Ohlmgor the Rotten Knight
Melee, Support, Tank
Description- A noble knight that is over 500 years old resurrected as a rotting corpse. He wears a special medallion that holds great power given to him by his former king. He used it in many battles before being slain. He wears some rusted boots and bracers. His chest piece is dented and broken and occasionally falls off of him while he stands idle. His legs stiff he shambles as he walks and he wields his trusty rusted and broken sword. He wears a magical helm that lets others understand his thoughtful moans but more often than not he is just moaning to moan.
Playstyle- Ohlmgor functions as an aura tank. His abilities and innate all have a passive aura bonus that can help his allies stay in a fight. His abilities themselves have very useful active effects and can help in team fights at the expense of losing the aura bonus for a while. It is wise to balance between using his abilities and saving them to keep the aura.
Suggested Items: Doran's Shield, Mercury Treads, Abyssal Scepter, Maw of Malmortius, Guardian Angel, Aegis of the Legion
Ohlmgor was once the greatest and most noble warrior in all of Runeterra. That was 500 years ago however. He had been resting peacefully in his tomb until a sinister necromancer had brought him back to life. This necromancer had perfected their ritual for summoning the dead and decided to test their power on the greatest warrior Runeterra had ever known. Newly risen, Ohlmgor was faced with a powerful hunger for brains. This felt rather odd to him because while he was alive he did not partake of meat. Seeing the only flesh in the room being the necromancer, Ohlmgor viciously attacked the sinister being and devoured their flesh.
"Oh my, that was delicious." Ohlmgor thought to himself. He thought this because as he tried to speak the words, his mouth would not utter them. All he could let out was a low guttural moan.
As he exited his tomb, he was faced with a very different world than he had known. He wandered the cemetery searching for an exit when he stumbled upon the grave of his former king.
"My lord," he tried to exclaim, "how long have I been dead?" He moaned.
As he found the exit to the cemetery, he proceeded to make his way to the Demacian castle to speak to the King. Before he could get very far he was noticed by several villagers who let out screams at the mere sight of him. Thinking this rather odd, Ohlmgor made his way towards a river bank to see why people were scared of his appearance.
"By the gods!" He thought. "I have become a corpse. A vile being whose only desire is to feast on the brains of the innocent."
At this moment a young man approached him.
"Sir, are you alright, you do not look well."
With a quick glance and an insatiable urge, Ohlmgor quickly seized the young man and ripped open his skull to find his delicious brain. While hungrily eating the young man's delectable brain, he was approached by 3 villagers who had seen the attack.
"Let's kill the monster!" One of them shouted.
"Wait!" Ohlmgor tried to exclaim, but all he let out was a horrifying moan.
"Forget this, I am not facing that creature." One of them said as he heard the moan of Ohlmgor.
As Ohlmgor shuffled towards the men trying to tell them that he was not a monster, the men ran in fear. He tried to hurry after them but his legs would not allow him to move very quickly. He soon lost sight of the men and stopped to pick up his eyes that had fallen out of his skull. He replaced them as quickly as he could and continued on after the men so that he may gain knowledge of what was going on. His journey took him half a day before he was approached by Jarvan IV and his band of knights. Upon seeing Ohlmgor, Jarvan quickly brandished his spear. As he came closer, he noticed the insignia on the necklace that Ohlmgor wore.
"Halt men, this foul creature was once a proud knight in service of this realm. We must take him to the Council and see if they can find a way to help him communicate with us." With that, his men captured Ohlmgor and they quickly took him to the Council.
Upon being unveiled to the Council, Heimerdinger approached quickly and handed Jarvan a helm to place on Ohlmgor. Unable to defend himself from what he perceived as a threat, Jarvan was able to place the helm on Ohlmgor's head.
"Brave knight from days of old, what evil spell has reawakened you?" A Council member asked.
"A vile, yet very tasty, necromancer brought me back to life. I did not wish this upon myself. I ask to have this spell removed. Can you help me?"
"Ah, in good time sir knight, we will find a way to remove this curse but it could take a long time. Until then, you are free to stay here, safe in the League."
"It is a battleground where younger warriors test themselves against each other."
"Very well, I shall stay here until you can remove this curse."
Stats- coming soon
Innate- Brave Sir Ohlmgor- Ohlmgor's medallion releases an aura that grows in strength when more allies are nearby. All allies within 1000 units of Ohlmgor gain bonus attack and move speed. 1 ally, +5% bonus. 2 allies, +10% bonus. 3 allies, +15% bonus. 4 allies, +20% bonus.
Q- BRRRRAAAAIIIINNNNNNSSSSS!!!!!- Ohlmgor gives off a frightful aura based off of his kills and assists. He can activate this ability to consume a minion and heal himself for a small amount or to attack an enemy champion for moderate damage.
Passive- For each kill and every 2 assists Ohlmgor has, his aura grows by 50 units up to a max of 1000 (starts at 150). This aura causes enemies to attack slower (10/12/14/16/18%). This is not active if this ability is on cooldown.
On minion/neutral monster: Ohlmgor devours the minion and heals himself based off the minions health. If the minion has less than 50% of it's health, Ohlmgor gains 80/85/90/95/100 (+.05) AP health. If the minion has more than 50% of it's health, Ohlmgor gains 120/125/130/135/140 (+.75) AP health. (Can be used on allied minions)
On Champion, Dragon, Baron, Lizard Elder and Ancient Golem: Ohlmgor deals 80/100/120/140/160 (+.6) AD physical damage. Ohlmgor is healed for 25% of the damage dealt. If he kills an enemy champion, he is healed for 75% of the damage.
Mana Cost: 65/75/85/95/105
W- Wail of the Grave- Ohlmgor gives off a frightening moan and presence that can scare any man, woman or beast.
Passive- Ohlmgor causes his enemies to cower in fear the longer they are around him. For each second an enemy is within 300/325/350/375/400 units of Ohlmgor, that enemy receives a fear stack. Upon reaching 3 fear stacks, that enemy is feared for 2 seconds and will run away from Ohlmgor. That enemy gains +10% move speed for the duration of the fear. This is not active if this ability is on cooldown.
Active- Ohlmgor lets out a frightening moan that fears all nearby enemies for 1.5s and deals 30/40/50/60/70 (+.2) AP magic damage to all enemies within passive range (300/325/350/375/400).
Mana Cost: 60/65/70/75/80
E- Shambling Monstrosity- Ohlmgor gains bonus speed if he has recently eaten a minion or killed an enemy.
Passive- Ohlmgor gains +15% move speed for 6s after killing an enemy champion or eating a minion/neutral monster.
Active- Only activatable when an enemy champion is within 1200 units of Ohlmgor. Ohlmgor's hunger causes him to move and attack much faster and hit harder for a few seconds. Bonus move and attack speed 12/15/18/21/24% for 6s. Bonus damage +7/9/11/13/15%.
Mana Cost: 55/60/65/70/75
R- Necromancer's Curse- Ohlmgor grants his allies bonus damage based on the number of nearby enemy champions. In addition to this bonus damage, Ohlmgor can activate this ability to infect his enemies. If an infected enemy is killed, they rise as a zombie and follow Ohlmgor for a few moments before the curse leaves their corpse and they fall lifeless to the ground once again.
Passive- Ohlmgor gives all neary allies (1000 units) bonus AD and AP based on the number of nearby enemies. 1-2 enemies, +25 AD and AP. 3-4 enemies, +50 AD and AP, 5 enemies, +100 AD and AP. This is not active if this ability is on cooldown.
Active- Ohlmgor's curse spreads to all enemies nearby (range 1200) for the next 10s. Any infected enemies that die are turned into mindless zombies that attack the nearest enemy of Ohlmgor. They are reanimated for the next 10s and can be commanded by Ohlmgor to group up and attack a single target. Infected enemies also deal less damage to Ohlmgor and any other zombies reanimated by this effect.
Mana cost- 150/175/200
Wow first night and we already have a contender. Sounds like a good backgroun although i gotta say he sounds like hes pretty human-like in appearance. Was looking for more of a monster like feel but hey we can go with a zombie,just hope their arent too many of them. Good luck to olhmgor
Champion Name: Yew, the Emerald Beacon
Type: Ranged, Support.
Theme: Wisp, Nature.
Many beings live in Valoran, from the over-zealous humans, down to the small but determined Yordle, even to the otherworldly travellers from the Void. But not many know of the Wisps, ancient spirits of the Earth that nurture the growth of life itself. Those that know, only know about the tales of the Wisps and have never known about their lifes.
Borned into the world at an irregular timing, Yew was caught up in one of the fights held in the Summoner's Rift. As a major fight was happening in the Jungle, magics tainted Yew to burst forth from the Ethereal realm, where he was created. Dazzling the Champions who were initially in battle with a shower of soothing emerald light, the wounds of these Champions closed with such speed that even the summoners were amazed. Thus, the birth of a new Champion in the League, the one known as Yew, the Emerald Beacon.
Health: 370 + 70 per level
Mana: 300 + 50 per level
Health Regen: 5.25 + 0.75 per level
Mana Regen: 6.35 + 0.95 per level
Attack Damage: 45.2 + 2.8 per level
Attack Speed: 0.625 + 3.25% per level
Attack Range: 550
Armor: 5.5 + 4.5 per level
Magic Resist: 30 + 0 per level
Movement Speed: 315
Yew gains AP by attacking enemy units and champions. Gains 5/10/15 AP per basic attack, doubled when attacking champions. Caps up to 50/100/150 AP and lasts 3s, thereafter losing 10/20/30 AP every second.
Transfers 30/60/90/120/150 health to the target allied Champion. If the target is an enemy Champion instead, it will transfer 30/60/90/120/150 health to Yew instead (damage dealt is true damage). Energy Link is applied to both Yew and his target for 5s after a successful transfer. Spirit Flux increases the effective transfer value of this skill by 1 point per AP gained from it.
Ether Bonus: Target allied Champion is cleansed and gains 2/4/6/8/10% CC reduction for 5s. Target enemy Champion is stunned for 1s and movement speed is reduced by 10/15/20/25/30% for 4s thereafter.
Energy Link (Yew): Yew gains both health regen and mana regen values of the target Champion.
Energy Link (Ally): Allied Champion gains both health regen and mana regen values of Yew.
Energy Link (Enemy): Enemy Champion loses health and mana regen equals to Yew's health and mana regen. Can go into a negative.
Channeling Time: 0.75s
Mana Cost: 50
Target allied Champion gains a buff that increases armor and magic resist by 10/20/30/40/50 + (AP * 0.1) for 6s.
Ether Bonus: The shield creates an aura that slows nearby enemies' movement speed by 30%. Slow lasts 1s outside the aura.
Slow Aura Radius: 350/400/450/500/550
Mana Cost: 60/70/80/90/100
Toggle: Yew changes his form into ether, swapping both his health and mana, as well as his mana and health regens. While in this form, Yew's skills gain bonus effects that are strengthened by leveling this skill but at the cost of 20/40/60/80/100% more mana consumption. Additionally, his basic attacks deal (AP * 1.0) magical damage instead of using AD. Toggling off will swap back his values, but is impossible to die from Ether Form.
NOTE: Applies a 1s global cooldown on all his skills when this is toggled on.
NOTE: Damage onto turrets still apply the base rules instead.
Mana Cost: 1% max mana upon activation, 1% max mana per second while active
Cooldown: 1s upon activation, 3s upon deactivation
Whispers of the Wind
Yew creates a field of emerald light around him, healing all allied units in the area by 5/8/11% of their missing HP + (AP * 0.2) HP every second for 5s. While this field is active, Yew cannot move but can cast his skills and attack.
Ether Bonus: All enemies within the field receive 2/4/6/8/10% of their current HP as magical damage every second for the duration.
NOTE: Damage ticks are set at 1s. Health change in-between ticks will affect the value of the damage values on the coming tick.
NOTE: Heal ticks are set at 1s. Health change in-between ticks will affect the value of the heal values on the coming tick.
AoE Radius: 1100
Channeling Time: 2s
Mana Cost: 100/150/200
Fo Fum, the Towering Giant
Melee, Tank, Jungler
Fo Fum is a giant tank that focuses enemy fire through his large physical presence. However, he also has an interesting twist- many of his skills have wind-up times that can be disrupted by either being hit by autoattacks or by being CC'ed. If the skill 'loads', then its base damage is more notable than other characters' abilities. So, an enemy is forced to focus Fo Fum or else suffer a large amount of damage.
Fo Fum is a dual-nature character- he can either build bonus AD and deal huge amounts of damage due to his ratios, as a sort of melee carry such as Tryndamere. Alternatively, he has enough base damage to pose a reasonable threat as a tank if he builds tanky.
He's supposed to be intimidating, and this is reflected in his passive, and the fact that an opposing team needs to respond to him pronto (be it cancelling his smash, or moving away/stunning him to stop his E).
I'll get onto the lore later.
Passive: Grind Their Bones
Fo Fum's intimidating presence terrifies enemy champions within 500 units for 0.5/0.75/1/1.25 seconds (1/6/11/16 scaling), causing them to flee in terror. This can only apply to champions every 8/7/6/5 seconds (again, scaling applies).
Q: Brutal Smash
Fo Fum loads his Brutal Smash, requiring a 1 second channel to charge it. The next autoattack within 7 seconds deals 100/160/220/260/320 (+0.9 bonus AD) physical damage to a single target, and deals splash damage within 100 radius of the target equal to 25%/30%/35%/40%/45% of the single taget's damage.
Cooldown: 10/9/8/7/6 seconds
Mana cost: 40/50/60/70/80 mana
Fo Fum gains a large amount of movement speed (50/60/70/80/90) for 4 seconds, draining 25% of the total each second. Whilst Charge is in effect, Fo Fum ignores slows. The first unit Fo Fum runs into whilst in Charge is knocked up for 1 second and takes 60/105/150/195/240 (+0.4 MR) (+0.4 Armour) physical damage.
Cooldown: 25/22/19/16/13 seconds
Mana Cost: 60/70/80/90/100 mana
E: Towering Presence
Fo Fum immobilises himself in his current location for up to 8 seconds. Each second he is in this stance, he gains 5/10/15/20/25 bonus AD, up to a maximum of 40/80/120/160/200 AD for the last second. He also gains 5/10/15/20/25 bonus armour and magic resistance for the duration.
The spell is cancelled if Fo Fum is silenced, stunned, knocked up or suppressed. Furthermore, Fo Fum can cancel the skill after 4 seconds by activating the ability again.
Cooldown: 16 seconds at all levels
Mana Cost: 30/40/50/60/70 to activate. The mana cost is refunded if the spell lasts the full duration.
R: Final Swing
Fo Fum raises his hammer into the air two-handed and channels for up to 4 seconds. At the end of the channel, or if Fo Fum activates the ability early, a shockwave is sent out, travelling up to 600 distance depending on how long Fo Fum channeled the ability for. The shockwave knocks enemies into the air for half the time Fo Fum channeled for, and deals up to 500/750/1000 (+3 per bonus AD) damage to all enemies into the area depending on how long the spell was channeled for.
Cooldown: 140/120/100 seconds
Mana cost: 100 mana
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