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(CCC) Urbiel

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- 2 - A Champion with no mobility, no dashes, no jumps, no blinks, no movement speed increases, etc.

Urbiel was VERY SLIGHTLY modified to meet this restriction. Barely at all, though.
1 Growth 18 1 Growth 18
Health 444 (+66) Attack damage 48 (+3)
Health regen. 6.7 (+0.75) Attack speed 0.665 (+2.2%)
Mana 380 (+48.5) Armor 19 (+3.5)
Mana regen. 6.7 (+0.75) Magic resist. 30
Attack range 525 Mov. speed N/A

Urbiel, Master of Entropy is a custom champion for League of Legends. Urbiel holds, in his hands, both fire and ice, with the size varying based on the situation (to improve readability).

Flames and Glaciers
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Urbiel's abilities individually alternate between being Fire and Ice, defaulting to Fire. Abilities are somewhat different depending on their element, but share cooldowns and mana costs with the ability that shares its hotkey.

When an ability applies Frost or Scorch, if the enemy was last inflicted with the other debuff they take 7% additional damage from the ability's primary effect. If they were last inflicted with the same debuff, the ability's secondary effect has 10% increased duration. Both of these effects stack as Urbiel's abilities damage the same target.

Frost and Scorch stacks last for 8 seconds, and all stacks refresh whenever Frost or Scorch is applied.

By chaining spells of alternating element on an enemy, each successive cast deals 7% extra damage (Raze -> Frost Wave -> Heart of Fire = Frost Wave deals 7% more damage, Heart of Fire deals 14% more damage). By chaining spells of the same element on an enemy, each successive cast has 10% increased secondary effect duration (Raze -> Flame Spires -> Heart of Fire = Flame Spires has 10% longer Slow, Heart of Fire's silence/aa-disable is 20% longer).

Frost and Scorch stacks have their effects cap out at 4 stacks (28% increased damage, or 40% increased effect duration).


Raze / Freeze
RANGE: 625
COST: 55 mana
COOLDOWN: 12 / 10.75 / 9.5 / 8.25 / 7
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FIRE (RAZE): Urbiel creates a rune of fire in the target location, dealing damage on cast and after 1.5 seconds. The latter damage slows for 2.25 seconds and applies Scorch.

  • Fire Magic Damage (per burst): 45 / 95 / 150 / 220 / 300 +30% AP
  • Fire Slow Strength: 24 / 33 / 42 / 51 / 60%
  • Fire Diameter of AoE: 325

ICE (FREEZE): Urbiel absorbs the heat from the target area, dealing damage. After 1.5 seconds, the area bursts with ice, damaging and rooting all enemies within it, applying Frost.

  • Ice Initial Magic Damage: 35 / 60 / 90 / 125 / 165 +20% AP
  • Ice Secondary Damage: 50 / 90 / 135 / 185 / 240 +50% AP
  • Ice Root Duration: 1 / 1.2 / 1.4 / 1.6 / 1.8 seconds
  • Ice Diameter of AoE: 325


Heart of Fire / Frozen Tear
RANGE: 625
COST: 60 / 65 / 70 / 75 / 80 mana 
COOLDOWN: 15 / 14.5 / 13 / 11.5 / 10
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FIRE (HEART OF FIRE): Urbiel commands fire to rupture from the target unit, dealing damage around them, silencing and disabling the auto-attack of enemies in the area for 1.5 seconds. Effect lasts for 3 seconds (increases due to Frost being last-applied; damage boost from Scorch being last-applied is given to all enemies in range), but enemies can only be damaged once. Applies Scorch to enemies within the first second.

  • Fire Magic Damage: 80 / 125 / 170 / 215 / 260 +75% AP
  • Fire Diameter of AoE: 350

ICE (FROZEN TEAR): Urbiel enshrines the target within a sphere of ice, stunning the enemy or granting an absorption shield to the ally for 6 seconds and dealing damage in an area on cast, this applying Frost. After 2 seconds, the ice shatters, dealing damage around the target (same AoE radius).

  • Ice Stun Duration: 0.9 / 1.05 / 1.2 / 1.35 / 1.5
  • Ice Absorption Shield: 75 / 130 / 190 / 255 / 325 +70% AP
  • Ice Magic Damage: 50 / 85 / 120 / 155 / 190 +40% AP
  • Ice Diameter of AoE: 350


Incarnate (Passive) & Flame Spires / Frost Wave
RANGE: 625 (Flame Spires) / 1100 (Frost Wave)
COST: 50 / 55 / 60 / 65 / 70 mana 
COOLDOWN: 15 / 14 / 13 / 12 / 11
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INCARNATE (Passive): After using 3 basic attacks or abilities, Urbiel's next auto-attack is enhanced with the element opposite of the last used ability, dealing bonus Magic Damage and cause the target to take additional damage for 3 seconds. Incarnate's effects benefit from Scorch and Frost stacks and refresh any on the target, but will not apply any. If Urbiel continually activates Incarnate without casting a spell between, Incarnate will alternate elements naturally.

  • Passive Magic Damage: 30 / 47 / 66 / 87 / 110 +30% AP
  • Passive Damage Amplification: 7 / 9 / 11 / 13 / 15%

FIRE (FLAME SPIRES): Urbiel creates 3 spires of fire perpendicular to his position that last for 4 seconds, dealing damage around them each second and slowing enemies that try to go through them. Effect applies Scorch on the second tick (1 second after being placed). Enemies cannot go through the very center piece of each spire (think Karthus' Wall of Pain, except with a third pillar in the middle, that has an AoE effect around each pillar instead of the wall part). ICE (FROST WAVE): Urbiel launches a burst of cold in the target direction, dealing damage, applying Frost, and slowing hit enemies for 2.5 seconds. Upon reaching the edge of its range, the wave doubles back to return to Urbiel, travelling at halved speed. The wave of cold grants vision in a 150-unit radius area around it (does not detect stealth).

  • Fire Magic Damage per Second: 30 / 50 / 75 / 105 / 140 +25% AP
  • Fire Slow Duration: 1 / 1.3 / 1.6 / 1.9 / 2.2
  • Diameter of EACH spire: 75
  • Space between each spire's center: 225
  • Diameter of AoE damage around each spire's center: 160


  • Ice Magic Damage: 80 / 135 / 195 / 260 / 330 +80% AP
  • Ice Projectile Speed: 975
  • Ice Diameter of AoE: 125


Traveller (Passive) & Indignation (Active)
RANGE: 625
COST: 95 / 130 / 165 mana
COOLDOWN: 100 / 85 / 70
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TRAVELLER (Passive): Urbiel builds 2 Ice charges whenever he casts an Ice ability, and 2 Fire charges whenever he casts a Fire ability. On auto-attack, Urbiel tries to consume one of each charge. If an Ice charge is consumed, the auto-attack applies a slow that doubles over 2 seconds. If a Fire charge is consumed, the auto-attack applies a slow that decays over 2 seconds. Urbiel may have up to 3 of each charge. Charges last indefinitely.

  • Fire initial slow: 20 / 25 / 30 / 35 / 40%
  • Ice initial slow: 8 / 10 / 12 / 14 / 16%

INDIGNATION (Active): Urbiel smites enemies within the target area, pulling their temperatures around wildly, dealing damage each second for 4 seconds. Enemies affected have both a Scorch and Frost stack applied to them (this ability counts as both a Fire and Ice attack hitting simultaneously, so it will not break same-type combo nor alternating combo).

  • Magic Damage per Second: 60 / 100 / 155 +20% AP
  • Diameter of AoE: 475


His basic attacks fire a stream of fire and ice at the target, from his right hand. If attacking in succession, his next attack will be launched from his left, lurching over as he does so. If he attacks again, the attack will come from him slashing his left hand through the fire and ice in his right hand.

Raze's rune is a vibrant red with orange accents. The secondary component simply has it alight with flame pillars that point toward the center (making a conic appearance overall), similar to Infernal Prison (Tales of series). Freeze's initial step is a dark ice color, similar to the edges of Lissandra's ultimate (the more 'normal ice' like bit), coming out from the target point as chilly wind.

Heart of Fire has spirals of flame come out of the target, many spirals so that it happens very quickly. Frozen Tear, when cast on an enemy, puts them in an orb of ice (sorta like Annie's E, but actually completely covers them from a '3d' perspective; similar to Thresh's Dark Passage's shield

For Incarnate-enhanced attacks, the stream is only one element, larger, and more vibrant. It also travels faster, and leaves a trail of cinders/frost behind it. Flame Spires are simply cones of fire, with the edges being swirling flames (showing where the 'wall' bit is). At the base, the flames extend out more (showing where the AoE is). Frost Wave is many shards of ice, each launching high into the air as it dissipates, sort of 'riding' forward.

Traveller charges are stored on his left and right sides and simply fly from his sides to the target. Ice charges appear as small, white, glowing orbs, fire charges are hovering flames. Indignation makes heat waves, flames, ice crystals, and snow swirl around those affected (ideally, somewhat randomly too).

Theoretical Item Build

Summoner's Rift
Starting Boots of Speed item Health Potion item4
Essential Rod of Ages item Sorcerer's Shoes item Rabadon's Deathcap item
Offensive Athene's Unholy Grail item Deathfire Grasp item Nashor's Tooth item
Defensive Zhonya's Hourglass item Rylai's Crystal Scepter item Liandry's Torment item
Consumables Health Potion item Mana Potion item Sight Ward item

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