(Champion Concept) Boragrox, the Brawler from the Mountains

Meep Man·6/23/2017, 4:08:55 AM·4 votes·412 views

http://img-fotki.yandex.ru/get/5606/7477216.9/0_6933d_fe0e08e1_orig Art by unknown artist, found on chris rahn's Pinterest


LORE The ogres from the mountains to the south-east of the Freljord are both relentless and overpowering in their combat techniques, if they could even be called techniques at all. The sheer power and strength behind every swing of the weapon or punch could easily not only shatter the skull of the common man, but send it flying across the plains to be found by a traveler miles away. Ogres are a race of respected warriors that are often left to their own business to simply not get into fight with them or their clan. The ogre clans within the mountains are, to everyone who first sees them's surprise, overall peaceful towards one another. However, the natural rage and strength of an ogre is constantly in need of something to punch. In order to avoid killing each other off, the smartest of the ogres found the biggest pit within the mountains controlled by the ogres and founded The Brawler's Pit. The Brawler's Pit is sacred ground to the ogres and is a place where, whenever there is a dispute or an ogre simply needs to punch something, an ogre can release some anger by splattering his opponent's blood and body all over the walls of the pit. Such revels are often huge spectacles for the ogres within the mountains. The Brawler's Pit not only saved the ogre race from killing itself off, but also made the entire ogre species be able to come together and have fun with each other. Whether you had one or two eyes, you could cheer on your clan's champion as they broke the back of another ogre in the pit. As expected, however, when a dispute is settled in the pit, there is often fighting afterwards with the few ogres who didn't feel like the dispute was properly settled. When this became common place, the mightiest ogre that had never lost a fight within the pit sent out a challenge to all who felt they needed to punch someone after a fair match didn't go how they wanted it to. Boragrox, the strongest ogre to ever live and prove his strength to live up to such a title, made it clear that he would oversee every match that ever occurred in the pit and punish all who did not treat the pit and it's results with respect. So far, none have been able to conquer Boragrox in a fight. In recent years, the armies of Noxus have become interested in the ogre race. This was not to conquer them or anything of such sorts. In fact, they wished to form an alliance with the ogres. They hoped the ogres would join them in their war against Demacia and, in return, Noxus would supply the ogres with the finest weapons in the world. The smartest ogres within the clans thought about this proposal for many days before they finally returned with an answer. They would join Noxus' war, but only if they could sent forth a champion that could defeat Boragrox in a fight. Soldier after soldier were annihilated in the pit by the mighty ogre, and it seemed like Noxus would never best Boragrox. However, one day, a new general from Noxus stepped forth to prove his worth against the mighty ogre. The mighty warrior who did not spare any who dared oppose Noxus: Darius. The Hand of Noxus entered the pit ready to best the ogre, knowing he was outmatched in both height, weight, and strength. Boragrox entered the pit and the ground shook beneath him with every step. With his axe, Darius prepared mentally for the coming fight against the mighty Boragrox. The ogre wielded a large, seemingly enchanted mace-like mallet that spewed out flames. Without a doubt, this would not be a long fight. The fight was finished in seconds. It did not end in a loss or victory for either side. In less than a minute, both warriors knelt to the ground, both on the verge of dying. After both finally managed the energy to stand, Boragrox announced that Noxus was worthy of the power the ogres would bring to them. In the crowd fell silent and a few ogres yelled out in anger that Boragrox would surrender. However, these threats and declarations soon faded after Boragrox released a roar so loud and earth shattering that a few of the overhanging rocks fell from the walls of the pit and crushed many ogres in the stands. Boragrox challenged any would dare question his decision. None had the courage or the stupidity to accept that challenge.


KIT Boragrox, the Brawler from the Mountains Main Role: Juggernaut Secondary Role: N/A Health- 675 (+100 per level) Health Regen.- 10 (+1 per level) Rage- 100 Armor- 27 (+4 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 340 Attack Damage- 65 (+5 per level) Attack Speed- 0.535 (+1% per level) Attack Range- 200 (Melee)

Passive- Combat Without Thought or Care Innate: Boragrox deals immense damage, but will take 25% of the damage he deals with his basic attacks and abilities as a 50-50 mix of physical and magic damage, reduced to 5% against enemy minions and monsters and not taking any damage from damaging enemy structures. Boragrox cannot kill himself with damage dealt to himself this way. Whenever Boragrox kills an enemy unit, he will gain 5 Rage, increased to 25 Rage for killing enemy champions and large monsters. For every 5 Rage that Boragrox has, he will deal 1% increased damage with his basic attacks and abilities and heal for 0.5% of all damage he deals. Boragrox can have a maximum of 100 Rage for a maximum of 20% increased damage and 10% healing from the damage he deals. After Boragrox has not dealt damage for 12 seconds, he will begin to lose 10 Rage each second.

Ability 1- Pound Into The Wall Active: Boragrox's next three basic attacks are enhanced to deal 45/70/95/120/145 (+15/20/25/30/35% AD) bonus physical damage, knock his target back 275 units over 0.5 seconds, and cause Boragrox to dash 275 units towards his opponent. If his target collides with a wall while being knocked back, they will take 15/25/35/45/55 (+5/7.5/10/12.5/15% AD) extra physical damage and be stunned for 0.5 seconds. Boragrox's basic attack timer will also be reset if his target collides with a wall this way. Cool Down: 13/12/11/10/9 seconds

Ability 2- The Will To Fight Passive: Boragrox gains grey health equal to the amount of health he would lose from his passive before reductions. Boragrox's basic attacks deal bonus physical damage equal to 8/10/12/14/16% (+2% per 100 AD) of the amount of grey health he has. Active: Boragrox begins to regenerate all of his grey health over the next 10 seconds, the amount of healing he gains increasing as he accumulates more grey health so that he won't have any grey health when the ability is finished. During this time, Boragrox gains 10/20/30/40/50 bonus Armor and Magic Resist. The cool down of this ability begins when it is finished healing Boragrox. Cool Down: 22/21/20/19/18 seconds

Ability 3- Eruption of Rage Active: After a 0.75 second delay, Boragrox releases a roar that causes his mace to erupt flames all around him, dealing 40/80/120/160/200 (+70/80/90/100/110% AD) physical damage to nearby enemies plus additional magic damage equal to 10/20/30/40/50% (+50% per 100 AD) of his current Rage. For every enemy hit with this ability, Boragrox gains 1/1.5/2/2.5/3% life steal and spell vamp for the next 7.5 seconds, increased to 4/8/12/16/20% life steal and spell vamp for each enemy champion hit. If an enemy champion was hit by this ability, Boragrox also becomes immune to Grievous Wounds for 7.5 seconds. This ability deals 10/20/30/40/50% increased damage to enemy minions. Cool Down: 23/21/19/17/15 seconds Range: 400

Ultimate- Lord of The Brawler's Pit Active- First Cast: Boragrox begins to charge up a brutal strike over the next 5.5 seconds, gaining maximum charge after charging for 3 seconds. While charging this ability, Boragrox is slowed by 20%. Boragrox will continue to charge his swing even through interrupting crowd control. For the first 3 seconds while charging this ability, 35 Rage is drained from Boragrox each second as he channels the Rage into his mace. Active- Second Cast: Once Boragrox reactivates this ability or after 5.5 seconds, he will swing his mace in a half-circle starting directly right of him and ending directly left of him. All enemies hit will take between 50/100/150 (+20/30/40% AD) and 300/425/550 (+120/185/250% AD) physical damage depending on how long this ability was charged. If the ability was charged to maximum power, all enemy champions hit will also be knocked 500 units away from Boragrox over 0.5 seconds before being stunned for 1 second. If they collide with a wall while being knocked back, they will stop and take 25/50/75 (+30/40/50% AD) extra physical damage before being stunned for 1 second. If an enemy is knocked into a wall this way, Boragrox gains 35% increased movement speed for 2.5 seconds, decaying over the duration. Cost: 35 Rage per Second (for the first 3 seconds) Cool Down: 145/130/115 seconds Range: 350 (in a 180 degree circle in the target direction)


RECOMMENDED ITEMS

Lane (Top) Starting Items item 1055 item 2003 item 3340 Essential Items item 3812 item 3047 item 3053 Standard Items item 3072 item 3800 item 3065 Situational Items item 3742 item 3748 item 3068 Consumables item 2140 item 2055 item 2033

Jungle Starting Items item 1041 item 2003 item 3340 Essential Items item 1400 item 3812 item 3047 Standard Items item 3053 item 3072 item 3065 Situational Items item 3742 item 3800 item 3748 Consumables item 2140 item 2055 item 2032


Boragrox is basically just the idea of the Juggernaut role given form. No one wants to be near this guy or they risk suffering damage so heavy they're gonna need a Guardian's Angel or time reversing wizard to recover from it. Boragrox is the best champion in the game at pummeling his lane opponent into submission without question. Unless they rely on long ranged damage, Boragrox will be giving them a hard time during the early game by literally pummeling them into a wall. His early game damage is massive and his dueling potential is nearly unrivaled. Even if his enemies decide to gang up on him, he can use Eruption of Rage to gain an incredibly large amount of life steal and spell vamp before unleashing Lord of The Brawler's Pit in order to knock them all away from him while regenerating a ton of health the entire team through The Will to Fight. Once he has separated them all out, he can focus down one enemy and beat them into the nearest wall with Pound Into the Wall... that is, if they aren't already a part of the wall itself. Late game, Boragrox is all about taking what he wants. No one wants to be near this guy, so take advantage of that by contesting objectives with Teleport, Ghost, Flash, and Smite if available. Being paired with allies that can provide a burst of speed, like Sivir, Zilean, or Kled, can give Boragrox a huge advantage when fighting tricky enemies that can kite him from a range, like Ashe, Tristana, and Ryze to name a few. Thank you for reading and any constructive feedback is appreciated!


CHANGE LOG

June 23rd, 6:55 PM EST

Base Stats

  • Base Health reduced to 675 from 700
  • Base Health Regen. reduced to 10 from 13
  • Base Armor reduced to 27 from 30
  • Base Attack Speed reduced to 0.535 from 0.5375
  • Attack Speed per Level reduced to 1% from 1.125%

Passive- Combat Without Thought or Care

  • Damage to Self changed from True Damage to a 50/50 mix of physical and magic damage

Ability 1- Pound Into the Wall

  • Now causes Boragrox to travel with his target when he knocks them back
  • Now resets Boragrox's basic attack timer if his target collides with a wall
  • Cool Down changed to 13/12/11/10/9 seconds from 14/12.5/11/9.5/8 seconds

Ability 2- The Will to Fight

  • Noted that the grey health added is calculated before reductions
  • Cool Down increased to 22/21/20/19/18 seconds from 20/19.5/19/18.5/18 seconds

Ability 3- Eruption of Rage

  • Now causes Boragrox to become immune to Grievous Wounds for the duration if he hits an enemy champion
  • Cool Down increased to 23/21/19/17/15 seconds from 23/20.5/18/15.5/13 seconds

Ultimate- Lord of The Brawler's Pit

  • Self Slow reduced to 20% from 25%
  • Fully Charged Damage AD Ratio increased to (+120/185/250% AD) from (+120/180/240% AD)
  • Wall Collision Damage reduced to 25/50/75 (+30/40/50% AD) from 75/100/125 (+30/45/60% AD)
  • Boragrox now gains a decaying 35% movement speed increase for 2.5 seconds if a target hits a wall with this ability
  • Cool Down increased to 145/130/115 seconds from 135/120/105 seconds

7 Comments

Bradyo6/23/2017, 4:19:36 AM1 votes

You know it's good when it's WAY too long ;)

Bradyo6/23/2017, 5:43:02 AM1 votes

Here are my thoughts/suggestions:

  1. His health scaling, Armor scaling, magic resistance scaling, attack speed scaling, and attack damage scaling is too higher.
  2. 25% True damage is suicidal. Take that down to 10%.
  3. Instead of healing for .5% damage dealt you could reduce true damage received by .5%.
  4. Will they be knocked back on the third AA or on all 3?
  5. Do 50% of the health he loses in ability 2
  6. His third ability is WAY op.
  7. His fourth ability is even more op. Just imagine a squishy target, deleted.
ModEchoing6/23/2017, 5:47:15 PM1 votes

Oh hey it's another WAAAAAAAAAAAAAGH special!

Pros: -As usual, incredibly thematic -Pretty clear playstyle -Feels powerful -Is powerful - look at that knockback and lifesteal! -The concept of smashing a guy into a wall with your Q three times in a row is the greatest

Cons: -Hard-countered by Executioner's Calling -Knockback is BAD when you have no gap closer and have to keep entering range -Ult is super slow and is unlikely to land, especially with your self-CC, lack of gap-closing, and lack of slows -Ult doubles up too much on the knockback thing - which is still bad when you can't reach them

Suggestions:

Don't knock your enemies away if you can't reach them! For most champions, it's done to peel so they can keep doing other useful things, but for Boragrox, who really wants to smash their face in, it helps them escape more easily. All Boragrox has besides knockback is damage, so that's incredibly anti-synergistic.

Most of the kit is fine, but you get completely shut down by Executioner's Calling in specific and grievous wounds in general. Because of the recoil damage you take on every hit, you can't actually trade early on despite your huge HP pool and potential self-healing. Since it doesn't actually balance out anything, you should probably ditch the true damage on your passive. Boragrox's autoattacks don't hit hard enough at base to justify being shut down so easily early on.

That might mean you need to change the W. Building up a reservoir of health with your AA damage still works, though, so that shouldn't be too bad.

Throw out the ult, though. It's a clunker and actively makes your job harder to pull off. If you don't want more utility and just want to focus on damage, you could take a page from Leoric's HotS kit and just charge forward, swinging wildly and dealing damage to anyone dumb enough to stay in the path. You could also smash the ground to send out a shockwave in a line that does damage and spawns a wall perpendicular to the line. That would let you block off areas, but also set up smashing people into a wall over and over, which is the single best part of your kit.

Is this going to be a CCOS entry? I sure hope it will be, you've got me excited.

Arakadia6/24/2017, 3:56:46 PM1 votes

I would go back over the subtitle and ability names. They sound like they went through Google Translate a few times.