New Champion Concept: Jormu, The World Serpent

I say Facts·11/6/2019, 11:28:26 PM·5 votes·4,220 views
https://static.altchar.com/live/media/images/625x416_ct/12936_smite_d52c146fbcabcebcda1613e73d3da4f2.jpg

Lore and Interview:

In Freljordian ocean. Armageddon. Apocalypse. The end times. All myths and legends contain forewarnings of a great, singular catastrophe from Freljord, when the stars fall from the sky and the very earth breaks apart into nothingness. Among these days of judgement, none are eclipsed in their scale of horror and destruction foretold of more than Ragnarok, the prophesied disaster of the Norse pantheon. There is a single being who acts as the herald of Ragnarok, the god known as Jormungandr, the World Serpent. A son of Loki, he is an immense, serpentine dragon, massive enough to encircle the entire world and blot the light from the sun. Dark omens are whispered of when the World Serpent will rise, casting his noxious poisons out to engulf the whole of the earth. The time Jormungandr bestrides the earth is one of unmatched calamity, the days of Ragnarok where the oceans boil and the land quakes. They are days of incredible violence, where both mortal and divine blood shall soak the ground, and the World Serpent will mete out destruction with a fanatic's zeal. He will swim through the earth and seas alike with vast snapping jaws and caustic venom, sweeping away any opponent brave enough to stand against him. Woe to any who hears the trumpets of Ragnarok, for they herald the coming of Jormungandr, the instrument of their annihilation. The World Serpent exists as the bearer of the end times, the collapse of all creation. Who could hope to oppose such power?


Visual Design:

Picture 1: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1597ac57-5bf5-43d8-ac66-d79d5ed754ce/d46yzxi-f24ea9f5-26aa-4eda-a6bb-06bf557ea753.jpg/v1/fill/w_1024,h_646,q_75,strp/jormungandr_by_abadea-d46yzxi.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl0sIm9iaiI6W1t7InBhdGgiOiIvZi8xNTk3YWM1Ny01YmY1LTQzZDgtYWM2Ni1kNzlkNWVkNzU0Y2UvZDQ2eXp4aS1mMjRlYTlmNS0yNmFhLTRlZGEtYTZiYi0wNmJmNTU3ZWE3NTMuanBnIiwid2lkdGgiOiI8PTEwMjQiLCJoZWlnaHQiOiI8PTY0NiJ9XV19.SJADGJEkpcE4_hB7wcVGJvhwDccPUs00uRXG763brqg

Picture 2: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b20b8b9d-28bf-4e0d-ae69-7a67d5a7ca2f/d7rjfgv-edc5b425-204d-42a7-be28-bc8fcead8c1e.jpg/v1/fill/w_2500,h_1768,q_75,strp/joermungandr__the_midgard_serpent__by_randommumble-d7rjfgv.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl0sIm9iaiI6W1t7InBhdGgiOiIvZi9iMjBiOGI5ZC0yOGJmLTRlMGQtYWU2OS03YTY3ZDVhN2NhMmYvZDdyamZndi1lZGM1YjQyNS0yMDRkLTQyYTctYmUyOC1iYzhmY2VhZDhjMWUuanBnIiwid2lkdGgiOiI8PTI1MDAiLCJoZWlnaHQiOiI8PTE3NjgifV1dfQ.gZQyhhvtH-exTS8wLrG8PsrygdpRhJQJqWVu6qVIGxY

Picture 3: https://i.pinimg.com/736x/2e/50/aa/2e50aa2c4e4708f96a988e99d37271a1.jpg

Jormu is a giant Serpent, he unleashes his terror with his structural form of a cruel large monster. His visual structure will allow him to be the biggest character in late game upon leveling because he'll automatically gain size in levels.


Gameplay Design:

Role: Jungler Class: Vanguard/ Diver Faction: Freljord

Jormu is a jungler of Freljord. He is the horror of freljordian Oceans, appears from the ground and seas and strike upon those who dared to come across his place. He starts small, weak, slow but scales into a complete giant monster, with so much defense and power.

Jormu should be mainly played as a jungler Vanguard because his late game will be a complete pay off for his weak, and risky early game. However, he can be played as a diver too for those who wish to chase enemies more than being the center of defensive.


Base stats:

Health: 570 - 2500 Health Regan: 10 - 30 Mana: 280 - 800 Mana Regan: 7 - 15 Range: 125 (Scales with his Size) Attack Damage: 58 - 140 Attack Speed: 0.500 (+ 0 – 47.6%) (+ 0.096) Armor: 30 - 100 Magic Resist: 30 - 60 Movement Speed: 340


Login Theme / his original soundtrack:

https://www.youtube.com/watch?v=t3RCk0qCDc8

This theme could be used for his Login screen in terms of the soundtrack, It's pretty sick.


Abilities:

Passive [ Ragnarok ]:

Jormu is unable to buy boots but he gains inner power from leveling, which allows him to grow stronger and more terrifying. Upon every level Jormu gains, he'll receive: 10% Size 3% Maximum Health 5 movement speed

Jormu's basic attacks are 50% slower, so he will always attack slow, but his auto attack deals 200% of his total base damage.

**Immovable: ** All the Crowd Control effects on Jormu become a Dazing effect for him. Dazed: When Jormu gets hit by a crowd control, he is immune to all crowd control effects but instead, he gets exhausted upon the duration of the crowd control. When Jormu is exhausted, his attack animation will be canceled. Additionally, his channeling ability will also be canceled but he can move freely.


Q [Venemous Haze]:

Jormu fires noxious spit at an area that deals {80/120/160/200/240 (+40% of your magical power)} magic damage and creates toxic cloud for that remains in ground for 5 seconds. This toxic cloud deals **{10/20/30/40/50 (+5% of your magical power)} **magic damage per second and slows the enemies by 20%.

Cooldown: 5 seconds at all ranks Range: 400 Radius: 300 Mana Points: 60/65/70/75/80


W [Consuming Bellow]:

Passive: Jormu's basic attacks deal bonus **{20/40/60/80/100} **magic damage and marks with the consuming bellow mark for 3 seconds.

Active: Jormu draws the inner power and roars against the marked targets, dealing {60/90/120/150/180 (+30% of your magical power) + 10% of their maximum health as magic damage}, reducing their magic resist by 7/9/11/13/15 and slows them by 15% - 30% for 2 seconds based on how far they are.

Cooldown: 14/12/10/8/6 seconds Range: 400 Mana Points: 90 at all ranks


E [Submerge]:

Jormu submerges into the ground, and searches for a prey for 4 seconds. During this time he reduces the incoming damage by 50% and gains 15% bonus movement speed. When the duration ends, he emerges from the ground, knocking enemies who stand on top of him, dealing physical damage equal to {5% of his maximum health} and stuns them for 1 second. If they were minions or monsters, they will instead flee for 3 seconds. Can be reactivated early for a quick emerge.

Cooldown: 20/17/14/11/8 seconds Mana points: 50 at all ranks


R [Devourer of Worlds]:

Jormu prepares to enter into the world, enlarging as he prepares a devastating attack. After selecting a target area, Jormu flies into the air, diving down and crashing into enemies as his body then slams into the ground, knocking them away, fear them for 1 secondand dealing **{10% of his maximum health as physical damage}. ** Can be used 3 times within 30 seconds If Jormu was submerging into the ground, he will immediately knock all enemies on top of him in a doubled scale of radius.

Cooldown: 120/100/80 seconds Mana points: 150 Range: 1000 Knocking Radius: 300


**Pros: **

  1. High amount of HP
  2. Good crowd control
  3. Good at diving
  4. Very powerful late game if he gets there
  5. Strong damage comes from HP scaling

Cons:

  1. Weak early game
  2. Unable to buy boots
  3. Very slow at attacking
  4. His animations are slow, and thus enemies can outplay that
  5. Daze is a perfect form of a cc that counters his gameplay, even though he can still move but he can't cast abilities or attack during the duration.

**Itemization: **

Example 1: item 1401 item 3110 item 3053 item 3083 item 3001 item 3047 Example 2: item 1401 item 3193 item 3742 item 3194 item 3083 item 3009


Conclusion:

Jormu is a destruction bringer, he is terrifying, giant and very solid. He is hungry for wars, he enjoys dominating troops and getting in the fights of multiple individuals against him to proof how scary of a monster he is.

Jormu he is very weak early game, yet his scaling power is extremely powerful in late game. Therefore, he is very rewarding character if the game hits the late game, and he can use his the growth of his size and his ultimate allows him to be a giant monster in the field of the summoners rift, intimidating every being around him.


Thanks everyone, I hope you liked this concept. It took me a while but I always wanted to finish and share this concept which was in my mind for a while. Now that I finally got it done, feel free to give me your feedbacks and questions about this champion.

8 Comments

I say Facts11/6/2019, 11:59:28 PM5 votes

Well he is "originally" from the ocean in the lore I mentioned, but he can move in the ground as a giant worm.

We don't need the 100% logic, I know that he is an Ocean monster, but he can also move on ground by burrowing like a giant worm.

I hope that's going to clarify it more.

Pumpedhero11/6/2019, 11:33:32 PM2 votes

So, this champ doesn't really fit the game at all, its a water serpent, it cant use boots, and it having a big model looks odd, its also a hassle to see how its gonna move or walk, and this looks extremely influenced by the smite version of it.

Muzét11/7/2019, 5:08:43 PM2 votes

Well. This was disappointing. You did not even dare to change your "idea" abilities. Not even his name to fit Runeterra (Since as much League is inspired by myth they try to stay away from actual myth name and bring some originality into their names... )

https://smite.gamepedia.com/Jormungandr

It may be boards but what you're doing is pure theft. You should be ashamed.