Very well then, I came up with a few champion Ideas and this is actually the latest one. Nevertheless, I decided to upload this one first because the champion concept and playstyle are easy to understand and therefore fairly easy to balance correctly.
Let's start with the Background/Lore idea
Background
Name Background: Well, I'm not a creative person when it comes to thinking of names, so I just took some hinduism-characters name.
Lore Idea: You know Zhaun, do you? It's that city with a bunch of laboratories who try making superweapons and stuff like this. Well, they obviously need test-subjects for this. So they need some guy to do the grunt work of grabbing random people from the street, bring them to the labs and prevent them from running away. This is Ghora's job. They injected chemicals in his nervous system to remove any kind of mercy or conscience from his mind, as this would only hinder him doing his job. At the same time, they increased his strength so he could get stronger test subjects, which would help with their experiments. That's pretty much what I thought of, so he would be some fat muscleman with a club.
That's pretty much how I imagine him, yet with a club instead of the crystal and with less comic-like look. (yes, this image is stolen, but idc, I can't draw)
Now, we move on to the classification/purpose of Ghora
Classification
Ghora is a tanky AD champion that excels at jumping in the enemy team and eliminate their squishies. His tankiness and berserk-like abilities make him punish enemies for focusing him, which makes it hard to stop him. While his CC is not groundbreaking, he is able to dish out a lot of damage even with a pure-tank build.
At the same time, he suffers a lack of range and movement speed and can be kited easily. Also, two of his abilities can easily be dodged.
He can be played in either solo top lane or the jungle to use his full potential.
Finally, what you were all waiting for - the STATS :P
stats
His stats are comparable to Cho'Gath, with higher HP and AS, yet lower M/Mreg, AD, Armor and MS:
Health: 450+95 Health Regen: 7.5+0.85 Mana: 200+40 Mana Regen: 6.5+0.4 Range: 125 (Melee)
Passive (Berserk):
Whenever Ghora is damaged by any source of damage, he gains bonus attack damage equal to 10% of that damage for 4 seconds.
Purpose
This passive is a key part of Ghora's kit. As all of his abilities scale on bonus AD, he is able to hit hard when he is focused. This helps him to take his target down even in the heat of a teamfight. It also encourages health-stacking, as this will increase the potential damage of your passive.
Q (Furious Slash): Ghora quickly slashes all enemies in front of him, dealing 70/100/130/160/190 (+0.9 bonus AD) physical damage to all enemies in a cone and knocking them back for a short distance. Ghora heals for 1.5% of his missing health for every enemy hit. Range: 300, Cooldown: 9/8/7/6/5 seconds, Cost: 20/25/30/35/40 Mana
purpose
This is a short-ranged, short-cooldown ability and is mostly used for farming, pushing and sustain. Early on it can be used to heal by hitting 3 or 4 minions, pushing the lane, though. Lategame, if used correctly, the heal can be used right after your health went below 30% to double the Cooldown-reset on your E.
W (Rage Attack): Ghora leashes out with his weapon for a brief time before striking on the ground, unleashing a fiery shockwave that damages all enemies in a line in front of him for 70/110/150/190/230 (+0.8 bonus AD) physical damage. If he lost more than 10% of his maximum health within the last 5 seconds, the shockwave ignites enemies hit for another 40/70/100/130/160 (+0.4 bonus AD) magical damage over 3 seconds, also inflicting grievous wounds debuff. Range: 600, Cooldown: 12/11/10/9/8 seconds, Cost: 60/65/70/75/80 Mana
purpose
This is Ghora's main harassing and pushing tool. With it's range, it gives you an answer to ranged enemies and allows you to hit all minions in one wave. It can be dodged easily, though, assuming the enemy is paying attention. In teamfights, this is a part of your burst combo, yet you should wait until you took enough damage for the enhancement to proc to increase the damage and reduce healing, which is especially useful against ADCs.
E (Ruthless Stampede): Ghora jumps in the Air for 0.75 seconds, then smashes on the ground in the chosen location (location is revealed to enemies on activation), dealing 90/130/170/210/250 (+1 bonus AD) (+4% max HP) physical damage to enemies hit and knocking them up for 1 second. If Ghora’s health gets below 30%, the cooldown of Ruthless Stampede is decreased by 4 seconds. Cast Range: 700, Impact Range: 125, Cooldown: 20/18/16/14/12 seconds, Cost: 90 Mana
purpose
This is your only gapclose-ability. It is primarily used for initiating and escaping, not for the knockup as it is fairly unreliable and will rarely hit. It also encourages health-stacking, by means of "The fatter, the burstier"-scaling. If used right, the air-time can be used to dodge channeled ultimates like Absolute Zero, similar to Rappel. The cooldown-reduction effect is needed to get in the enemy team and get out at the right time before you die. If used wisely, your Q-heal will allow you to reduce the cooldown twice, practically setting it off cooldown in lategame.
R (Bonecrusher):
Grabs the target and the most wounded enemy champion in range and smashes their heads together, dealing 300/425/550 (+1.5 bonus AD) physical damage to both of them and stunning them for 1 second. If there is only one target in range, he will smash it with his fist for equal damage and stun. If the targets health is below 40%, the damage of Bonecrusher is increased by 30%. If a target is killed this way, he shouts a triumphant roar, decreasing all incoming damage by 40/45/50% (60/67.5/75% if he killed both enemies) for 3 seconds and taunting nearby enemies for 1 second (1.5 seconds if both enemies were killed). Range: 300 (for both grab and taunt), Cooldown: 90/75/60 seconds, Cost: 100 Mana
purpose
This is your beloved ultimate. Having a fairly short cooldown, this ability grants a nuke of damage for 2 enemies combined with a short stun (I imagine the mere sight of the animation to make your enemies **** their pants). It could be compared with Feast, yet without true damage, without health-stacking, without the ability to hit monsters and a longer cooldown on early levels. In exchange for all this missing stuff, you get a second target, short CC, a terminator-damage-boost on low enemies, plus the chance to go LEEROY JENKINS like a mad cow (hehe, understood? Alistar...a cow...no? Hm, it was a bad one anyways) for 3 seconds if you managed to kill one or both targets. And, if you didn't notice until now, this is THE MOST AMAZING DOUBLEKILLSCORER IN THE HISTORY OF LEAGUE. If you still didn't notice, I will describe you a perfect time to use it. Your enemy laner and his cocky jungler decided to towerdive and kill you (happens all day long). BAD DECISION. Use your ultimate, nuke them both to low health, then use your E during the stun to knock them up for sure followed by your W and Q for TONS OF DAMAGE. Your turret will do the rest.
Suggested Build:
Tank Build
Masteries
For masteries, go 9/21/0, with 9 points in offense for Weapon Expertise , and 21 in defense for increased tankiness and kiting-resistance.
Runes
I suggest AD Marks for additional damage on your abilities and easier lasthitting, Armor Seals and Scaling MR Glyphs for increased resistances as well as MS Quints to prevent getting kited so easily.
Summoner Spells Flash for chasing, engaging, escaping, or for positioning for a perfect Bonecrusher. Ignite for extra damage to finish enemies off, or to get them low enough for a kill with your ult.
Items Mercury's Treads will greatly help you against kiting, as it reduces CC time. It also makes you tankier. Frozen Mallet gives a nice chunk of damage and hp, as well as a passive that allows you to stick to your targets even if you are slowed. Randuin's Omen protects you from being kited by slowing attackers. Also provides you with health, resistances and a useful active for chasing or escaping. Warmog's Armor gives you a huge chunk of hp, as well as awesome regeneration. Banshee's Veil gives you health and MR, plus a shield that makes you less vulnerable to CC and kiting. Atma's Impaler will greatly boost your AD as last item, it also gives armor and the chance to do berserk-crits with amazing AD.
Bruiser Build
Runes/Masteries/Summoners
I suggest similar runes, masteries and summoner spells as for the tank build.
Items Berserker's Greaves will boost your autoattack damage, or take Ninja Tabi for AD resistance or Mobility Boots for roaming. Frozen Mallet is still necessary to stick to your targets and remain tanky. Black Cleaver gives you health, AD, and armor penetration for more damage. Zephyr will give you tenacity and MS to avoid kiting, as well as AD and AS for more damage. Sunfire Aegis will give you more damage, as well as armor and health for survivability. Banshee's Veil offers health and MR, plus a shield that makes you less vulnerable to CC and kiting.
Time to summarize
summary
Ghora is a really strong champion when it comes to diving the enemy team and disabling their carries, which can be done with an easy E+R combo. However, he will not use the full potential of his ultimate if he just uses it straight out, it has to be timed carefully to kill his target without getting striked to death before getting the opportunity. If he managed to kill one or two enemies with his ultimate, the additional taunt can be a gamechanger.
In 1v1 fights, he can do surprisingly high damage the harder he is damaged, which can give him the upper hand if the enemy doesn't pay attention. However, he can easily be kited to death with the use of dashes, slows and, if possible, %HP damage (e.g. Blade of the Ruined King can shut him down with ease).
During laning phase, he can farm quite well, yet is easily poked and forced to spam his Q for heal, which will push the lane and get him out of mana quickly (as he will rarely buy mana-items). If he is forced to defensive in lane, he can farm decently from distance with his W and hug his tower as towerdiving him is extremely risky due to his E and R.
In the jungle, he can farm and sustain quite well with his Q, and offers decent ganks with a E+Q+W combo (E in the enemies escape path, then Q him towards your laner and use W to damage him). After he hits level 6, he suddenly becomes a high threat for every lane and can also counterjungle without fear. His ganks will in most cases burn a Flash or net a kill (especially botlane if you manage to ult both Support and ADC).
[quote=Isolanporzellator]Very well then, I came up with a few champion Ideas and this is actually the latest one. Nevertheless, I decided to upload this one first because the champion concept and playstyle are easy to understand and therefore fairly easy to balance correctly.
[rule]
[h2][color=#808000]Let's start with the Background/Lore idea[/color][/h2]
[rule]
[spoiler=Background]Name Background: Well, I'm not a creative person when it comes to thinking of names, so I just took some hinduism-characters name.
Lore Idea: You know [color=#00ff00]Zhaun[/color], do you? It's that city with a bunch of laboratories who try making superweapons and stuff like this. Well, they obviously need test-subjects for this. So they need some guy to do the grunt work of grabbing random people from the street, bring them to the labs and prevent them from running away. This is [color=#ff8000]Ghora[/color]'s job. They injected chemicals in his nervous system to remove any kind of mercy or conscience from his mind, as this would only hinder him doing his job. At the same time, they increased his strength so he could get stronger test subjects, which would help with their experiments. That's pretty much what I thought of, so he would be some fat muscleman with a club.
[center][img=https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRAz-JDdHj7RhyVr-hVx3POqaWrIRoXu_GXRvWRxbi0QZ1tx7wIMg][/center]
That's pretty much how I imagine him, yet with a club instead of the crystal and with less comic-like look. (yes, this image is stolen, but idc, I can't draw)
[/spoiler]
[h2][color=#808000]Now, we move on to the classification/purpose of [color=#ff8000]Ghora[/color][/color][/h2]
[rule]
[spoiler=Classification][color=#ff8000]Ghora[/color] is a tanky AD champion that excels at jumping in the enemy team and eliminate their squishies. His tankiness and berserk-like abilities make him punish enemies for focusing him, which makes it hard to stop him. While his CC is not groundbreaking, he is able to dish out a lot of damage even with a pure-tank build.
At the same time, he suffers a lack of range and movement speed and can be kited easily. Also, two of his abilities can easily be dodged.
He can be played in either solo top lane or the jungle to use his full potential.[/spoiler]
[h2][color=#808000]Finally, what you were all waiting for - the STATS :P[/color][/h2]
[rule]
[spoiler=stats]His stats are comparable to [[Cho'Gath]], with higher HP and AS, yet lower M/Mreg, AD, Armor and MS:
[columns]
[color=#008000]Health: 450+95 [/color]
[color=#008000]Health Regen: 7.5+0.85 [/color]
[color=#0080ff]Mana: 200+40 [/color]
[color=#0080ff]Mana Regen: 6.5+0.4 [/color]
[color=#ff8000]Range: 125 (Melee)[/color]
[nextcol]
[color=#ff0000]Attack Damage: 54+3.4[/color]
[color=#ff0000]Attack Speed: 0.65+3%[/color]
[color=#808000]Armor: 18+3.5[/color]
[color=#808000]Magic Res.: 30+1.25[/color]
[color=#800080]Mov. Speed: 340[/color]
[/columns]
[/spoiler]
[h2][color=#808000]Ok, this time we actually get to the abilities[/color][/h2]
[rule]
[spoiler=Abilities]
[b][u]Passive (Berserk):[/u][/b]
Whenever [color=#ff8000]Ghora[/color] is damaged by any source of damage, he gains bonus attack damage equal to 10% of that damage for 4 seconds.
[spoiler=Purpose]This passive is a key part of [color=#ff8000]Ghora[/color]'s kit. As all of his abilities scale on bonus AD, he is able to hit hard when he is focused. This helps him to take his target down even in the heat of a teamfight. It also encourages health-stacking, as this will increase the potential damage of your passive.[/spoiler]
[rule]
[b][u]Q (Furious Slash):[/u][/b]
[color=#ff8000]Ghora[/color] quickly slashes all enemies in front of him, dealing [color=#ff8000]70/100/130/160/190 (+0.9 bonus AD)[/color] physical damage to all enemies in a cone and knocking them back for a short distance. [color=#ff8000]Ghora[/color] heals for [color=#00ff00]1.5% of his missing health[/color] for every enemy hit.
[color=#ffff00]Range: 300[/color], [color=#ff0080]Cooldown: 9/8/7/6/5 seconds[/color], [color=#00ffff]Cost: 20/25/30/35/40 Mana[/color]
[spoiler=purpose]This is a short-ranged, short-cooldown ability and is mostly used for farming, pushing and sustain. Early on it can be used to heal by hitting 3 or 4 minions, pushing the lane, though. Lategame, if used correctly, the heal can be used right after your health went below 30% to double the Cooldown-reset on your E.[/spoiler]
[rule]
[b][u]W (Rage Attack):[/u][/b]
[color=#ff8000]Ghora[/color] leashes out with his weapon for a brief time before striking on the ground, unleashing a fiery shockwave that damages all enemies in a line in front of him for [color=#ff8000]70/110/150/190/230 (+0.8 bonus AD)[/color] physical damage. If he lost more than 10% of his maximum health within the last 5 seconds, the shockwave ignites enemies hit for another [color=#ff8000]40/70/100/130/160 (+0.4 bonus AD)[/color] magical damage over 3 seconds, also inflicting grievous wounds debuff.
[color=#ffff00]Range: 600[/color], [color=#ff0080]Cooldown: 12/11/10/9/8 seconds[/color], [color=#00ffff]Cost: 60/65/70/75/80 Mana[/color]
[spoiler=purpose]This is [color=#ff8000]Ghora[/color]'s main harassing and pushing tool. With it's range, it gives you an [color=#008000]answer to ranged enemies[/color] and allows you to hit all minions in one wave. It can be dodged easily, though, assuming the enemy is paying attention. In teamfights, this is a [color=#ff0000]part of your burst combo[/color], yet you should wait until you took enough damage for the [color=#ff0000]enhancement[/color] to proc to increase the damage and reduce healing, which is especially useful against ADCs.[/spoiler]
[rule]
[b][u]E (Ruthless Stampede):[/u][/b]
[color=#ff8000]Ghora[/color] jumps in the Air for [color=#800080]0.75 seconds[/color], then smashes on the ground in the chosen location (location is revealed to enemies on activation), dealing [color=#ff8000]90/130/170/210/250 (+1 bonus AD) (+4% max HP)[/color] physical damage to enemies hit and knocking them up for [color=#808000]1 second[/color]. If [color=#ff8000]Ghora[/color]’s health gets below 30%, the cooldown of Ruthless Stampede is decreased by 4 seconds.
[color=#ffff00]Cast Range: 700[/color], [color=#808000]Impact Range: 125[/color], [color=#ff0080]Cooldown: 20/18/16/14/12 seconds[/color],[color=#00ffff] Cost: 90 Mana[/color]
[spoiler=purpose]This is your only gapclose-ability. It is primarily used for [color=#008000]initiating and escaping[/color], not for the knockup as it is fairly unreliable and will rarely hit. It also encourages health-stacking, by means of "[color=#ffff00]The fatter, the burstier[/color]"-scaling. If used right, the air-time can be used to dodge channeled ultimates like [[Absolute Zero]], similar to [[Rappel]]. The cooldown-reduction effect is needed to get in the enemy team and get out at the right time before you die. If used wisely, your Q-heal will allow you to reduce the cooldown twice, practically setting it off cooldown in lategame.[/spoiler]
[rule]
[b][u]R (Bonecrusher):[/u][/b]
Grabs the target and the most wounded enemy champion in range and smashes their heads together, dealing [color=#ff8000]300/425/550 (+1.5 bonus AD)[/color] physical damage to both of them and stunning them for [color=#ff0080]1 second[/color]. If there is only one target in range, he will smash it with his fist for equal damage and stun. If the targets health is below 40%, the damage of Bonecrusher is increased by 30%. If a target is killed this way, he shouts a triumphant roar, decreasing all incoming damage by 40/45/50% (60/67.5/75% if he killed both enemies) for 3 seconds and taunting nearby enemies for 1 second (1.5 seconds if both enemies were killed).
[color=#ffff00]Range: 300 (for both grab and taunt)[/color], [color=#ff0080]Cooldown: 90/75/60 seconds[/color], [color=#00ffff]Cost: 100 Mana[/color]
[spoiler=purpose]This is your beloved ultimate. Having a fairly short cooldown, this ability grants a nuke of damage for 2 enemies combined with a short stun (I imagine the mere sight of the animation to make your enemies shit their pants). It could be compared with [[Feast]], yet without true damage, without health-stacking, without the ability to hit monsters and a longer cooldown on early levels. In exchange for all this missing stuff, you get a second target, short CC, a terminator-damage-boost on low enemies, plus the chance to go [color=#ff0000]LEEROY JENKINS[/color] like a mad cow (hehe, understood? [[Alistar]]...a cow...no? Hm, it was a bad one anyways) for 3 seconds if you managed to kill one or both targets. And, if you didn't notice until now, this is [color=#ffff00]THE MOST AMAZING DOUBLEKILLSCORER IN THE HISTORY OF LEAGUE[/color]. If you still didn't notice, I will describe you a perfect time to use it. Your enemy laner and his cocky jungler decided to towerdive and kill you (happens all day long). [color=#ff0000]BAD DECISION[/color]. Use your ultimate, nuke them both to low health, then use your E during the stun to knock them up for sure followed by your W and Q for [color=#ff8000]TONS OF DAMAGE[/color]. Your turret will do the rest.[/spoiler]
[/spoiler]
[color=#808000][h2]Suggested Build:[/h2][/color]
[rule]
[Spoiler=Tank Build]
[u]Masteries[/u]
For masteries, go 9/21/0, with 9 points in offense for [[Weapon Expertise]], and 21 in defense for increased tankiness and kiting-resistance.
[u]Runes[/u]
I suggest AD Marks for additional damage on your abilities and easier lasthitting, Armor Seals and Scaling MR Glyphs for increased resistances as well as MS Quints to prevent getting kited so easily.
[u]Summoner Spells[/u]
[[Flash]] for chasing, engaging, escaping, or for positioning for a perfect [[Bonecrusher]].
[[Ignite]] for extra damage to finish enemies off, or to get them low enough for a kill with your ult.
[u]Items[/u]
[[Mercury's Treads]] will greatly help you against kiting, as it reduces CC time. It also makes you tankier.
[[Frozen Mallet]] gives a nice chunk of damage and hp, as well as a passive that allows you to stick to your targets even if you are slowed.
[[Randuin's Omen]] protects you from being kited by slowing attackers. Also provides you with health, resistances and a useful active for chasing or escaping.
[[Warmog's Armor]] gives you a huge chunk of hp, as well as awesome regeneration.
[[Banshee's Veil]] gives you health and MR, plus a shield that makes you less vulnerable to CC and kiting.
[[Atma's Impaler]] will greatly boost your AD as last item, it also gives armor and the chance to do berserk-crits with amazing AD.
[/spoiler]
[Spoiler=Bruiser Build]
[u]Runes/Masteries/Summoners[/u]
I suggest similar runes, masteries and summoner spells as for the tank build.
[u]Items[/u]
[[Berserker's Greaves]] will boost your autoattack damage, or take [[Ninja Tabi]] for AD resistance or [[Boots of Mobility]] for roaming.
[[Frozen Mallet]] is still necessary to stick to your targets and remain tanky.
[[Black Cleaver]] gives you health, AD, and armor penetration for more damage.
[[Zephyr]] will give you tenacity and MS to avoid kiting, as well as AD and AS for more damage.
[[Sunfire Cape]] will give you more damage, as well as armor and health for survivability.
[[Banshee's Veil]] offers health and MR, plus a shield that makes you less vulnerable to CC and kiting.
[/spoiler]
[color=#808000][h2]Time to summarize[/h2][/color]
[rule]
[spoiler=summary][color=#ff8000]Ghora[/color] is a really strong champion when it comes to diving the enemy team and disabling their carries, which can be done with an easy E+R combo. However, he will not use the full potential of his ultimate if he just uses it straight out, it has to be timed carefully to kill his target without getting striked to death before getting the opportunity. If he managed to kill one or two enemies with his ultimate, the additional taunt can be a gamechanger.
In 1v1 fights, he can do surprisingly high damage the harder he is damaged, which can give him the upper hand if the enemy doesn't pay attention. However, he can easily be kited to death with the use of dashes, slows and, if possible, %HP damage (e.g.[[Blade of the Ruined King]] can shut him down with ease).
During laning phase, he can farm quite well, yet is easily poked and forced to spam his Q for heal, which will push the lane and get him out of mana quickly (as he will rarely buy mana-items). If he is forced to defensive in lane, he can farm decently from distance with his W and hug his tower as towerdiving him is extremely risky due to his E and R.
In the jungle, he can farm and sustain quite well with his Q, and offers decent ganks with a E+Q+W combo (E in the enemies escape path, then Q him towards your laner and use W to damage him). After he hits level 6, he suddenly becomes a high threat for every lane and can also counterjungle without fear. His ganks will in most cases burn a [[Flash]] or net a kill (especially botlane if you manage to ult both Support and ADC).[/spoiler][/quote]
Feel free to have a look at one of my champion Guides:
First comment & voter, I only have problems with scaling, and since I'm bad with math, I'll let others handle this. Besides all that, I like the idea.
[quote=dragon00bicus]First comment & voter, I only have problems with scaling, and since I'm bad with math, I'll let others handle this. Besides all that, I like the idea.[/quote]
Let's start with the Background/Lore idea
Now, we move on to the classification/purpose of Ghora
Finally, what you were all waiting for - the STATS :P
Ok, this time we actually get to the abilities
Suggested Build:
Time to summarize