds, while he refills his Oxygen. Abilities have no cost.
Passive: Drill Claws Gryndheim is an experienced miner who knows where to find the weak points in a target. Every 5th attack Gryndheim gets bonus attack damage, and armor penetration. If Gryndheim AAs the target on the 5th attack, his claws will pierce the targets, gaining 175 range for 5 sec. Below ground Gryndheim moves with increased movement speed with reduced armor and magic resist, above ground he moves with significantly reduced movement speed, with increased armor and magic resist. ** Q: Fault Line** (Underground) Gryndheim attacks the fault lines underground causing the earth to rupture up along the fault line creating a tall rock shockline that shoots forward, it stays up for 3 sec. Fault Line acts as a damage dealer and a wall and it's operated like Viktor's laser. (Above Ground) On activation if Gryndheim walks over land that he has hollowed with Dig Away! He drags his huge claws behind him as he walks, making the tunnels collapse and creating terrain that slows enemies behind him, and damaging those that he walks by for 2.5 sec. Can be recast to deactivate the ability. He cannot AA while this ability is active.
W: Muskeg (Underground) Gryndheim churns the ground making a "quicksand" where he is located, enemies at the center are rooted, and enemies to the sides are slowed, all are damaged over time. If an enemy unit is on the side, it will be slowly pulled towards the center but not rooted. Gryndheim can move away and Muskeg's location will not change. (Above ground) Passive - Gryndheim gains MS when walking through brush.
E: Dig Away! (Essential for other abilities) Toggles being above ground, and underground, when activated Gryndheim gets a 3 sec significant MS buff. Gryndheim has those 3 seconds to damage enemies (if he passes beneath or near them) as he is just below the surface in the Transitioning Phase, between levels. He can be targeted by all abilities during this phase. (Underground) Passive - Gryndheim's tunnels during the 3 sec Transitioning Phase leave a hollowed ground trail that is easily identified by scars in the ground. These scars persist for 1 minute. They can only be used for the above ground version of Fault Line.
Activating this ability begins the refill of Oxygen's timer, if he is going up. But the bar won't begin to deplete until the Transition Phase is over, if he is going down. While completely underground Gryndheim not targetable except by abilities that effect the ground. Allies and enemies can clearly see his shadow and dirt mounds being kicked up as he moves. Gryndheim cannot bypass terrain while underground. He ignores unit collision while underground. If Gryndheim is stunned, silenced, or rooted while underground, his Oxygen timer stops for the duration on the stun silence, or root. (5 sec CD)
R: Dirt Geyser (Underground) Gryndheim tears throught the ground shooting straight toward a target location (within 800 units) and from underground and blasts up, doing a lot of AoE damage in a small area initially (200), knocking up the enemy in the initial AoE. The geyser persists doing light AoE damage over time In a larger area (500), and more damage towards the center (300). If this ability is activated Gryndheim can't go back underground for 1 sec.
Lore Gryndheim was part of civilization of moles that lived deep underground for decades without light. On the edge of the Kumugu jungle is where they made their home. All the little moles had heard the stories of when their civilization used to live closer to the surface, where in the early morning they could watch the beautiful sun rise. But they had migrated deep when the Rune Wars started. The only way for them to preserve their way of life was to remain neutral. But their leader saw a way to make money off the war. He coerced his own kind into digging for weapon metals to sell to both sides. But this plan would not benefit them for long. Noxus leaders started to get suspicious when they saw Demacians using the same metals they had bought from the moles. Gryndheim, the leader’s second in command, knew it was only a matter of time before the Noxians found them out and laid havoc to their city. So he secretly tried to start a revolution to get rid of the tyrannical leader. But no one that attended his underground meetings believed him. They were all as greedy as the leader and their eyes were too blinded by the gold that fell into their laps to pay any attention to the inevitable future that Gryndheim clearly saw. Undeterred Gryndheim knew with grim resolution that, in order to preserve his people’s way of life, he would have to carry out his revolution one way or another. He set out on his own and usurped the despot of the moles in the most unexpected way, from beneath. As he expected the result was not pleasing, even though Gryndheim had resolved not to take the position of leader himself, as a sign of respect. He had even shown them evidence of what would happen if they had continued on their current path, the others still despised and rejected him. Gryndheim was forced to leave the city. But he knew his job didn't end there, he had to keep appearances and make sure that no one ever found out. So he joined the League of Legends so that if he could find out if anyone ever connected the dots, then they would never live to tell.
Tip for Playing as Gryndheim:
- Gryndheim can be very slippery if you manage his Oxygen bar correctly
- Gryndheim has good burst potential and zone control if you plan your moves carefully
- Gryndheim is very vulnerable above ground because he is very slow, but if his abilities are placed correctly, he can cover his escape
- Fault Line leaves a tall rock wall in a straight line, try maneuvering it so that it covers his escape when you have to come above ground or after his ult
- Create as many scars as you can when you use Dig Away! these can later be used to help you escape if you are above ground and in trouble.
Tips for Playing Against Gryndheim:
- It's hard to hit Gryndheim while he is underground, but he must come up often for air, plan for that time to open an opportunity to deal as much damage as you can before he goes underground again, you have a 6 sec minimum window when he comes above ground
- Gryndheim can be hit by attacks that knock up, knock back, stun, root, silence, apply cleaving strikes, cause tremors and other attacks that hit or effect the ground, while he is underground.
- If Gryndheim is hit by an attack that forces him above ground his Oxygen bar will deplete on surfacing, but it will only take 85% of the normal time to refill
- Gryndheim is completely targetable during both of his 3 second Transition Phases (Down, Up), if he runs out of air, he is immediately forced to the surface.
- Even though Gryndheim can be harder to hit while underground, he is also has less armor and resistances.
If you find any of these abilities confusing, Im probably going to make some animations for him so just ask (Max wait time=1 week)
If anyone knows some one who is good with color (digital or whatnot) or want to color this splash them selves, I am open to letting people use this art for that purpose (i dont do color). Just make sure you post it here when your done, and you give credit to the correct people.
There are probably some flaws in here, but that’s what you guys are here for. All you commentators are gonna help me make this concept even better. The suggestion box is wide open! Thanks for reading, I really appreciate it.
logic on his R by making it so he can only use it if he has managed his resource correctly. This is a major component to being able to play Gryndheim successfully. If you dont manage your Oxygen correctly your screwed, and that includes not being able to use your ult for 6 sec, (if you really screwed up), but 6 sec isnt that long to wait, since R comes with MS. But I think the idea is interesting, if Gryndheim cant go below (because his E's on cooldown (very low by the way) Oxygen bar hasnt refilled yet (or reached a spot where the player is comfortable, as long as it didnt reach Zero while underground, they can re-enter the dirt at any time, even if the bar hasnt refilled)) but they can substitute the skill shot nuke for a self nuke, if they activate it above ground. Im open to your reasoning as to why you suggest this.
except it's a root instead of a stun and the root only affects those originally at the center (no stack gaining). Thematically I'd say it's still unique enough to make the similarity in mechanics okay.
? So champions nearby receive a sort of DoT damage? 100% Tenacity has been a Riot no-no (see Zac/Singed), this is especially bad when coupled with the massive speed boost. I won't quite say that the untargetable nature while underground is OP until we know how long the oxygen gauge can last, but this aspect must be carefully balanced. The other question, which abilities count as tremors? Does this mean only obvious ones like
Rupture? Or would something like the 3rd strike of
's Broken Wings or
. He cant use two of his abilites either without activating Arise. In both kits one ability is logically essential to activating the other two. With this in mind, I made it so Gryndheim has to be in his element in order to use his abilities because that just made sense to me. Second Arise doesnt actually do damage it just places the soldier to ready them for the other abilities, other wise the only use Arise has is extending Azirs AA range. On other hand Gryndheim's Dig Away! has multiple uses; an engage and disengage, damage dealer, and it sets the stage for other abilities. To me, this makes up for the fact that his other abilites dont have an above ground use. If you think about it how much can a miner really do thematically, sticking to their theme, while above ground? If you have a suggestion for that I am wiling to listen, until then I have posted a temporary addition to his W that i think still fits, but at the moment dont have a solution for his Q.
In addition both of these abilities can be used in a very defensive manner, so if you think your in a dangerous situation, and your W is on cool down (which would be pretty low) or you're still catching your breath and cannot go underground that just means that you did not handle your Oxygen correctly, and then (im sorry) you have trapped your self (thats just the way i designed him), proper handling of Oxygen is key. If you can go underground, but your in a dangerous situation, both Q and W damage and impede enemy movement, placing Muskeg, in front of a well placed Fault Line, almost ensures a compete get away from most champions.