Gohr, The Magus Brawler (Champion Concept)

Walpurgisnacht·6/30/2016, 11:21:36 AM·3 votes·721 views

When he was just a child, Gohr was made an orphan. A siege made against an Ionian outpost by Noxian forces left the boy stranded and alone. While hiding, he was found, captured, and shipped back to Noxus, and his new home in the Ivory Ward. He had been unwillingly shipped to an orphanage in the wealthy district, enlisted to train as a mage for the Noxian Army. While he was never without food or drink, he was constantly beaten, and forced to train in dangerous magics. A few years pass, and he manages to become versed in the manipulation of energies, and become one of their most promising mages.

But he had a secret he kept from his superiors in the orphanage. When allowed to leave the orphanage for a little free time, a right hard fought for, he had a hobby of brawling. A local gang of teen ruffians and street rats had once taunted him into joining a fight circle in an unused lot, and much to his surprise, found a love of bare knuckle fighting. After a few fights, and many black eyes, he had become rather adept in hand to hand combat, and was regarded highly amongst the ruffians, many becoming his friends.

Though, with such a short leash, it was only a matter of time until his superiors discovered what had been going on. And on their order, the Noxian guard was summoned to the area, and Gohr was helpless to stop the slaughter. His freedom stripped even further, he was to begin the final steps in his training in preparation of joining the Noxian Army. And his first assignment: An assault on another Ionian outpost.

He continued his classes, and steeled himself. He had become proficient enough with his energies to phase his body into multiple realms, making him incredibly durable. He began to be able to solidify his energy around himself, providing him with more power. He secretly trained as well, trying to infuse his hand to hand fighting with his magics, and empowering himself. He was going to escape this place, and stop Noxus from continuing their cruelty.

After watching guard activity and waiting for his magus leaders to grow complacent, he ran. He had a short window, and he seized it. Making for a destroyed rampart, he would make his way out of Noxus, following a disused trade route. He made his way all the way to the border of Noxus' domain, only to be met by a guard of 20 men. They had known the entire time where he had been going, and were prepared to capture him and return him to the orphanage.

None were left alive.

He escaped, evaded guards, and eventually made his way to Demacia, joining the Damacian Military, vowing to put a stop to the evil of Noxian rule.

(This is just kind of an idea, I'm open to changes)

Gohr is a mage melee combatant, using ability power to boost his hand to hand abilities and his survivability. While his ultimate gives him powerful maneuverability, it's reliance on the energy orbs means choosing between offense and defense.

Gohr, The Magus Brawler

Mage Bruiser

Passive: Energy Manipulation

Every 5 minion kills, every 10 auto attacks against enemy champions, or on an enemy kill or assist, Gohr creates an energy orb that circles him. Energy orbs grant Gohr 25% Health and Mana Regen per orb.

After being out of combat for 5 seconds, energy orbs begin to decay one at a time, once every 2 seconds.

Whenever one of Gohr's energy orbs decays, it grants him a stacking shield equal to 2% of his max hp. Can stack 3 times.

Q: Disrupt Energies

Gohr launches a short range burst of energy that stuns an enemy briefly, granting him bonus armor and magic resist if an enemy champion is hit. If Gohr kills an enemy champion or minion with this skill and has at least one energy orb, Gohr consumes an energy orb and restores health and mana.

Damage 40/60/80/100/120(+.4AP)

Stun 1 second at all ranks

Armor and MRES 20/25/30/35/40(+.05AP) for 4 seconds

Health and Mana restoration 4/5/6/7/8% missing health and mana

Mana Cost 70/75/80/85/90

Cooldown 18/16/14/12/10

W: Sharpen Self

Active

When Gohr uses Sharpen Self, for a short duration, when an enemy is hit by his basic attacks, Gohr gains a stacking movement speed buff that stacks up to 5 times. At max stacks, his next auto attack will remove all of the stacks and stun the enemy for .5 seconds. Loses all stacks after the duration expires. Loses one stack per second without hitting an enemy with a basic attack.

Movement Speed 2%/2.75%/3.5%/4.25%/5% per stack

Duration 4/5/6/7/8 seconds

Cost 50/55/60/65/70

Cooldown 19/18/17/16/15

E: Manifest Energy

Active

When Gohr uses Manifest Energy, he gains bonus attack speed, summons an orb of energy that circles him, and gains bonus magic damage on hit per orb.

On hit damage 2/3/4/5/6 per orb

Attack Speed 15%/17.5%/20%/22.5%/25%(.075AP)

Duration 4/4.5/5/5.5/6 seconds

Cost 60/65/70/75/80

Cooldown 16/15/14/13/12

R: Blink Step

Active

When Gohr uses blink step, if an enemy champion is targeted, Gohr blinks directly in front of his enemy, dealing magic damage, stunning them for a moment, and empowering his next three auto attacks. If he targets an open area, he will blink to that target area, and gain a short movement speed buff for one second.

Each use costs an energy orb in addition to the mana cost. Each cast has a mandatory 6 second cooldown that cannot be reduced by CDR.

On hit damage for three hits 20 (+.05ap)/30 (+.06ap)/40 (+.07ap)

Blink Damage 30(+.1%AP)/45(+.15%AP)/60(+.2%AP)

Duration for empowered attacks 6 seconds for all levels

Stun .5 seconds for all levels

Movement Speed 10%/20%/30%

As for the skills being jostled around, I really had to think about what order I'd showcase the skills, and though Fracture presence is his E ability, I find it a crucial part of the kit, so I figured I'd show that first. Cheers.

tl;dr my champ idea

With some recommendations, I've moved some of the power of his skills to others, and made the orbs a decaying factor outside of combat, to prevent himself from becoming too powerful. I've also increased the usefulness of orbs, and made them feel more impactful.

(Also, changed the number of soldiers he fought to 20, 200 was a little silly haha)

6 Comments

Arakadia6/30/2016, 10:10:47 PM2 votes

For the lore, 200 men chasing one individual is quite unreal. Also I don't like how Noxus is the simple bad guy and Demacia the simple good guy. That's too black and white for my taste so I suggest you make him a nomadic character or lead him somewhere else. Great story tho, really good.

Now the kit. His E is really boring, I mean it's just stats. His Q is cool but getting his energy orbs is way too easy. I mean as you walk back to lane you can just spam his W and you'll get all your orbs back. It'd be better if he gets them every X seconds and can trigger something in battle to get one. Like if he attacks an enemy champion 5 times with his Q activated. he gets another orb.

Overall this champion has way too much hidden power and stat bonus's. His E is nothing but stats, his orbs are nothing but stats and a charge system, his W is just the rage unique passive, and his passive is stats. The orbs are awesome and the ult is awesome but everything else is super boring.

The passive is pretty cool, it could be more interactive but not every passive has to be super complex. I highly suggest you make it so he gains 3 true damage from assisting or killing an enemy champion, as 1 every 10 minions is not a lot.

His Q gives tank stats. That's fine but it should do something interactive. This guy is not a tank either. He seems like an on-hit attack speed hybrid fighter. His W is alright but his Q,W, and E are purely stats. Make his Q and W more interactive (with more effects such as his Q is a dash and gives the stats).

I suggest you also make his orbs more interesting. His orbs are the unique and interesting part of him. Make them amplify his basic attacks or spells or something. All they do right now is give buffs.

The ult is pretty awesome.

I might call it mandatory that you list your abilities better next time. You ordered E first and I see your reasoning. But that just makes it very confusing. The most important abilities don't need to be first or you could switch his E onto his Q. I'd say his q is the most important ability as it generates orbs. You also list your values for abilities (like cooldown and scalings) badly. It made the post real long. You should do the values like this:

Q: Blast: X champion uses Blast, dealing damage to target enemy.

40/50/60/70/80+(50%AP)

Cooldown: 10/9/8/7/6

I hope I could help.

~Arakadia

Walpurgisnacht6/30/2016, 11:40:27 AM1 votes

As far as stats go, I was unsure what to do with em, I'm thinking he'd be physically weaker without his buffs and would really require them to engage, like his stat progression wouldn't be the greatest. I'm unsure. Thanks for reading.

pixelclerk6/30/2016, 5:55:11 PM1 votes

lots of infermation and cool idea but would u like to check my champion consept pls its pravum dex ty :D

Xidphel6/30/2016, 6:14:17 PM1 votes

This champ feels familiar.

Arakadia7/3/2016, 3:59:39 AM1 votes

I've gone back over your champ because I really like it, especially the lore.

I suggest you remove one of the stuns and replace it with a bleed, grounded, or other Debuff. He has a lot of stuns. You did a great job revising this concept, way more interesting and I love the spheres.

I don't really get why he is getting shields when his spheres decay, because he's out of combat and won't need them.

Also I suggest you just make his ult either targeted or skillshot. Doing both is kinda confusing and allows you to have the pros of both.

Also you moved the E to where it would normally be but forgot to remove the sentence about putting the E first. I'm talking about this sentence:

As for the skills being jostled around, I really had to think about what order I'd showcase the skills, and though Fracture presence is his E ability, I find it a crucial part of the kit, so I figured I'd show that first. Cheers