Gorum, The Armored Hulk

Terakali··1 votes·619 views

Gorum, The Armored Hulk HP: 733 (+92 per level) HP Regen: N/A MP: N/A AD: 42 (+3 per level) Movement Speed: 315 Attack Speed: .585 (+2.5% per level) Attack Range: 150 Armor: 34 (+3.5 per level) Magic Resist: 26 (+2.8 per level) Passive: Gorum deals 1/2/3% (Scaling at 8 and 15) +(1% per 100 armor) of his missing health in physical damage on hit, and heals for that amount. Gorum heals 5% missing HP per second while out of combat more for than 5 seconds, and this heal remains linear over the course of the healing. During the healing time Gorum slows himself by 25%. Q: Gorum raises his arms in the air, slamming them on the ground in front of him a moment later dealing 60/100/140/180/220 +40% bonus ad +10% armor physical damage to all enemies in the radius, and slows them by the % of health Gorum is missing for 1 second. Assume any % slow lower than 10% is 10%. This ability affects a 100x200 rectangle aiming away from him after .75 seconds. This ability is not stopped after cast by cc. This ability has a 9/8/7/6/5 second cooldown. W: Gorum chooses a direction and starts charging forward until he strikes a wall, turret, or champion, or the ability is canceled (Cannot be cancelled in the first second). If he strikes terrain he is stunned for 1.5 seconds, but if he strikes a turret or champion they take 10/20/30/40/50 damage, increased to up to 100/200/300/400/500 damage based on time spent charging, maxing at 4 seconds. If he strikes a champion they are stunned for 1/4 of the duration he spent charging, up to 1.5 seconds. This ability's cooldown is equal to 20 seconds, reduced by 2 seconds per second spent charging if he hits a champion. E: Passively whenever Gorum takes damage from a champion or large monster source he gains 1/2/3/4/5 stacks of Armored Hulk. These stacks are lost on death, and used on cast. For 5 seconds after cast he gains 1/20th of the stacks as armor and magic resist, and gains all of the stacks as max HP, although he does not heal for the value. This ability has no cooldown, but cannot be used without at least 20 stacks. Stacks are displayed as a status effect on Gorum. R: For the next ten seconds, or until Gorum dies, 50% of damage taken by allied champions or turrets within 600 units is dealt to Gorum instead. Gorum heals 1% max HP per second over the duration. At the end, if Gorum is left alive, all allied champions and turrets within the radius are healed for 10% of their max HP over 2.5 seconds. This ability has a 180 second cooldown, reduced by .5 seconds whenever Gorum takes damage from any enemy champion source, and by 1% per % missing health on Gorum upon cast. This ability does not trigger effects such as thornmail for blocking auto attack damage.

I unfortunately have other things to do, so I cannot post the rest of it right now, but expect the Lore posted up tomorrow.

15 Comments

PulsarPollo1 votes

That's WAYYYY too tanky.

Terakali1 votes

Tell me something. Does Gorum seem like someone in the game already, say Malphite or Sion, you know, champions that have excruciatingly bad mobility in exchange for tankiness. Sion can literally become immortal eventually unless the enemy is Nasus, and he gets damage from it too thanks to Titanics.

Ninja Baby one1 votes

I'm not sure he's too tanky, but he does have WAY too much sustain lategame. Build tanky and you'll regain 6% of your missing health every attack.

Terakali1 votes

Illaoi: Restore up to 30% missing health without having a tentacle near you to start every 2 seconds.

Ninja Baby one4 votes

To do that with Illaoi, you'll need to have Spirit Visage and land an ult hitting every enemy with your ult, then hit your W, making it slam Every champion. That requires skill and an ult. Hitting with an auto-attack doesn't.

Terakali1 votes

Tentacle a spirit= 1 champion. Ult, 1 per champ. Tentacle slam that takes literally no effort, 5% missing HP per tentacle per champion. Oh, Spirit visage would make it 6.25% per tentacle per champion. Good point. Don't forget to add Deaths Dance to the mix for damage based healing.

Ninja Baby one3 votes

I feel like you haven't played Illaoi if you say landing a slam that hits the entire enemy team doesn't take skill. Each tentacle can only heal once, so each tentacle has to hit, which isn't easy.

Terakali1 votes

I play quite a bit of Illaoi, although upon checking I realized that yes each tentacle only heals once. Pardon my error. Anyway, I get 4-5 people in my ults pretty much every time once the laning phase is over. I might die shortly after, since they all focus me hard, but that's besides the point.

Ninja Baby one1 votes

Thing is, Illaoi might be able to burst heal more than the champion above, but she requires her ult to land quite well and the guy above will heal a lot more just in general. He can't be bullied out of lane either, considering his passive regenerates so much of his health, nevermind the slow that's on him. That's also a thing, I know it's to make him more balanced, but having him slowed by 25% whenever he's taken damage and is out of combat is reason enough to many people to just give up on trying to play him. Also, the first comment you said was that he had ban mobility and good sustain. Thing is, he's got mobility. He has a charge. This means he can engage without flash (something a quite a few of the high sustain tanks can't without just walking) and he has an escape if the enemy decides to go in on him. It even has low enough cooldown to be used both when engaging and when going out.

Terakali1 votes

Lets see what I can do here. Nautilus has a mobility engage/escape with low cooldown, Zac has one or the other unless the fight drags on, but it's strong, Garen relies on shear movement speed, Sion literally has a better version of the same mechanic, but it has a fairly long cooldown until later game, Mundo relies on being very fast with constant slows, Amumu/Leona both have skillshot dashes with cc attached, Gnar is fucking broken so I won't talk about him, Hecarim is the fastest of the above, although whether he is a tank is questionable, Olaf doesn't have the best engage techniques, but he can ult and just stick to a guy, Renekton has double dashes, Sejauni and shen both have long range dashes with cc attached, Trundle can E behind them and just run over. Need I go on? Every tank has some source of mobility. Fuck, even Rammus and Skarner have movement enhancements. Gorum's was designed to be incredibly stiff, making it much less game changing than literally every ability listed above.

Ninja Baby one1 votes

Okay, don't take the criticism.

TequilaZombie1 votes

Dude, a 4 second charge on a 12 second CD is stong as hell. His passive is also a bit too strong AND unfun for the guy playing it.

The concept is cool, but needs several tweeks

Terakali1 votes

Please elaborate on how is passive is unfun. I can't think its any worse than Nasus's in power or boringness.

TequilaZombie1 votes

Self slows feel awful. Take a look at Blitz. It feels horrible to slow yourself for 1.5 seconds. This passive would slow you for 20. As there is no health cap for this to kick in, you'd get slowed anytime you left combat, even if you only lost a little bit of health.

And then there is the on hit heal of it. It is really really strong. Strong enough to be an ability by itself.

I'd make a simple fix. Tune down the healing on the out of combat regen and get rid of the slow. Maybe make it proc only below a certain amount of health if you feel like keeping the slow is essential.

Get rid of the Mini Sion's Ult and replace with a toggle ability that consumes mana for as long as it's active. In the toggle put the on hit heal.

The character now feels thematically better, as well as being more balanced.

Terakali1 votes

Quick thing before I get into the actual reply: The passive healing would take 20 seconds if not for base regen, regen items, lifesteal, and the self slow is only active in the same way as Mobi-Boots... Hmm... Anyway, I don't think the sustain for his passive is actually broken. It deals physical damage, and heals for the damage dealt, meaning armor or other effects working on auto attacks would reduce the heal as well.

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