Gormon, the Forest’s Keeper

Jellycake Demon·11/23/2014, 2:41:29 AM·1 votes·850 views

Primary: Support. Secondary: Fighter. Additional Roles: Jungle?. Statistics: Attack Power: 4. Defense Power: 8. Ability Power: 4. Difficulty: 6.

Health: 515(+31). Health Regen.: 2.3(+0.48) Mana: 0(+0). Mana Regen.: 0(+0) Range: 520(Range). Attack Damage: 40(+3.2) Armor: 18(+2.1). Magic Res.: 30(+0) Attack Speed: 0.632(+2.3%). Move. Speed: 345.

Appearance: Gormon is a 5'ft tall man with vibrant green colored eyes, short spike brown hair. he wears an armor suit of mossed covered bark that has turtle neck plating covering Gormon's lower face, covering his left arm is a worn out ripped banner of Demacia & around his waist is a sash that is also wrapped around his right leg. as for weapons he carries around a large branch with a dream catcher staff head with feathers & acorns tied to it.

Passive: Shattering Bark. Every 15 seconds if Gormon takes damage from an enemy targets Basic Attack the bark covering his body will shatter covering a 180-radius blast that will deal 6% of his Max HP as Physical Damage to all enemies within the radius.

Q-Ability: Vampiric Sapling. Range: 550. Cool Down: 16/15/14/13/12. Magic Damage: 55/65/75/85/95(+50% bonus AP). Heal: 5%/7%/9%/11%/13%. Activate: after Gormon has chosen a single enemy target within this Abilities Casting Range then upon its activation Gormon will create a small sapling on the targets chest, for a 2 second duration this sapling will continue to deal Magic Damage every 0.25 seconds while Gormon is Healed by a percent of the damage the sapling deals. If this sapling kills the target then this Ability will have its Cool Down reduced by 10 seconds.

W-Ability: Seed Bomb. Range: 450. Cool Down: 18/16/14/12/10. Physical Damage: 45/70/105/130/165(+50% bonus AD). Passive: every Basic Attack that Gormon makes will apply a Blast Seed to the target that linger on the target for 2 seconds, each Basic Attack will add 1 stack of Blast Seed & will Refresh the duration of the seeds on the target. When a target has 5 stacks of Blast Seed & either Gormon or an allied Champion lands a Basic Attack the seed will explode dealing 9% of the targets Max HP as Physical Damage. When a target takes damage from this Passive that target cannot be affected by this Passive again for another 8 seconds. Activate: after Gormon has chosen a single enemy target within this Abilities Casting Range then upon its activation Gormon will create a seed on the target foot, after placing the seed it will linger for 1.75 seconds or until either Gormon or an allied Champion auto-attacks the target then the seed will explode dealing Physical Damage & Rooting the target for 1.25 seconds.

E-Ability: Natures Tether. Range: 450. Cool Down: 19/17/15/13/11. Magic Damage: 35/65/95/125/155(+50% bonus AP). Passive: after Gormon has auto-attacked an enemy target he will create an invisible tether between him & the target, for 3 seconds any damage that Gormon takes his tethered target will take 6% of the damage taken as True Damage. when this Passive is used it cannot be used again for another 8 seconds. Activate: after Gormon has chosen a single allied Champion within this Abilities Casting Range then upon its activation Gormon will create a tether between him & his target of ethereal energy which is Invisible to enemies & last for 4 seconds, for the duration of the tether any positive Buffs & Heals that Gormon receives will also be shared to the tethered allied Champion. If an enemy target comes in contact with the tether they will be dealt Magic Damage & have their Movement Speed by reduced by 20% for 1.5 seconds. Recast: while an allied Champion is tethered to Gormon he can recast this Ability to have the tether pull the connected allied Champion to Gormon’s location.

R-Ability: Rampart Growth. Range: Self-Cast. Cool Down: 155/138/122. Physical Damage: 185/235/375(40% bonus AD). Activate: after Gormon has activated this Ability he will start Channeling this Ability for 2 seconds, while this Ability is Channeling Gormon will be unable to use Basic Attacks or Abilities but he will take 15% less damage from all non-tower sources. After the Channel Gormon will release the stored ethereal energy in his staff sending out large energy bolts, each energy bolt will seek out an enemy Champion within 400-radius of Gormon then when they make contact the energy balls will deal Physical Damage to each enemy Champion & then roots will grow around the target Rooting them in place for 1.5 seconds.

2 Comments

Jellycake Demon11/24/2014, 10:56:05 PM1 votes

so what do u think of my offensive Support that could be a nice JG Champion?