(Champ Concept) Erderock, The Terraborne
Contents: Design Philosophy Appearance Lore Stats Kit/Abilities Strategy Pros/Cons Suggested Items
Design Philosophy: This concept is based off of an older concept of mine from the forums. I am changing some portions of it significantly, because at the time, Rek'sai didn't exist (and he was very similar to her). My main goal with this concept is to take the idea of an Earth mage, but instead of being a mage, make him into an AD bruiser/CC tank. I want each of his abilities to feel earthy and powerful, through things like altering terrain and potent CC. The main CC I want to use are root, (like a sink hole), blind (dirt in your eyes) and slows (thick mud). He also uses earth magic to become very durable, through shields and healing. Erderock is primarily supposed to be a peel based tank. He has limited engage power (no Gap closers, limited movement speed steroids), but he has many powerful CCs and his passive allows him to shrug of most CC to allow him to peel more for his allies
Appearance: Erderock is a giant anthropomorphic mole. He is roughly half Sion's size in game (Pretty huge for a mole). I have attached an art piece of mine that shows his complete set of armor as well as his generally bulky build. His legs are quite short, but his forearms are hugely strong and heavily muscled. He wears large gauntlets, but his naturally sharp claws protrude from them. He is a dark, velvety black, his armor is brown and silver, and the tip of his nose is bright pink (like any self respecting mole's nose ought to be).
Lore: I do not have a complete lore for him at this point, since the old one I wrote was pre-retcon, and wouldn't really work anymore. I will post it as soon as I have a new one.
Stats: Health: 544 (+84) HP5: 6.8 (+0.7) Mana: 322 (+39) MP5: 5.5 (+0.6) Armor: 23.4 (+3.6) MR: 32.1 (+1.25) AD: 57 (+3.6) AS: 0.651 (+3.1%) Range: 150 MS: 350
Kit/Abilities: Passive, Strength of the Earth: Whenever Erderock is affected by a CC, his non-ultimate base cool downs are reduced by 2 seconds, and he is healed for 6% of his missing health over the next 3 seconds. If one of his ability cool downs is completely refreshed by this effect, the heal applies immediately, the duration of the CC is reduced by 50% (does not affect displacement). This effect cannot happen more than once every 6/5/4 seconds. Scales up at levels 7 and 13.
Q, Grime Claws: Active: Erderock empowers his next auto attack in 6 seconds to deal bonus physical damage and blind the enemy hit. Damage: 20/40/60/80/100 (+110% AD). Blind: 1/1.25/1.5/1.75/2 seconds. This ability cannot blind the same target within 10 seconds, however, the bonus damage will still apply. The triggering attack will still apply on-hit effects and can critically strike as normal, however only the base AD amount will critically strike. 30/35/40/45/50 mana. 8/7.5/7/6.5/6 second cool down.
W, Terran Gauntlets: Active: Erderock gains a health shield for the next 5 seconds, and his auto attacks also deal bonus physical damage and apply a stacking slow for 2 seconds (The on hit damage persists even if the shield breaks, however, the slow does not). Shield: 80/115/150/185/220 (+8/9/10/11/12% max HP). On-hit damage: 10 (+20% combined Armor and MR). Slow: 10/11/12/13/14% (max 5 stacks, 50/55/60/65/70% slow). 65/70/75/80/85 mana. 18/17/16/15/14 second cool down.
E, Earthen Charge: Passive: Any unit that attacks Erderock takes magic damage equal to 3/4/5/6/7% of their current HP over 3 seconds, and Erderock is healed for 10% of the damage dealt (Damage against monsters is capped at 30/40/50/60/70 damage per second). Active: Erderock gains 25/30/35/40/45% MS for 6 seconds, avoids unit collision, and rakes his claws through the ground, dealing physical damage to all enemies hit and creating a mud field that entangles enemies who walk into it for the next 8 seconds (enemies can only be entangled once by the mud). This ability's passive damage return is diminished by 50% while this ability is on cool down (1.5/2/2.5/3/3.5% current health over 3 seconds. Damage cap vs monsters unchanged). Cool down begins once the MS buff wears off. Damage: 55/100/145/190/235 (+70% AD). Entangle duration: 0.5/0.75/1/1.25/1.5 seconds. 55/65/75/85/95 mana. 18 second cool down.
R, Terraform!: Passive: All of Erderock's self healing, life steal, and regeneration effects are increased by 15/20/25%. Active: Erderock leaps into the air before smashing down where he was standing, terraforming the area around him. Enemies within 400 range are rooted in place for 2/2.5/3 seconds and take 150/250/350 (+10% current HP)(+40% AP) as magic damage. Enemies between 400 and 800 range take 225/375/525 (+15% current HP)(+60% AP) as magic damage and are knocked back 500 units by impassable terrain. This ring of terrain forms 800 units away from Erderock and lasts for 5 seconds. Any unit (ally or enemy) can walk out over top of the ring, but no units can walk back into the ring. 100 mana. 120/110/100 second cool down
Strategy: Erderock excels as either a CDR tank or an attack speed/AD bruiser.
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As a tank, stacking raw defensive stats allows his W shield to provide large amounts of durability, and he can rely on his E's passive and his R to deal considerable amounts of damage to enemies on their own. CDR on this build allows him to spam his utility and large amounts of CC, which helps him peel diving assassins and bruisers off of his carries. Also, combining tenacity from the juggernaut enchantment with boots of swiftness and his passive, he becomes quite difficult to lock down, allowing him to dish out his CC and lock down the enemies carries in a fight. He can be kited with relative ease if he cannot close the gap quickly though, and his engage potential is quite low. He plays as a very reactive pick tank, the kind that can single out the enemy's initiator and CC lock them when they dive in while his team executes them.
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As a Bruiser, he relies on AS and raw AD to increase his damage output. Items that prevent kiting (phage, tenacity, furor enchantment, frozen mallet) are must have items so that he can stick to enemies when his CC is down. Having high movement speed through boots of swiftness and/or the Alacrity enchantment is also very important for sticking to targets. After AS and AD, the second strongest stats on bruiser Erderock are resists. His W slow gets applied quicker with AS, his Q and E hurt more with AD, and his on-hit damage from W scales off of resists. Lifesteal can be an effective choice on him because of his ult's passive healing enhancing effect.
Pros/Strengths: Huge amounts of CC. Hard to lock down. Excellent peeler. Counters ADCs. Very durable. Ult counters hard engage. Can Wombo-Combo a team by himself. Flexible build paths. Strong late game. Strong early ganks.
Cons/Weaknesses: No real gap closer. Poor initiation. Weak early game. Cannot carry a game alone. Easily kited. Does not scale well with damage. Cannot capitalize on a lead very well.
Suggested Items:
Starting:
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if Jungling)
Essential:
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if Jungling)
Offensive:
Defensive:
Situational:

Tank Build:
Jungle Bruiser Build:
AS Bruiser Build:
