Ormid is a meleetank who has both a lot of crowd controls to punish enemies to not focus him, while having a lot of durability to distract the enemy team.
For each 1% of health missing, Ormid's crowd controls have their duration increased by 0.3%.
COST: 110 / 100 / 90 / 80 / 70 mana
COOLDOWN: 22 / 21 / 20 / 19 / 18
Active: Cleanses all crowd controls currently affecting Ormid and make him immune to further ones during the next few seconds.
Duration: 0.8 / 0.9 / 1 / 1.1 / 1.2 (+0.25% total armor)(+0.25% total magic resistance)
COST: 75 mana
Passive: Ormid gains a charge every time he takes sufficient pre-reduction damage from enemy champions, up to 4. If Ormid don't take damage from enemy champions in the last 9 seconds, he loose one charge every 5 seconds.
Damage threshold:5% / 4.5% / 4 / 3.5% / 3% of Ormid's base health
Active: Ormid consume all charge to deal magic damage to the target and apply a crowd control based on the number of charge.