(Champion Concept) Sargrash, the Gore Glutton
LORE For decades, the city of Noxus has been the empire of strength and the mighty. If you do not bring strength to the empire of Noxus, you are not worthy of living within it. This can come in many ways, shapes, and forms. Perhaps your strength lies not in your muscles, but in your mind. Perhaps you are a military genius that has never lost a battle for those you have commanded. Perhaps you are a farmer who has fueled the armies of Noxus for as long as you could count to five. Perhaps you are strong in a very literal sense and just enjoy bashing Noxus' enemies' heads into stonewalls. That's ok too. Noxus accepts all, of any race, gender, or nationality. As long as you swear yourself to Noxus, you will be granted the right to live as long as you show your strength to those who you now serve. However, a century or two ago, the now capital of Noxus was not what it used to be. The Immortal Bastion, the home of the malicious warlord known as Mordekaiser, was home to many horrors that ravaged the lands and brought about great and unholy devastation upon the land. Even worse is what it attracted. Long ago, the Darkin, a race of demons, invaded the world of Runeterra but were eventually stopped and imprisoned in weapons now sealed away from the world and protected so that evil warlords could not use them for conquest. Unfortunately, Mordekaiser was not a man of safety or restraint. He discovered what appeared to be a tomb near the Immortal Bastion that he originally planned to use as a base of operations. However, he soon discovered that this was no mere tomb, but a prison. Within was a sword bathed in what appeared to be hardened blood. When one of the few men who entered the tomb touched the sword, the sound of screaming monster filled his mind. He dropped to the ground, clutching his ears, sobbing horribly. This man was someone who had just slaughtered an entire village, laughing all the while. The blood on his own sword was still fresh and dripped upon the floor. The others backed away slowly from the man as he continued to sob horribly. The screaming monster told the man of the wonders of violence, the eternal agony that he had afflicted upon others, and the wonderful taste of blood and guts. It described how the man was pathetic and how it would rip apart his insides, slowly twisting and grinding them until nothing but a stain on the ground was left, upon which the monster would lick it up, enjoying his blood to the last drop. The monster demanded blood and told the man to kill his allies. It promised all of the pain would stop if he just killed them all... and so he did. The man, seemingly blessed with strength that could send a minotaur flying across the plains, tore apart his comrades and awakened the beast within the sword. The sword floated into the air in front of the man, telling him that it would keep it's promise. The sword then plunged into the man's stomach and then twisted a gaping hole through the man. The man's blood and all of the rest that was within the room formed a bubble with the sword and man's corpse at it's center. Then, it all erupted outwards and a gigantic monster exploded from the prison where it was once held. Sargrash, quite possibly the most violent being to ever exist in Runeterra or even all of existence, was unleashed upon the world. Using it's claws, it tore through the countryside, leaving a trail of boiling blood in it's wake. It's appetite for the blood and guts of mortals caused thousands of deaths until Mordekaiser himself approached the demon and, with a powerful spell, trapped it inside a sphere of metal. The Master of Metal had heard of what his men had unleashed upon the world and wanted to see what it could do. He was satisfied with the results, but could see that if he tried to make use of this beast, even he could not control it for long. The demon was trapped within a seemingly bottomless pit that Mordekaiser instructed his most powerful mages to create. That pit is now at the bottom most level of the Immortal Bastion. The screaming of the beast can be heard from the top of the pit as it relentlessly tries to escape, but is unable to. The walls of the pit are reinforced with enchanted metal is extremely durable and self-repairs, meaning it would take far more than what Sargrash could output to break the walls to allow him to even attempt to burrow out of the pit. The pit is currently used as a form of execution and has even become an object of worship for the truly insane within Noxus. None who enter the pit return and the screams from within have lead many to believe that the pit itself is a god of death. This worship is simple: all who enter the pit are a sacrifice and as long as the pit is fed, the Immortal Bastion is spared from it's wrath. This worship was soon noticed by the cruel leader of Noxus: Swain. He heard the screams within the pit and, after some research, discovered the truth of what was within the pit. To think that none before had discovered what was held within was truly baffling. Never the less, Swain wished to make use of this being of destruction. After the preparations were made, a ritual was held from the top of the pit. After many were sacrificed, Swain and many other mages teleported the beast to the closest point to the kingdom of Demacia as they could. Once again unleashed upon the world, Sargrash began to ravage the world of Runeterra once again. It now dwells within a necropolis within the hills near Demacia that once held many of the ancient legends of the kingdom. Now, it is feared by all for the beast that dwells within. It is said the beast within will make nice use of the meat on your bones before eating it itself. Those who have visited the necropolis and lived to tell the tale are not the same people who they once were. They tell tales of blood-stained walls and mounds of bones, stripped of flesh, scatted all throughout the necropolis. The one thing they all remember the most is the unholy screaming that echoed from within. It was enough to drive some mad, and enough to cause others to retire from the army of Demacia entirely. Some that were not allowed to retire simply deserted, the men preferring to become an outlaw than ever be ordered again to investigate the necropolis. In recent days, many villages have reported unholy screaming in the night. Many have not returned from late night hunts and a few who have believe that they saw what they call the "King of Demons" within the forests. Until the creature is killed, all hunting has been put to a standstill and anyone who exits a village during the night will be arrested until dawn. None have yet killed Sargrash, causing many villages who relied on their hunters for food to starve. Many have taken up the role of slaying the beast, but none so far have been successful. The king himself has put up a reward for anyone who can slay the beast. Unfortunately, the king would soon discover that he hadn't doomed the beast with such a reward, but simply given it a buffet to feast upon. http://www.artofmtg.com/wp-content/uploads/2014/04/Sire-of-Insanity-Art.jpg Art by Peter Mohrbacher
Sargrash, the Gore Glutton Main Role: Juggernaut Secondary Role: Warden Health- 850 (+150 per level) Health Regen.- 0 (+0 per level) Armor- 30 (+3.75 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 345 Attack Damage- 64 (+5 per level) Attack Speed- 0.585 (+2.15% per level) Attack Range- 175 (Melee)
Passive- Gore Glutton Innate: Instead of regenerating health over time, Sargrash naturally loses health over time after the game has been going on for at least two minutes and fifteen seconds. He will gradually lose 2% of his maximum health each second until he reaches 10% maximum health. Whenever Sargrash kills an enemy unit or scores a champion takedown, he will regenerate 3.5% of his maximum health and briefly halt the passive loss of health for 3 seconds. The health drain will also briefly halt for 10 seconds upon respawning. As Sargrash loses health, he will become more and more ravenous and gain additional effects. Upon falling below 75% maximum health, Sargrash gains 10/12.5/15/17.5% increased movement, increased to 20/25/30/35% after being out of combat for 5 seconds. Upon falling below 50% maximum health, Sargrash gains 10/15/20/25% increased base attack damage, increased to 20/30/40/50% increased base attack damage after being in combat for at least 12 seconds. Upon falling below 25% maximum health, Sargrash begins moving on all fours, causing all other benefits he is gaining to be doubled and causing him to heal for 6/9/12/15% of all physical damage he deals. Levels: 1/6/11/16
Ability 1- Rip Off A Chunk Active: Sargrash's next basic attack will deal (45/55/65/75/85% AD) plus an additional 3.5/4.5/5.5/6.5/7.5% of Sargrash's missing health as bonus physical damage. If this attack kills the target, Sargrash will gain a stack of 'Meat' and the cool down of this ability is halved. Cool Down: 11/10.5/10/9.5/9 seconds
Ability 2- Scream of Terror Active: Sargrash lets out a bone chilling scream in the target direction, causing all enemies in the targeted direction to be marked with 'Absolute Terror'. If Sargrash comes within 275 units of a unit marked with 'Absolute Terror', they will be feared for 1.1/1.2/1.3/1.4/1.5 seconds, applied Grievous Wounds for 4.5 seconds, and take bonus physical damage from Sargrash's basic attacks equal to 3/4/5/6/7% (+1% per 100 AP) of their missing health for the next 4.5 seconds. Cool Down: 13 seconds Range: 900
Ability 3- Meat Snack Passive: Sargrash's base attack damage is increased by 4/8/12/16/20% and his attack speed is increased by 5/12.5/20/27.5/35%. Active: Sargrash stops and channels for up to 5 seconds, consuming a stack of 'Meat' every second to heal him for 7% of his missing health each second. During this time, Sargrash's health will not be drained from 'Gore Glutton'. This can only be cast if Sargrash has at least 5 stacks of 'Meat' to consume. Cost: 1 stack of 'Meat' per second Cool Down: 13 seconds
Ultimate- Boiled Meals Active: For the next 6 seconds, all nearby enemy units will have the blood inside of them boiled with intense heat, causing them to take 30/40/50 plus 5/7/9% of their missing health as physical damage each second. Sargrash is healed for 30/40/50% of the damage dealt by this ability. Cost: 25% current health Cool Down: 130/115/100 seconds Range: 525
RECOMMENDED BUILDS
Jungle Starting Items
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Essential Items
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Standard Items
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Situational Items
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Consumables
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Lane (Top) Starting Items
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Essential Items
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Standard Items
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Situational items
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Consumables
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TIPS
Sargrash is unique in that if you aren't constantly killing something, he will slowly die. While his ginormous base health helps make up for this, he will be taking tons of damage from his passive over the course of the game. This forces those playing him to be wild, savage, and predictable. However, Sargrash is, never the less, a true power house to face. Even getting near him endangers your life due to Scream of Terror, providing him with an impenetrable defense against divers and assassins who wish to put the beast down. His ultimate further emphasizes this by roasting enemies near him alive and healing him for a portion of the damage dealt. Sargrash requires a coordinated team to take down and is truly the most terrifying Juggernaut to face in the game. As Sargrash, it's important to always be munching on something. Planning your route ahead will make life easier as you wind your way around the Jungle in order to feast on neutral creeps to stop your hunger from consuming you. Sometimes, after a gank, it would be beneficial if you killed two or three of the enemy minions in the lane to recover some health and stop the hunger. Basically, playing Sargrash requires you to plan your meals. Be sure to have something nearby that you can bite on to slow down your starvation or suffer the consequences of your poor planning.
Thank you for reading and constructive feedback is appreciated!
Essential Items
Standard Items
Situational Items
Consumables

Consumables
