Gor'skah The Voidborn Behemoth

NightmareCrawler·2/3/2017, 10:58:02 AM·3 votes·763 views

UPDATED: Added suggested item builds!

So, after taking a break and suggestions from a fellow on the previous rendition of this monster, I return with a adjusted, revamped and much more unified kit for Gor'skah!

Without any further adeu...

The void is a nightmarish place. Beasts of unimaginable horror stalk this realm of madness and death looking for their next meal. Most consider this a prison for these abominations. They would be right, but like any other prison escapees are indeed possible. Creatures like Cho'gath, Rek'sai, Kha'zix, Vel'koz, and Kog'maw have all found their way into the realm of Runeterra. And soon enough, one more will join them in their campaign of carnage.

It had been a quiet day for a small village a few miles north of Demacias shining splendorous gates and towering walls. Life was as usual, trade, work, children playing, chores being carried out and the like. Of course, this would not last for much longer. A roar so thunderous and horrible split the air as if the ground itself had opened up to swallow the village whole, and most of them would have much rather that death to what they had coming.

An hour or so later, a small portion of the Demacian army made their way into the ruined village to a sight of absolute desolation. Corpses strewn about, brutally crushed, partially eaten and other nauseating deaths. There were no survivors. And all they found there besides the trampled remains of a once peaceful village were signs of a creature with large clawed feet, and the fact it seemed to be standing on six of such feet.

On their return trip, they sat to rest, the sights still plaguing their every thought when they were discussing what this thing could possibly have been.

They found out first hand what it was.

With a roar like thunder once more, the already shaken troops scattered as a creature standing no less than forty feet tall and clad in the thickest natural armor they'd seen, barreled towards them. Two huge scything claws cleaved men in half with a disgusting ease, as it moved with shocking speed for something its size, catching more of the men underfoot. Its beaked maw snapped and tore into men with as much ease as the rest of this thing seemed to muster against the well trained soldiers. The captain whom led these men moments ago had begun to flee on his horse, the steed covering as much ground as it could, as fast as it could. And to the mans horror, the sounds of his screaming men stopped, and were replaced with another roar and the sound of rapidly approaching foot steps, sounding like a mountain was right on his heels. His last sight was staring down the creatures gullet as is pincer-like jaws scooped him and his horse straight into them.

Gor'skah is a top/jungle Juggernaut who is best suited for line-breaking and defending his squishies. With a bunch of CC, his sheer size and intimidating presence should be deterrent enough to scare those bold assassins away.

Passive: Crushing Chitin Gor'skah is a towering creature that, while slower, hits much harder due to his naturally armored form. His attack speed is capped at a maximum of 1.5 attacks per second. However he gains bonus physical damage on hit, and to his spells, based on the bonuses to his armor and magic resistances. This bonus damage scales as he levels.

Bonus damage: +9/15/21/27% of TOTAL bonus Armor and Magic Resistance. (Levels 1,6,11,16)

His passive is a fairly simple but useful ability, has synergy with items such as Iceborn Gauntlet and Wits end.

Q: Impaling Claws Gor'skah strikes a targeted area with his two massive scythe-like claws, dealing a base amount damage to all in the area and slowing them. Those struck by the center are stunned instead and take a chunk of their maximum hit points as a percentage of damage.

Damage: 70/90/110/130/150 + 100% total AD + Crushing Chitin Bonus damage + 5/6/7/8/9/10% of max HP to those struck by the center (Physical damage) Stun duration: 0.5/0.6/0.7/0.8/0.9 seconds Slow Duration: 1/1/1.5/1.5/2 seconds Slow Strength: 20/25/30/35/40% Mana Cost: 95 at all ranks Cooldown: 14 seconds at all ranks

His main damage ability. How it works in terms of aiming is much like how Aatrox's Q is, just with a much shorter range.

W: Organ Rupturing Roar Letting out a roar so loud it damages the muscles and organs of those around him, hindering their efforts or causing to flee in panic. This ability, deals damage and slows the attack speed those of equal or higher percentages of hit-points to Gor'skah's own hit-point percentage and fears those lower than said percentage. This only applies one or the other after the spells damage is calculated, so you can never be feared and have your attack speed reduced.

Damage: 65/90/114/139/164 + 100% AP + Crushing Chitin Bonus damage (Magic damage) Attack speed slow: 15% at all ranks Fear duration: 0.6 second at all ranks Mana Cost: 70/80/90/100/110

Uses a mechanic inspired by Irelia's E. Functions rather differently however.

E: Voidborn Bulwark Gor'skah's massive armor plates appear to be imbued with raw void energy, granting him bonuses to both Armor and Magic Resistance. Furthermore, this deals his passives damage in an AOE around him. This effect lasts longer the more ranks he has in it.

Damage: No base, scales purely from Crushing Chitin's Bonus damage (Magic damage) Bonus Armor: +15/30/45/60/75 Bonus Magic Resistance: +10/15/20/25/30 Duration: 2/4/6/8/10 Seconds Mana Cost: 100/110/120/130/140 at all ranks Cooldown: 25 Seconds at all ranks

Nothing to say about this ability, high mana cost for upkeep to prevent too much abuse of its bonus damage buffing.

R: Jaws of the beast Gor'skah lets out a map-wide roar, signaling his charge. After rearing back for a fraction of a second he barrels forward with murderous intent. This carries him at double his movement speed in a straight line until he hits a wall, cancels, or reaches the end of his determined travel distance. Should he collide with any enemy champion along the way they are clamped in his pincer-like jaws and taken along for the ride. This can only carry one champion at any given time! Should he catch any champion and drag them the rest of the way with him they are not only dealt damage from the initial collision but are re-dealt the same damage at the end. Additionally should this carry them into a wall they are slowed the second this effect ends for an additional second. Once the charge has begun he can't steer or be stopped by any CC. The grab counts as a suppression effect. Furthermore any other champions in his path are shoved out of the way and take the impact damage.

Damage: 100/150/200 + 100% total AD + Crushing Chitin's Bonus damage (Physical damage) Charge distances: 1000/1500/2000 units Slow strength: 70% Slow Duration: 1 second Mana cost: 150 at all ranks Cooldown: 140/110/80

And his bread and butter engage tool! Charge in, grab a hapless tank a carry them well out of the way! Also good for just charging in and following up with a w q combo!

Example build for top lane: Start item 1029 item 2003, Early stuff item 3024 item 1011, Core items item 3742 item 3025 item 3091. Finished build example: item 3047 item 3742 item 3091 item 3025 item 3748 item 3102

Example build for the jungle: Start item 1039 item 2031 , Early stuff item 3715 item 1001 item 3751 , Core item 3742 item 3800 item 3512. Finished build example: item 1413 item 3111 item 3025 item 3742 item 3512 item 3800

His general stat growths would be rather low for his armor and MR. His hp would be moderate, and he'd have an average mana pool. His AD base would be rather high, but with a mediocre growth. All in all an almost nonexistent Attack speed growth too.

Here's a link to his prior rendition, just to give an idea of how much more together his kit is in this iteration.

As always critiques, compliments, and comments in general are welcomed! Thanks for taking the time to gives this a read!

2 Comments

Warlord Scrap2/4/2017, 12:17:47 PM1 votes

Honestly I really would like your original passive on a support at some point without the HP buff just allow them to place additional wards down maybe for a max of 6 instead. As for the current rendition seems to be a good top lane tank.