Grom - The Selfish Mercenary

SurpriseJetpack·11/25/2014, 4:17:35 AM·1 votes·1,570 views

Author's Note: I am not by any means an expert of creating champions. All forms of feedback is good feedback, thanks for looking here!

Grom - The Selfish Mercenary

Role - Marksman

Lore:

Grom has always been out for number one. For a while, that number one spot was filled by his mentor Graves. After Graves was sent to prison, Grom had no one in his life to claim that number one spot. He soon traveled to Piltover to start life anew and become a self-succeeding man. He began making designs for new weapons, tools, gadgets, and other types of machinery. However, none of his designs saw the light of day and he was the mockery of this so called “City of Progress.” Grom soon discovered that he shouldn’t be helping others, that he should become his own “number one.” Grom went deep into the tunnels under Piltover and began his work on his greatest creation. He would use his newfound weapon to become the most powerful force in Piltover and beyond. This weapon would become his key to power, his hammer to the doomed nail, his own destiny creator. However, there seemed to be competition against him and his newfound gun. A girl by the name of Jinx has already accomplished what he wanted. The destruction of Piltover. On top of it all she had marked it as her own smearing her crude, primitive signature across the city. Grom would not stand for this. Piltover was his city to take down, not hers. Grom promised to himself that he would find this girl named Jinx, make her pay, and reclaim the number one spot.

Appearance

Grom has been shaped by his selfishness. Once a fine looking gentlemen, he is now a sloppy bearded psychopath. His hair is brown and messy and looks like it hasn't been washed in months. His glasses, once perfect spectacles, are now bent slightly with his left lens being cracked. He has the typical "big guy henchman" figure: broad shoulders, slightly hunched over, larger-than-reality muscle build, "gorilla" hands to hold his rifle. His attire is something like if Goodwill and Men's Warehouse were mixed together. His clothes fit, but there is noticeable wear-and-tear all around: scuffed shoes, wrinkled shirt, holes in dress pants, neck-tie undone.

Main Weapon

Grom’s choice weapon at his disposal is his trusty rifle Plug. Plug may not shoot far, but he can shoot hard. Grom’s range is about as far as Gnar’s basic attack with Rage Gene at level 18 (485), which is the second lowest of any Marksman (Urgot’s basic attack range is only 425). This means that Plug needs a little bit of tinkering to be of any value. Grom knew this and has equipped Plug with the finest equipment in snagging kills including a net gun, a grappling hook, and a bullet enhancer that can be toggled at any time. All these modifications are easily hidden in their secret compartments that will pop out of Plug any time they are used so the police will never know of these changes until it’s too late.

Passive: All for One

Grom gains .25/.5/1 Armor per 1000 Gold.

Q – Killsteal

Range: 525 Single Direction Skillshot Cost: 75 Mana Cooldown: 10/9/8/7/6

Passive: Grom gain 1 AD per kill. Grom loses 1 AD per assist (Cannot result in negative loss of AD).

**Active: ** Grom stomps the ground, rupturing the ground for 2 seconds. Enemies hit by this ability are dealt 45/70/95/110/130 (+50% AD) physical damage. This ability can cast through enemies (can’t be body-blocked)

W – That Was Mine

Cost: 20 initial Mana cost, 4/7/10 additional Mana per second

**Passive: ** Grom gains stacks of “Frustration” when earning an assist (up to 5 stacks). When Grom kills an enemy champion he cashes his stacks for 50 Gold multiplied by the number of stacks. The stacks reset to 0 if Grom dies and no Gold is awarded.

**Toggle Active:**Grom activates his bullet enhancer, piercing the armor of his enemies. Grom stacks Armor Penetration (up to 5 times), each adding 1 Armor Penetration to his attacks. This will reset to 0 if Grom hasn’t attacked in the last three seconds.

E – Reckless Endangerment

Range: 700 around self Cost: 50 Mana Cooldown: 20/16/12/10 Seconds Duration: 3/3.25/3.5/3.75/4

Grom coaxes his allies to be his personal body guards. Allied champions that are within range when the ability is activated gain 5% Movement Speed, can block all projectiles, and receive 20/25/30/32/35% damage reduction

R – Super Netgun

Range: 1250 Single Direction SkillShot, 500 shockwave Mana: 100/110/130 Mana Cooldown: 100/80/70 Seconds

Passive: Every three kills Grom gains a “Super Grom” stack. Every stack grants Grom 10% Cooldown Reduction and resets on every death.

Active: After a brief delay, Grom launches a net from his Super Netgun and snags the first enemy champion it lands on dealing . The net stuns the champion for 2/2.5/3 seconds and then sends out a shockwave, slowing the initial enemy champion by 20/30/35% and any other enemy champions caught in the shockwave for 15/20/30% of their movement speed. If all five enemy champions are caught in the ability, Grom and allied champions gain 20/25/30% of their movement speed.

Playstyle:

Grom is meant to go toe-to-toe with other Marksman. What he lacks in mobility he makes up for CC and his passive stacks. When Grom gets ahead, he will hurt. He is meant to “kill secure” by any means necessary and should be played recklessly. However, by late game he will get out scaled by other Marksman who are built for late game advantages and will be abused against him. Eventually if Grom players aren’t careful, all the stacks built up will degrade to nothing and they won’t have anything working for them.

A good team comp for Grom centers around picks and counter-engagements. Grom players may even want to start a fight, throwing their Super Netgun out to catch the enemy teams in the middle of an objective like Baron or can be used when they feel like they’re about to be dove upon by the enemy team in a siege. Major supports for Grom include Alistar, Janna, and Nami. These three offer good disengages with solid CC. Two of these supports also benefit Grom’s passive stacking play-style with Alistar being perfect for those “meat shield” skirmishes combined with his ultimate and Grom’s Reckless Endangerment. In team fights Grom should be focused on first buffing his team with his Reckless Endangerment to put himself in a good position so he can output as much damage as possible. Focus on a single target, stacking Grom’s W and landing the final strike. Note that team cooperation is key, giving a majority of the kills to Grom should be the priority. When on the losing side of a fight, Grom shouldn’t be sticking around and should be immediately leaving if the fights get too hairy for he is a selfish man who doesn’t like to be on the other end of a bullet (or arrow or sword or whatever). Use abilities sparingly while retreating so Grom can kite effectively for without a mobility Summoner Spell there is a good chance Grom will be giving up the Gold instead taking it.

On Selection: “Like there was any other choice.

**Joke: ** “Hey, you going to finish that?

**Movement: ** "One step closer...", "Outrun me? Pathetic", "Why wasn't I there sooner Summoner?"

**On Attack: ** "This one's mine!" , "Going for the kill!" , "Fight me!"

Taunt:

General: "You musn't worry, soon this land will be mine!

Caitlyn:Sheriff, we both know who comes out of this alive...

Jinx:You took my destiny away. Allow me to repay you!

Vi: "You cannot enforce something that won't exist!"

Jayce: "The only tomorrow you'll see is the one in flames!"

Item purchases:

Bloodthirster: "This weapon fills my greed."

Trinity Force: "Why would I need such a useless toy?"

Boots: "No one can escape destiny."

**Statikk Shiv or Phatom Dancer: ** Yes...this will get my point across quicker.

Base Stats

Health – 500 (+85 per level)

Mana – 246 (+38 per level)

Attack Damage – 51 (+3.25 per level)

Attack Speed – .640 (+2.92% per level)

Armor – 17 (+3.5 per level)

Magic Resist – 30

HP Regen – 5.5 per second (+.45 per level)

Mana Regen – 7 per second (+.3 per level)

Range – 485

Move Speed - 310

Author's Note #2: Thanks again for checking this out! If you have ideas to help build this champion, please feel free to post.

Edit: Added new quotes for moving and attacking along with an Appearance section. Changed some formatting as well

3 Comments

DriftThruTheRift11/25/2014, 5:40:32 PM2 votes
  • It's interesting just not sure about it, seems like 2 of the 4 abilities are really usable for dishing out damage but I suppose cait is that way too :P