Gor'Skah, Behemoth of the Void

NightmareCrawler·11/22/2015, 6:23:08 AM·1 votes·1,377 views

Changes made, see bottom of post! Time for a new concept! This time I played around with making an odd tank who's passive instead of being some form of tankyness or damage, is instead utility! The idea is that he'd be a support and a jungler primarily. With his W providing him moderate sustain and his e making it harder for jungle camps to harm him. While his kit is good for other lanes such as top, the increased ward placement capacity allows him to stand out as a controlling support who only lets you do something when he wants you to! (Critiques welcome and appreciated! Just don't be mean about it..) I have an image in the works for him right now as well as a 3d sculpt! They will be posted here as soon as I finish them both! :D

And with that THE CHAMPION!

Gor'Skah

(Lore)

The void is home to many strange and horrifying monsters. From the sly Kha'zix To the brutish Cho'gath The vile Kog'maw The intelligent Vel'koz Or the savage Rek'sai The void has a myriad of ways to kill those who impede their progress. None quite so effectively as Gor'skah however.

A small village a shot travel north of the gates of Demacia's fine wall was hammered out of existence. The Perpetrator? A thing from the void. Something that was a wall of chitin and malice. Gor'skah. This towering monstrosity bellowed out a challenge for any Demacian solder to fight, none stepped forwards. Now less than amused with how cowardly this militant force proved to be Gor'skah made quick work of them, his enormous bladed claws and armored maw tore through their armor and flesh as easily as a normal human would rip apart a sheet of paper, perhaps even easier. The new gore intermingled with the still fresh slaughter and ruin that had befallen the poor village only an hour before. However, something from beyond urged the mass of armor onward, the promise of great conflicts and more bloodshed. Sacrifices for his brothers and sisters release. He carved a path towards the Rift, where allies sat, waiting...

Support/jungle/top

Tank/ juggernaut

Passive: (Visions of beyond) Cementing his roll as a support/ jungler provides improvements to his wards. Each wards bears the following buffs and drawbacks: Sight wards hp pool increased to 1.5% of his maximum hp, and have 15% increased vision range. And at ranks 2 and 3 of his ult he may place 1/2 extra wards for a maximum of four and then five. Vision wards have 3% of his maximum hp but also act as a living turret to take down opposing wards with attacks that deal 1/2/3/4/5/6/7/8 damage to anyone who enters a 40 unit range (2 attacks per second)(This can not interact with thornmail!). However a draw back to using his own biomass to enhance the wards is that each time the ward takes damage 100% of the damage dealt to the ward is dealt to him as true damage. Along with the damage his sight wards last 20 seconds less than everyone else. (Augmented wards give an extra +10gp and when the vision ward breaks an opposing ward Gor gets the gold bounty for it.)

Q: (Skewer) Drives his twin claws downwards into the ground after a short charge time, dealing massive damage and impales his foes to the spot briefly, and slowing those nearby for a shot time as well as dealing damage (He is also unable to move for the duration of the cc, and cc (excluding slows, silences and roots) against him ends his lock-down early). He may reactivate this effect to end it early. Spell type: circular skill-shot Range: 300 units Skill-shot size: 150 diameter total (75 units for the central circle 75 for the outter) Damage: 40/60/80/100/120+ 3/4/5/6/7% targets max hp as physical damage (Max 300 vs monsters) Suppression: 2.5 seconds

Cooldown: 14 seconds Hp cost: 5/7/9/11/13% current hp

W: (Bile gout) Vomits forth a cloud of corrupting bile, that corrodes the flesh and makes it easy for his allies to consume those affected. (The heal ends when the dot does) Spell type: Cone Range: 400 units Cone width: 20-300 units Damage: 30/40/50/60/70+.2ad over 4 seconds Healing: 20/40/60/80/100% of the damage dealt by the auto-attack (Half effect vs champions and monsters)

Cooldown: 16 seconds HP cost: 15% at all ranks

E: (Bulwark of the void) Prevents projectiles from passing through him and gains significantly increased armor and magic resistance for the time.

Duration 1/2/3/4/5 seconds Armor: 10/20/30/40/50 MR: 8/16/24/32/40

Cooldown: 20 seconds (doesn't go on CD until the effect ends) Hp cost: 25% current hp

R: (Crushing stampede) Rears back for quick time before launching himself forwards a short way. The first champion in his path is grabbed in his huge beaked maw and carried to the end of his travel distance (QSS frees the grabbed champion). This deals initial damage on grabbing them and again at the end. (This counts as a suppression.) He can not be affected by cc for the duration of the charge. If the target is slammed into terrain they are slowed for 80% for 3 seconds afterwards. Can not be canceled once cast. Spell type: Skill-shot Skill-shot width: 450 units Skill-shot length: 1300 units Travel time at max distance: 2.5 seconds Damage: 80/100/120+1.0AD End damage: 4/8/12% of Gor's max hp

Cooldown: 100/90/80 seconds Hp cost: 15/25/35% current hp

Updated changes:

(Interject this into the section mentioning his fight with the Demacian solders) His heavy blades cleaved and hacked his foes to chunks, while he coated those poor souls still alive with a sludge that quickly developed into strange armored growths. These growths seemed to siphon the constitution of those infested, giving the beast a level of regeneration that was horrifying to behold. They found that ripping off these parasitic structures caused them to die instantly and stop their siphoning, but it hardly slowed Gor'skahs rampage.

Passive: (Overhauled completely and renamed to Behemoths Wrath) This massive creature is a living fortress of chitin and flesh. This grants him increased effectiveness out of bonus armor and magic resistance as well as granting him a small portion of his armor as bonus physical damage on hit. However, due to such mass his attack speed has a lower maximum than anyone else. Armor bonuses: 6//12/24% Magic resistance bonuses: 4/8/16% Bonus Armor into on hit damage (does not stack with this passive): 10/13/16/19/22/25% Gor'Skah's attack speed maxes out at 1.5

Q: CC altered to a stun. But change the damage to scale with armor. The idea behind this is to make it so that he still has a nice cc (which would have a short delay between cast and impact, something from .5-.8 second cast time for those quick flashes.). Damage: Base same + 1/2/3/4/5% of Gor'Skah's maximum armor Stun duration: 1 second Cooldown: upped to 16 seconds early game down to 12 second late game

W: (Altered slightly and renamed to Infectious Bile) Vomits forth a gout of thick bile that coats those unlucky enough to get caught in the cone. Those afflicted by the sludge develop a void growth after a two second gestation period for five seconds or until three auto-attacks kill it. These growths tear off chunks of their hosts and heal the lowest hp target within a short distance. Damage: 10/20/30/40/50+20%AD every 1.5 seconds Healing: 5/10/15/20/25% of the damage done + 1.5/2/2.5/3/3.5% of the targets missing hp (The heal only procs on champions and only damages minions) (Still keeps the DOT and the heal but makes it more interesting I feel.)

E: (Altered to be a toggle and worded more properly along with other alterations) While toggled on this spell prevents any projectile (be it auto-attack or spell) from passing through him, but takes increased damage from those that would normally pass through him). However while this spell is active he has 15% reduced movement speed and loses a small amount of hp per second. Increased damage: 20/18/17/16/14% Armor and magic resist lowered by half Still has its initial cost along with draining 1/2/3/4/5% of current hp ever 1 second

R: Slow duration dropped to one second.

4 Comments

ModThe Djinn11/24/2015, 3:59:28 AM2 votes

Passive: (Visions of beyond) Cementing his roll as a support/ jungler provides improvements to his wards. Each wards bears the following buffs and drawbacks: Sight wards hp pool increased to 1.5% of his maximum hp, and have 15% increased vision range. And at ranks 2 and 3 of his ult he may place 1/2 extra wards for a maximum of four and then five. Vision wards have 3% of his maximum hp but also act as a living turret to take down opposing wards with attacks that deal 1/2/3/4/5/6/7/8 damage to anyone who enters a 40 unit range (2 attacks per second)(This can not interact with thornmail!). However a draw back to using his own biomass to enhance the wards is that each time the ward takes damage 100% of the damage dealt to the ward is dealt to him as true damage. Along with the damage his sight wards last 20 seconds less than everyone else. (Augmented wards give an extra +10gp and when the vision ward breaks an opposing ward Gor gets the gold bounty for it.)

I can't get on board with the increased hp pool: wards have 1, 3, or 5 hit points, but 1.5% maximum health starts around 6-7 and can get as high as 45. That's more attacks than it takes to kill a champion... or THREE champions. Maybe if it was something like "wards have 1 extra health," perhaps.

I'm also not a fan of wards being turrets to kill other wards, or wards dealing damage to themselves, or wards lasting less time. The former is really strange, the latter almost makes you feel bad about warding.

It's a creative passive, certainly. I just don't think it really works. What's the goal here? To just promote vision? If so, extended range, increased durability, and a higher cap is probably sufficient -- but that's a passive that only interacts with purchasing wards, which is strange in and of itself.

All in all, I'd recommend looking into other passive options. Especially because when I think armored, brutal Void beast I don't think "is really good at seeing things."

#Random Lore Note _"The void has a myriad of ways to kill those who impede their progress. None quite so effectively as Gor'skah however."

"Giant wall of Chitin and Malice"

"This towering monstrosity"_

...this does NOT feel like a support, thematically. This seems like a Tank/Fighter. I'm not getting ANY support vibes here.


Q: (Skewer) Drives his twin claws downwards into the ground after a short charge time, dealing massive damage and impales his foes to the spot briefly, and slowing those nearby for a shot time as well as dealing damage (He is also unable to move for the duration of the cc, and cc (excluding slows, silences and roots) against him ends his lock-down early). He may reactivate this effect to end it early. Spell type: circular skill-shot Range: 300 units Skill-shot size: 150 diameter total (75 units for the central circle 75 for the outter) Damage: 40/60/80/100/120+ 3/4/5/6/7% targets max hp as physical damage (Max 300 vs monsters) Suppression: 2.5 seconds

2.5 second AoE suppression and max HP damage is NOT suitable for a basic ability. Suppression exists one exactly two abilities in the game, and both are ultimates. That's for a reason: suppression is really strong, especially at that long a duration. The fact that it immobilizes you doesn't really make up for it.


W: (Bile gout) Vomits forth a cloud of corrupting bile, that corrodes the flesh and makes it easy for his allies to consume those affected. (The heal ends when the dot does) Spell type: Cone Range: 400 units Cone width: 20-300 units Damage: 30/40/50/60/70+.2ad over 4 seconds Healing: 20/40/60/80/100% of the damage dealt by the auto-attack (Half effect vs champions and monsters)

...how does corrupting bile heal allies? Thematic issues here: I get the idea, but saying "this gas causes Caitlyn's gun to consume the enemy" doesn't make much sense at all. :P

The ability is otherwise functional, if uninteresting: I'm not that excited by a simple DoT AoE cone attack that gives a bit of lifesteal.

E: (Bulwark of the void) Prevents projectiles from passing through him and gains significantly increased armor and magic resistance for the time.

Duration 1/2/3/4/5 seconds Armor: 10/20/30/40/50 MR: 8/16/24/32/40

Cooldown: 20 seconds (doesn't go on CD until the effect ends) Hp cost: 25% current hp

Eh. Most projectiles already stop when they hit something, unless this also works for auto-attacks, in which case it's effectively better Braum E. Functional, definitely. Thematic...maybe?


R: (Crushing stampede) Rears back for quick time before launching himself forwards a short way. The first champion in his path is grabbed in his huge beaked maw and carried to the end of his travel distance (QSS frees the grabbed champion). This deals initial damage on grabbing them and again at the end. (This counts as a suppression.) He can not be affected by cc for the duration of the charge. If the target is slammed into terrain they are slowed for 80% for 3 seconds afterwards. Can not be canceled once cast. Spell type: Skill-shot Skill-shot width: 450 units Skill-shot length: 1300 units Travel time at max distance: 2.5 seconds Damage: 80/100/120+1.0AD End damage: 4/8/12% of Gor's max hp

Cooldown: 100/90/80 seconds Hp cost: 15/25/35% current hp

This is the first ability that really feels like it fits the character description you were going for. The slow is excessive -- this is already a huge displacement ability to a solid amount of damage. Maybe cut it to 1.5 seconds and call it good. Either way, I rather like this one.


#OVERALL THOUGHTS

This champion is really patchwork -- the ult and Q seem like they fit the visual, the W seems added just as an excuse to have healing, and the E seems like a passive (projectiles don't pass through you) combined with Braum wall.

I just think you really need to take a look at what this thing really is, and then change the design accordingly. None of the abilities really flow together, and I'm not sure it'll function particularly well in ANY of the roles you've marked out for it, because it's so split between all of them.

Venteus11/22/2015, 7:04:30 AM1 votes

Cool concept dude! The question or statement I have really is that having a passive that relies on money makes it useless early, and when his wards die. I think that he should have a warding item from the beginning that you can upgrade at certain levels for free (much like Viktor's hex core, just free). Everything else is solid though, good work!