Grul the beastheart master- Champion concept

DemonBoneJangles·10/17/2017, 10:47:44 PM·1 votes·255 views

Grul the beastheart master is similar to three champions, ivern because he wishes to protect the forest and natural wonders of runeterra, lee sin because he uses mostly hand to hand combat with a few kicks or other moves thrown in, and udyr because he uses stances based off natural creatures to fight effectively so here we go, he works as a jungler but can be effectively played in top or as a support depending on the monsters he chooses as his abilities aspects

Passive: Beastheart Solace: Grul gains stances by fighting the monsters of the world and until he defeats a beast he cannot gain their power. he gains the power of monsters if he has dealt damage to them within 1 second of their defeat (allowing him to assist with clearing camps if he is not the jungler) Beastheart solace is modified by defeating one of the following, rift herald, elder dragon, or baron nashor

Heralds Solace: defeating rift herald allows grul to emulate the destructive power of this beast by slamming into foes from a great distance dealing a % of his maximum health as bonus damage in addition to his normal attack (must still be initiated by standard autoattack click)

Elders Solace: After defeating elder dragon the first attack made on each enemy champion (20sec cd) ignites them for increasing amounts of damage with each attack for 5 seconds

Barons Solace: after defeating baron nashor, grul sends shockwaves out with each attack in a line similar to baron nashor dealing damage and slowing enemies caught in the path

Q: Brambles heart/ Sentinels soul Brambles heart: Gruls attacks prime his targets, after 3 successful attack this ability may be cast to burn them, for each attack above the 3rd the cast deals increasing damage up to 200% after nine hits this damage is magic damage Sentinels Soul: Gruls attacks bolster his own defenses, each attack sacrifices damage to build extra armor and magic resist, after 3 hits he may cast this ability to double the bonus defenses for 5 seconds up to 200% after nine attacks, 5 armor and magic resist per hit stacks nine times

W: Gromps Gullet/ Krugs Shards Gromps gullet: casting this ability charges gruls attacks with energy and sends his strikes hurtling towards his foes, he gains 550 range for 10 seconds Krugs Shards: casting this ability causes the next minion or monster killed to split into two smaller allied versions of itself, these allies last until killed but only one set of allies can be active at a time, at point 3 and 5 a third and fourth ally will spawn (does not effect dragon, herald, or baron)

E: Murkwolves menace/ Raptor flight Murkwolves Menace: this ability grants a burst of movement speed and the ability to lunge for the first attack, the movement speed decays over 3 seconds but the lunge lasts 5 seconds may be recast to lunge without a target Raptor Flight: after casting this ability grul gains increasing movement speed for 3 seconds, at 3 seconds recasting this ability will allow him to glide over terrain for another 3 seconds before landing, also grants 20% bonus attackspeed

R: Beastheart Master/ Elders Flame/ Barons Presence Beastheart master: this ability is the default ultimate, and until it is upgraded can be used to enhance the effects of his other abilities by 50% Elders Flame: after briefly channeling Grul summons all his energy and launches several fireballs into the air, as they slam back to the ground they leave behind flaming craters that deal true damage and slow their targets by 80% Barons Presence: With this ability Grul channels the power of baron nashor, gaining a damaging energy aura that shreds defenses and deals heavy damage for 10 seconds, however his attackspeed drops to base levels due to the amount of energy being used

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