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October MCCC - Delightfully Frightening!

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kaotics2075

Senior Member

10-01-2012

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

Lore:
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."

"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

Abilities-

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.
Active-
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
Cooldown: 10s


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
Cooldown: 14s

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
Cooldown: 16s

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
Cooldown- 160/150/140s


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Fannalis

Recruiter

10-01-2012

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


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Fannalis

Recruiter

10-01-2012

Btw obsucre sen me another email will ya i lost ur email address


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kaotics2075

Senior Member

10-01-2012

Quote:
TrueSkyKnight:
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


Monsters have feelings too sir. He may be a dead knight and you have hurt his feelings by labelling him as just some foul zombie. lol, sorry, I just felt like making a zombie and I came up with a basis for his lore. Don't worry, think Sir Daniel Fortesque (Medievil for PS1) but with more flesh, a lower jaw, rusted armor and a broken and rusty sword.


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BergMeister

Senior Member

10-01-2012

I may join this competition this round. I'm not sure, need to look to see if I have enough time this month to commit to this. Gonna play around a little bit, see if I can come up with something to start off of.


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ObscureClockwork

Senior Member

10-01-2012

cool
maybe ill ask you guys to specify the dichotomy, because its sometimes hard to see it in a cursory view, and we may need to inform you about that theme


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matrixEXO

Senior Member

10-02-2012

Champion Name: Yew, the Emerald Beacon
Type: Ranged, Support.
Theme: Wisp, Nature.

Lore:
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.


Stats:
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


Skills:

Passive
Spirit Flux

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.


Skill Q
Energy Shift

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.

Range: 600
Channeling Time: 0.75s
Mana Cost: 50
Cooldown: 8s


Skill W
Nature's Bosom

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
Range: 400
Mana Cost: 60/70/80/90/100
Cooldown: 20/19/18/17/16s


Skill E
Ether Form

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


Skill R
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
Cooldown: 180/150/120s


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MrGarthonk

Senior Member

10-02-2012

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

W: Charge
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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Mookomaan

Senior Member

10-02-2012

Baelrog, the Molten Shadow


Lore:

Banished from the flow of time long ago by the Chronokeeper Zilean, Baelrog's shackles came undone. The creature born of shadow and fire appeared suddenly in the ruins of the present day desert of Urtistan, only to see that his purpose was complete...but also long forgotten.
The product of warfare, Baelrog is a mixture of the two aspects tied to it. Fire and darkness were in high supply in the early days, and both were effective at what they did best. It was only a matter of time until the ancient summoners figured out how to meld the two aspects to birth a creature of such awesome might and power. Countless victories were won from the flames of Baelrog that were able to conjure any weapon in the form of fire, but he was considered more of a weapon of war, a tool, used time and time again from one summoner to another. Realizing his potential rather than purpose, he decided at the end of a battle to free himself from his current master. After razing a tower that held an enemy summoner, he quickly turned his deadly onslaught onto his masters and the minions they controlled, burning the flesh clean off their bones and cleaving their bones from their bodies all the same.
"Freedom", He spoke for the first time in his unearthly voice. Surveying his surroundings, he became disgusted at the vegetation and the various constructs of the world. It all had to die. It all had to be destroyed. Nothing else mattered for Baelrog, and in that instant he set out to destroy the world, little by little if he had too.
He came across the city of Urtistan, gazing hungrily at the destruction he would soon lay. Without warning a block of the walls that encircled the city exploded, crumbling down. Baelrog entered in,expanding his dark wings and releasing a deathly roar of destruction and fire until a summoner confronted him. Their fight was a long one, lasting through the night and well into the next day and Baelrog felt as if victory was slipping from him. In a last attempt to destroy the mage, Baelrog channeled the hate and darkness in him to be let off in one humongous blast. The Chronokeeper, acting responsively, prepared a channel of his own. He was going to banish the creature to the grains of time. Feeling the pressure build, Zilean had successfully banished Baelrog right before he released his raw magics. Oblivious to what happened, Baelrog assumed the glassed area around him was totally obliterated, and the mage with it. With nothing left standing or in sight, he made his way about the world, drawn to the power that was the league of legends.


Stats


Fighter, Melee, Jungle, Hybrid......................at level 18
-
Damage...........55 (+3.5 / per level)....................114
Health.............430 (+93 / per level)....................2011
Mana.................220 (+68 / per level).................1376
Move Speed....320
Armor................18 (+3.2 / per level)............... ....66
Spell Block......30 (+1.25 / per level)..................72
Health Regen...4.45 (+0.75 / per level).............17.2
Mana Regen.... 3.30 (+0.70 / per level).............15.2

Attack Animation: holds no weapon outside of combat, but when engaged, carries mainly a sword, and every so often, uses his whip every odd attack. On critical strikes, he conjures a 2 handed axe and delivers an overhead chop, putting his full weight into it.


Abilities



Passive: Dark Heat

When Baelrog casts a spell, his next basic attack will deal additional magic damage equal to 3% of his health, and if you did not auto attack and kept casting, it stacks up to 3 times for a total of 9% of his HP in magic damage in an additional 250 range semi circle in front of him on his next auto attack. The effect is lost upon use and also leaving combat or on death. (The area of effect is obtained through maximum stacks only)



Q: Flame-whip/Flame-whip-crack

2 stage spell, where the second stage is optional.

Flame-whip - skillshot at 600 range where if an enemy champion is hit, Baelrog's movespeed (if lower) is brought up to the target's current movespeed + 10/12/14/16/18% and also receives 10/15/20/25/30% armor pen. Whip grasp will last for 5 seconds AS A TETHER dealing 15/20/25/30/35 + 30% AD physical damage per second, and breaks when at 700 range from the target.

Flame-whipcrack - If cast within 0.85 seconds of casting Flame-whip, Baelrog will crack his whip, releasing hellish fire in the target area (where your cursor is at), stunning all for 1.25 seconds within 125 range of the cursor and dealing 75/115/155/195/235 + 40% AP in magic damage.
*note* if flame-whip connects this second stage spell cannot be cast.

Mana Cost: 70/80/90/100/110
Cooldown: 20/18/16/14/12 seconds



W: Shadow stance/Flame stance

Upon switching, Baelrog gains 6/7/8/9/10% more damage on his next spell/attack, lasting 5 seconds until used. Does not stack.

Shadow stance - Gain 5/8/11/14/17% increased auto-attack damage, 8/9/10/11/12 armor pen, and 4/6/8/10/12 % movespeed

Flame stance - attacks deal magic damage instead of physical damage in a small AOE, 12/14/16/18/20% spell steal, and gain 15% of your AP in a shield that renews every 10/9/8/7/6 seconds when out of combat.

Mana Cost: 40 per toggle
Cooldown: 7/6/5/4/3 seconds



E: Molten gust

Ignites a small conic area (150 range) in front of Baelrog on fire, dealing 50/75/100/125/150 magic damage + 30% AP, and also after 0,5 seconds, releases a 850 range flying Molten sword that deals 50/75/100/125/150 physical damage + 40% AD, then 25% of your AP in magic damage over 3 seconds on the first target it hits.

Mana Cost: 50/60/70/80/90
Cooldown: 13/12/11/10/9 seconds



R: Annihilate

When activated, Baelrog will channel for 3.5 seconds gaining additonal tenacity (+35) while still being able to auto attack and move, but he cannot cast spells for this duration. Within a 400/450/500 radial area, enemies will be dealt 65/130/185 magic damage per second in 0.5 second bursts. When the channel is finished, he will release fire in the area, dealing 10/15/20% + (1% AP) + (1% AD) of his HP in magic damage in that area. If Baelrog was stunned during the channel, the damage dealt is proportional to the amount of time channeled.

Mana Cost: 150/175/200
Cooldown: 2/1.75.1.5 minutes

example - Baelrog is stunned at 2.5 seconds into the channel, dealing 71% of the maximum possible damage he could have dealt.


Recommended Items/Runes:

Summoner's Rift/Twisted Treeline:
Mercury's Treads
Lich Bane
Hextech Gunblade
Guinsoo's Rageblade
Frozen Mallet
Rylai's Crystal Scepter

Greater Mark of Desolation (X9), Greater Seal of Resilience (X9), Greater Glyph of Shielding (X9), Greater Quintessence of Destruction (X3)


Dominion:
Sorcerer's Shoes
Zhonya's Hourglass
Guinsoo's rageblade
Rylai's Crystal Scepter
Rabadon's Deathcap
Will of the Ancients

Greater Mark of Insight (X9), Greater Seal of Fortitude (X9), Greater Glyph of Focus (X9), Greater Quintessence of Transmutation (X3)


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Fannalis

Recruiter

10-02-2012

Ok guys im loving all the ideas, they all sound like worthy monsters and yes that inclues olhmgor, gotta say though wasnt expecting baelrog, kinda sounds like the ginat monster from the lord of the rings lol