(Champion Concept) The Durge

Meep Man·11/5/2017, 11:58:11 PM·2 votes·496 views

LORE https://static1.squarespace.com/static/506a5a9fe4b0244b0fda83df/t/5750f47d044262124f3e63e0/1464923381938/ The Shadow Isles birth many horrid creations to haunt the world forever. However, most are forced to stay within the Black Mist to stay alive, too weak to be able to create their own source of energy. The Durge, that which haunts the nightmares of all who live near the border between Demacia and Noxus, is not such a being. His hunt so consistent and plentiful from the constant war raging between Demacia and Noxus, he is able to sustain himself off of the corpses that litter the cliffs, plains, and canyons across the region. Upon hearing his mighty roar, it is said all Noxus and Demacia soldiers come to a grinding halt in their battle to immediately flee to their camps. Noxus has found a habit recently of flinging large mounds of corpses at the fleeing Demacian soldiers to knock them over and make sure the Durge finds a more plentiful meal on the other side of the battlefield. However, most don't come out alive from such battles. The Durge carries with it a swirling storm of the Black Mist inside of it's belly that exits through it's mouth to flood the battlefield and raise corpses both above and below the ground. Entire battles are forced to be marked off as a loss for both sides as the dead rise up from the ground in order to rip and tear the flesh from their previous allies. The Durge, all the while, eats apart his victims, sometimes swallowing them whole before having the Black Mist within it tear his victim apart and use the flesh from it's victim to grow it's host in size and strength. The Durge is truly the most horrific beast to ever roam Runeterra. Some on both sides of the border have come to wonder just how the horrible creature came to be. Legend has it among the more creative types within camps that one day a lone undead human washed up upon the shore of Demacia or Noxus, depending on who is telling the story, and was about to die when the men of the nation thought to use it against their enemies. A mad scientist or ambitious general, varying from tale to tale, took the undead and stitched it together with the corpses of many other soldiers that had fallen in battle fighting against the other side. However, before the mad scientist or general could release the horror against the enemy, the undead broke free, devoured it's savior, and went wild throughout the countryside, making a short meal out of all it came across. They say that the leader of Demacia or Noxus, unable to kill the beast, instead lured it to the other side of the border to make the beast the other side's problem. However, the constant conflict on the border has made it everyone's problem, causing the beast to have made a home for itself within one of the mountains on the border. They say that within it's din there are thousands upon thousands of corpses piled up in case the Durge requires a snack when it returns. Whichever tale is true, the Durge has a kill count in the thousands and it is only increasing with every day. However, the Durge does bring the threat of the Shadow Isles to the attention of both sides of this never ending war. If a single flesh golem can cause two entire nations to be forced to retreat every time it enters the battlefield, what would happen if an entire nation of flesh golems came to the mainland of Runeterra. The thought brings apocalyptic dreams to the minds of both rulers of Demacia and Noxus, and both sides have more than once thought of ending the war to vanquish this growing enemy somewhere in the ocean. However, with little information on the location of the Shadow Isles and old, festering grudges polluting the political landscape of both sides, it seems that the feud between Demacia and Noxus will never end. The Durge is fine with this. The war is an all you can eat buffet, and only the Durge is invited.


KIT The Durge Main Role: Vanguard Secondary Role: Juggernaut Health- 525 (+75 per level) Health Regen.- 2 (+0.2 per level) Mana- 225 (+45 per level) Mana Regen.- 9 (+0.6 per level) Armor- 15 (+2.5 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 350 Attack Damage- 59 (+4 per level) Attack Speed- 0.64 (+2.25% per level) Attack Range- 150 (Melee)

Passive- Host of the Mist Innate: Every 12/10/8 seconds, reduced by cool down reduction, a Zombie will spawn at the feet of every visible enemy unit around the Durge and attack the unit they spawned under for 12 seconds. Zombies heal themselves for 15/25/35% of the damage they deal. If an enemy is not within range of this effect when it triggers, the cool down is reset to 1.5 seconds. ZOMBIE STATS Health- 75 (+15 per level) (+5% bonus health) Armor- 8 (+1 per level) Magic Resist- 8 (+1 per level) Movement Speed- 375/400/425 (+100% bonus MS) Attack Damage- 22 (+2 per level) (+1% bonus health) Attack Speed- 1.0/1.25/1.5 Attack Range- 125 (Melee) Zombies reward their killer with 2 gold. Zombies are always killed in one basic attack by towers. Levels: 1/8/15 Aura Range: 1200

Ability 1- Feast On Flesh Active: The Durge takes a bite out of the target enemy, dealing 100/130/160/190/220 (+40% AP) true damage to them and stunning them for 1.25 seconds. The stun duration is increased by 200/250/300/350/400% against enemy minions and monsters. If this kills the enemy, The Durge gains 0.2% maximum health and the cool down of this ability is reset. This bonus is increased to 0.5% maximum health if the target is a large monster, large minions, or enemy champion. Cost: 50/55/60/65/70 mana Cool Down: 10/9.5/9/8.5/8 seconds Range: 250

Ability 2- Ravenous Rush Active: The Durge gains 35/45/55/65/75% increased movement speed until he is no longer moving towards an enemy champion within 1500 units of him or until he is within 150 units of an enemy champion. Upon coming within 150 units of an enemy champion, the Black Mist emerges from the Durge, dealing 80/120/160/200/240 (+55% AP) magic damage to nearby enemies and slowing them by 30/35/40/45/50% for 3 seconds. If the enemy is below 50% maximum health, they are also Grounded for 3 seconds. The Durge gains the movement speed bonus for a minimum of 1 second. Cost: 55/60/65/70/75 mana Cool Down: 16/14.5/13/11.5/10 seconds Black Mist Eruption Range: 400

Ability 3- Corpse Feed Passive: Whenever an enemy unit is killed by the Durge or he scores a champion takedown, he gains a stack of Corpses. He can hold a maximum of 5 Corpses at once. Active: The Durge consumes a stack of Corpses, healing himself for 5/6.25/7.5/8.75/10% of his maximum health and gaining 2 bonus health. He also reduces the remaining cool down of 'Host of the Mist' by 2/2.5/3/3.5/4 second(s), reduced by cool down reduction. Cost: 25 mana + 1 Stack of Corpses Cool Down: 5/4.5/4/3.5/3 seconds

Ultimate- Empty the Battlefield Active: After a 3 second delay, during which the Durge can move and act normally, the Durge lets loose a mind agonizing roar, causing all nearby enemies to take 100/125/150 (+30% AP) magic damage and be feared away from the Durge for 1.5/2/2.5 seconds. All enemies affected by this ability have a Zombie spawn underneath their feet to attack them for 12 seconds. Cost: 100 mana Cool Down: 140/110/80 seconds Range: 500


RECOMMENDED RUNES

http://na.leagueoflegends.com/en/featured/preseason-update/8400-8437?build=30100163


RECOMMENDED ITEMS

Jungle Starting Items item 1039 item 2003 item 3340 Essential Items item 1409 item 3047 item 3800 Standard Items item 3083 item 3194 item 3075 Situational Items item 3143 item 3748 item 3512 Consumables item 2138 item 2032 item 2055

Lane (Solo) Starting Items item 1054 item 2003 item 3340 Essential Items item 3047 item 3068 item 3194 Standard Items item 3800 item 3083 item 3075 Situational Items item 3143 item 3748 item 3512 Consumables item 2138 item 2033 item 2055


GAMEPLAY PHILOSOPHY As the Durge, you have one goal and one goal only: keep living, keep killing. Due to the Durge's many benefits from killing, especially with Feast on Flesh, he wants to always be near something he can bite down on. Once the Durge has become an unstoppable mountain of flesh, he can constantly stand near his enemies to damage them through Host of the Mist, spawning a horde of zombies to charge after them through Ravenous Rush and give them a good munching with Feast on Flesh. All throughout a battle he can keep using Corpse Feed to further increase his maximum health and restore health to himself. All in all, the Durge is a menace to the enemy that cannot be ignored. In the Jungle, the Durge can max out Feast on Flesh to cause it to stun enemy monsters for up to 6.25 seconds. Once he has enough cool down reduction, that can equal a permanent stun, allowing him to feast through some camps completely unharmed once he reaches Level 9. However, the Durge takes his time to enjoy his meal, so his clear is pretty slow. The payoff is well worth it however, as constant farming with Feast on Flesh will equal out to an absolutely insane amount of bonus health in the long run, making the Durge one of the hardest champions to finish off in the entire game, bordering Cho'Gath in this regard. Once it becomes much better to leave the jungle and start team fighting, the Durge becomes a hybrid Vanguard and Juggernaut for his team, providing a decent form of initiation and then a constant stream of damage mainly through Zombies. His ultimate, Empty the Battlefield, can cause a ton of disruption in the enemy lines if he can hit multiple enemy champions with it. This will not only deal a small amount of damage and fear the enemy for a long duration, it will also spawn a Zombie underneath their feet, independent from Host of the Mist. This can lead to a seriously large host of Zombies invading the battleground and make traversing it a real pain for the enemy team. Once the late game hits, the Durge will likely be a true brick wall for the enemy team to overcome and will likely force them to build some form of anti-tank item(s). The Durge's Zombies will also be a very dangerous damage threat through constant basic attacks that scale off of his bonus health. This makes them a serious threat and can absolutely "tar pit" the battlefield with their moderate health pool, making them a true menace for the enemy team to deal with. Combine this with the fact that a constant flow of them is always entering the battlefield and you have the recipe for a serious late game threat to the enemy team.


Thank you for reading and any feedback is appreciated!

3 Comments

Bravyan11/6/2017, 4:56:18 AM2 votes

The passive on this Champ is super oppressive, it is spawning creature to fight for your side without a cost giving free damage. I don't know how you could fix it, but it is a super broken ability.

Sprendel11/6/2017, 3:47:51 AM1 votes

The damage numbers are off for Q and W. Understandably I can see he is meant to be a tank, and his base damage should be high, although I would advise that you reduce the scaling on them, otherwise I feel players would play him pure AP instead, especially with a damage passive like that.