Orum, Priest of Equipoise | CCOS Entry
Hello! This is my first time submitting a champion concept for CCOS. I made the champion in an attempt at a holier-than-thou priest and another music based champion. Ultimately this resulted in a Priest that uses souls wrapped about his waist, sealed in jars, as his choir. He's a support that focuses on aiding the front lines while peeling for his carries, and if he must, he'll throw himself in harm's way to save his allies. Enjoy! (Forgive me if the numbers are bad.)
http://i.imgur.com/t9ohuew.jpg Art by Jason Nguyen
Orum is without the mask above. Orum's face is a warm caramel with a cloth that cover his eyes but not his bright smile. He wears a belt of small jars about his waist, with two large cylindrical bells hanging off his back.
Visuals: Orum walks upright with his right arm near constantly behind his back, attacking with his left. With Homeguard, he puts both arms behind his back and appears to fly, or at least hover. In Idle, Orum puts his hands in his sleeves in front of himself and waits.
Sounds:
As long as his passive is active, Orum and his choir sing gently in the background. [This can be turned off like DJ Sona's music.]
When his (W) is active the choir sings in sync with his passive at a slightly higher pitch. When any ally interacts with this the song is lightly amplified.
Activating (E) is where the bass/male vocals come in.
Activating (R) plays the entirety of the song, uninterrupted by the fragments in the other abilities.
Orum, Priest of Equipoise - Tank Support
Lore
Orum's religion believes in two deities, the sisters Avia and Toria that protect followers from misfortune as they uplift those that undergo such hardships. In reality, they unknowingly worship a being that produces further misfortune upon the unfortunate, preying on the humor of fickle human life.
Among the many religions and cultures in Bilgewater, many looked down upon the Church of Aviara. Fierce claims of mass murder and sacrificial offerings were not unknown by the Church, but under the guidance of their multiple leaders, these claims were neither denied.
"Let them believe, for when you lose your beliefs you lose hope..." A phrase drilled into the minds of the many preachers of the church. Those that lived by this code were often silenced by radicals from rival religions, most often those from the Islands of Buhru. Rumors told that this was because the Aviara church preached against "motion." Other claimed it was due to a conflict between the former head priests.
Over the years, Nagakabouros had took a firm grasp over many of Bilgewater's citizens. Inversely the Church of Aviara's population had dwindled. Many had been converted, others simply lost faith. But the vast majority were found in bloodied piles in alleys, hanging in the Slaughter Docks, or on the shores where large segments of their corpses were mangled, bloodied, and flayed apart. Months had passed and only a few would still dare to speak the name Avia or Toria outside of whispers, besides a roaming clergy of three men.
Alphonse, Norinic, and Orum. They proudly spread their names to any who seek their word, and in days their names were known all across Bilgewater and neighboring nations, plastered on wanted posters for fraudulent crimes and a reward that was likely never to be paid. Even with their strong faith, the three knew that staying in Bilgewater would not spread their word, especially if they were dead.
A week later, Alphonse was found in a hut in the Shuriman desert. His corpse was drained of moisture and actively being devoured by a swarm of sand-skags.
After another week, Norinic was captured by Ionian slavers and sold to a Vastayan village. Though most don't believe in the vastaya, many jokingly claim he was made dinner. Hopefuls say he was made a concubine, before laughing hysterically.
A month later Orum was reported being dragged away in the black mist just before the gates of a Demacian city.
This rumor was dismissed when a new building erupted at the edge of Bilgewater, in the center of an abandoned town that was devoured by the Harrowing many times in the past. Orum stood at the doors with arms open, warmly welcoming in any who approached into his monastery. Most, if not all who had approached Orum had come for his bounty, only to leave their families and gangs days later, moving into the open shacks. Eventually the surrounding town was filled of such folk, former pirates, bounty hunters and the like who now preached of Avia and Toria to any within earshot. However to most, this wasn’t the most unusual act, for if you listened close enough these scourge sang like angels in the church. Listening closer their song mirrored a plea. Any closer and one would be met by Orum himself.
Personality A man of few words. Before the Church of Aviara was purged he was a gentle giant that would often play with neighborhood children and befriend local dangers like wharf rats. Now he stays near or within his monastery, rarely leaving to gather food. But when he does walk about the outside, searching for new patrons, he sings his hymns in wait, drawing the attention of local kids, before shooing them away.
Base Stats Simplified
Orum starts with a low health and mana pool but higher than average armor and magic resist. His health and mana regen are average and he has slightly shorter than average melee range. Orum's base attack damage and attack speed is low, but his move speed and ability power are slightly above average.
Abilities
Oblivious Hymn (Passive) Cooldown: 60/50/30 seconds
Orum hums and overtime his choir joins in granting him stacks of ‘Hymn’, if this song is interrupted by cc the stacks are consumed and grant Orum a shield. The shield’s health is based off of his stacks (.5 per stack up to 100 stacks(+.25 per level)). If the shield remains after 5 seconds shield is consumed in which the song resumes off the remaining stacks. If the shield is depleted Oblivious Hymn goes on cooldown.
Over time Orum generates a shield. When hit by cc the shield is activated. If it isn't broken after leaving combat the shield regenerates. If it is broken, it goes on cd.
Divine Correction (Q) Cooldown: 14/12/10/8/6 seconds | Cost: 50/70/90/110/130 mana
Orum summons a holy lance that goes through every unit hit until reaching the furthest possible enemy champion in its range, dealing 50/55/60/75/80 (+80% total ap) magic damage to that champion and healing the latest ally hit for the same amount. The damage and heal is increased based on the amount of enemy champions hit (+30 for each champion). If an ally wasn’t struck, the lance will remain where the enemy champion was hit and can be picked up by Orum or his allies for a heal. [If an enemy isn't hit it just fades away.]
This works similar to
's Q and E interaction. Where if it goes through an enemy champion, the damage is increased. In contrast to Kalista, this ability will heal an ally if they're hit by the lance, before an enemy.
Chorus of Naught (W) Cooldown: 8/8/7/6/6 seconds | Cost: 80 mana at all levels
As the Choir sings for Orum over 4/4/4.5/5/5 seconds, their song reverberates around Orum projecting an aura. If an ally to comes in contact with the song they sing along for another 2 seconds. Those caught in the song before it ends take 20/25/30/35/40 (+70% total ap) magic damage and are snared for 2 seconds.
Chorus of Naught emits a ring around Orum for a few seconds. If an enemy is within the ring when it ends they're snared. If an ally touches this ring they can delay the time before it goes off and are given a ring of their own.
Bliss (E) Cooldown: 20/19/17/14/12 seconds | Cost: 80/90/100/110/120 mana
Orum ignores his enemies for 4/4.5/5/5.5/6 seconds, taking 15% reduced damage and decreasing the duration of cc on himself by 10/15/20/30/40%. During which he is unable to auto-attack or cast (W) and casting (Q) will heals allies without needing a secondary target.
Orum disregards the existence of his enemies and pays strict attention to his allies, keeping him from interacting with enemy units.
Enlighten (R) Cooldown: 150/120/80 seconds | Cost: 115/150/200 mana
Orum inspires his allies, degrading and delaying active crowd effects on nearby allies and increasing their movement speed towards him for 5/6/7 seconds. After Enlightenment ends active crowd control effects are changed.
- Stuns,fears, and charms turned into snares.
- Snares are turned into slows.
- And slows have their duration reduced by 15/30/50%.
If Orum dies before Enlightenment ends his allies are completely cleansed instead.
Orum's ultimate works like
's. It delays the inevitable but grants a quick escape until its duration runs out. Orum works best with melee champions and marksmen that work in closer ranges i.e
.
Ideal Scenarios
Lane Bullying
Lets say your adc is sandwiched between
and
forming an unwanted three-way. A well aimed Divine Correction hitting both Rakan, Xayah and your adc would heal enough to keep
from a well deserved kill, paired with Enlighten to ward off
's snare and the follow up
ultimate. Giving enough time for your adc to run safely under tower before briefly being snared and charmed then backing.
Team-Effort
Your team needs the right moment to start a game deciding fight before baron comes back up. While randomly shuffling about, your
jg gets caught out by an incoming
infinity-snare. With your pro-level reaction skills you activate Bliss and flash into the infinity-snare, knowing your sentence is only half as long. Here, the enemy
pounces on you, in which you respond with a quick Divine Correction, leaving a small heal to withstand her burst and then activate Enlighten for your team to follow up for once and Chorus of Naught to keep Akali in your company.
Ignoring all incoming cc they swiftly take out the 35/4
that was solely carrying the game.
But
is still there, and she walks into the middle of your team with her ult and
up right as Enlighten is about to end. Unluckily, Akali has finally killed you, freeing your team of Morg's ult so they can fight 4 to 4 resulting in the full attack speed
jungle being the last one standing to tear through the enemy nexus, winning the game.
The Ideal Build
The Ideal build would be a mixture of tank and healing items such as:

's Q and E interaction. Where if it goes through an enemy champion, the damage is increased. In contrast to Kalista, this ability will heal an ally if they're hit by the lance, before an enemy.
's. It delays the inevitable but grants a quick escape until its duration runs out.
Orum works best with melee champions and marksmen that work in closer ranges i.e
.