Gohr, The Magus Brawler (Champion Concept)
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)