[Champion Concept]: The exiled golem (form-changing tank)

Skelenth··3 votes·516 views

[Champion-Concept]: Gorx, the exiled golem

Gorx is supposed to be a form-changing tank, playable as support or on toplane. The change is similar to Gnar's. He has a solid and liquid form.

Appereance: In solid form Gorx looks somehow similar to Blitzcrank. Robot and so on. But he is lesser of a ball and has more the shape of a big human. Sion-ish somehow. In the liquid form his lower half is a puddle of molten metal. The upper body is more of a orange sludge with somewhat reamaing solid-form appereance.


** Story** Eons ago there was a civilization, advanced far beyond anything the inhabitants of runeterra would ever achieve. But there was one thing they couldn't do: To create life and magic by themselves, to combine it and to create a lifeform that was able to control the powers buried in the depths of the planets very core. They built a shell out of indestructible metal and a heart out of the raw, pure power of magic. When they combined the body and the heart the construct became warm, but not only warm. It became warmer and warmer until it reached a state of unbearable heat. Beeing aware of their miscalculations, his creators tried to detatch the core but it was no help. Days passed and the climate changed rapidly. The scientists didn't find but one way to ban the constant threat: they literally had to ban him. The construction of a dimension portal wasn't as hard as creating the danger for its reason. Finally, they opened the portal. With sorrow in their hearts, not for trashing a being, but for nearly destroying their world, they let go of their dream and banned the unfortunate golem deep into the realms of the Void. Millenias passed by until the construct cooled down, but even in the dark depths of this unwordly place, the heat had... effects. The magical nature in his being ripped the layers of dimensions apart and rifts grew. One day, when he noticed the native creatures of the void passing through one of those rifts, he decided to go aswell. This is how Gorx, the exiled Golem entered Runeterra and eventually joined the League of Legends.


Kit:

Passive: Melting Point When Gorx uses his abilities, he can't concentrate his magic energy on keeping his overheating body together, so he begins to melt. If his Melt- O-Meter is at 100% he melts completely, causing him to change to his liquid form. While in his liquid form, he uses magical infused attacks, causing him to dispense magical energy. This decreases his temperature and he begins to become solid again. If his Melt-O-Meter gets back to 0% he completely changes back to the solid form. When Gorx is out of Combat for a while he slowly begins to adjust his Melt-O-Meter to his current state. If he is Solid his Melt-O-Meter tends to 0%, if he is Liquid it tends to 100%. Upon changing form he loses all effects of the previous one. The different forms give him different buffs Solid: Armor, AD Up Meelee Liquid: MR, MS Up Ranged (throwing his own sludge)

Solid Form:

Q: Impulsing Punch Gorx next basic attack deals additional physical damage, depending on Armor and AD. The target gets knocked back for a very short distance.

W: Nailing Punch Gorx impales a nearby enemy champion. If Gorx then can hit that enemy with Solid Autoattacks three times in a row, he nails him to the ground, causing damage depending on the enemies max. Health as physical damage and roots the target.

E: Hardening Gorx hardens his shell. He gains Armor and a decaying shield depending on his magic resist. If the shield is not destroyed, his Autoattacks within the next seconds deal additional physical damage.

R: Paralyzing Bolt Gorx shoots a bolt out of his arm. The first enemy champion hit will suffer light damage and his abilities will be put on a short cooldown. This ability has a either a Channel time and fast missile speed or is instant and has slow missile speed. What is better? Attention: This is no silence. This ability is supposed to rise every cooldown the hit champion has, including items, passives and summoner-spells. (Passives with no cooldown effect will still have none. e.g. Caitlyn, Cassiopeia, Darius,...) The duration can be lowered by Tenacity and Quicksilver-sharp.

Liquid Form:

Q: Sludge Shot Gorx seperates a bit of his body and throws it in a direction. If it hits an enemy unit it causes minor magic damage, splashes behind the unit and leaves a slowing trail which remains for a few seconds. Logically the ability has life costs, but they can be refunded if Gorx walks over the slow field while in Liquid Form. As he regains the seperated sludge he also gains a slight burst of movement speed.

W: Sludge Armor Gorx attaches himself to an ally for a certain amount of time. As long as they are attached the ally receives less damage. Gorx can't move while using 'Sludge Armor', but he can use 'Sludge Shot'. Using 'Liquefaction' detaches Gorx from the ally giving both the Movement-Speed bonus (Recasting is possible too, but doesn't provide the buff).

E: Liquefaction Gorx becomes shortly even more liquid, causing him to gain a short Movement-Speed burst and Magic Resist. Also meelee attacks cause lesser damage on him.

R: The Wall Gorx creates a wall out of his body. 'The Wall' catches projectiles. Gorx receives a percentage of the damage the projectiles would have caused. If he goes under a certain damage threshold 'The Wall' collapses and Gorx is 'performing' a wave forward, causing damage and knocking enemies forward. The range and damage of the wave depends on the amount of projectiles catched, though these values can't get above a certain amount.


Tipps: As:

  • The ultimate spells share a cooldown, means, if you use one, the other is off too, so decide wisely.
  • Dont use the sludge shot for transform. You won't get the health back.
  • The Solid Ult kills every tryndamere, anivia or aatrox...

Against:

  • Don't be in his way... I guess?
  • His dangerous spells are all rather slow. Solid Form especially.
  • Both of his Ultimates are avoidable.

The kit is somewhat simple if you look at the base spells, but you always have to keep an eye on your Melt-O-Meter. It's like Rumble Passive, causing a Gnar-transformation, changing between Galio and Malphite. Four champs by the price of one. Yay.

I'm looking forward for constructive criticism

EDIT: 24.09.2015

  • added some claritiy to skill descriptions
  • Solid Q no longer stuns
  • Story changed

7 Comments

undesirable team1 votes

Sounds kinda overloaded if you ask me.. Most champions with 7 abilities are kinda overloaded.. LeeSin Nidalee Gnar RekSai Elise

Skelenth1 votes

Wow, that came fast. Thanks man. So since there are no actual numbers in the kit and you can't directly have full control over your transformation he is different to these champions. Maybe except Gnar, but Gnar also does way more damage than Gorx. He actually is just supposed to keep the enemy team under cc-pressure, while his own team can do the whole bloody things.

masterdragon4811 votes

I like the concept, just a few questions about his passive because, like Penguin, I'm apprehensive about champions with so many abilities. Since his passive is "heating up" and "cooling down" does that mean that he naturally tends towards Solid State? or is his passive more a "you have X number of skills before you change, and then you have X number of skills before you change back"? Or is it more like he stays in either form that he is in until he spams skills enough to come out of it?

When you respond about how his passive actually functions, I can give a little more feedback on how I think his kit will play out; there may or may not be problems with his kit depending on how the passive works. As a quick example, if he has Rumble type cooldowns, Solid form is INSANELY overpowered, with the ability to knock around your opponent every 4-5 seconds and % max health damage just as often.

I assume that when you say "normal" damage you mean physical.

I like that you linked the ultimates, its a fair design. Do ultimates count as part of the skills used to transform? or do just QWE dictate that? Personally, due to the function of the liquid ultimate, it would appear that the ultimates cannot be counted as skills to transform. Since I'm on ultimates, the solid R might be overpowered depending on how long the cooldowns are and what manner of target selection it uses. A silence is removable and has counterplay, this doesn't; leading me to the conclusion that this ability is just a little too strong unless its a skill shot that doesn't move very quickly and the cool downs applied don't last for very long. It is unique, however, and I like that.

Does his solid W apply on abilities and autos or just autos? Also, can the liquid form autos/abilities apply the stacks as well, or does he have to stay in solid form to do that? Personally, it would make sense that he has to stay in solid form, but I just thought I'd ask.

Does he maintain his shield (and the damage on auto attacks) if he switches from solid to liquid?

I assume his liquid form Q does damage.

I am confused about his W a little, he attaches to an ally, gives them % damage reduction, and stays there for a certain amount of time? Or can he stay there indefinitely? Or does the % damage reduction have a time limit, and reactivating the ability will put the buff back on?

Skelenth1 votes
  1. He always tends back to the state he is in right now, though, the Heat only decayes/rises when he is out of combat. As long as he is in combat, meaning either receiving or dealing damage his heat level will stay constant, however, abilities always change his heat level. The time he needs to adapt back to his current state still should be longer than Rumble's. Something like 1 or 2 % per second when he is out of combat. Spamming would cause you to change forms very rapidly, but as long as you only use abilities every once in a while you could stay the whole game in one form.

  2. Of course his cooldowns should be longer than Rumbles. His E/W on both forms should be at least over 10 seconds minimum, while I know think of different Q's, so he actually would be able to transform and not be bound to cooldowns until his Heat is down again.

  3. Yes, I messed that one up. Normal is supposed to be physical. Liquid does magic and Solid does physical.

  4. The Ultimates should have no costs, right.

  5. Solid R: The Solid R has as much counterplay as a Suppress. Still it doesn't end any effects you used before and doesn't ignore Tenacity it is like any other hard cc, though, the enemy still can move. It is a skillshot, having about the range and the missile speed of Anivia's Q. But, another scenario I could think of would be a channeled spell with a rather fast missile speed, so enemies still could see you're attacking and react. The applied cooldown should never surpass 3 Seconds and even that would be strong. Nice you like it.

6.-7. Every effect he gets while being in Solid will enevitably end when he enters Liquid, It's the same with Liquid to Solid. This includes being able to stack on his Solid W (which only stacks with autos) and his E buffs in both forms.

  1. The Liquid Q does damage, but without playing ap it's about as strong as Tarics E.

  2. He stays there for like 4 Seconds. The damage reduction only stays as long as he stays with his ally

masterdragon4811 votes

Edit: Sorry for the random letters. The formatting when all screwy and this was the easiest way to fix it.

1 and 2. Okay sounds good. I was picturing a passive just like Rumbles and if that was the case, his abilities are always up (so he has the ability to transform) or he can never get out of the form he is in due to cool downs being too long. Now that I have a little bit more detail, I think its in a good place.

(a)3. All good, its a fairly easy mistake to make; auto attacks do physical damage and seeing as how everyone has auto attacks.....

(a)4. Ultimates have no cost, but do they contribute to his transformations? Or are they removed from them? As in, if I have a full heat bar and I am in solid form, when I ult do I use his solid R or his liquid R?

(a)5. First of all, Solid R has strictly less counterplay than a suppress because a QSS can be used to escape a suppression and this ability would put the QSS on cooldown as well. If you are just bumping every cooldown the champion has up to 3 seconds, it makes sense that tenacity would have no effect. Small side note from a coding side: the ability would have to function so that each spell/ ability/item set its cooldown to 3 seconds if the current cooldown was < 3. If the spell/ability/item was already on cool down (say for 14 more seconds as an example), you wouldn't want to "help" your enemy out.

I don't think it makes sense as a channeled spell because it isn't really a continuous effect. You use this ability, put all their abilities on cooldown, and what are you channeling at this point? What would knocking you out of the channel actually do? It makes much more sense as a skill shot like anviva Q (though probably first target hit, not sure this should be an aoe thing......maybe).

6 and 7. Okay I like the disconnect between the forms, makes sense thematically. This leaves one question. What does reactivating the liquid form W do for you or your ally? If the only way to detach is using E (well im assuming he also detaches when he changes back =p), and the damage reduction is basically a passive as long as he is attached to an ally, I don't understand why he would need to reactivate it, save that it pushes him further along his heat-o-meter. Unless he would fall off after 4 seconds naturally, and needs to reactivate the ability to stay on his ally.

But now I'm just confused about details. I do like the champion design quite a bit, seems like a lot of fun, though I have to admit his liquid form does feel a little bit underwhelming (Essentially only one direct combat ability).

Skelenth1 votes

Nice you like it :D

-> 4. He doesn't need to activate an ability to transform after the Heat-bar is filled, the effect triggers as soon as he hits 100%. Means, when you have 100% you definitly use the Liquid R

-> 5.

  • Channel time was ment like: you channel for x seconds and then the target gets R'ed/the skillshot launches. So interrupting you would interrupt the whole ability.
  • QSS wouldn't help it, but after all it is just an extremely strong silence. You still can move and use Autoattacks
  • regarding the coding sidenote: isn't it possible to put an extra 3 seconds on every cooldown? It would change some calculations but after all it shouldn't be that hard. Don't know exactly how it is in LoL though, just some random Java knowledge

-> 6.-7. You can either buff yourself and your ally by using E or recast if E is on cooldown and you have to detatch for some reason. Catch Skillshots for example, you are a tank after all He isn't supposed to be a permanent body armor, so the cooldown actually would begin when they detatch.

Well, looking at rammus or shen they rather buff themselves or their allies/debuff their enemies too, so I don't think it's so wrong to have not much damage spells

Fear Teemo1 votes

I like the concept, If you have ever played the game Grey Goo, You can understand I like the idea of having a champion very similar to the Catapult based Goo.

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