Original Champion Concept: Girido
GIRIDO, THE WHITE SWORDSMAN is an Ionian duelist. Clad in his iconic white trench coat, he wanders the world with two blades in hand, seeking challenging foes. He and Fiora have crossed blades many times with no clear victor. Girido is regarded in his native Ionia as a hero who fought off a small Noxian army with a dagger and a broken sword. Girido now travels the rift, seeking the opponent whose defeat will finally satisfy his competitive heart.
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Play Style Girido is a quick, elusive duelist who utilizes agility, timing and cooldown management to make the decisive blows that overcome even the mightiest foes. He excels at one-on-one duels, but requires a quick reaction times on the part of the player.
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Stats Girido has low health and magic resistance, but impressive base attack damage and movement speed. He relies on judicious use of his abilities to succeed. He is a manaless hero; he instead has a special resource known as Tempo. Every time Girido lands a basic attack, he gains 5 Tempo. Every time he lands an ability, he gains 10 Tempo. Every time he suffers damage from a champion, tower or large monster, he loses 10 Tempo (6 from area damage or 4 from damage over time effects). Girido loses Tempo rapidly if he hasn't gained any within the span of 4 seconds.
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Passive: Battle Rhythm Girido wields two swords. Every time he reaches a Tempo milestone (15, 30, 45, 60, 75, 90), he triggers an off-hand special effect based on his Q's toggle status. When he reaches 100 Tempo, Girido gains +20/40/60% attack speed and +25 movement for 4 seconds, triggering his off-hand effect every third strike, before dropping to 0 Tempo. Girido's ability to generate Tempo is then on a 15 second cooldown.
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Q: Two Deaths / Hidden Death (4 second cooldown) After channeling for 1.5 seconds, Girido toggles between an offensive (Two Deaths) or defensive (Hidden Death) stance. Two Deaths: Girido's attack speed increases by 2/4/6/8/10% with each basic attack on a single target, stacking up to 5 times. If he attacks another target, the bonus resets. The attacks must occur within 2.5 seconds of one another. When triggering Battle Rhythm, Girido's off-hand sword strikes another nearby enemy, favoring low-health champions. If no such enemy is around, the attack hits his current target. This attack will always critical for 250% of AD damage, and grants +10 Lethality for 2 seconds if it triggers against a single target. Hidden Death: Girido's attack speed decreases by 20%, but he gains an Armor bonus equal to 10/20/30/40/50% of bonus AD. When triggering Battle Rhythm, Girido deflects an instance of physical damage that targets him within a 2-second window. The amount of damage deflected depends on how many deflections he's recently had. His deflection count stacks as long as he keeps deflecting within a span of 3 seconds. The first attack is 100% deflection, but this reduces by 10% for each stack, stacking up to 5 times.
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W: Switch (24/22/20/18/16 second cooldown) Passive: Girido's basic attacks against champions add stacks of Established Pace to the target, up to 2/4/6/8/10 stacks. Active: Girido targets an ally unit within a moderate radius and dashes to their location, the ally dashing to where he was previously. Where the ally lands, enemies within a small radius are stunned for 0.5 seconds, plus 0.25 seconds per stack of Established Pace on them. When Girido lands, he gains a 30% move speed bonus, decaying over 3 seconds, and becomes immune to crowd control for 0.5 seconds. When the ally lands, they deal 10/20/30/40/50% of Girido's bonus AD as magic damage in their area of impact, and gain a 40% attack speed bonus that decays over 3 seconds. Generates Tempo automatically, as though it were a hit with an ability.
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E: Prediction Lines (15 second cooldown) Girido lunges forward in a line (a dash which takes about 0.5 seconds), dealing 20/30/40/50/60 + (50% of AD) damage to enemies he passes, stopping behind the first champion hit and stunning them for 0.25 seconds. Girido is invincible while dashing, taking no damage and suffering no crowd control effects. If Girido avoided or dealt damage while moving, he can recast the ability within a span of 1.25 seconds. Lunges against the same target deal 20% less damage per hit, accumulating to a potential 80% damage reduction. If Girido takes damage from a champion or turret, or misses his 1.25 second window, the ability goes on cooldown.
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R: Intercepting Cut (180/150/120 second cooldown) The effect of this ability depends on the state of Girido's Q toggle. Two Deaths: Girido aims a skillshot with a moderate width and makes a single cut. If cut touches any projectiles, they are deflected along the path of the skillshot. Single-target projectiles such as auto-attacks rubber band to the nearest enemy champion to Girido when the cut is made. Others behave as normal, and become harmful to enemies. Lux's ultimate cannot be intercepted in this way. Hidden Death: Girido channels for 4/6/8 seconds in the direction he's facing. During this time, his Tempo is frozen. Girido cuts apart attacks that would touch or pass him from an arc in front of him, destroying them. Any champion who gets close to him from the front is cut for 200/300/400 (+30% of AD) damage and knocked back a reasonable distance. For each champion attack cut this way, he loses 5 Tempo. For each champion ability, he loses 10 Tempo. Any other attack takes 1 Tempo. If Tempo runs out before the channel time is finished, Girido is stunned for the remaining duration of the ultimate.