[Champion Concept] Grimjack, The Grand Tormentor (tartown champion)

regonas·12/2/2015, 5:18:59 AM·6 votes·1,256 views
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Life is a torment. Why should afterlife be any different. Suffering is beautiful, it is elegant. What meaning does existing have, if you can't feel it every waking second. My work isn't to inflict pain, but rather to remind them that they still exist. -- Grimjack Hellmade.

This champion is from the Tartown where he worked as a grand tormentor. He chose the best ways to torment evil souls and made his personal mission to break each and every soul sent into Tartown.




COMBAT

Attack range: 200

Passive: Aura of Suffering: every 2 sec deal 20/40/60 (+3 per level) (+40% of AD) (+20% of AP) (+3% of your max health) magic damage to nearby non-champion enemy who have less than 150/200/250 health. Range: 260

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Rhythm of Torment [q] Passive: gain 1/2/3/4/5% bonus passive health regen for 1% of health you are currently missing.

Active: create a harmful aura around yourself for 6 sec. Each sec aura does 15/25/35/45/55 (+10% of AP) (+0.5% of your max health) magic damage and increase damage taken from this ability by 2/ 2.5/ 3/ 3.5/ 4% for 2 sec. Damage increasing effect stack up to 6 times. Cooldown: 14 sec Mana cost: 45/50/55/60/65 Range: 340

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Leap of the Tormentor [w] Passive: dealing any damage to an enemy champion increase your damage done against him/her by 2/4/6/8/10% for 4 sec. This effect can't trigger on same enemy champion more often then once ever 10 sec.

Active: leap to your targeted enemy and deal 80/100/120/140/160 (+80% of AD) (+50% of AP) magic damage to him/her. Killing an enemy cause you to regenerate 10/11/12/13/14% of your max health over 10 sec. This ability is treated as a spell and as a basic attack applying all on-cast and on-hit effects. Cooldown: 14/13/12/11/10 sec Mana cost: 50 Range: 480

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Ain't Afraid to Suffer [e] Toggle: heal yourself for 20/25/30/35/40% of damage done to you by enemy champions and cause your basic attacks to deal 20/30/40/50/60 (+15% of AP) (+0.5% of your max health) bonus magic damage. Cooldown: 6 sec (after deactivating) Mana cost: 20 per sec Health cost: 10/15/20/25/30 per sec

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Game Over [r] Become invulnerable for 1.5 sec while channeling (you can be interrupted by hard CC). After 1.5 sec of channeling unleash hell upon nearby enemies dealing 100/140/180 (+30% of AD) (+20% of AP) (+2% of your max health) magic damage instantly, stun all damaged enemies for 1 sec and mark them for 4 sec. Performing basic attack against marked enemy will consume the mark and deal 120/180/240 (+50% of AD) (+50% of AP) (+4% of your max health) magic damage to him/her. Cooldown: 80/75/70 sec Mana cost: 90/100/110 Range: 400

~~ ~~ Build examples:

  1. item 3006 item 3124 item 3146 item 3116 item 3151 item 3027
  2. item 3020 item 3285 item 3116 item 3151 item 3027 item 3089
  3. item 3006 item 3153 item 3074 item 3146 item 3152 item 3065
  4. item 3020 item 3124 item 3115 item 3116 item 3151 item 3027
  5. item 3020 item 3146 item 3068 item 3742 item 3083 item 3116



MATH FOR ABILITIES

At 18 level with build NR1: Health: about 3328 Attack damage: about 220 Ability power: about 500

Passive damage to non-champions: 402 magic damage every 2 sec Q damage: first sec -- 121.6; second sec -- 138.6; third sec -- 143.5; forth sec -- 148.4; fifth sec -- 153.2; sixth sec -- 158.1; total damage -- 863.4 magic damage W damage to a single enemy: 586 magic damage E bonus damage: 151.6 magic damage R instant damage to a single enemy: 412.6 magic damage R mark damage: 733.1 magic damage R total damage to single enemy: 1145.7

Total potential damage over 6 sec: 660 physical damage + 3447.5 magic damage Average DPS with one ability combo (not including CD): 684.6 Realistic DPS: 497.7




Strengths:

  1. Pretty good early game
  2. Extremely good late game
  3. Massive AOE damage
  4. Have engage tool
  5. Have AOE stun
  6. Extremely good at 1v1 trades
  7. Is anti-melee
  8. Easy to last hit creeps

Weaknesses:

  1. Passive might become your enemy
  2. Bad against range enemies
  3. Q damage increase ins't as good as it seems
  4. Fails against champion with greater sustain
  5. E cost health and mana to maintain
  6. Smart enemies will interrupt your R
  7. Have no disengages
  8. Is forced to build tanky (health)
  9. His all-in is bad against enemies with good mobility.

20 Comments

Lonely Flame12/3/2015, 5:35:21 AM2 votes

Why not throw in Armour and Magic Resist so he can scale with everything? That's how you balance a champ right? Make it so that you can literally build anything on them and they increase in damage.