Beomer, The Grand Monk
Beomer, The Grand Monk
Role: Support/ Tank Type: Melee (Auto Attacks)/ Ranged (Healing)
Health: 540 - 1128 (+34.6 per level) Health Regen: 7 - 12.1 per 5 seconds (+0.3 per 5 per level) Mana: 380 - 900 (+30.59 per level) Mana Regen: 5 - 8 per 5 seconds (+0.117 per 5 per level) Attack Range: 150 Healing Range: 300 (+50 at levels 6 and 11) Attack Speed: 0.613 - 0.758 (+0.0085 per level) Attack Damage: 53 - 92 (+2.29 per level) Movement Speed: 340 Armor: 25 - 50 (+1.471 per level) Magic Resist: 20 - 40 (+1.176 per level)
Lore: Shurima, a place brimming with secrets and ancient history yet undiscovered. Many have attempted to uncover them, but few return alive, and few that do ever found anything beneath the swirling sands. Yet Shurima was not always the wasteland, the ruin, that it is now. Long ago, mighty warriors wielding lances and spears of pure sunlight guarded the entrances to the kingdom. It's ruler was a powerful demigod-like man, and for hundreds of years the Shurimans had kept to themselves, building a massive city and fortifying it against any attack.
Deep in the heart of the city lie a monastery, home to the legendary Grand Monk and the disciples he took on. Among his students was a man named Beomer. Like the other monks in the monastery, Beomer was skilled in the art of healing and protection, his fierce determination quickly soaring him to a high spot under the Grand Monk. For years he trained endlessly, always pulling himself a step closer to achieving the title of Grand Monk himself and learning the ancient techniques. But in those years, the Shurimans finally grew lax in their watch. Their gaze turned to the borders of the kingdom, they never once planned that the threat would come from below.
It was with great misfortune that a Rift to the Void opened up somewhere in the Eastern Wing of the city. Caught entirely off-guard by the savagery of the Voidlings, many soldiers and civilians lost their lives before the Voidlings were contained in that part of the city. All of the Monks were called to help defend, Beomer among them, and they set about treating the wounded and bolstering the courage of the men. No amount of courage, however, can save a man from the twisted reality of the Void. Crawling forth from the fissure came a Void creature so massive in scale that it climbed well above the tallest building in Shurima. With ease, it paved a way for the lesser Voidlings to advance. It was only a matter of days before any surviving Shurimans had abandoned their city to the creatures from the Void.
During the emergence of the Void monster, the Grand Monk had been mortally wounded by another Void creature. Beomer, the senior monk, did all he could to attempt to save the Grand Monk's life, but nothing could cure the corruption that wound it's way through his body. With his dying breaths, the Grand Monk told Beomer of the ancient techniques, marking him as the next Grand Monk. With nowhere else to go once his city had been overrun, though, Beomer was forced to wander. It was little time before he came to an old temple. Inside, perched on a pedestal high above the ground, was a relic. Parched by the desert and half-dead, Beomer unthinkingly touched the relic, activating an ancient trap and sealing himself inside a powerful ice-magic prison.
Hundreds of years passed. The ice preserved Beomer completely, his state still much the same when an adventurous hero came upon the temple and freed him from his prison. From the hero, he learned of the Institute of War and the supposed Shuriman emperor who resided as a Champion now. In order to live up to his old teacher's name, Beomer decided, he would have to join the League of Legends.
Abilities:
[Passive] - Healing Hands: Beomer has the ability to autoattack his allies. When he chooses to, he gathers energy for 1.3 seconds before releasing a beam of healing energy towards the target ally. The target ally is healed for 10, 16, 22 health every 1.5 seconds. He can also critically heal his allies for 20, 32, 44 health. Critical heals have half of Beomer's critical strike chance, and can only occur on the same ally once every 5 seconds. Additionally, allied minions receive 1, 1.5, 2 health regen per second while near him.
(Regular AA Range: 150) (Healing AA Range: 300 (+50 at levels 6 and 11))
[Q] - **Lost Winds:**Beomer summons a slow-moving cloud of mist at the target location which he can move by reactivating this ability. Enemies in the mist suffer 24, 36, 48, 60, 72 (+12% of AP) magic damage per second while in the cloud, while allies are healed by 15, 30, 45, 60, 75 (+3.5% of champion max health) every second they stand in it. Additionally, enemies are slowed by 33% upon entering the cloud and for 3 seconds after leaving it, while allies gain a 33% movement speed boost for the same duration. The cloud lasts for 5 seconds.
Base Max Healing: 75 - 375 health Base Max Damage: 120 - 360 magic damage Cooldown: 20, 18, 16, 14, 12 seconds Mana Cost: 70, 75, 80, 85, 90 mana
[W] - Eye of the Seer: Beomer creates a totem at the target location that reveals a large area and stealthed unit around it. Allies near it gain an additional 5, 10, 15, 20, 25% increase in armor and magic resist, while enemies lose the same ammount. While the totem is alive, Beomer has a greater sight range and his wards last longer. The totem has 60, 90, 120, 150, 180 health.
Beomer Sight Increase: 100, 125, 150, 175, 200 units Ward Life Increase: 20, 40, 60, 80, 100% longer Cooldown: 30, 29.5, 28, 27.5, 26 seconds Mana Cost: 80 (at all ranks) mana
[E] - Fade: Beomer targets himself, an ally, or an enemy. If he targets himself, he becomes immune to disables and moves 20, 27, 34, 41, 48% faster for 1, 2, 3, 3.5, 4 seconds. Allies become stealthed and replenish 10, 12, 14, 16, 18% of their missing health and 15, 17, 19, 21, 22% of their missing mana over 5 seconds. Enemies are slowed by 30, 40, 55, 65, 70% and suffer an additional 10, 14, 18, 22, 26% damage for 3 seconds.
Cooldown: 28 (at all ranks) seconds Mana Cost: 90, 92.5, 95, 97.5, 100 mana
[R] - Forgotten Teachings: Beomer casts a powerful spell, the likes of which have been forgotten by all but him. After channeling for 2 seconds, a very large area around him is revealed for 4 seconds, and allies in the area receive the following buffs: 10, 20, 30% increased movement speed, attack speed, tenacity, armor, and magic resist for 4, 5.5, 7 seconds. Enemies inside the area are slowed by 20, 30, 40% as long as they are in the area revealed.
_Cooldown: _ 160, 140, 120 seconds Mana Cost: 100, 110, 120 mana
Appearance: http://img05.deviantart.net/5b3f/i/2015/116/9/1/fantasy_monk_character_by_ricedeviantart-d4lgy39.jpg
Much like the picture, Beomer will be wearing some sort of body-encompassing robes with a very golden/brown/yellow color scheme to add to his origins of Shurima. The hood over his head and mask over his face are optional; I feel like he'd be more monk-ly without them, but then again I also think they look pretty good. Being the kind of monk he is, Beomer will have no weapons and carry no clear luggage. At his belt there might be a few little assorted things like bottles, but otherwise he will be devoid of special items. The body-plates for his robe could potentially be shaped to look a bit more like armor, again due to his origins and the state he was last in, but not too much that it becomes a suit of plate or chain he's wearing.
Upon Being Chosen: "The sands of time will bar the way for our enemies."
When moving: "Like the shifting sands we go." or "Shurima will rise again."
Taunt: Beomer grabs a handful of sand out of nowhere, letting it slip through his fingers slowly "The sands of time will consume you like they do everything else." or "By fighting me you fight all of Shurima. Be prepared, warrior."
When fighting Azir or other Shuriman champions: "Please, let us end this conflict with peace, not war. I would hate to harm another of my city."
Joke: Beomer surrounds himself with desert winds and rises gently into the air "Shurima is not a city to be taken lightly. One might even call it a hot topic."
Laugh: Short laugh every time, changing pitch and slightly in duration
Dance: Rises up into the air and balances himself on one finger, twirling around swiftly on it Alternatively: I was thinking, as a joke, he'd do the Whip and Nay Nay. But just as a joke.
Author's Note: Yes, you saw right. His MR scales with level rather than is Armor. Why? It would make sense for a monk to grow more resilient to attacks in general over time, but magical attacks more so because Monks are trained in ki/magic themselves. I also thought it would spice up his character a bit by making him sort of (kinda(maybe)) unique. That said, any constructive feedback or feedback at all you have for me is appreciated.
One thing though: my; last post got two down votes and went from a +1 to a -2 in about two hours, and I had no clue why. If you don't like the idea and click that down vote button, please be a kind sir/madam and leave me a comment telling me what you didn't like. I can't improve the concept if I receive no feedback from my fellow board members.
Best of luck to you on the Fields of Justice, and as always, stay frosty.