Krogor, the Ancient Titan
Lore
The tribe of the Largonian Giants dominated ancient Freljord with their brutality and size for centuries, but as time went on their numbers were gradually diminishing. The members of the tribe were bloodthirsty, constant battles raged on within the tribe. No member wanted to be considered a coward, so would fight to the death to prove their strength. Those who died in battle were feasted upon to keep their power within the tribe, while those who succumbed to illness were cast out. Their violent nature led them to be at war with the nearby Ursine tribe, whenever they met the battles often raged on for days. While defeating the Ursine in their most recent skirmish, the leader of the Largonians was dealt a fatal blow. During the feasting ritual it was announced that Krogor, considered to be the strongest of the tribe, was to take his place.
Krogor had fought his way up to get himself into this position, from a young age he was able to notice the tribe weakening due to the constant deaths. Now was his chance to help regain their old strength, as first act as the leader he outlawed all needless conflict within the tribe. He was met with immediate resistance, but if anyone disagreed they were welcome to challenge him for leadership. Only a few tried and were quickly dealt with by Krogor. Gruntum, considered to be the next strongest, saw fit to use alternate method to gain leadership. In the dead of night he and his followers ambushed Krogor and subdued him. They did not want to grant him an honourable death, he had disgraced their ancestors. They instead decided to cast him into the ice of the Tundra, freezing him and forever denying him peace in the afterlife.
In present day, scientists from Piltover were performing an excavation in Freljord where they happened upon Krogor staring at them through the ice. After returning to their lab they began work to resurrect him to gain knowledge of the past. Due to limitations of their technology the only way to resurrect Krogor was first to reduce him to a more manageable size. When he awoke he was informed on what had happened to him and his tribe. As their numbers dwindled their conflict with the Ursine took a turn for the worse leading to them being completely eliminated by the now superior force, leaving Krogor as the last remaining Largonian. After regaining his strength in Piltover he was approached by the Insitute of War to represent his tribe. With finally an outlet to show his strength, he thanked the scientists for his second chance and left for the League of Legends
Base Stats
- Health: 480 (+88)
- Health Regen: 7.5 (+0.7)
- Mana: 210 (+40)
- Mana Regen: 6.9 (+0.6)
- Range: 125
- Movement Speed: 345
- Attack Damage: 55 (+3)
- Attack Speed: 0.672 (+2.8%)
- Armour: 18 (+3.5)
- Magic Resist: 30 (+1.25)
Passive - Giant’s Frenzy
When Giant is below 20% health, he turns red with rage, gaining 10%/20%/30% movement and attack speed. Giant’s other abilities are boosted during Frenzy. This buff will last for 8 seconds if Giant’s health returns over 20%
Q - Nibble
Range: 200 Cooldown: 5 Cost: 30/35/40/45/50
Active: Giant takes a bite out of target enemy dealing a 6%/8%/10%/12%/15% of the target’s health (+100% Bonus AD) in physical damage. If Nibble kills the target, Giant is healed for 2%/4%/6%/8%/10% of their maximum health. Maximum Damage to Monsters: 100/175/250/325/400
Leftovers - While in Frenzy Nibble applies a bleed effect, dealing an extra 3% of target’s HP in physical damage over 3 seconds Maximum Damage to Monsters: 100
W - Rampage
Range: 450 Cooldown: 9/8/7/6/5 Cost: 50/55/60/65/70
Active: Giant gains 50% movement speed which decays over the next 5 seconds. Giant also gains a buff which grants his next 3 auto attacks 70% attack speed and 45%/50%55%/60%/65% damage to all nearby enemies. On the final attack nearby enemy champions are slowed by 30% for 2/2.5/3/3.5/4 seconds and Monsters are stunned for 1.5 seconds.
Total Rampage - While in Frenzy, Rampage also grants Giant 10/20/30/40/50 Armour and Magic Resist and increases the slow percentage to 50%.
E - Sweeping Backhand
Range: 375 Cooldown: 14/13/12/11/10 Cost: 70
Active: Giant backhands a target unit, dealing 60/80/100/120/140(+70% Bonus AD) and knocking them back 450 units.
Piercing Backhand - While in Frenzy, Backhand reduces the target’s armour and magic resist by 20%.
R - Rock ‘Em
Range: 1200 Cooldown: 120/105/90 Cost: 90/120/150
Active: Giant rips out a chunk of the earth throwing it to a target location creating an impassable terrain (Diameter: 400) and granting vision for 5 seconds. All nearby champions take 60/90/120 (+80% Bonus AD) in physical damage. Giant gains access to Blast ‘Em after a 1 second delay. Alternatively Giant can retrieve the impassable terrain and gains access to Sock ‘Em.
R - Blast ‘Em Range: 450
Active: Giant detonates the chunk of earth removing the impassable terrain and dealing 90/120/150(+80% Bonus AD) in physical damage to all nearby enemies. All targets hit are slowed for 10%/20%/30% for 3 seconds
R - Sock ‘Em Range: 950
Giant can right click to retrieve the impassable terrain. While holding the chunk of earth Giant is rooted and his other abilities are not available. Active: Giant throws the rock in a straight line to a target area, the first Champion the rock collides with is dealt 90/120/150(+100% Bonus AD) in physical damage and is stunned for 1.5 seconds.
Odyssey Inspiration
Krogor is based off of the giant tribe named Laestrygonians found in the Odyssey. These giants were cannibalistic, who attacked Homer and his fleet by throwing rocks down onto the ships. In the conflict the giants destroyed all but Homer’s ship and ate many of the men. This inspiration led to incorporate the cannibalistic nature into his Q, although it was affected by his created lore to be reduced to a “Nibble”. The rock throwing mentioned in the story is used as his ultimate. As the Laestrygonians threw rocks down onto the ships, Krogor throws a rock down onto the enemies.
Character Design
Visual - His visual design had to incorporate his Giant nature, but due to the size restrictions some lore based shrinkage had to occur, this leaves his design between the size of Nautilus and a fully grown Cho’Gath. Krogor appears to be top heavy due to the size of his hands, and arm muscles. He walks slightly hunched over almost like he is always charging into battle and several scars can be seen due to the amount of conflict he has seen. He has a shaved head, which makes the large scar on his forehead visible, a larger than average nose and a black bushy beard. His clothing is minimal; animal skin trousers and metal shoulder armour. The style originating from his original tribe but with obvious influence from Piltover.
Role - Krogor was design to be a jungle tank with AD scaling. While designing his kit I wanted to avoid the possibility of him being a dominant top lane but still leaving it as a possibility.
His kit was designed to cause disruption in team fights but also have the chance to cause damage if he had managed to secure a lot of kills.
His kit was designed to cause disruption in team fights but also have the chance to cause damage if he had managed to secure a lot of kills.
Skill Design
Passive - His passive was designed to want to run into battle and have the enemies’ focus, when low health he becomes an even larger focus due to his increased power but still difficult to kill due to his extra defense.
Q - Nibble was based off of the cannibalistic rituals he was used to. The functionality of the move was to provide a constant damage threat if built tank to cause the enemy to want to focus him. The healing kill skill was to help his jungle sustain but the small amount was to stop him dominating top lane.
W - Rampage was designed to be his gap closer and AoE jungle clear/ wave clear in one move. It also provides a small amount of CC to help him gank and get into position for his E skill. The frenzy bonus was to give him an improved escape with bonus resistances to make him surprisingly harder to kill.
E - Backhand was designed to give Krogor single target disruption, the skill is used to isolate single targets or to peel champions diving your carries. The passive bonus is designed to turn the tide last second in a 1v1 situation or to shred important targets.
R - The primary use of his ultimate is to cut off key targets or key routes, its design was made to make the user make a decision based on the situation. There are technically 3 choices to choose from, leave the rock to cut off the route for the maximum amount of time, blowing up the rock to clear the route or to provide AoE damage and cc and finally turning the rock into a single target stunning nuke skillshot. Each decision has its own benefits and downsides meaning the player really has to think about what they want to do.
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