New Champion Concept: Ormr, the Draon's Fist
This is my second attempt at putting a champion idea on these forums, and I am again trying to format the description like a Champion spotlight. I apologize that it makes the post a long one.
- Abilities
- Bio
- Notes
Ormr, the Draon's Fist is a Fighter/Mage with decent mobility and alpha strike (ability that requires build up) nukes as well as decent CC. He is pretty Auto-attack reliant. Ormr is mana-less, only limited by cooldowns
Ormr's Passive is Pummel. This causes Ormr's consecutive basic attacks to increase his Attack damage, but slightly lower his attack speed, as well as have different effects, stacking 3 times. His 2nd and 3rd basic attacks gain increased range and cause Ormr to dash a short distance if he enters a movement command during the animation. His 4th basic attack gains slightly increased range and knocks up the target. Activating any ability, landing the 4th basic attack, or not auto-attacking for a duration resets the combo and buffs/debuffs These basic attacks do not need to all be on the same target, allowing you to dash through a minion wave to land a knock up on a champion. the dashes also allow Ormr to escape while still dealing damage, with a potential CC at the end to halt the opponent. The bonus attack damage is not lost on the abiltiy that resets the stacks, meaing activating an abiltiy with AD scaling after the 3rd basic attack trades bonus damage on that ability for his knock-up.
Ormr's Q is Biting punch. Ormr sends out a flaming dragon head in target direction, dealing physical damage to the first enemy champion hit, and healing him for a % of the damage dealt. This is his poke in lane, allowing him to safely injure opponents while farming. if a high mobiltiy champion dashes away from you after you expend your dashes, throwing this skillshot out with the bonus AD from your passive can create an extremely devistating nuke.
Ormr's W is Fire-Blood. This passively grants Ormr attack damage based on his missing health. Ormr can activate Fire-Blood to gain a fire shield based on his current HP for a duration, which deals damage around him while it persists. (fire blood costs HP to use, its his only ability which has a cost to it)
Ormr's E is Aether Greaves. Ormr dashes to the other side of target enemy within a certain range, leaving a trail of scorched earth in his path. Enemies within the affected terrain take magic damage every second.
Ormr's R is dragon rage. Activating it causes Ormr to boil over with anger, making his next basic attack knock back his opponents, and increasing his attack speed for a short duration afterward. This sets up opponents for a 4 basic attack combo from your passive, counteracting the lower attack speed Pummel comes with, while also allowing your dashes to place you right next to your opponent quickly. Coupling the ability with your dash allows your to knock the enemy away from their tower. this resets his Auto attack animation.
Bio: Ormr was a wanna be pyromancer until he was visited in a dream by an ancient dragon. The dragon commanded Ormr to jouney to his lair. Upon arrival, Ormr learned the dragon was close to death. In exchange for safe-guarding the dragon's soul, Ormr was offered control of dragon fire, the deadliest flame in the world. Ormr accepted the bargin, and the dragon now resides within Ormr, the Dragon's Fist, and occasionally boils to the surface during combat on the League of Legends battlefield.
Notes: I see Ormr in top, mid, or jungle. He is another roaming champ, I don't know why I keep making them, but has the dueling potential for top lane. Jungle would be more viable if his passive granted AOE on the basic attacks, something which would make me drop another affect off it, since it already does a lot. Right now whether he goes more top or more mid will depend on the dash range of his passive. Mid would require him to land a basic attack on a minion, then dash to the opponent and land a knock-up, with a possible Ult afterward. Ormr would have mostly AD ratios to keep his basic attacks viable, with a possible AP ratio instead of or in addition to AD on his E damage over time and his shield strength. I want to keep him as mostly AD as possible. Ormr is only limited in ability use by cool-downs, but a hidden 2nd cost is also in hit kit. activating an ability resents the count on his passive, denying knockups, dashes, and AD steroids, punishing wrongly timed abilities. I will try to balance his passive so that AS will be wanted on him to an extent, less so thatn Yi and Tryn if I can do so.