1 Growth 18 1 Growth 18
Health 592.8 (+104) 2360.8 Attack damage 62.43 (+3.61) 123.8
Health regen. 7 (+0.6) 17.2 Attack speed 0.625 (+2%) 34.6%
Energy resource Energy 200 (+0) 200 Armor 30 (+4) 98
  Magic resist. 30 (+1.25) 51.3
Attack range 175 Mov. speed 325

This is a custom champion

Would be similar looking to Sion, except carrying a tower shield and a giant 1h mace.

Abilities

Still as a Mountain
Iron Ambassador 2

Innate: Torguth gains 8 / 16 / 24 / 32 (+35% bonus armor) flat damage reduction while under the influence of an Airborne icon airborne, Root icon root, Stun icon stun or Suppression icon suppression effect. This lingers for 1 / 1.5 / 2 / 2.5 seconds after those effects end and is half as effective against damage-over-time effects.


Second Wind: The first time Torguth takes lethal damage within 60 seconds, that instance of damage is nullified and his current health is instead set to 50 / 100 / 150 / 200 (+200% bonus armor) (+200% bonus AD)

Ability Details

Additional Information:

Still as a Mountain's damage reduction applies first, before armor/mr and percentage damage reduction.



Mace Smash
RANGE: 200
COST: 70 Energy
COOLDOWN: 10
To the Skies!

Active: Torguth briefly applies Root icon root to himself and, after a delay, mightily smashes the ground with his mace, dealing physical damage to enemies hit and causing them to suffer from Nearsight icon nearsight due to the debris rising from the ground.


If Mace Smash hits an enemy champion then all of Torguth's abilities (including Mace Smash) have their remaining cooldown reduced by 25% of their total cooldown.

  • Physical Damage:

60 / 90 / 120 / 150 / 180(+180% bonus AD) (+75% bonus armor)

  • Nearsight Duration:

1.2 / 1.3 / 1.4 / 1.5 / 1.6 seconds

  • Effect Radius:

200 / 225 / 250 / 275 / 300

  • Delay and Root Duration:
0.75 seconds


Ability Details

Additional Information:

Ground Target, the self Root icon root applies Torguth's Still as a Mountain.

Root icon Root tied to the ability delay and cannot be removed/shortened separately, however it will be lifted should Mace Smash be forcibly interrupted.


Shield Charge
RANGE: 1000
COST: 80 Energy
COOLDOWN: 16/15/14/13/12
Blood Rush

Channeled: Torguth charges forward, holding his shield in front and accelerating as he goes. Enemies hit are knocked aside 100 units. Torguth can deactivate the ability to jump into the air before smashing down with his shield, stunning himself and enemies hit, dealing physical damage.


While charging, Torguth gains Slow Immunity and can change moving direction although rather slowly.

  • Physical Damage:

80 / 120 / 160 / 200 / 240(+150% bonus AD) (+75% bonus armor)

  • Stun Duration:

1 second

  • Effect Radius:

200 / 225 / 250 / 275 / 300

  • Charging Speed:
100% of Torguth's MS (+1% per 10 distance travelled)
Ability Details

Additional Information:

Ground target, direction dynamically shifts to follow mouse location. The self Stun icon stun applies Torguth's Still as a Mountain.


Unyielding
COST: NO COST
COOLDOWN: 22/20/18/16/14
Brutal Strikes

Passive: Each time a crowd control effect other than Slow icon slow or Slow icon cripple is applied on Torguth, he gains tenacity, stacking up to 10 times.


Active: Torguth draws power from his wounds, restoring a a percentage of his health depending on his current Unyielding stacks and consuming them. While this ability is on cooldown, Torguth's energy regeneration is reduced by 50%.

  • Tenacity per stack:

1 / 1.5 / 2 / 2.5 / 3%

  • Heal per stack:

2% of maximum health (+1% per 200 bonus armor)

  • Maximum Heal:
20% of maximum health (+1% per 20 bonus armor)
Ability Details

Additional Information:

Activation will result in a total of 110 / 100 / 90 / 80 / 70 * (1-CDR) potential Energy resource energy lost over the duration (Torguth's base Energy resource energy regeneration is 10/s).


Mighty Toss
RANGE: 200
COST: 50 Energy
COOLDOWN: 90/75/60
Colossal Smash

Active: Torguth grabs an enemy champion and, after 0.5 second, tosses them a short distance into a direction of his choosing, dealing physical damage.If used on an enemy that is suffering from Nearsight icon nearsight,its duration is extended by 2 seconds. If the tossed champion collides with terrain then he is also stunned, dealt additional damage and Torguth recovers 100 Energy resource Energy.


Can be used during Shield Charge without ending the channel.

  • Physical Damage:

100 / 150 / 200(+150% bonus AD)(+75% bonus armor)

  • Additional Physical Damage:

6 / 10 / 14% of target's missing health(+1% per 20 bonus AD)(+1% per 40 bonus armor)

  • Stun Duration:

0.5 / 0.75 / 1 second

  • Maximum Toss Range:
300 / 350 / 400
Ability Details

Additional Information:

Point and click targetting. During the first 0.5 second, Torguth's target suffers from Suppression icon suppression. The direction of the throw follows the mouse button.

If cast during Shield Charge then Mighty Toss's target will travel along with Torguth for the first 0.5 second.


Author's Notes

WALL OF TEXT, YOU CAN SKIP IT.

I wanted to make a champion that combines 5 points :

+Is very tanky. Base stats and ability wise.

+Has good and unique crowd control.

+Possesses enough damage to matter, without investing too heavily into said damage.

+Has good teamplay and teamfight potential.

+Starts off weak but scales well into the lategame

Now, obviously, a champion also needs downsides to balance the strong points, so Torguth ended up having the following weaknesses:

-Weak short-term mobility : I didnt want to make another completely stationary Juggernaut that has no way to ever catch up to his enemies if they dont let him (looking at you, Darius and Mordekaiser) but I also didnt want to make something that excels in mobility, hence I settled for the current W. While Torguth does not have any instant-movement skills, he has an ability that lets him gradually accelerate to up to double his normal speed and also synergises great with Deadman's Plate (Slow Immunity), which I wanted to be a core item for this champion. The turning ability during Torguth's Shield Charge is supposed to be higher than that of Sion's ultimate but low enough to allow side-stepping, however, keep in mind that Torguth can ult-grab you during the charge.

-Has a self Stun icon stun which leaves him open. This can be counteracted by stacking tenacity - MR boots and Max rank Unyielding with full stacks allow Torguth to shorten the 1 second to as little as 0.49s (0.7*0.7*1s), or even less if he takes the 15% tenacity mastery. The important thing to note is, tenacity-stacking allows Torguth to do his W -> Q -> R combo, while the enemy is still stunned!

-Vulnerable to poke : Torguth can somewhat counter it by stacking more armour which results in a bigger flat dmg reduction from his innate (do note that it occurs before armor/mr mitigation, hence its not as OP as it looks on the first glance), but he nonetheless remains inherently weak against long-range champions, especially non-DOT mages, as he has no incentive to build MR in the first place.

-Is Melee and so are his abilities + has 325 Base MS - I believe I dont have to explain this one but, just in case - most champions can kite Torguth after his initial combo. But they cannot afford to ignore him and that is the entire point.

-Uses Energy and has high costs - Weak at long combat - Torguth cannot mindlessly spam abilities, as just a simple single round of usage will completely deplete his energy pool from full. If he also uses E to heal himself, not only will he lose the passive tenacity that he had to accumulate, his energy regeneration will be halved ensuring further problems with sustained combat. The energy problems can be greatly alleviated if Torguth hits his ult target perfectly (100 free energy) and is not focused (hence doesnt need to use his E).

Potential :

Once you've build up a few items and got some tenacity and MS, Torguth's damage and overall strengths start to show.

The ideal combo of W -> Q -> AA -> R into terrain -> AA (gapcloser and quick burst) deals a total of 620 base physical damage (+480% bonus AD, + 225% bonus armor, + 200% total AD) and another 13%(+1% bonus 20 AD, +1% per 40 bonus armor) on top of that based on your enemy's missing health.

The combo also applies 1.6s of nearsight (an exceptionally rare and indirectly powerful form of CC) to all enemies hit by Q, with another 2s for the enemy hit by R, stuns all enemies hit by W for 1s, the R's target for an additional 1s. Your W also does a very-short range knock-aside which can be very useful against some champions.

That is a lot for someone who also has a great defensive passive and a 20% max hp heal that grows alongside with Torguth's armor, with some free tenacity on top of that.

The combo would be very hard to properly execute, due to all Torguth's abilities being practically melee range but when you do manage to do it, it could be very satisfying.

Lets assume a lategame Torguth has 4000 health, 200 bonus armor and 200 bonus AD.

That makes the above combo do 2678 physical damage + 28% of the primary enemy's missing health. That is not horribly broken but its nonetheless a lot for a tanky fighter, especially considering that most of it can be aoe (albeit small-sized) and the combo can be executed in 2s. Torguth won't be able to deal any significant damage for some time after that though.

As for defensive part with the same exact stats, we get:

30% free tenacity

30% max health (1200) heal from E (*1,4 with SV and Runic Armor)

1000 free health on otherwise lethal strike along with the damage that strike'd have done (it doesnt benefit from healing increases though)

102 flat damage reduction against all damage sources (51 against each tick of DOT). This applies before armor/mr but is nonetheless very powerful - it can negate a DOT keystone completely or severely cripple the damage of champions like Cassiopeia, Pantheon or Malzahar against Torguth. It has to be activated by CC but that is not a problem with W and Q proccing it as well as enemies landing their CC on you.

Also, icing on the cake - Torguth gets Slow Immunity during his charge, which can be used to run away safely or ensure a successful engage.

Another thing to note is that, due to Q's inherent global cooldown reduction if it hits, Torguth could potentially get to use his ult twice or even thrice in a single teamfight if it lasts long enough - provided that he has enough energy, (which can be a problem if he is focused and has to use E to heal himself / doesn't get the energy refund on R)

I would appreciate some feedback as to the balance and overall playability of the champion, so feel free to comment.

Version 2.0 (Current Rework) :

1 Growth 18 1 Growth 18
Health 592.8 (+104) 2360.8 Attack damage 62.43 (+3.61) 123.8
Health regen. 7 (+0.6) 17.2 Attack speed 0.625 (+2%) 34.6%
Endurance 100 (+0) 100 Armor 30 (+4) 98
  Magic resist. 30 (+1.25) 51.3
Attack range 175 Mov. speed 325

Abilities

Unyielding
Iron Ambassador 2

Unyielding: Torguth passively generates a stack of Unyielding every 3 seconds, at most holding 2 / 3 / 4. Every time a crowd control effect other than Slow icon slow or Slow icon cripple is applied on Torguth, he is healed for 12% of his maximum health and a stack of Unyielding is consumed.

Torguth uses Endurance, which regenerates at a rate of 5 per second and has a maximum value of 100.

While above 75 Endurance, Torguth gains Slow Immunity.

While below 30 Endurance, the cooldown recovery of Torguth's abilities is frozen.


Ability Details


Earthbreaking Smash
RANGE: 200
COST: 30 Endurance
COOLDOWN: 10
To the Skies!

Channelled: Torguth raises his mace and takes two heavy steps forward, shaking the ground twice in succession. With each step, nearby enemies suffer from Grounded icon ground for 0.5 second. After stomping twice, Torguth will smash the target location with his mace, dealing physical damage. If an enemy is hit by both shockwaves and the smash, Grounded icon ground will last for an additional period of time.

  • Physical Damage:

80 / 120 / 160 / 200 / 240(+200% bonus AD)

  • Shockwave Radius:

225

  • Distance per step:

200

  • Mace Smash Radius:

200

  • Grounded extension:
1.5 seconds


Ability Details

Additional Information:

The shockwaves are emmited in 0.5s intervals after activation, hence the smash has a 1s delay. The movement direction and the smash follows the cursor direction.


Tenacious Will
COST: 25 Endurance
COOLDOWN: 22/21/20/19/18
Brutal Strikes

Passive: Torguth gains bonus tenacity.


Active: Torguth steels himself for 3 seconds. During that time, any damage Torguth would have taken is instead stored as a cumulative damage over time effect that is applied after the ability ends, cannot kill Torguth, and is dealt over 3 seconds as true damage.

  • Bonus Tenacity:
9 / 13 / 17 / 21 / 25%
Ability Details


Shield Charge
COST: 15 Endurance per second
COOLDOWN: 14
Blood Rush

Passive: Torguth's movement speed is passively increased as he travels, up to a limit. Taking damage will reset this bonus unless Shield Charge is being channeled.


Channelled: Torguth charges forward, doubling his passive movement speed bonus and pushing the first enemy champion hit along until the charge ends, with other enemies being knocked aside 100 units. If Torguth or the champion he carries collide with terrain, he will Stun icon stun himself and nearby enemies, dealing physical damage to enemies affected.

  • Physical Damage:

80 / 120 / 160 / 200 / 240(+120% bonus AD) (+100% bonus armor)

  • Bonus movement speed per 100 distance:

1 / 1.25 / 1.5 / 1.75 / 2

  • Maximum passive bonus movement speed:

24 / 30 / 36 / 42 / 48

  • Stun Duration:

0.8 / 0.9 / 1 / 1.1 / 1.2 seconds

  • Channel Duration:

2 seconds

  • Collision AOE:
250
Ability Details

Additional Information:

Shield Charge is a ground targetted, straight-line dash. Movement speed determines maximum distance covered. The self Stun icon stun can apply Torguth's Unyielding.

Enemies that are pushed along cannot move or dash but can blink. Excluding the above, usage of abilities, items, summoner spells and autoattacks is not affected.


Mighty Toss
RANGE: 200
COST: 30 Endurance
COOLDOWN: 70/60/50
Colossal Smash

Active: Torguth grabs an enemy champion and, after 0.75 seconds of Suppression icon suppression, tosses them into a direction of his choosing, dealing physical damage. While holding the enemy, Torguth can move but cannot attack and use abilities or items.


If the champion collides with terrain then an additional effect will be granted depending on Torguth's current Endurance level.

Above 40 Endurance: deals additional damage and causes a Stun icon stun on impact.

Below 40 Endurance: Torguth recovers 30% of his missing health over 2 seconds.

  • Physical Damage:

100 / 200 / 300(+200% bonus AD)(+100% bonus armor)

  • Additional Physical Damage:

30% of target's missing health

  • Stun Duration:

0.75 / 1 / 1.25 seconds

  • Toss Range:
300 / 350 / 400
Ability Details

Additional Information:

Point and click targetting. The direction of the toss follows the cursor.