[Champion Concept] Thonum, the Great Stone Golem

Hergotzer·12/22/2017, 6:36:31 PM·7 votes·611 views

#Thonum, The Great Stone Golem


Lore:

Thonum is an ancient creation, a former war golem of the Shuriman Empire. In its glory days, Shurima had thousands of these magic-powered, semi- sentient machines that they used in their wars and conquests. They were the cannon fodder and the first line of defense. Mere machines, piles of rocks, they said. And that's what they really were. But as time passed, the golems were abandoned as the mages of Shurima found more powerful applications for their abilities. The raw power of a soul was found to be far more powerful if used by a living being, and the golems shortly after were surpassed by the soldiers they were made to protect.

The golems were stored and forgotten, as the magic that protected the golems in war also protected them from disassembly. They were locked deep under the Shuriman capital, where their power was hoped to slowly seep away and finally dispel. But this was not to happen.

The young emperor was betrayed by his closest friend, who killed all living in Shurima. But the golems in their ancient, forgotten powers reacted differently; their seals made to protect their small flickers of life through any way possible, and find a way to do so if impossible, resisted the destructive force of the Sun Disk as it swept through Shurima. The magic that protected them, however, was far too weak to protect them all. The seals broke, one by one, until only one remained. The released half-souls of the other golems, still following their seals' orders, protected themselves and transferred to the last remaining body they had. The power that surged through the golem shattered its seal and fused the half-souls together, making them strong enough to resist the powers of the Sun Disk and survive the annihilation. However, as the remains of the Half-Souls fused they became something new. Still less than a normal soul and yet something far more.

The golem that now hosted all the small fragments of its kind woke without proper personality or mind, merely a wandering, mindless husk. It rose from the ruins of Shuriman capital and for decades it wandered the sands of Shuriman desert. Over the years it gained fame as the Great Stone Golem, an unstoppable force that never stopped. That was, until it met a strange person, a relic from time of Shurima. A mage, who was able to properly intertwine the souls in the golem into union, a single entity. It gained sentience.

When it woke into conscience, it was all alone in the desert, its only memories broken fragments from the time its souls were separate and a strong picture of a person cloaked in gold and speaking in ancient Shuriman dialect. The mage. It found an inscription on its chest, a word made using Shurima's alphabet, which translated as Thonum. The golem did not understand the word or its meaning, but as time went on, people who met it began to call the towering giant as Thonum as was inscribed to it. The golem took as its life's meaning to find this mage and talk to it, as the golem was still confused of its meaning and part in this world. It hopes to find answers to all of that, one way or another.

Thonum's journey is however constantly slowed as its souls still remember the time they were magically ordered to defend others, and can not resist their instincts to continue doing so even to this day.

Primary Role: Tank Type: Melee (175 Range)

Thonum is an AD-orientated tank with high defensive power and fight control, but less kill potential. He is at home defending his team from danger, be it by creating walls or by being the wall. He is superb both in top and as a support for his cc and protection capabilities and synergizes well with low kiting potential champions. Even if caught alone he is difficult to bring down, even if he can't bring you down either. He is a giant rock wall. That moves. Towards you. And you better dodge him unless you want to get between a rock and a hard place.

Description:

A large, humanoid golem made of sandstone. Broad stature and arms are wide, with shove-like structure in the end. He has no proper hands and his legs look like he wears a long skirt. His legs make the two halves of the "skirt".


Passive: Defensive Stance

Thonum shields itself with its wide hands, reducing all damage coming from a certain direction. The hands attempt to orientate themselves towards the closest enemy or the one who deals most damage. Starting on level 13 minion damage and small and large (not epic) monster damage is completely negated. If no enemy is near, the shields rest on his sides. Thonum's basic attacks deal only 70%AD damage but give him stacks of Hardening: Each stack increases his resistances by a percentage and increase the damage reduction on his shields.

Hardening stacks cap at 50 and after 2 seconds of not gaining a stack they begin to go away at 1 stack per 0.1 seconds (10 stacks a second). Each stack increases Thonum's resistances and the damage reduction from his hand shields by 1%.

Shield Size: 110 degrees

Damage Reduction: 8-25% (7 + 1% per level) (Max damage reduction 16-50%).

Q: Destablizing Smash

Thonum smashes the ground, dealing physical damage in a medium cone in front of him. After .4s the ground destabilizes, dealing more physical damage. The ground then remains destabilized for a couple of seconds. If enemy moves too much on destabilized ground, it collapses, dealing physical damage and roots and knocking down all enemies on that patch of ground. Enemies closer to Thonum at the moment of casting take 25% more damage.

Blinks and teleports do not collapse the ground.

Using this ability grants 4 stacks of Hardening.

Mana Cost: 45/50/55/60/65

Cooldown: 7/6.5/6/5.5/5

Initial Physical Damage: 50/70/90/110/130 (+35% bonus AD) (+30% Armor) (+30% MR)

Destabilize Physical Damage: 30/55/80/105/130 (+35% bonus AD)

Collapse Physical Damage: 70/100/130/160/190 [+2/3/4/5/6% of target's maximum health]

W: Living Walls

Thonum raises his shields up in a blocking position, intercepting any projectiles that hit the shields. While using Block, take even more reduced damage from the targeted direction but lose the ability to auto attack and use other abilities. Reactivating the ability makes Thonum summon a projectile intercepting wall where his shields were a moment ago for 2s. The wall has heath that scales with Thonum's.

Targeting a champion with a basic attack while using Living Walls makes Thonum charge towards that enemy (Directly, will attempt to do so even if there are walls in front.) [Charge is automatic, functions like Sion ult]. If Thonum reaches the target he grabs them and smashes them to the ground on his other side, dealing heavy physical damage and slowing them.

Every new instance (New spell/basic attack) of blocked damage grants stacks of Hardening.

While using Living Walls Thonum is unaffected by hard CC.

The cooldown of Living Walls is reduced by 1 second for each unique champion attack that dealt damage to him (auto attacks only count as 1 unique attack per champion). He may move freely while using the ability. Pressing the abilty activation button again and keeping it pressed allows Thonum to reorientate the shield.

Mana Cost: 100

Cooldown: 35/32/29/26/23

Passive Reduction Increase: 4/7/10/13/16 (+7% Armor) (+7% MR)

Active Damage Reduction Increase: 10/15/20/25/30%

Wall Health: 30% Of Thonum's max health

Physical Damage: 50/75/100/125/150 (+30% AD) (+5/7.5/10/12.5/15% Target's Max HP)

Slow: 50%

Slow duration: 1/1.25/1.5/1.75/2s

E: Fissure

Thonum raises a wall-like shape from the earth, and slams it to the direction of the player's choice. It will push any enemies it hits with it, dealing small damage. If those enemies collide with a wall due to the push, they are stunned and take great damage. If they are crushed between the wall and Thonum's wall, they take doubled damage.

If the wall collides with a wall player-made wall, both walls are destroyed in impact. (Other effects of this ability still happen)

Mana Cost: 50/55/60/65/70

Cooldown: 20/17.5/15/12.5/10

Initial Physical Damage: 25/50/75/100/125

Stun Duration: 1/1.25/1.5/1.75/2s

Hit Physical Damage: 75/95/115/135/155 (+25% AD) [+2.5% of target's max heath] (Max 150/190/230/270/310 (+50% AD) [+5% of the target's maximum health])

R: Continental Shift

Thonum elevetes a large patch of ground in a ramp form, allowing units to move over this terrain from other side while blocking them on the other. Can be used to cross over terrain. Enemies inside the patch are knocked up and take small damage.

Mana Cost: 100

Cooldown: 150/120/90

Knock-up duration: 1.5 seconds

1 Comments

MadKing00712/23/2017, 10:47:11 PM1 votes

Cool lore and concept but he seems to have way to many walls and has way to many shields with damage resist but with that i like how you balance this with the reduced damage. Also i like the idea of the root for walking to much on the ground.