Champion Concept: Grumpis the Siege Engineer/ Role Concept: Siegeguard
UPDATED: took response and modified and clarified parts to his kit and added a bit more synergy and focus towards building him as a carry instead of a support.
Primary: Siegeguard, Secondary: Mage
New Role Concept: Siegeguard: champion that specializes in controlling and empowering minions and towers as well as destroying towers.
Story: Grumpis is a former engineer that was part of the Demacian Siege Command, a group devoted to preparing city defenses as well as developing weapons for the purpose of laying siege to cities and towns. Grumpis moved on to joining the Institute of War and was instrumental in the design of the Towers, Nexus’s and, Inhibitors. After the events of Kalamanda, Grumpis left in a fit of grief after seeing what the Insitiute had become.
He returns to make a stand against the corruption in the Insitiute of War as well as a symbol of hope for all the people of Runeterra.
Appearance: A short stocky man resembling a yordle but is not one, he wears thick glasses completely fogged up and wields a blacksmith’s hammer as a weapon.
Notes: He is a melee champion with basic attacks but has options for range attacks. Introduces Emplacement mechanics; emplacements function like wards in essence but have extra effects in addition to sight. Grumpis is meant to be a lane pusher who can force a lot of pressure in lane and put the enemy on the defensive.
Passive: Siege Engineer: Minions gain 5/10/15 bonus armor when around Grumpis.
War Parts will also spawn throughout the map revealing their location on the map to the allied team in a small area. The map below will show where the war Parts are. Allies on Grumpis’ team can pickup parts along with Grumpis; Grumpis can hold up to 5 parts while allies can only carry one. Grumpis starts with 3 War Parts. If there is an enemy Grumpis, enemies can also pick up War Parts.
The Red Dots indicate where War Parts will randomly spawn every 2 minutes with the timer starting after the first wave spawns. The Blue Dots will only spawn if the tower where it is located is destroyed.
War Parts are used to construct various emplacements and are a required resource for Grumpis’ ultimate.
[Q] Focus Fire: Grumpis throws a powder canister to a target location marking all enemy targets hit, causing all towers, and minions to prioritize the marked targets for 5 seconds and deal additional 2/4/6/8/10 (+10% ability power) magic damage; will prioritize champions over minions.
Cost: 50/60/70/80/90 mana Cooldown: 15/13/11/9/7 seconds
Comments: this is where Grumpis does a lot of his damage with the help of towers and minions so late game the cooldown is short to allow him to maximize his dps. The base damage may seem small but try adding that to base minion damage, then multiply by 5 or 6 minions and you see the immense power of this skill.
[W] Deploy Bunker: Grumpis channels over 2 seconds building a bunker 500 units in width with 300/400/500/500(+100 shield) health; the shield regenerates after 10 seconds of being out of combat. This bunker acts like a wall preventing enemies from walking past it; however allies can pass through the bunker and gain +10 armor and magic resist for 3 seconds while in and after leaving the bunker. The bunker has 50/55/60/65/70 (+0.5% AP) Armor. A maximum of 3 Bunkers can be built at a time. Refunds 50 mana if channel is interrupted.
Cost: 100 mana, 1 war Part Cooldown: 20/18/16/14/12 seconds
Comments: This ability can be used to control a lane either by preventing ganks or by making the landscape more difficult to traverse. Using this in conjunction with his Q will help you maximize his damage.
[E] Deploy Artillery: Grumpis Channels over 2 seconds building a stationary Artillery turret with 200/250/300/350 health that he and his allies can control by getting in the pilot’s seat on the turret; players have there abilities overwritten with FIRE!!. Players can leave the turret by right clicking on the ground which causes them to exit the turret. This Turret deals extra damage from Focus Fire. Only one Artillery Turret can be deployed at a time. As emplacements, artillery are not affected by effects which move minions and players around.
Cost: 80/90/100/110/120 mana, 2 War Parts Cooldown: 20/18/16/14/12/10 seconds
[FIRE!!] The Turret fires shells that deal 120/150/180/210/240 (+50% of AP) magic damage in an area and leaves behind a crater for 5 seconds, slowing targets by 30% while in the area.
Cooldown: 6 seconds Range: 850 units
Comments: what Siegeguard champion is complete without a ranged harass tool? This ability can be used to allow Grumpis and his allies to poke hard even if they’re not a champion with long range poke.
[R] Tower Fabrication: Grumpis channels over 10 seconds healing damaged towers for 5% of their maximum health every second. Additionally if a tower is destroyed, Grumpis will repair it bringing it back at 50% health; If the tower isn’t destroyed, Grumpis will upgrade the tower granting bonus health, armor, a regenerating shield (+200 shield) and also cause it to deal an additional 100 true damage over 5 seconds from each shot.
Cost: 100/150/200 Mana, 5 War Parts Cooldown: 180/160/140 seconds
Comments: This is a game changer, it can be used to solidify a push or reinforce your defenses, it is pricey but honestly it is worth it. The long channel time along with the 5 War Part Cost makes it risky but potent. the ultimate is the core of his kit, and helps him establish a position as a pusher and someone who takes objectives.
This is a rough idea of a champion but it is also the introduction of a new role. Towers have always remained one of the key pieces to victory in League of Legends, this guy can literally make and break them so he would be an awesome idea. The secondary idea here is it allows for a more diverse pool of champions in each match because your pusher is not automatically an ADC, it can be a Siegeguard champion like Grumpis. The damage output on him is substantial in an indirect fashion and the counterplay for him is champions that are good at killing minions. Some good counters to Grumpis would be champions that excel in dealing frequent AoE magic damage like
,
, and 
I have plans to introduce another Siegeguard champion that will add more options and more effects to the game.
Your thoughts and comments are appreciated but I ask it remains PG-13,
or thresh
pulls the turret when it is being used or when its not? Can Syndra
move it?