User:Dragonzzilla/Sandbox

Nex, the Gravesworn
In Shadow Isles, it is well known―and accepted―that all life has its beginning and its end. From death comes the continuation of life, and all that breathes and stirs and struggles slowly crawls to a singular, collective fate. But what is seized by death is not forever lost. Instead, the essence of the dearly departed passes on, and is welcomed into another realm. That is why the people of the Isles do not fear death. But such understanding is limited elsewhere, and there are some who would turn death to their own devices than sooner embrace it. Thus, fate must employ beings representative of its will to do what must be done.

One such being dwells deep within the Shadow Isles. This child born of the dark is equal parts abstract, alluring and terrifying to mortal sensibilities; her service can be measured in ages; her name ineffable.

Custom Champion: Lyr
Spark and Initial Concept: A Davy Jones-esque being inspired by the Looking Glass Knight from Dark Soul II, who could manipulate electricity and wind to his advantage in battle. One of the greatest motivations for creating this champion was seeing the aforementioned Looking Glass Knight calling down a lightning bolt onto its sword, electrifying it then sending out a massive shockwave of energy toward the player.

Description: The human-shaped embodiment of the ocean in a storm. Adorn in seafaring armor, Lyr's abstract form seethes with churning water at the joints and crackles with the occasional volt. You could confuse him with Xerath, but the Magnus Ascendant is more akin to plasma than stormy water. Visually draws from Malthael from Diablo III.

Strategy Pages
Hide= Abilities= ―
 * Innate and Q, W, E, R
 * Offensive Uses
 * Defensive/Utilitarian Uses
 * gives a naturally high critical strike chance. However, he needs a lot of Fury to maintain it. Carefully consider when to use the rage-consuming, since the additional offense could prove to be more useful than healing.
 * is 's first and most important ability. Not only does it increase your lane sustainability, but gives you more attack damage plus a bonus in accordance to your missing health. In short, the less health has, the more damage he deals.
 * Given its passive effect, synergies well with, which prevents him from dropping below 1 health, giving him a massive bonus to his attack damage.


 * 's true strength lies in its utility. In addition to dealing damage, it allows to pass through enemy units and terrain, including walls and turrets, making it an incredibly useful ability.
 * can be a great offensive weapon, if used correctly. Thanks to its rapid casting time and range, you can use to position yourself, initiate ganks, and chase down fleeing opponents.
 * is also effective against minions, as it damages multiple targets at once and generates more Fury for . The more enemies you spin through and kill, the more Fury you'll get.
 * If you're taking down a weak enemy tower and see an enemy Champion moving toward you, you can use to both run away and damage the turret even further. With proper timing, you'll both destroy the turret and put some distance between yourself and any possible pursuers.
 * Alternatively, if you're running low on health, head toward a wall and spin through it. The longer it takes your enemy to walk around the wall, the better. But if you're caught in an open field and can't reach a wall, spin anyway, as it will put more distance between you and your pursuer.
 * If you have no chance of running way, it's sometimes better to turn around, activate and attack your pursuer, especially if they're alone. In-turn, if they start running away, press the assault and keep using  to close the distance. With luck and a proper build, you'll be able to kill at least one enemy Champion, and possibly even survive, if either your team helps or your enemy was alone.


 * is 's debuff ability. Although it doesn't help deal damage, it still has its uses, as it automatically effects enemy Champions within its radius without needing to be aimed.
 * Keep in mind that always reduces the enemy's attack damage, regardless if the slow is applied or not. This makes it an excellent ability to use in a team-fight. In addition, it can also be used during the laning phase to decrease an enemy Champion's attack damage ―causing some of their last hits to fail, if well timed.
 * is an excellent anti-jungle/ganking tool, as it doesn't need to see an enemy Champion in order to affect it. If an enemy Champion is hidden, but within range, the ability icon will go from grey (unusable) to colored (usable). This can be very effective when walking through an enemy jungle, allowing you to gank enemy players.

Items= ―
 * is what makes so deadly. Though the invulnerability period is short, the few seconds it buys is sometimes enough to turn the tide of battle. Try to delay its activation as long as possible, as you can still lose health while it's active. Delaying it is also a very effective way to cause an enemy Champion to over-commit to killing you. It is, however, always better to activate it a moment too early than a moment too late ―while both can lead to your death, the former reduces the chance of being killed by a high damage burst.
 * 's offensive application can be used to devastating effect. In addition to making you immortal, you'll receive a massive boost to your current Fury upon activation, drastically increasing your critical strike chance and overall damage output. Ideally, you'll want to be in melee range when you activate it, so you don't waste time chasing your opponents. Even if you don't kill your opponent, can force them to retreat.
 * also makes an excellent one-on-one dueler, as his high damage output can demolish enemy Champions. You can also activate it whenever you're being chased in order to turn the tables, and possibly even kill your pursuer.
 * can save if the going gets tough. If you think you're going to die, activate it, then  over a wall. By following it up with, you'll hopefully have enough health to survive any damage over time effects you currently have and enough distance to safely recall to base.
 * Recommended Item Builds (Use boxes)
 * In-Depth Item Analysis


 * A very common build on is to start off with, returning to the base early in order to upgrade to  and buy boots.
 * If you have Furor runes, extra critical chance from helps a lot. It also helps you build fury faster.
 * also gives you gold per second, good for having earlier in the game. Later, you can build it into, which is a great item, too.
 * is also a potential upgrade being relatively cheap and grants attack damage critical rate boost as well as an active skill that can counter health regeneration/sustain champions.
 * The most used items for are  and . His mid game is really strong with those, in late game it fades a bit, though.
 * greatly enhances mid-game performance. It gives many different stats, all of them useful to him.
 * Life steal can be enormously useful with as his hits deal high damage and can restore a great amount of his health each hit.  is therefore extremely good with  good farming.
 * Getting an early can be very beneficial on, as attack speed and crit chance will greatly boost his damage output. The movement speed is useful, too.
 * If the team has a lot of damage over time or crowd control spells, it would be a good idea to purchase a and/or.
 * provides attack damage and the active helps to disengage from a fight or to chase.
 * makes timing of easier when fighting AP nukers. It also has a great synergy with  and, further increasing damage when on low HP.
 * Cooldown reduction is useful on, enabling him better chasing with and enabling him to use  much sooner after a use.  can benefit the most from ,  and.

Synergy= ― Countering=
 * Works Well With
 * Struggles Against
 * (Keep it to the three most likely partners and lane opponents)
 * Countering Innate and Q, W, E, R
 * Countering Combos

Trivia Pages
Hide= Concept and Design= ― Gameplay= ― Lore and Relations= ―
 * Prioritization
 * 1) Creators
 * 2) Champion Name
 * 3) Champion Appearance
 * 4) Dances, Jokes and Taunts
 * was designed by Gypsylord and Meddler.
 * The name "Gnar" is another word for the sound of snarling or growling.
 * However, his name may have also been inspired by the from the  series.
 * Gnar bears resemblance to, the adorable if chaotic alien protagonist from Disney's .
 * 's taunt is a direct reference to Stitch's favorite insouciant response; rolling upside-down into a headstand and waving his rear at enemies.
 * 's headdress is similar to that of the canceled champion Tabu, the Voodoo Shaman.
 * 's dance is inspired by the Classic Donkey Kong.
 * Some of 's concept arts bear a striking resemblance to the Pokémon Cubone and its evolution Marowak.
 * These Pokemon even have an attack called "Bonemerrang" in which they throw their bones like a boomerang.
 * Trivia Prioritization
 * 1) "Formatting"
 * 2) Abilities
 * is the second champion to have separate champion portraits, one for and ; the first being  and.
 * has the fewest active abilities of any ranged champion―even his ultimate is a passive effect.
 * Trivia Prioritization
 * 1) Official Lore
 * 2) Lore Analysis and Speculation
 * 3) Interactions and Relationships
 * 4) Sneak Peaks and Teasers
 * 's lore is told from the perspective of . Due to this encounter, their relationship has been somewhat strained, though Rengar now knows better and Gnar is willing to forgive him―but only if Rengar doesn't do it again.
 * In his sneak peak, is depicted in a series of tribal-looking paintings with what seems to be his family. They were attacked by a mysterious one-eyed entity, who Gnar faced and used his  against, with unknown success. Apparently defeated,  was encased in ice (speculatively ) for centuries, and eventually broke free using his.
 * The creature that attacked 's family has been speculated to be several different things, ranging from 's Watchers; a Voidborn, as it has some rudimentary similarities with ; to an entirely different creature not known yet, capable of manipulating true ice.