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Ravarj'Gorr, the Voidborn Hydra

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Rukhron ?? Senior Member
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05-04-2012

[CENTER]Ravarj'Gorr, the Voidborn Hydra[/CENTER]

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Ravarj'Gorr, the Voidborn Hydra is a contestant at May MCCC, you can find him in there in the 5th page.
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[CENTER][ Lore ][/CENTER]
There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Ravarj'Gorr is one of the many monsters of the Void, or many of them. “Many” because this sadistic hulk of a creature bears in its back several voidborn serpents, moving with their limited savage intellect they feast on any life beneath Ravarj'Gorr stand. However, they’re no parasites of its body, their mind are as bound to Ravarj'Gorr body as his claws and tail; and by inducing these lesser minds to a ravenous rage he spread terror and chaos throughout the very void itself, gorging on any creature he come across who is unfit to defend itself. A tyrant amongst nightmare, Ravarj'Gorr spreads horror for the sake of bringing harm to the fearful minds.

However Ravarj'Gorr himself is no savage, this nefarious schemes on every single breath, looking for ways to bring horror in new ways and spread his tyranny. To the point this creature has pleasure subjugating the pseudo-mind of the serpents on its back and causing them pain. But what always brought him the most joy was reaping through dimension, hunting down those who couldn’t understand his nature entirely and their pure fear. Sadly for the runeterrans this beast had set up his gaze upon their world. After Malzahar succeded into summoning Kog’maw, more visions were bestowed to him, visions regarding a more complex summoning. Forcing his visions in the mind of summoners initiates he assembled a crew for the ritual: Ravarj'Gorr feared a normal summoning would sever his serpents from his back, or not entirely summon their pseudo-minds. The ritual would also allow Ravarj'Gorr to keep free control of its action, and this could mean an ally into freeing Cho’gath and the start of an invasion. Luckily, Kassadin was successful in tracking it down and assembling summoner to try and detain this menace. Unfortunately they arrived too late to stop the summoning, but they managed to weave enchantments into it to chain Ravarj'Gorr in a similar way they’ve done with the Terror of the Void. Now this beast brings his tyranny to the fields of justise, unneasing all with the way he enjoy his captivity.

[RIGHT]“I've been outnumbered.” – Kassadin, the Void Walker[/RIGHT]
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Roles: Fighter, Jungler, Melee
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[CENTER][ Stats ][/CENTER]
Attack Power
■■■■■■■□□□
Defense Power
■■■■■■■■■□
Ability Power
■■■■■■■□□□
Difficulty
■■■■■■□□□□

  • Health: 492 | +106 per level | 2400 (at level 18)
  • Health per 5: 8.8 | +0.9 per level | 25 (at level 18)
  • Mana: 225 | +50 per level | 1125 (at level 18)
  • Mana per 5: 7.5 | +0.75 per level | 21 (at level 18)
  • Attack Damage: 54 | +3.5 per level | 117 (at level 18)
  • Ability Power: 0 (no progression)
  • Attack Speed: 0.579 (base) | 3.5% | 0,944 (at level 18)
  • Armor: 18 (base) | +4 per level | 90 (at level 18)
  • Magic Resist: 30 | +1.25(no progression) | 52 (at level 18)
  • Movement Speed: 330 (no progression)
  • Range: 150 (no progression) (melee)
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[CENTER][ Skills ][/CENTER]
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Innate: Nest of Serpents
Ravarj'Gorr has 4 void serpents attached to his back. They're uncontrollable and can’t be attacked. Each void serpent attack on its own, and will prefer a different target, seeking another for up to 0.2 seconds before attacking an already attacked target.
Void Serpent stats:
Attack Damage: 7 + Level + 30% AD + 1% Health
Attack Speed: 0.8
Attack Range: 200

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Q: Void Viper
Ravarj'Gorr command all Serpents to attack immediately, this reset their attack timer and remove the 0.2 seconds delay to attack an already attacked target (they will still seek an different target if there’s one); for this attacks only, the serpents will do a not cumulative 50% reduced damage when attacking an already attacked target. In addition to the normal attack damage the serpent’s bite will also inject a poison that deals 60/95/130/165/200 (+0.5 AP) over 5 seconds. Multiple poison stacks with 30% reduced effect each (up to 100/170/210/220% total poison effectiveness).
10 seconds cooldown | 60/70/80/90/100 manacost
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W: Pain Chorus
Ravarj'Gorr induces all Serpents into pain, making them shriek and contort for 1.5 second. Their maddening scream creates pulses of void energy 4 times. Each pulse deals 10/15/20/25/40 (+0.1 AP) magic damage each and applying Echoes of Pain. If someone is damaged by Pain Chorus while having echoes of Pain they’ll have additional effect based on the number of stacks. Serpents don’t attack during Pain Chorus, nor can any other ability be used.
1 Stack: Target is dealt additional 8/12/16/20/24 (+0.08 AP) magic damage. 10% movement spee slow for 0.5 seconds.
2 Stacks: Target is dealt additional 14/21/28/35/42 (+0.14 AP) magic damage and 20% movement speed slow for 1 second.
3 Stacks: Target is dealt 18/27/36/45/54 (+0.18 AP) magic damage and 30% movement speed slow and silence for 1.5 seconds.
16/15/14/13/12 seconds cooldown | 90/105/120/135/150 manacost | Radius 300
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E: Ravenous Rage
Ravarj’Gorr gains 15% crowd control reduction and incites rage on the Serpents causing them to attack 1.00/1.15/1.30/1.45/1.60 times per second. While enraged the Serpents will heal Ravarj'Gorr for 13/16/19/22/25% of the damage they deal and only expend up to 0.1 seconds looking for different targets. Last 4 seconds.
9 seconds cooldown | 60 manacost
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R: Tyranny of Horror
Passive: Whenever Ravarj'Gorr kills a champion he’ll scar its soul with the horror of the void inflicting 1 stack of Tyranny of Horror (2 if killed by ultimate). For every stack of Tyranny of Horror a champion possess he’ll deal 0.25/0.50/0.75% less damage to Ravarj'Gorr and take 0.25/0.50/0.75% more damage from Ravarj'Gorr. Killing Ravarj'Gorr will dispel 1/3 of the stacks, assisting in the kill will dispel 1/6 of the stacks (rounded up). Max 20 stacks.
Active: Ravarj'Gorr will grab a single enemy with all Serpents at once, pulling it to above his back, where they’ll attempt to dismember it, dealing 220/360/500 (+0.5 AP) true damage. If the Serpents succeed they’ll roar and fear all enemies around Ravarj'Gorr for 1 second, bestowing 1 stack of Tyranny of Horror on them. (Ravarj'Gorr, his serpents and target enemy are all supressed during the spell animation (1.25 seconds))
80 seconds cooldown | 120 manacost | Cast Range 200 | Fear Radius 450
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[CENTER]Nest of Serpent AI description[/CENTER]
[CENTER]Being what i believe to be the most important trait in Ravarj'Gorr development and gameplay, i decided to create a section to explain more about it. [/CENTER]
Attacking:
Serpents will attack whenever posible, however, in order to avoid pulling all the Jungle as you move, Serpents will not attack while you're out of combat (as mobility). They also not attack idle Jungle Camps.
Target Acquisition:
Serpents will choose their target following one of two tables of priority order. First one is used by default, second is used when Ravarj'Gorr is issued to attack a Turret.
Table A
  1. Champions
  2. Player controlled units
  3. Minion & Monster
  4. Turret
Table B
  1. Player controlled units
  2. Minion & Monster
  3. Turret
  4. Champion
In addition to the tables there are auxiliar variables:
  • Ravarj'Gorr Attack: An unit Ravarj'Gorr attacks has priority over all others of the same category
  • Attacking Ravarj'Gorr: An unit attacking Ravarj'Gorr has priority over units of the same category, but not over units Ravarj'Gorr is attacking
  • Dying Enemy: When multiple units are tied in priority, the one most near death is choosen
  • Ravarj'Gorr is dying: When Ravarj'Gorr is dying "Ravarj'Gorr Attack" and "Attacking Ravarj'Gorr" swap priorities
  • Unit was attacked by other Serpent: This unit is launched to the bottom of priority list for 0.2 seconds to all other serpents, this effect works above all others.
For the purpose of Ravarj'Gorr Serpents AI, "dying" is being at or below 20% health.
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Recommended Items:
Doran's Shield
Mercury Treads
Rod of Ages
Sunfire Cape
Atma Impaler
Rylai's Crystal Scepter
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Audio:
Champion selection:
"You play my game, I play yours…"
Attacking:
"I’ll carve stains upon your soul..."
"It’ll be painful."
"Chewing your hopes until there’s only despair"
"You’ll never sleep again!"
"The nightmare is within!"
“You’ll never forget the pain!"
"Stalking you through the darkness..."
“Until you know nothing but fear!”
"I shall tear both your body and soul!"
Movement:
"My tyranny will spread!"
"I shall bring horror!"
"Darkness will know no boundaries!"
“The Void whispers.”
"We’re your fear! I’m your horror.”
"Have you ever wondered how your nightmares reproduce?"
"How long will you keep your sanity?"
"The Void will get to you. And only fear shall remain…"
Taunt:
"Five for five mouths, just enough." (summoner rift and dominion only)
“There are only three of you?” (twisted treeline only)
“I’ll drag you beyond death and oblivion. Until you’re devoid.”
Joke:
“I’ve been instructed not to tell jokes. It appears to be that my definition of “funny” is improper for the audience.”
Special:
In addition to the normal audio, Ravarj'Gorr has a special audio that plays automatically. It happens naturally from time to time, but this time may vary slightly. This special audio is the serpents on his back growling, hissing, shrieking and screaming and there are several different ones that will play throughout the game. Additionally, there is a random chance Ravarj'Gorr speaks too, he'll whisper threats and provocations to the summoner, trying to startle and fear him in a manner that it may be confused with the serpents or even go unnoticed for the less aware.
Quote:
You can visit my Champion Compendium for more Concepts you might like.

 
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Rukhron ?? Senior Member
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05-04-2012

Added a section to explain Nest of Serpents AI.

 
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Prototypetwo ?? Senior Member
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05-05-2012

Hello!

A quick review from a fellow contestant. For the first time in many MCCCs, I do have my own thread, so I'd appreciate you taking a look at that sometime. http://na.leagueoflegends.com/board/...ghlight=koelle

Passive: This is definitely core to the kit--I'm afraid that even though it scales with items/runes/etc, and thus should be fine late into the game, it may be a bit strong at a base level. With a little AD early, the heads could be hitting for 25 each, easily doubling your physical damage output, although they will only focus fire one target if they're alone, it appears. I'd consider toning the base damage down, but perhaps scaling it up to 20 base at later levels.

Q: This is a huge magic nuke for a fighter... but with that said, I like the ability overall. Good interaction with the passive ability.

W: Would it be possible to simplify the math on this, so it's easier to explain via tooltip and also in your concept? Perhaps a 15% (or more) damage boost per wave would suffice, and would be much clearer to the caster. If that boost were multiplicative, it would still have its current effect of later waves adding even more marginal damage.

E: With the 1-2-3-4-5 ratio on this ability, I feel it's plenty powerful at rank 5, but potentially a bit weak at low ranks. The healing on 5% of damage, in particular, would feel like it's barely even happening at rank 1 (probably healing you for only 1-2 per hit). I'd suggest bringing up the low ranks' power slightly, even if that means bringing the top ranks down a bit.

R: I am not a fan of built-in snowball effects in this game--at all. Many toxic/unworkable champions right now (and in the past) have built-in snowball effects, and so that's why I try to avoid it. This effect, however, would take well over 10 kills to accumulate on a team, so as far as snowball effects go it's fairly tame. Overall, this feels a lot like Feast but with a snowball effect built in. My preference would be to remove the passive snowballing and add something to the active, like a debuff with the same effect but for a short duration--and that duration could be doubled if the target is killed. This makes the ability more interactive and interesting, and gives some short-term survivability, which I think most fighters desire.

General: I'm not sure this champion would be played much like a fighter, given high AP ratios and nuking ability. In particular, I can see an assassin title fitting, since a QWR combo can theoretically deal 1220 (+~2.6AP) magic/true damage while the passive and E throw in some extra physical damage. Now, I do like that you've given abilities AP scaling rather than AD, as it only makes sense, and that does leave both builds open as options. I like the kit overall, and as always the calls are yours to make.

Lore: This is my weakest category, so I'll only offer things about which I'm certain. The first sentence in the second paragraph was long and somewhat confusing, so you may want to clean that up. Likewise, the second-last sentence in the second paragraph is a run-on and similarly a bit hard to cleanly read the first time.

Enjoy, and good luck!

 
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Rukhron ?? Senior Member
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05-05-2012

A brief response:

Innate: I'll take a look at the damage, but the intention is for it to be his primary physical damage output. his base attack speed will be amongst the lowest, making a carry build less viable by reducing the return from investing in attack speed. His bonus attack speed per level and innate shall keep his damage output competititve, through.

Q: Yeah... if you manage to use it on a single isolated target the damage is pretty neat. Only softned by being dealt over a large spam of time (this lead to Ravarj'Gorr needing to stay alive for a while, rather than bursting you down). The existance of ways to prevent the full damage and the delay on it being the main reason i left it that high, through

W: i don't want to lose the stacking debuffs from extra pulses (slow and silence) - full damage is 4 times pulse damage plus the damage from every stack proc once (280 + 0.6 AP at level 5)

E: I had the same feeling about it, weak 1st and too strong 5th level.
Attack speed bonus changed from 25/50/75/100/125% to 40/55/70/85/100%
Healing on damage changed from 5/10/15/20/25% to 12/14/16/18/20%
This will make Jungle a lot solid for him. However, i believe his very weak gank will make up for it.

R: His built-in snowball is like cho'gath's feast snowball, but much harder to farm (and much stronger if capped). The point of the built-in snowball is to unease the enemies feelings, spread terror: "everytime he kills me he gets more stronger than me" (which is pretty similar to the common sense). This should lead to them fearing to face Ravarj'Gorr alone, but has little impact on a team. As a team, players would only concern about not allowing Ravarj'Gorr to go around unchecked (Just like Nasus) because the more he kills a teammate, the easier it gets for him to do it and get fed (and in no game you should allow an ally who's losing to an enemy to keep facing him alone). This is mostly for psychological play and can be used to bait Ravarj'Gorr to his death by a good team. Even pubs can achieve great counterplay to it - everyone already do it against a LeBlanc or Master Yi with the "Don't feed [champ]".
The activable is similar to feast with less damage and a 1 sec (or so) suppress on both Ravarj'Gorr and the target while the animation is played. (don't worry about Serpents attacking during it, they're also supressed, neither worry about using it during W, because you can't use anything while W is on - just like rammus Powerball/Defensive Curl)


with this finished i'll go to your thread now.

 
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Prototypetwo ?? Senior Member
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05-06-2012

That looks good--I'm sure the passive will be kept in check. And I still like Q: it has a nice payoff if you catch someone alone (much like...well, a bunch of other abilities).

On W, I still think the damage ramp-up is confusing. Could it be a 15% (or higher, again) damage increase per stack, and with 3/4 stacks those effects still happen? I just think that would be much easier to explain in a tooltip as far as conveying the total damage the user should expect.

I like the E change--especially with regard to jungle sustain. It's a pseudo-burst lifesteal but the power looks appropriate.

R: Yeah, I'm just anti-snowball in general, so don't worry. I think it's implemented well here, without getting too out of control. At 20 stacks it has a powerful effect, but again the primary thing I'm concerned with is that there's little gameplay involved, and it's just a powerful but hidden passive effect. I do understand the active component more, and it sounds like a good difference from Feast.

One quick question: are the 4 waves of W cast over a 4 second duration? Or 3 seconds, with the first being instant?

 
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Void22 ?? Senior Member
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05-06-2012

Fascinating concept. I love the idea hope riot makes it.

 
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Rukhron ?? Senior Member
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05-06-2012

Quote:
Originally Posted by Prototypetwo View Post
One quick question: are the 4 waves of W cast over a 4 second duration? Or 3 seconds, with the first being instant?
On 1.5 seconds

at 0.0, 0.5, 1.0 and 1.5 intervals.

also, 3 stacks is the maximum (there is no 3/4)

If you hit with all pulses
1st pulse - does damage as 0 stacks, put a stack
2nd pulse - does damage as 1 stacks, put a stack
3rd pulse - does damage as 2 stacks, put a stack
4th pulse - does damage as 3 stacks, it could put a stack, but would be meaningless anyway.

also, the short duration is because it disable all your other spells and i didn't want to overextend a self-imposed "silence"

 
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Prototypetwo ?? Senior Member
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05-06-2012

Oh right, I was thinking 3rd wave/4th wave, which is the 2nd/3rd stack. Yeah, that's all good.

 
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Facerockker ?? Member
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05-06-2012

Love this idea.

 
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Rukhron ?? Senior Member
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05-07-2012

Added a recommended items section

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