Champion Concept - GARMR - The Hound of the Shadow Isles
GARMR – "The Hound of the Shadow Isles"
Role
Support – Engage type.
Pros
Fast and tanky. Good engage and protection.
Cons
CC spells require enemies to be grouped together (situational), low damage.
Damage Scales
AP
Utility Cost
Mana
Lore
Garmr is a spectral hound from the prisons of the Shadow Isles. After being victimized by Thresh’s torment, Garmr escaped on the brink of death. He was left with no choice but to abandon the lifeless corpses of his tortured family.
Garmr fled in search of the spirit of retribution, Kalista. They crossed paths within the Shadow Isles and he lay forfeit to his soul in exchange for vengeance.
Having been bound to her for eternity Garmr accompanied her in her travel to Runeterra, however his ultimate goal remained unhindered. He was determined to avenge his family.
Rival
Thresh
Ally
Kalista
Basic Attack
Consists of aggressive slashes of his claws.
Critical Hit Animation
Uses the tip of his tail to impale the enemy.
Passive
Survival Instinct
For every 2% of Garmr’s missing hp, Garmr gains 1% bonus movespeed. This can stack up to a maximum of 30%. This passive starts to take effect when Garmr’s hp is at 80%.
Attacks
Q Shadow Stagger
Garmr pounces towards a targeted enemy champion, his lower body becoming ethereal/ plasma like (blue-green ghoulish colours). His spectral, floating head then coils around the targeted enemy champion, stunning them for a short duration. He is un-targetable during this ethereal state. Garmr then leaves the target and dashes in the direction of the cursor, returning to his original form.
W Phase Trap
1. Garmr can activate this spell during his ethereal form (Q) to phase from the initial target to the next closest enemy champion, snaring the new target for a longer duration than the stun.
W Allocation
2. Using (W) without (Q) moves Garmr to an allied champion in his ethereal form, again being un-targetable. He merges temporarily with the targeted allied champion, visible as a ghostly (green-blue silhouette around the allied champion) – acting as a shield and granting the allied champion his passive (Survival Insinct) Once the shield has been depleted Garmr is forced out of the ally champion’s body, removing the effect of his passive on that ally and returning to his original form. The direction he is dispersed from his allied champion is controlled by the direction of the cursor.
E Vertebral Blades
Garmr summons spinal spikes out of the ground in a line in front of him, burning any enemy champions/neutral units hit.
R Spectral Rally
Garmr switches places with a targeted ally champion, transforming them both into ghoulish wisps as they switch places. This removes any effect of crowd control on the targeted allied champion. When he reverts to his original form after switching places with the targeted ally, a ring of ghoulish flames erupts upwards around him, knocking up any enemy champions in the area.
Animation Examples
Animations have been numbered from 1-7 to show the animation sequence. In order from start to finish.
Q – 1,2 W (1) – 1, 2, 2 (with q cast) W (2) – 1, 2, 3 (stand alone on-ally cast) E – 4 R – 1, 5, 6, 7
Designed and illustrated by Josh Williams and Hazel Owers/ Summoner Names (Royal Gallantmon and NekoKP Wolfie)
[Illustrations attached as external links]