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Grimmar - The Biomechanic

Creator: Dzeno February 27, 2012 1:42pm
Dzeno
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Permalink | Quote | PM | +Rep February 27, 2012 1:42pm | Report
This is my new champion Grimmar - The Biomechanic:
Is he unique? yes most definitely. What makes him unique? First off he is the only support using HP as source for his abilities. His resource is very unique, it fills upon healing allies. Moreover all abilities have a uniqueness to them. His Q increases the amount it heals upong succesive uses but increases the cost way more. His W does something never done before giving allies extra range (i've used this in a passive in one of my earlier ideas however) and also heals your ally when the buffs ends.
His E is his source of damage, giving allies some more resistance and damage, as well being your only damage skill. I've created two ults of which the second is the most unique having some really interesting buffs.
Good items would probably be items such as, Spirit Visage, Force of Nature, Locket of the Iron Solari, Innervating Locket, Shurelya's Reverie, Soul Shroud, Warmog's Armor.

At the moment I don't have good names for all his abilities yet, So I'm asking if somebody does have good names and I also what like to know what you think of him. Also I would be honored if someone would like to make a drawing of him

The numbers presented here are NOT final and require public feedback for proper balancing.
However please give constructive feedback.

Any sugestions what so ever, even for creating a whole different ability, different numbers, others names, they are welcome, certainly if they are constructive.

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Base stats and Tags:
Health : 4 out of 10
Attacks : 4 out of 10
Spells : 8 out of 10
Difficulty : 8 out of 10

Tags:
Ranged, support, heal

Stats:
Health: X (+ X per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: X HP
Damage: X (+X per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: X dmg
Attack speed: 0.X (+ X% per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: X AS
Range: 550 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 550 range
Armor: X (+X per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: X Arm
Magic Resist: X (+X per lvl) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: X MR
Health regen: X (+X per lvl) ~~~~~~~~> lvl 18: X HP/5
Mana regen: X (+X per lvl) ~~~~~~~~~~> lvl 18: X HP/5
Movement Speed: 315 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> lvl 18: 315 MS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Abilities:

Passive (innate),Nano-bots (sample blood):
For every 20 your allies get healed by you, you receive 1 sample blood. You can have a maximum of 100 sample blood at all times.
Every sample blood grants you and surrounding allies 0.1/0.3/0.5 hp regen per 5 (lvl 1/6/11), range around you 800.
(stacks are visible)

Q, Bionic Reconstruction:
Heals yourself and surrounding allies for 40/50/60/70/80 (+0.2 AP). Every recast within 7 seconds increases the base healing by 25% and base cost by 50%, this can stack up to 4 times.
(at 4 stacks 80/100/120/140/160 base heal and 160/200/240/280/320, actuall cost 80/100/120/140/160 - 0.2AP)

CD: 4 seconds
HP cost: 40/50/60/70/80 health
Radius around you: 550 range

W, Blood lense
Increases targets range by 100/125/150/175/200 (this counts for AA's as well as abilities) for 2/2.5/3/3.5/4 seconds (half that time if used on turrets). Can be used on enemies as well reducing their range by the same amount however only lasts half the time. (range can not be decreased further than 100).

If used on ally heals them for 10% of the damage done, at the end of the duration(applies towers as well). If the ally has been killed(or turret was destroyed) before the duration ended than the one who killed your ally(turret) will receive the equal amount of damage as that your ally(turret) would have been healed for as magic damage.

#Notes:
- Does Not affect AoE
- Does Not affect movement displacers such as dashes, teleports, pulls, knockbacks, etc.
- Blood lense can not increase auto-attacks over 800 range, meaning that by example caitlyn can gain only 150 range on her auto-attacks.


CD: 18/17/16/15/14 seconds
Cost: 40/45/50/55/60 health
Range: 500

E, living turrets
Place a turret on an ally which has 10% max HP of the ally it's placed on + 10% of you max HP (if placed on yourself ofc 20% of your max HP). These turrets have an attack damage equal to highest value between that ally's 35% AD or 20% AP and the same AS, Arm and MR as the ally it's on. (they have no HP reg)
It's range attack range is 625 if the ally is affected by W than then the turret gains the same amount of extra range. Turrets receive the full amount of damage done to the ally it's placed on.
Allies receive 2.5/5/7.5% less damage from all sources per turret on them.
A maximum of 1/1/2/2/3 turrets can be active at all times.
Turrets normally attack the same enemy as the ally is attacking but can be given another target by alt + right click by the ally to who they are attached.
Turrets have a duration of 16/17/18/19/20 seconds, they are destroyed when the duration is over, they're out of health, when you are killed or when the ally they're on is killed.
Also every turret more than one added to the same ally deals 15% less damage.

CD: 2 seconds
Cost: 20 sample blood
Range: 500

R,:
Place a big area on the ground in which enemies receives 12/15/18% more damage from all sources and allies(including yourself) inside the area are healed for 5% of all the damage done to any enemies inside the area.

CD: 125/95/65 seconds
Initial cost: 100/150/200 HP
Upkeep cost per second: 15 sample blood + 20 Hp
Range to center of AoE: 575
Radius: 450 range

[highlight]OR[/highlight]

R 2, The Reaper's armor reconstructed:
Gives 1 to 3 buffs to one ally or the whole team depending on the lvl of this skill.(gives only 1 buff on lvl 1 and gives all 3 buffs on lvl 3)

Lvl 1, The Reaper's cloak: Select 1 ally and give him the cloak of the reaper. This increases his AP by 15%, decrease his CD's by 10% (can surpass the 40% thus having a possible maximum CDR of 50%) and after every spellcast his is stealthed for 0.5 seconds.

Lvl 2, The Reaper's scythe: Select one MELEE ally and give him the scythe of the reaper. This increase his AD by 20%, gives him 15% lifesteal and sets his auto-attack range to 350, can NOT be stacked with Blood lense.

Lvl 3, Soul link: Applies to the whole team directly. Increases everyones MS to the to MS of the ally with the highest MS +10%.
(so if you the member with highest MS has 430 MS, than everybody gets an MS of 473 MS, before reductions take place).

CD: 140/120/100 seconds
Cost: 100/150/200 HP + 15/25/35 sample blood
Range for 1st and 2nd buff: 800
Range 3th buff: global

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sounds:

Upon selection:

Also at random times:

When casting ult:

attacking:

casting Q:

casting W:

casting E

casting R:

Joke 1:

Looks of the champion itself:


Looks of the abilities:
Passsive:
Q:


W:


E:


R:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story (WIP):


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quoted:
FAQ




Special thanks to:

Also please take a look at my other champions:
http://euw.leagueoflegends.com/board/showthread.php?t=573689
Dzeno
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Permalink | Quote | PM | +Rep February 29, 2012 2:21pm | Report
gimme gimme gimme, give me a comment :p, come on please, Personally I prefer the 2nd ult most, which one do you guys like most?
BurningRage
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Hmm i am not good with balance but he seems crazy good.

First off if his q heals himself that would mean his first q is free? costs 80 hp heals for 80 hp which means if he has enough AP he can heal for more than it costs him to cast it. Im bad with numbers but if he had around 640 AP would that not mean he gets completely free heals even at 4 stacks?

and also wouldn't it be crazy if you gave a hero like Tryndamere a reaper scythe and blood lens, that would be a 550 range try with the bonuses. i do like the second ult but i feel its a little odd because you would never put reaper scythe on your ad carry because it would nerf range so you put it on... who your tanky dps no cant be theyre meant to soak up damage so who the support?

okay now to living turrets. so lets say someone goes a build like Warmog's Armor Atma's Impaler they are going to get a good amount of damage which makes for very good turrets. i have seen ad carrys get near 300 so 35% of 300 near 90 amiright? so 3 turrets hitting as fast as your ad carry for 90 damage each time thats amazing plus they give damage reduction. im wondering do your turrets get on hit effects? Madred's Bloodrazor

anyway hes intresting but seems craaaaaaazy.

EDIT: 900 range tristana FTW!
Thanks to The_Nameless_bard For the signature!
Dzeno
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Permalink | Quote | PM | +Rep March 4, 2012 12:49pm | Report
Also remember Q is your only AP scaling ability on top of the fact that this is a support, supports don't get as much as AP casters, in normal game AP carries have about 600 AP in the endgame phase. Supports normally don't get over 300 to 500 AP.

Made several changes to him,
  • nerfed Ap ratio on Q from 0.25 to 0.2
  • Increased CD on Q from 3 to 4 seconds and duration in which in stacks from 6 to 7 seconds
  • Reduced the duration on W from 2/3/4/5/6 to 2/2.5/3/3.5/4
    Also added a few clausules to it
    Quoted:
    #Notes:
    - Does Not affect AoE
    - Does Not affect movement displacers such as dashes, teleports, pulls, knockbacks, etc.
    - Blood lense can not increase auto-attacks over 800 range, meaning that by example caitlyn can gain only 150 range on her auto-attacks.
  • Made reapers scythe's non-stackable with blood lense and non-castable on ranged champions

Also every turret placed on the same ally does 15% less damage, more so they don't have that much health since it's 10% of yours +10% of the ally they are on, however they do not receive damage reduction, meaning attacking someone with multiple turrets will make all those turrets go down at the same time.

Also thank you alot for the comment I appreciate it a lot :D.

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