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    Lorman, Avatar of the Mountain

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    Zarkof

    Posts : 64
    Join date : 2013-02-15
    Age : 27
    Location : New Hampshire

    Lorman, Avatar of the Mountain

    Post by Zarkof on Tue Feb 19, 2013 8:42 pm

    This *was* my February 2013 MCCC entry. I have copied over the idea here.

    Introduction:
    Lorman is a powerful melee fighter or bruiser able to get to his target (if he lands his skillshot) and then stick to it and deal a reasonable amount of AoE. For big fights, he can channel the power of the mountain to increase his durability and capabilities. He also gets stronger as his allies die, and can also strengthen an ally after he himself dies.

    Appearance:
    Lorman appears as a tall, muscular man in his late 30s (although he is actually a lot older than that). He surrounds himself with rocky armor (to a far less extent than Malphite) mostly focused around his hands and chest. He has short brown hair (about an inch long). The rest of his clothing is monk-ish. He wears his trinket on a necklace (this will be visible over his armor)

    His auto attacks involve a kind of "heavy blow" with his fists, both 1 and 2 handed strikes.

    Base Stats:
    Health: 450 (+86) - 1998 @18
    Mana: 220 (+45) - 1030 @18
    Attack Damage: 54 (+3.4) - 115.2 @18
    Attack Speed: 0.650 (+2.8%) - 0.978 @18
    Armor: 16 (+3.5) - 79 @18
    Magic Resist: 30 (+1.25) - 52.5 @18
    Movement Speed: 345
    Range: 125


    Story: (This version is about 3x shorter than what I had originally planned to write, so sorry if it still seems long or scattered. It would have been longer)

    Lorman was born long ago, near the end of the Rune Wars, into a small tribe of humans living in the northern Ironspike Mountains. They served as wardens, protecting the Spirit of the Mountain and producing an Avatar of the Mountain every few hundred years. The Rune Wars had weakened the previous avatar drastically, and Lorman was selected at birth to be the new Avatar and was given a unique trinket that marked him for this role. When Lorman was still an infant, Zaun had just discovered this hidden village and began a devastating, classified experiment. During the catastrophe, Lorman was separated from his people, who were almost completely wiped out. He eventually ended up in Piltover under the care of a single woman.

    Lorman's foster mother cared for him and raised him as she would have if he were her own flesh and blood. Lorman treated her as family and always kept his trinket held around his neck like a necklace. By the time Lorman had grown into a respectable adult, a captivating woman had caught his eye. He approached her confidently and eventually the two fell in love. Years passed and they got married and planned to have a wonderful life together. However, Lorman could not escape his destiny. The night after the wedding, a mysterious old man came to Lorman to remind him of his role as the Avatar by explaining his trinket and unlocking its secret. Lorman would have to leave his entire life behind and return to the mountains alone to train, and he had an excruciating time accepting his fate. Sadly, he realized his true calling and had to say goodbye to his new wife, but she made him promise he'd never forget her.

    The old man was one of the survivors of the Zaunite experiments and was scarred by the techmaturgical devastation. He informed Lorman of his ancestry and the role his people held and what was expected of him. Lorman began the training of his people under the guidance of the former village elder. After many rough and taxing years, Lorman was ready to merge his soul with the Spirit of the Mountain, becoming the next Avatar of the Mountain. He watched over the remainder of his tribe and protected the mountains for many years. Becoming the Avatar of the Mountain did not require any sacrifice of his humanity or memory, so Lorman still had feelings for his old lover. After some time, his former wife came to visit the secluded village and see the love of her life. She had never forgotten Lorman, and he still remembered her and was so glad to see her. She wanted to stay and live in the village to be with Lorman, but the old man feared for her safety. Unable to let her go, Lorman agreed to let her live with the rest of the tribe.

    A few weeks went by and Zaun had returned to perform more experiments on the village, unaware of the renewed Avatar. Lorman used his new powers to defend the village to the best of his abilities, but during the attack his wife died in a terrible explosion of Zaunite chemicals. There was no way Lorman could have saved her, and after he destroyed the rest of the Zaunite techmaturgists, he anguished over her death. It took him years to get over the loss, but he still had hundreds of years ahead of him to stand watch over the mountains.

    The years passed, and eventually the Institute of War was founded. Lorman joined the League of Legends in exchange for the diplomatic security of his village. He did not want any more tragedy to befall his tribe.


    Skills:

    Passive: Heart of the Mountain - When Lorman's allies die, he gains increasing resolve, granting him 4% bonus AD and 8% bonus armor and magic resist for each ally dead.

    Alternatively, if Lorman dies, he may select an ally within 5 seconds and imbue them with the Spirit of the Mountain, increasing their damage done by 10% and reducing the damage they take by 20% for 5 seconds. (900 range)

    notes: The other thing I wanted to do was to have the bonus armor/mr be based on the allies that were dead, or have the Lorman increase the imbued ally's ad/ap by 15% of Lorman's total AD instead of total damage done.

    The graphic for him persisting after death is his physical body dying but a ghostly apparition lingering, and upon cast the apparition dashes to the imbued ally who then glows for the duration.


    Q: Fissure/Shockwave

    Range: 1000
    Mana Cost: 50/55/60/65/70 mana
    Cooldown: 18/16/14/12/10 seconds

    Fissure - Lorman smashes the ground, creating a massive fissure in front of him that snares all enemies hit for 1.25 seconds. While enemies are snared, he gains access to Shockwave.

    notes: The fissure travels fairly fast, about the same missile speed as Amumu's Bandage Toss or Blitzcrank's Rocket Grab. The hitbox is about the same width as Zyra's Grasping Roots.

    Shockwave - Lorman surges along the fissure, dealing 65/100/135/170/205 (+60% Bonus AD) physical damage to all units in his path.

    notes: The dash speed is equivalent to Akali's Shadow Dash and the hitbox matches that of Fissure.


    W: Magnetic Attraction

    Range: 350
    Mana Cost: 70
    Cooldown: 12/11/10/9/8 seconds

    Lorman encompasses an enemy with magnetic metals from the earth for 4 seconds. For the duration of the effect, if the target moves away from Lorman they are slowed by 25%, and while Lorman moves towards the target he gains 15/20/25/30/35% increased movement speed and 20/30/40/50/60% increased Attack Speed.

    notes: This is the spell that plays on the "Cupid's Arrow" theme. I perceive Cupid's Arrow as a means to attract two people together, and another thing that causes such attraction is magnetism which also fits the mountainous theme of this champion. The end result of this ability is forcing the two champions together and keeping them together.

    I wanted this spell to have a duration of 5 seconds but feel that it might be perceived to be too powerful.

    E: Vibrations/Resonating Power

    Passive: Vibrations - Lorman's basic attacks afflict his targets with a stack of Vibrations for 6 seconds, granting vision and enabling the use of Resonating Blows. Max 3 stacks.

    Additionally, if Lorman applies Vibrations to a unit affected by Magnetic Attraction, he applies Vibrations to all enemy champions within 350 range of his target.

    Active: Resonating Power

    Range: 1100
    Mana Cost: 40/50/60/70/80 mana
    Cooldown: 8/7/6/5/4 seconds

    Lorman sends out a resonating wave through the ground, causing all targets affected by Vibrations to take 40/75/110/145/180 (+60% Bonus AD) physical damage. Champions and big jungle creeps send out a shockwave with 400 range which deals physical damage equal to half of the original damage. The total damage of the entire effect and the range on the shockwave effect is increased by 20% if the target has 2 stacks of Vibrations, and 35% if the target has 3 stacks. Hitting an enemy with Resonating Power consumes all their stacks of Vibrations.

    notes: Lorman can apply Vibrations to more than one enemy, allowing him to deal massive amounts of AoE damage by switching up targets, or increasing the single target power by stacking up Vibrations.

    Enemies will be able to tell if they have stacks of Vibrations. There will be some sort of visual like Vi's and Vayne's rings around the base of the champion.

    I am also thinking about scaling down the damage on targets hit by multiple shockwaves or removing the synergy with Vibrations and Magnetic Attraction.


    R: Avatar of the Mountain

    Range: Self Cast
    Mana Cost: 150 mana
    Cooldown: 90/80/70 seconds

    Lorman invokes power from the Spirit of the Mountain for 15 seconds. For the duration of the effect, Lorman gains 20/30/40% Tenacity, 75 additional range on his basic attack, and additional effects on all his spells.

    Fissure - Snare duration increased to 1.75 seconds and 40% bonus width on the hitbox.
    Magnetic Attraction - Instantly pulls the target to Lorman (350 range still)
    Resonating Power - Cast Range and Base radius on the shockwave increased by 50%

    notes: The visual effect on this spell involves Lorman adding to his rocky armor and fists.

    Additionally, for the duration of the effect, Lorman gains access to one cast of Rockslide

    Rockslide:

    Range: 400

    Lorman focuses a rockslide on target champion. Over 1.5 seconds, boulders will fall on target champion, dealing 40/80/120 (+120% total AD) physical damage and applying one stack of Vibrations every 0.5 seconds (3 hits total).

    Edit Log:
    1) 2/2 5:00am - Made Post
    2) 2/12 5:00pm - Removed damage reduction/ad bonus on Ultimate and replaced it with Rockslide.
    3) 2/19 3:00pm - added in damage values, copied to Champcrafter
    4) 2/23 2:30pm - minor number tweaks to Q damage, E range, R ratio, and lore clarification.

      Current date/time is Thu Nov 23, 2017 6:47 pm