Champion Concept: Jorgus - Shurima's Foundation
Lore: A proud architect of Shurima, Jorgus is the one responsible for the building of most of Shurima's most notable architecture. During the main battle against the Void, Jorgus also proved able to put his strength to use in combat, using nothing more than two hammers to defend himself and the citizens of Shurima during one particularly ferocious encounter that managed to reach farther into the once-great empire than usual. Jorgus was revered as a master builder, and also as a combatant. They honored his heroism and dedication with two heavily enchanted craftsman hammers, that he uses to this day to craft masterwork buildings all over the land, and to land vicious blows to any who mean his treasured buildings harm. He vows to restore the buildings to their former glory and see the rise of a new and powerful Shurima.
Role: Off-Role Hybrid Support or Bruiser, capable of both bashing enemies and building unique defenses benefit his team.
Base Stats:
HP: 585(+83) HP5: 7.3(+0.7) MP: 390(+64) MP5: 7.6(+.56) AD: 56(+3.7) AS: .475(+0.029) AR: 30(+2.9) MR: 34(+1.7) MS: 345 RN: 130
Passive: Creator of Legacy - Jorgus, with his twin hammers, is capable of one of three creative feats every 4 minutes. To build, simply activate this passive while in base, hovering over an active (not destroyed) turret within 500 units of Jorgus, or while in lane in any area within 500 units of Jorgus. Each creation requires a 4s channel to complete, and if destroyed by an enemy, grants the enemy 15g. Sandstone Plating: Grants a nearby tower a plating that shields up to 100xlevel damage (cannot be used on a turret while Turret Plating is active) Lasts 4 minutes or until destroyed. (Activate while hovering active tower) Sunspear Ballista: Creates a large ballista with hp equal to 50% of Jorgus's total HP, and 20 base armor and MR. Takes 150% damage from champion attacks and abilities, but 50% damage from minions and monsters. The ballista shoots piercing sun-bolts with a 700 unit range that deal 20xlvl(+25%AD)(+50%AP) magic damage to all units it passes through, and knocks itself back 100 units every time it fires unless it's backed up against terrain or an allied champion. Ballistas attack once every 2 seconds, as long as they have a target within their range, deal 150% damage to structures, and grant Jorgus kill gold. Lasts 2 minutes or until destroyed. (Activate while hovering anywhere in lane) Skyshot Catapult: Summons a catapult in the base that can launch allied champions up to 10,000 units away and allowing them to deal 200 true damage and apply a 50% slow for 1.5s on any unit in their landing zone. (the urf cannon...it's the urf cannon) Lasts for 4 minutes, or 10 uses (enough for everyone to use it twice...number will be displayed on base of catapult with some fancy, thematic charge counter) (Activate While in the fountain of your base)
Q: Hammer Toss - Jorgus throws one of his hammers up to 550 units in a target direction, dealing damage to the first enemy hit and Dazing them for 1.5s. If the hammer kills its target, it careens into the air, coming back down after 1s. If Jorgus catches his hammer, the cooldown of Hammer Toss is refreshed. (Dazed status is a 20% slow, and a 10% damage decrease over the duration) Damage: 35/45/55/65/75(+80%AD) || Cooldown: 14/13/12/11/10s || Mana Cost: 45/50/55/60/65
W: Shatterstrike - Jorgus's next basic attack in the next 4s is empowered, dealing 25/50/75/100/125% AD bonus damage and stunning the enemy for 1/1.25/1.5/1.75/2s Cooldown: 8s || Mana Cost: 50/60/70/80/90
E: Foe Hammer - Jorgus throws a hammer into the air, up to 550 units away before jumping to it and slamming the ground beneath it. If Hammer Toss is in the air, he simply jumps to the hammer, removing about half the animation time (and therefore delay) from this ability. Damage:45/60/75/90/105(+55%AP) || Cooldown:18/16/14/12/10s || Mana Cost: 70
R: Crushing Sands - Jorgus targets an enemy within 1500 units of him, then leaps into the air after a 1.5s delay, coming back down after a 1.5s delay onto the target, dealing heavy damage. Upon landing, Jorgus's impact creates a sand trap, slowing enemies within 500 units of the trap between 60% and 20% when moving away from the central zone for the next 3.5s, depending on their distance from the center (those closer to the center are slowed for more) while pulling enemies towards the middle. Enemies in the middle are rooted there until the end of the ability. Damage: 100/150/200(+30%AD)(+60%AP) || Cooldown: 150/135/120s || Mana Cost: 100/125/150