Sergeant Gorf - The sentient earth worm
Type: melee Role: jungle
At your base, three crates with grenades spawn at the start of the game. One with green grenades, one with yellow grenades, one with red grenades. You start game with green grenades. You can change your grenades' type by clicking on one of the crates. Each type of grenades offers different benefits to your abilities.
Passive Karate Fist Your every forth basic attack deals increased damage and knocks back your target away. | Damage: 20/25/30/35/40/45 (+110% AD) | | Knock back range: 180 |
Q Handful of Boom Throw one of your grenades in targeted area. After short delay it will explode dealing physical damage. Green grenade poisons hit enemies dealing magic damage over time. Yellow grenade blinds hit enemies. Red grenade deals bonus physical damage damage. | Range of throw: 750 | | Radius of explosion: 300 | | Delay: 1 sec | | Base physical damage: 30/50/70/90/110 (+45% AD) | Poison magic damage: 60/90/120/150/180 (+60% AP) over 5 sec | | Blind duration: 1.5/1.75/2/2.25/2.5 | | Bonus physical damage: 30/50/70/90/110 (+45% AD) | | Cooldown: 12/11/10/9/8 sec | | Cost: 0 |
W Grappling Hook Throw grappling hoot in front of you. If it hits an enemy or a structure, then pull yourself to it. If it hits an enemy, then enemy will be immobilized for short duration. After successfully pulling yourself, throw flash bomb at your feet. Green grenade cause your flash bomb to steal health from nearby enemies. Yellow grenade cause your flash bomb to stun nearby enemies. Red grenade cause your flash bomb to reduce armor of nearby enemies. | Range of hook: 850 | | Immobilize duration: 0.75 sec | | Flash bomb radius: 250 | | Health steal: 20/40/60/80/100 (+20% AP); max healing 120/170/220/270/320 (+70% AP) | | Stun duration: 1/1.25/1.5/1.75/2 sec | | Armor reduction: 20/25/30/35/40% for 3.5 sec | | Cooldown: 12 sec | | Cost: 0 |
E Armed for War While inside of bush, your basic attacks becomes ranged, but ranged attacks will not trigger your passive. Shoot your target with your hidden pistol. Green grenades cause your pistol to inflict stacking poison and reduce cooldown of this ability. Yellow grenades cause your pistol to reduce movement speed of your target. Red grenades cause your pistol to deal critical damage. | Ranged basic attack range: 635 | | Range of hidden pistol: 585 | | Pistol damage: 15/25/35/45/55 (+105% AD) | | Poison magic damage: 20/35/50/65/80 (+20% AP) over 6 sec; stacks up to 4 times | | Cooldown reduction: 2 sec | | Movement speed reduction: 50/55/60/65/70% for 2 sec | | Cooldown: 8/7.5/7/6.5/6 sec | | Cost: 0 |
R Air Strike Call down an air strike in targeted area dealing physical damage instantly and gain after a delay. Green grenades replace air strike's physical damage with deadly toxins. Yellow grenades cause your air strike to knock back enemies out of targeted area. Red grenades cause your air strike to hit one additional time between first and second strike. | Range: 1500 | | Radius: 400 | | Physical damage: 100/150/200 (+50% AD) | | Delay: 2 sec | | Toxin magic damage: 130/190/250 (+50% AP) over 2 sec | | Knock back distance: out of targeted area, minimum 100 units | | Cooldown: 90/80/70 | | Cost: 0 |
Story
He is from plague jungles. His kind lives deep beneath the ground, fight with each other and try to dominate underground world. But, when all earth worms were united, their leader decided to conquer upper world. For this mission, Sergent Gorf was sent on scouting mission to gather intel.
Moving from place to place, gathering information, he unwillingly joined one conflict after another, being dragged into matters of upper world. He fights alongside those, who he see fit, and fight against those, who he deem dangerous.
Gathering resources and intel, he informs his earth worm nation, communicating though various means. While he works in the field, other earth worms building engines of war, prepares for war in the upper world.