(Champion Concept) Gorgan, the Bearded Lady's Butcher

Meep Man·6/8/2017, 8:57:54 PM·6 votes·843 views

http://polyplane.com/wp-content/uploads/2016/01/Black-Lagoon.jpg Art by Dave Melvin

LOG-IN MUSIC https://youtu.be/4EMvTm2Jlek


LORE Deep within the Serpent Isles, there are rivers home to all manner of creatures ranging from the small Scuttle Crab to the giant creature known as Gorgan. A giant fish creature that dwells within the swamps, Gorgan takes pride in ripping anything in sight's head off and then eating what's inside. Huge muscular pirate? Eat their guts. Giant tamed beast? Rip it's head off. Other giant fish creature? Prove who is the most mighty. Gorgan fights all and all who he doesn't feel is an equal opponent is simply another meal to him. Overall, Gorgan has proved multiple times that even the saltiest of sailors should think twice before wading into the swamps. Many stories end with a blood filled river due to this mighty creature. In recent years, the swamps have become entirely off limits to the average sailor. So many have went missing within that only those who already dwell within are allowed by their fellows to go into the swamp. Simply put, it's flat out suicide to go within thanks to Gorgan. Due to his infamous nature, Gorgan has earned a reputation for himself and led to many to wonder how such an abomination could come to live within the swamp. Some blame traveling Zaunite chemists who many believe one day accidentally spilled a bottle of chemicals into the waters of the swamp, tainting the fish within. Some blame the black magic that is sometimes practiced within the swamp, believing a witch created the monster to guard her domain. Some have even taken to believe the Gorgan is a warrior sent by the Bearded Lady to prevent the locals from further destroying the wildlife. None know for sure how Gorgan came to be, but they don't really care how when he is taking a munch on their flesh and bones. After Gangplank's fall from power in Bilgewater, the ports have become restless and have begun to spawn many upstart adventurers who think they can challenge the powerful legends within the Serpent Isles. One lad recently believed he could sail to the Shadow Isles so that he could stop the Harrowing from ever happening again. He was never seen again. A rather popular way to make a name for yourself these days is to claim you are hunting the Gorgan. While the majority of society still believes this to be a suicide mission, there are enough to where more expeditions than one could count on their hand have occurred to hunt and kill the beast. So far, none have been successful. All that has been found of these men and women are the ripped apart and bloody pieces of their clothing that float down the river, along with a few body parts that seemed to have either gotten away from the Gorgan or were simply too disgusting to eat. The legend that is the Gorgan continues to live on, and it seems more and more expeditions are happening each month. The title that would come with slaying the Gorgan would give whoever did so unmatched fame within the Serpent Isles. Many have come to realize this, so before long the whole island will want a piece of the fish. It's up to the future to tell if any will succeed. It's up to the future to tell if the one group of adventurers will return with the head of really angry fish, or if the entire island will throw it's life away at the chance for fame. Only time will tell.


KIT Gorgan, the Bearded Lady's Butcher Main Role: Juggernaut Secondary Role: Assassin Health- 605 (+100 per level) Health Regen.- 7 (+0.45 per level) Mana- 280 (+30 per level) Mana Regen.- 7 (+0.3 per level) Armor- 25 (+3.75 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 330 Attack Damage- 62 (+4.75 per level) Attack Speed- 0.675 (+2.5% per level) Attack Range- 175 (Melee)

Passive- Mud Claws Innate: Every 13/11.5/10/8.5/7/5.5/4 seconds, Gorgan's next basic attack against an enemy champion or large monster will deal 100 (+15 per level) (+10/25/40/55/70/85/100% AD) bonus physical damage and reveal them for 3.25 seconds. Whenever Gorgan basic attacks an enemy champion or large monster, the cool down of this effect is reduced by 1.5 seconds. Levels: 1/4/7/10/13/16/18

Ability 1- Razor Teeth Active: Gorgan dashes in the target direction, dealing 40/55/70/85/100 plus 7/8/9/10/11% (+3% per 100 AD) of the first enemy hit's maximum health (max 400 vs. monsters) as physical damage. The target is also applied Grievous Wounds for 5 seconds. Cost: 40/45/50/55/60 mana Cool Down: 9/8.5/8/7.5/7 seconds Range: 525

Ability 2- Grim Drowning Passive: While out of combat for 6 seconds or submerged for 3 seconds, Gorgan gains 5/10/15/20/25 (+5% AD) shielding each second, up to 25/50/75/100/125 (+25% AD) shielding that lasts until destroyed. Active: This can only be cast either while Gorgan hasn't been seen by the enemy for at least 2.5 seconds or within 1.25 seconds of them gaining vision of him after not having vision of him for 2.5 seconds. Gorgan's next basic attack within 1.75 seconds will deal 20/50/80/110/140 (+50% AP) bonus magic damage. If Gorgan is within a river, he will drag the target underwater for 1.1/1.2/1.3/1.4/1.5 seconds, during which they are stunned and Gorgan is taunted to them while they are stunned, unable to do anything else but attack them. Cost: 60/65/70/75/80 mana Cool Down: 10/9.5/9/8.5/8 seconds

Ability 3- Lurk Within Passive: After not taking damage for 6 seconds and being within a river, Gorgan will submerge into the water and become Camouflaged until he deals damage, takes damage, or 0.5 seconds after he has been out of a river. While submerged, Gorgan regenerates 2/2.5/3/3.5/4% (+1% per 100 AD) of his missing health and mana each second and gains 35/45/55/65/75 flat movement speed. Upon emerging, Gorgan gains 20/25/30/35/40% increased attack speed for 6 seconds. Active: Gorgan causes water to flood out from the ground in the target direction after a 2.5 second delay, causing the ground to become a river for the next 15-30 seconds (based on level). Enemies within water created this way are slowed by 2% and do not have access to vision granted by sources other than themselves and wards they have placed. Cost: 50 mana Cool Down: 90/80/70/60/50 seconds Range: 3000/3250/3500/3750/4000 River Width: 475/525/575/625/675

Ultimate- Inescapable Fate Active: After a 2.5 second delay, a huge circular river is created around Gorgan. For the next 30/37.5/45 seconds or until there are no enemy champions within the circular river, Gorgan gains 50/65/80% increased attack speed, 15/20/25% increased movement speed, 25/30/35 Tenacity, 35/45/55 Slow Resistance, and 20/30/40 (+4% bonus Health) bonus Armor and Magic Resist. However, Gorgan's position is revealed to the enemy team while this effect is active if they are within the circular swamp. Gorgan himself isn't revealed, but his position can be seen through the fog of war. Whenever Gorgan scores a champion kill or assist during this time, he will heal himself for 15/20/25% of his missing health over 2 seconds and gain a burst of 60/80/100% increased movement speed that decays over 4.5 seconds. All land within the circular river is considered within a river with the same effects of the rivers created with Lurk Within. If Gorgan leaves the huge circular river or dies during this time, this ability will immediately end. Cost: 100/125/150 mana Cool Down: 180/165/150 seconds Range: 4000/4500/5000


RECOMMENDED ITEMS

Jungle Starting Items item 1041 item 2003 item 3340 Essential Items item 1413 item 3047 item 3748 Standard Items item 3078 item 3053 item 3153 Situational Items item 3156 item 3065 item 3742 item 3091 Consumables item 2138 item 2033 item 2032 item 2055

Lane (Top) Starting Items item 1055 item 2003 item 3340 Essential Items item 3047 item 3748 item 3078 Standard Items item 3053 item 3153 item 3156 Situational Items item 3065 item 3742 item 3091 item 3068 Consumables item 2138 item 2033 item 2055


HOW TO PLAY AS GORGAN Gorgan is a territorial fish dude with some anger issues. The main way to play is to force people to enter into your rivers and then let them realize the mistake they have made. Using your Q to quickly engage on someone before using your W to drag them under and pummel them is a sure fire way to assassinate lone targets on the enemy team. In a more brawl-like fight, using your E and/or R before whacking the frontline is an acceptable option, but make sure your W shield is up so you can take what's coming to you.

HOW TO PLAY AGAINST GORGAN If you play as Gorgan by getting people to go into your rivers, the opposite is true for playing against him. Avoid murky water at all costs and avoid going into the river if you know Gorgan is in that side of the map. If you are forced to enter into his rivers, try to move horizontally across them to minimize the time spent in them. If you must STAY within a river for an extended period of time, don't panic but come prepared. Control Wards and other forms of similar vision can reveal Gorgan before he is in range to pounce on you from Camouflage. Proper warding is essential when fighting Gorgan as if you can spot him, you can disable his W active since he can't use it if the enemy spots him early enough to where he can't reach an enemy before it shuts off. When he uses his ultimate, Inescapable Fate, be sure constantly check on the minimap to see where Gorgan's position is so that you can hopefully either set up to kill him or avoid him entirely.


EXAMPLE OF QUOTES Since Gorgan doesn't really have quotes (similar to Rek'sai), here's an example video of what he would sound like: https://youtu.be/vj-m8JAHl38 http://polyplane.com/wp-content/uploads/2016/01/Black-Lagoon.jpg


Thank you for reading and constructive feedback is appreciated!


CHANGE LIST

June 8th, 11:41 PM EST

Base Stats

  • Base Health increased to 605 from 585
  • Base Health per Level increased to 100 from 95
  • Base Mana increased to 265 from 255
  • Base Armor increased to 26 from 22
  • Base Armor per Level increased to 3.75 from 3.5
  • Base Movement Speed increased to 330 from 325
  • Base Attack Damage increased to 62 from 60

Passive- Mud Claws

  • No longer causes the target to be blinded for their next attack within 4 seconds
  • Now reveals the target for 3.25 seconds

Ability 1- Razor Teeth

  • Reworked effect, is now a dash instead of basic attack enhancement
  • Base Damage changed to 20/25/30/35/40 plus 7/8/9/10/11% (+3% per 100 AD) from 8/9/10/11/12% (+3% per 100 AD)
  • Grievous Wounds Duration increased to 5 seconds from 4 seconds
  • No longer reveals the target
  • Range set to 525
  • No longer gains increased range while submerged

Ability 2- Grim Drowning

  • Reworked entirely, now only grants shield from moving
  • Shield Moving per Second increased to 5/10/15/20/25 (+5% AD) from 5/9/13/17/21 (+2% AD)
  • Can now only gain shielding after being out of combat for 6 seconds or after being submerged for 3 seconds
  • Active effect reworked, now enhances next basic attack to deal bonus magic damage and stun the target if Gorgan is within a river. While target is stunned, Gorgan is taunted to the target. Can only be cast after the enemy either has not seen Gorgan for 2.5 seconds or within 1.25 seconds of them gaining vision of Gorgan after not seeing him for 2.5 seconds
  • Cool Down reduced to 10/9.5/9/8.5/8 seconds from 30/27.5/25/22.5/20 seconds

Ability 3- Lurk Within

  • Clarified that Gorgan loses the effects shortly after being outside a river for 0.5 seconds (this was intended to be the behavior from the beginning)

Ultimate- Inescapable Fate

  • Huge rework, no longer creates a large circle of impassable terrain, instead only creating a circle of river terrain from Lurk Within
  • Max Duration reduced to 30/37.5/45 seconds from 60 seconds at all ranks
  • Attack Speed gained reduced to 50/65/80% from 55/75/95%
  • Movement Speed gained increased to 15/20/25% from 15/17.5/20%
  • Tenacity reduced to 25/30/35 from 30/35/40
  • Slow Resistance changed to 35/45/55 from 40/45/50
  • Bonus Armor and Magic Resist reduced to 20/30/40 (+4% bonus Health) from 30/35/40 (+5% bonus Health)
  • Mana Cost reduced to 100/125/150 mana from 150/175/200 mana
  • Cool Down is no longer static
  • Cool Down reduced to 190/175/160 seconds from 240 seconds
  • Range increased to 4000/4500/5000 from 3250 at all ranks

The How to Play As and Against section has been temporarily removed due to the large changes to the kit

June 9th, 11:04 AM EST

Base Stats

  • Base Health Regeneration reduced to 7 from 8
  • Base Mana increased to 280 from 265
  • Base Mana per Level reduced to 30 from 35
  • Base Mana Regeneration reduced to 7 from 8
  • Base Armor reduced to 25 from 26
  • Attack Speed per Level reduced to 2.5% from 2.75%

Ability 1- Razor Teeth

  • Flat Damage increased to 40/55/70/85/100 from 20/25/30/35/40
  • Mana Cost increased to 40/45/50/55/60 from 35/40/45/50/55
  • Cool Down reduced to 9/8.5/8/7.5/7 seconds from 11/10.5/10/9.5/9 seconds

Ability 2- Grim Drowning

  • Enhanced Attack Bonus Magic Damage changed to 20/50/80/110/140 (+50% AP) from 40/60/80/100/120 (+25% AP)

Ability 3- Lurk Within

  • Bonus Regeneration While Submerged now has a (+1% per 100 AD) ratio attached to it
  • Bonus Flat Movement Speed While Submerged increased to 35/45/55/65/75 flat movement speed from 30/40/50/60/70 flat movement speed
  • Bonus Attack Speed Upon Emerging increased to 20/25/30/35/40% from 20/22.5/25/27.5/30%
  • Bonus Attack Speed Duration increased to 6 seconds from 5 seconds
  • River Creation Delay reduced to 2.5 seconds from 5.5 seconds
  • River Duration reduced to 15-30 seconds from 20-40 seconds
  • Enemy Slow Within the River reduced to 2% from 2.5%
  • Mana Cost reduced to 50 mana from 65 mana
  • Range increased to 3000/3250/3500/3750/4000 from 2000/2500/3000/3500/4000

Ultimate- Inescapable Fate

  • Delay reduced to 2.5 seconds from 4 seconds
  • Gorgan is no longer revealed during the ability to the enemy team. Instead, only his position is revealed to them and only if they are within the circle
  • Cool Down reduced to 180/165/150 seconds from 190/175/160 seconds

The How to Play As and Against section is now back up and running

5 Comments

Vapor Wave Vibes6/8/2017, 9:12:00 PM2 votes

We already have tahm kench so no.

ModEchoing6/9/2017, 2:09:26 AM2 votes

Ooh, you're still sticking around! Awesome!

Pros: -Awesome swamp monster theme -Theme and gameplay match pretty well - turn the area into your turf and then eat them for being on your turf -Generally accomplishes its goal as a juggernaut

Cons: -Stat Check: The Champion. Specifically: -Passive provides a HUGE amount of damage at all points in the game while also blinding, coming up pretty frequently, and resetting your AA timer -Shielding while moving and attacking makes it hard to trade at best -Ultimate stat boosts turn you into a raid boss with no real drawbacks (1000 bonus health = +50 resists) -Ultimate range is massive and monopolizes the game - instead of playing League of Legends, you're now playing "WHY IS FLASH ON COOLDOWN" -Ultimate counterplay boils down to "Kill Gorgan" - but Gorgan is nigh-invulnerable in his ult. -E effects aren't super exciting on their own despite having a significant impact

Suggestions:

You want to keep the general emphasis on constant movement and lurking. That's cool and thematic and not really something we've got in-game right now. Everything else, though, is overtuned and makes Gorgan impossible to duel fairly.

Generally, if Gorgan's gameplay amounts to "hold mouse on target and mash buttons", we've got a problem. There's no real tactics involved with the passive, Q, or W, and they amount to "spam numbers at the enemy and hope you win". We can do better than that.

Since the real hook here is "watch out I am a scary swamp monster" we definitely want to hold on to the idea of burst+execute. We can actually use the base idea for your Q for this. Instead of overcomplicating things with Grievous Wounds or range bonuses when camouflaged, it's possible to just convert it to a skillshot dash that damages the first target hit, both with base damage and missing health damage. It'd give some mobility, which you'd probably want as befits your theme, while also filling in your core damage tool.

We're also going to need a swamp for you. Or a river. Either way. The way the E works is relatively unsatisfying - you'll be better served by dramatically reducing the cast range and effect range and instead creating a simpler, stronger effect. With this kind of theme, you'll want to trend towards burst damage and long-term sustain. You've got a good start on that already with the current iteration of the E - I'd suggest focusing on healing out of combat and ditch the other effects. If all the swamp does is heal your missing health out of combat (and I'd recommend against restoring missing mana), it creates a much more consistent effect and creates a clear counterplay opportunity on your enemy's part (don't let the swamp monster lounge around in his swamp).

I'll contradict myself there though. If all it does is heal missing health, it's still boring. We need something else to spice it up and make it viable to go into a swamp in the middle of combat. Probably something like decaying move speed upon attacking a champion in the swamp - this isn't enough on its own to punish people for attacking you on your turf, but it is enough that if they're being reckless and poking the big scary swamp monster, you're going to eat them.

The passive part on the W is pretty cool - at least, getting a shield while moving. Mostly. The problem arises when your AAs and movement in combat still generate shields. It becomes lifesteal that's not lifesteal in effect, and that can get out of hand really fast along with...well...everything on the active part of the W. So let's keep the out-of-combat movement generating a shield. That's a cool swamp monster thing to have.

What do we replace the active W with, then? Tricky question. Displacement is always handy - perhaps something like a reverse Alistar headbutt where you grab an enemy in melee range and quickly pull themselves and you in the other direction. It's a very swamp monster thing to do and gives you some interesting in-combat utility. You could also hurl mud at someone or some area to slow them down and keep them from escaping your swamp, although that's a bit boring in comparison. A spammable attack that scales off enemy missing health might also fit the bill here. Whatever you do, have it play to that scary swamp monster theme.

We could probably keep the bonus damage on the passive. We could do it better though, and without the blind and cooldown reduction on-hit and AA reset. I'd suggest just having a small amount of bonus damage scaling off missing health, with a moderate cooldown (12 seconds maybe) that cools down twice as fast in your swamps.

The ult as a giant stat booster thing could work, but it needs to be narrowed down a bit in scope and scale. Trapping off such a huge area for such a huge time with such a huge cooldown is bad for everyone involved. Creating a large ring of impassible terrain that's always a swamp for you is pretty good. Just tacking on bonus resists should be pretty powerful as it stands, but I think you might get better results out of percentage-based damage reduction so Last Whisper and Void Staff don't skip your strong spots.

This is pretty cool and I hope to see more from you.

Friendly Ram6/9/2017, 2:46:08 AM1 votes

wow nice name. i'll just give my two cents on fishy here.

P: i'm fine with the bonus damage but the aa reset might be pushing it as riot removed poppys aa shield reset even though it does less damage. do you know if it would count as a blind or a block? Q: too many debuffs on top of bonkers damage. i'm fine with the neat interaction though. W:i can see what you're trying to do with this but i really don't like the damage denial. E:does the camo wear off when he leaves the river? what is with the range of the river? that is bonkers. R: i like the game changing potential it has and how you attempted to balance out the awesome power but the duration is a no go.