Guomundr, The Desert Bulwark(Champion Concept)

Mr Voidling·5/10/2019, 9:39:49 PM·7 votes·2,344 views

I did not create the art, check out the artist yourself. https://cdnb.artstation.com/p/assets/images/images/005/587/803/large/-1492210612963.jpg?1492211171 https://www.artstation.com/artwork/BQlm6


Guomundr, The Desert Bulwark An ancient construct built to protect Shurima long ago, long since forgotten, once again sees the light of day.


STATS 500+90 | Health 6+0.5 | Health per 5 260+30 | Mana 5+0.6 | Mana per 5 66+4 | Attack Damage 0.615+3 | Attack Speed 25+3 | Armor 32.1+1.25 | Magic Resist 330 | Movespeed 150 | Range


Passive: Shuriman Integrity Guomundr gains 5% increased Armor and Magic Resist while within 1,500 units of a construct, stacking up to 5 times. While within 1,500 units of a construct Guomundr passively generates a shield for up to 5-10% of his max Health over 2.5 seconds while out of combat for at least 5 seconds, lasting until destroyed.


Q: Crushing Ring | Cooldown 18 | Cost 70 | Range 700 | Projectile Size 100 Guomundr throws his giant ring, passing through units and colliding with the first wall hit, upon hitting a wall his ring is embedded for up to 5 seconds. If this does not hit a wall then his ring falls to the ground for up to 5 seconds. Guomundr can recast if the ring is embedded to pull his ring back to him after a 0.5 second delay. Deals 40/60/80/100/120 (+70% Bonus Attack Damage) Physical Damage when passing through a unit. When Guomundr gets his ring back he performs a spinning attack with the ring dealing 15/25/35/45/55(+80/85/90/95/100% Attack Damage, +40% Bonus Armor) Physical Damage to all enemies within 200 units, and reduces the cooldown by 5 seconds.


W: Quicksand Trap | Cooldown 18 | Cost 70 | Range 600 | Radius 200 Holds up to 2 charges. Guomundr conjures up a constructed trap on the ground, lasting for up to 30 seconds, enemies who walk within 150 units trigger the trap causing the ground to spiral and move around for 8/9/10/11/12 seconds. Quicksand Traps arm after 0.5 seconds and stealth after 2 seconds. While within Quicksand enemies are slowed by 40/45/50/55/60% (+5% Bonus Magic Resist) and grounded. Enemies inside Quicksand have their Armor reduced by 7% (+1% Bonus Armor) each second for 3 seconds, duration refreshing on stack gain and stacking up to 2/2/3/3/4 times.


E: Structurally Sound | Cooldown 12/11.5/11/10.5/10 | Cost 50/55/60/65/70 | Range 700 | Width 40 Guomundr claps his hands together and sends out a wave dealing 65/100/135/170/205 (+80% Bonus Attack Damage, +50% Ability Power, +40% Bonus Magic Resist) Physical Damage to all enemies in a line, stunning enemies hit for 1/1.25/1.5/1.75/2 seconds. If this hits a wall then it deals the damage and applies all effects in a 200 radius.

Passive: Guomundr gains 20/25/30/35/40% tenacity for 2 seconds after casting an ability.


R: Desert Ruins | Cooldown 65/55/45 | Cost 90/95/100 | Range 600 | Tower Size 100 Holds up to 2 charges. Guomundr raises up a small tower that acts as an impassable wall and fires projectiles at nearby enemies. Towers have 600/1,200/1,800 (+50% Bonus Health) Health, 30/45/60 (+40% Bonus Armor) Armor, 30/45/60 (+40% Bonus Magic Resist) Magic Resist, and deal 60/90/120 (+45% Bonus Attack Damage, +25% Ability Power) Magic Damage every 2 seconds. Towers last 10 seconds and have 600 attack range.

Guomundr can cast Quicksand Trap on towers to deconstruct them and heal for 5-15% of his Max Health depending on how much remaining Health the tower has, this destroys the tower.


Best to go either full tank, or AD bruiser. AP is an option but not a very good one.


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

6 Comments

EATARI5/11/2019, 4:48:09 AM1 votes

Seems interesting. The Q isn’t very dynamic or strategic, and W sounds a bit small. This honestly sounds more like a top laner than a jungler. I don’t see it being very easy to land Q without the enemy being very overextended. Overall, good job.

MooooooooreDakka5/13/2019, 2:03:53 PM1 votes

I love the appearance and thematic of this concept.

Passive: I guess it works but it's literally just free stats for building tanky. It helps his other abilities that scale with bonus defensive stats but increasing the scaling themselves by the same % would have the same effect. Judging from his w and r, he wants to set up the battlefield before a fight so what if the passive rewarded him for being nearby quicksand or towers? My suggestion would be to have stacks of power based on nearby towers, quicksand, and possibly enemy champions with the stats tied to those stacks. Also, maybe replace bonus health with a regenerating shield based on stacks so his max health doesn't keep changing and he can carry the shield with him between camps. The reliance on constructs could be problematic in the jungle but if the range is long enough he can do things like place quicksand between camps.

Q: I don't really like this ability and while the terrain interaction works with his towers, I think this could better deliver on his thematic. I'd suggest either adding a secondary effect in a short cone in front of him so he can hit enemies when he slams his hands together or changing it more to give him some form of mobility which he currently lacks. I like the passive on this.

W: Pretty solid, I'd suggest lowering the duration a bit since 30 seconds is a lot of time when he uses his ult to make it deal damage, possibly giving it multiple charges, and letting him place it preemptively as a trap with a longer duration until someone triggers it.

E: I love this ability since it works well with both his kit and his theme and could lead to some interesting interaction. The main issue is that it does so little that neither side is likely to bother playing around it. I'd suggest moving q's stun here and changing q.

R: Solid, I like the zone control and interactions with his kit.

Here's my set of suggestions:

Passive: Gains stacks of power based on constructs (w and r) within 1500-2000 units, max 3 stacks from w and 2 from r. Each stack gives % bonus armor and mr along with a regenerating shield. The shield.persists even when power stacks are lost.

Q: Works like current e. Microstuns on way out. If it doesn't hit a wall then it returns for the same damage and microstun. If it does then it lodges and can be reactivated after a short duration to recall it for higher damage and a stun similar to the current q. If it is picked up by walking over it while it is lodged then Guomundr performs a spinning attack that applies the same effects.

W: 11-15 second duration scaling with rank, stores two or three charges, remains dormant for up to 30 seconds or until an enemy champion or Guomundr steps nearby. No longer speeds up allies, shields on cast or damaged enemies on cast. % current health scaling damage is dealt to enemies over the duration and Guomundr gains movement speed, an extra stack of power, and in combat regeneration of his shield while standing in quicksand.

E: Leaps forward either a short distance or to the location of a construct and strikes the ground when he lands to create a shockwave that damages and slows enemies. Targets a larger area, deals additional damage, and briefly knocks foes airborne when targeting a construct. This lets him position better to threaten the right target and land his enhanced q effects.

R: Destroying a tower with w leaves behind a smaller ruin that still counts as terrain and grants a stack of power. Tower attacks mark enemies and Guomundr's basic attacks consume the mark to deal bonus splash damage in order to make the towers a bit more threatening while offering supporting fire without doing more damage by themselves.