(Champion Concept) Gore and Tork, the Mountain's Fury

Meep Man·1/14/2017, 5:34:23 AM·3 votes·1,405 views

Gore and Tork is a new take on champions. Gore and Tork are a special champion that two players form together to create one mega champion. One is controls Gore, who commands movement, the right hand for melee basic attacks, and their own set of abilities, while the other controls Tork who controls the left hand for ranged basic attacks and has his own set of abilities. Killing Gore and Tork rewards their killer with the normal gold and experience reward for killing two champions. All in all, it's a new take on what wacky opponent you can face in the Bottom Lane.

LORE http://www.pomofo.com/sites/default/files/styles/large/public/field/image/demogorgon%205e_0.jpg?itok=VdB-ig08 Mount Targon is home to many god worshipping villages and clans, but is is truly the monsters present around the mountain that makes the region what it is today. Gore and Tork are the best example of this. A savage, two-headed beast that constantly argues with itself over what it will destroy and eat next. Whether it be the local Tuskrock population or the closest Mag-Boar, they just can't decide. Many have put a bounty on the heads of the creature, but none have succeeded in tackling the monster. Some believe the duo to be blessed by a Targonian god. Others believe that it was born in a far away land and, through survival instincts, traveled to Mount Targon, causing it's skin to become near invincible from the harsh journey. Whatever the reason is for the duo's immense strength, it's brute strength can only make up for it's intelligence so much. As Targonian beings descend onto the mountain, Gore and Tork have intelligently began to migrate further and further away from the mountain. It may be dumb, but it's head isn't hollow and instincts tell it to get away from this place. Nations all over Runeterra have reported the creature appearing out of nowhere, massacring the local population, and then disappearing before anyone could properly react. Unfortunately for the world, the creature's rampage continues. When Gore and Tork finally decided to settle down somewhere as a permanent hope, may they hope that the creature takes mercy on them. The only problem with that is that it never has... and never will.


KITS Gore, the Right Head of Destruction Main Role: Vanguard Secondary Role: Juggernaut Health- 725 (+105 per level) Health Regen.- 9 (+1 per level) Armor- 25 (+3 per level) Magic Resist- 20 (+1.25 per level) Movement Speed- 355 Attack Damage- 62 (+4.5 per level) Attack Speed- 0.65 (+2.1% per level) Attack Range- 175 (Melee)

Passive- The Two Headed Creature Innate: Gore is permanently attached to Tork and controls the movement of the duo. Their total health and health regeneration are combined to form an extremely powerful mash of both of their powers. Their armor and magic resist are combined, but at a reduced rate of 60%, making it to where their total armor and magic resist is 60% of Gore's and 60% of Tork's, for a total of 120% worth of a champion's stats. They share a health bar and, once defeated, will count as two champion kills for gold and experience. Their abilities and basic attacks will apply the spell effects and on-hit effects that the other has as well. They share a gold bounty, but do not share the gold the other earns. The other head, however, will always gain an Assist when the other scores a Kill. They do not share an inventory. Innate- Gore, the Destroyer: Gore's abilities heal the duo for 6/8/10% (+1% per 100 AP) of the damage they deal before reductions. Levels: 1/8/15

Ability 1- Magma Smash Active: Gore jumps to the target location, dealing 35/50/65/80/95 (+50/55/60/65/70% AD) physical damage to enemies hit. Lava will then erupt in the exact same area where they landed and dealt damage after a 1.25 second delay, dealing 60/100/140/180/220 (+65% of Tork's AP) magic damage and stunning enemies hit for 1 second. Cool Down: 17/15.5/14/12.5/11 seconds Range: 600 Landing and Eruption AoE Radius: 225

Ability 2- Fire Club Passive: Gore's basic attacks deal an additional 12/18/24/30/36 (+15% of Tork's AP) magic damage over 3 seconds. This bonus damage benefits from Gore's passive healing from abilities. Tork's basic attacks will not apply this effect. Active: Gore's next basic attack deals 30/60/90/120/150 (+15% AD) bonus magic damage and roots the target for 1.25 seconds. The attack's bonus magic damage heals the duo for 20/25/30/35/40% of the damage dealt, doubled against enemy champions. Cool Down: 15/14.5/14/13.5/13 seconds

Ability 3- Roar of Fire Active: After a very brief delay, Gore releases a bellowing roar in the target direction, dealing 70/110/150/190/230 (+50% of Tork's AP) magic damage to enemies hit and slowing them by 25/30/35/40/45% for 2.5 seconds. Enemy minions and monsters hit are feared for the same duration and take an additional 30/40/50/60/70 (+25% of Tork's AP) magic damage. The cool down of this ability is reduced by 1 second every time Gore is able to damage an enemy unit with a basic attack. Cool Down: 17/16.5/16/15.5/15 seconds Range: 775 Projectile Speed: 1550

Ultimate- Volcanic Call Active: A wave of lava travels down the closest lane, the wave starting from Gore's current position and flowing into the nearest lane. Enemy units it passes through to take 150/300/450 (+60% of Tork's AP) magic damage and are briefly slowed by 90% for 0.75 seconds. Enemy champions hit take 50% normal damage, but are dealt true damage instead of magic damage and are slowed for 2.25 seconds instead of 0.75 seconds. Cool Down: 170/150/130 seconds Lava Wave Speed: 1650

Tork, the Left Head of Malice Main Role: Battle Mage Secondary Role: Marksman Health- 565 (+85 per level) Health Regen.- 8 (+0.75 per level) Mana- 340 (+45 per level) Mana Regen.- 10 (+0.9 per level) Armor- 26 (+2.5 per level) Magic Resist- 20 (+0 per level) Attack Damage- 51 (+1.5 per level) Attack Speed- 0.675 (+3.65% per level) Attack Range- 575 (Ranged)

Passive- The Two Headed Creature Innate: Tork is permanently attached to Gore and is unable to be put under the effects of crowd control, all crowd control instead afflicting Gore instead. Tork's basic attacks will also not prevent movement for the duo. Their total health and health regeneration are combined to form an extremely powerful mash of both of their powers. Their armor and magic resist are combined, but at a reduced rate of 60%, making it to where their total armor and magic resist is 60% of Gore's and 60% of Tork's, for a total of 120% worth of a champion's stats. They share a health bar and, once defeated, will count as two champion kills for gold and experience. Their abilities and basic attacks will apply the spell effects and on-hit effects that the other has as well. They share a gold bounty, but do not share the gold the other earns. The other head, however, will always gain an Assist when the other scores a Kill. They do not share an inventory. All bonus movement speed gained by Tork is given to Gore. Innate- Lava Spit: Tork's attacks deal 6 (+2 per level) (+20/25/30% AP) bonus magic damage and reduce his target's magic resist by 6/9/12 for 4 seconds, stacking up to 3 times. Gore's attacks do not apply this effect. Tork uses Mana, unlike Gore who does not use a resource. Levels: 1/6/11

Ability 1- Flame Core Active: Tork begins to erupt flames from the duo's flaming stomach, draining mana every second. While channeling, Tork gains 20/35/50/65/80% increased attack speed and his basic attacks will splash the bonus damage from Lava Spit onto enemies near Tork's primary target for full damage. While channeling this, Gore also gains 10/15/20/25/30 flat movement speed. Cost: 20 mana plus an additional 6/7/8/9/10 mana per second Cool Down: 6 seconds Splash AoE Radius: 250

Ability 2- Eruption Active: For the next 2/3/4/5/6 seconds, a fireball will be launched in the direction of Tork's cursor every second that deals 35/40/45/50/55 (+20% AP) magic damage to the first enemy unit hit. These fireballs apply both on-hit and spell effects, but do not apply Lava Spit. Tork can basic attack and cast other spells during this time. Cost: 35/50/65/80/95 mana Cool Down: 16/15/14/13/12 seconds Range: 900 Projectile Speed: 1350

Ability 3- Magma Pulse Active: Tork pulses magma out from the duo's body, causing nearby enemy units to take 50/75/100/125/150 (+50% of Gore's AD) physical damage and be knocked back 400 units over 0.4 seconds. Enemy champions hit are also marked for 5 seconds, causing Gore or Tork's next basic attack against them to deal an additional 2/3/4/5/6% (+1% per 100 AP) of the target's current health as additional magic damage. This ability cannot be used while Gore is under the effects of crowd control that would prevent him from casting spells. Cost: 65/70/75/80/85 mana Cool Down: 25/23/21/19/17 seconds Range: 375

Ultimate- Volcanic Might Active: Tork sends a wave of magma across the map in the target direction, dealing 150/300/450 (+60% AP) magic damage to enemies it passes through and briefly slowing them by 90% for 0.75 seconds. Enemy minions hit take 50% normal damage, but are dealt true damage instead of magic damage and are slowed for 2.25 seconds instead of 0.75 seconds. Cost: 100 mana Cool Down: 170/150/130 seconds Range: Global Lava Wave Speed: 1650


RECOMMENDED ITEMS

Lane (Gore) Starting Items item 1054 item 2003 item 3340 Essential Items item 3083 item 3047 item 3022 Standard Items item 3153 item 3075 item 3742 Situational Items item 3065 item 3143 item 3110 Consumables item 2138 item 2003 item 2055

Lane (Tork) Starting Items item 1083 item 2003 item 3340 Essential Items item 3020 item 3115 item 3124 Standard Items item 3165 item 3001 item 3135 Situational Items item 3091 item 3116 item 3151 Consumables item 2139 item 2003 item 2055


NOTES

  1. Items and abilities that put their target into Stasis such as Zhonya's Hourglass and Tempered Fate will affect both Gore and Tork, unlike other forms of crowd control.
  1. Only their health, health regeneration, armor, and magic resist will combine. Other stats are specific to each head, including attack damage, attack speed, ability power, cool down reduction, all forms of physical and magic penetration, life steal, spell vamp, and attack range.
  2. Effects that boost bonus armor and magic resist (or just those stats in general) will be applied based on the head that received that boost, meaning it will not boost their total combined armor and magic resist, but rather just the one heads.
  3. Damage that is dealt based on a % of an enemy's health pool will deal damage based on the combined health pool of both the head's total health. This makes such forms of damage extremely exceptional at killing the duo.
  4. The duo does not share gold in any way, shape, or form. Whichever head scores the killing blow on an enemy will be rewarded with the bounty. They will not both get the bounty as if they both obtained the kill. However, the other head will always receive an Assist even if they did not contribute damage or crowd control wise to the kill in anyway.
  5. Only Tork benefits from bonus mana, meaning Gore can't build mana to help his friend with his mana issues. Same goes with mana regeneration.
  6. If Tork builds Nashor's Tooth, Gore's attacks will deal bonus magic damage based on his own AP, not Tork's. In a similar yet SLIGHTLY different fashion, if Gore builds Thornmail, only Gore's armor will be calculated into the retaliation damage, not their combined armor.
  7. The duo are each affected by different sets of buffs. Since Gore takes priority for targeting purposes, only Gore can have targeted buffs applied to him.
  8. Since Tork does interrupt the duo's movement with his attacks, Tork can attack while on the move, increasing their kiting potential. Similarly, Tork's abilities "cast times" will not interrupt movement.
  9. Both of their ultimates will notify the enemy team globally when cast.

Thank you for reading and feedback is appreciated!

CHANGE LOG

January 14th, 2017 4:47 AM EST Base Stats Gore

  • Base Armor reduced to 25 (+3 per level) from 30 (+4 per level) Tork
  • Base Armor changed to 26 (+2.5 per level) from 25 (+3.5 per level)

Passive- The Two Headed Creature

  • Armor and Magic Resist Combination reduced to 60% of Gore's Armor/MR + 60% of Tork's Armor/MR from 100% of Gore's Armor/MR + 100% of Tork's Armor/MR

Some number tweaks revolving around the duo's armor and magic resist so that their bulk doesn't just break the game.

22 Comments

The Manly Fairy1/14/2017, 7:26:58 AM3 votes

I'm sorry, two players controlling one champion? There is no way in hell that's going to work, especially in solo queue. Just the concept of two people controlling a single champion means if one person picks this guy, somebody else is forced to play the other. Not to mention if both Gore and Tork build tank items they would just become the most cancerous tanking champion in the game with a total of 12 item slots, pretty much allowing them to build all major tank items. Gore - item 3083 item 3068 item 3022 item 3742 item 3512 item 3111 = 2500 hp, 155 armor, 80 magic resist Tork - item 3065 item 3190 item 3102 item 3026 item 3401 item 3109 = 1650 hp, 110 armor, 175 magic resist

total hp = 6765 total armor = 367 magic resist = 308

And that's all before mastery and rune bonuses. Not to mention if they are separate champions on a mechanical level, they can stack the named passive effects of items like warmog, spirit visage and sunfire, because they exist in different inventories but affect the same life bar.

Berserknurple1/14/2017, 5:58:05 AM2 votes

So Cho'Gall from HoTS? I can support this idea. I'd love to see more creative kits like Abathur, Cho'Gall, and the Lost Vikings in league. I think they would absolutely be a nightmare to balance in the context of league though.

Mordepool1/14/2017, 7:07:47 AM1 votes

For the uninitiated the image is a Demon Lord from Dungeons and Dragons known as Demogorgon. Perhaps one of the fiercest enemies you could ever possibly face