User:Lesanthosxia/Grugnir, Guardian of Immortality

Grugnir, Guardian of Immortality
As Leona was embraced by the sunlight for the first time, the eternal sunlight's guardian, has been summoned.

''Grugnir, arrives with a bright ray of sun, into Shurima Desert. Despite being summoned at that moment, Grugnir remain stilled and lifeless. Many who happens to pass by Grugnir merely took him as a statue in the mystery-filled desert, until one day, when a Valoran mage was assaulted by Noxian mercenaries right in front of Grugnir.''

''Grugnir came to life, and defended the mage from his demise and sending the surprised mercenaries fleeing without knowing what actually happened. Witnessing Grugnir's strength, the mage began to took interest in it: while having no flesh and blood within the armor, Grugnir is able to wound a skilled Noxian mercenary severely with just an indirect swipe, and even though it took a direct hit of another mercenary, Grugnir seems to be completely unscathed.''

''However, Grugnir no longer stay stilled like when it was first summoned by the sunlight. It followed the Valoran mage, all the way back to where the mage came from: the League of Legends. Never did anyone knows that Grugnir is perhaps, the oldest living relic that was lost long ago.''

Grugnir champion details:
Grugnir will be a tank, specifically for support and primary tank role. He wouldn't do decent damage by it's own, but instead he could take a lot of punishment in place of his allies.

Attributes: Melee, Tank, Support

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Spirit of Guardian (Innate):

''Grugnir's spirit as a guardian allows him to fight bravely, and the more danger he was exposed to, the greater his courage to stand before his allies and protect them. '' Ability Details: (Spirit of Guardian)
 * Grugnir passively gain 10~100 bonus armor and magic resist, depends on how low is his life.
 * When Grugnir is at 100% life, he gains 10 armor and magic resist.
 * When Grugnir is at 10% or less life, he gains 100 armor and magic resist.
 * 1) Simplified explanation would be: armor and magic resist version of Karma's innate.

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Echoing Taunt (Active): Ability Details: (Echoing Taunt)
 * A cone AoE that hits 100 degree in angle, up to 550 range.
 * Initial magic damage is 50/65/80/95/110 magic damage per enemy champion. This damage gain 0.3 damage per AP.
 * For each enemy champion within the AoE, it echoes out another damage that do 50% less damage to all other targets.
 * Any enemies that is within the AoE will be inflicted with "Challenged!" debuff for 3 sec.
 * If enemy with "Challenged!" debuff attack or uses a spell against any other target except Grugnir when Grugnir is within 700 range, they will be taunted to Grugnir for 1/1.5/2/2.5/3 sec.
 * 1) Echoing Taunt has a 0.3 sec brief cast time.
 * 2) The echo damage hits everyone that is already being hit by the first wave of initial damage, even if he flashes away.
 * 3) "Challenged" is inflicted upon the first initial damage, not the echoing damage.
 * 4) If enemies with "Challenged" damages anything else while being out of 700 range from Grugnir, the debuff will disappear prematurely as you cause the damage.
 * 5) Item effects such as Sunfire cape most likely proc the taunt instantaneously.

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Reckoning Devotion (Passive/Active): Ability Details: (Reckoning Devotion)
 * Passively reduce all damage taken by 6/7/8/9/10%.
 * When activated, buffs all allied champions with "Devoted Light" for 3/4/5/6/7 sec.
 * "Devoted Light" heals the buff holder for 20/30/40/50/60 life whenever an autoattack or non-DoT spell damages the buff holder. Healing amount is increased by 0.3 per AP.
 * Buffs all allied champions within 650 AoE.
 * If Grugnir is within 600 range of a "Devoted Light" buff holder, that "Devoted Light" heals for twice of its regular amount.
 * 1) Only normal attacks and skills with initial damage will proc the heal. Ignite ticks, Malzahar's DoT are some examples that does not proc the heal at all.
 * 2) Grugnir's own "Devoted Light" buff always heals for normal amount.

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Intervene (Active): Ability Details: (Intervene)
 * Can only target another allied minions or champions. Cannot target self.
 * 550 maximum range.
 * Dash towards the targeted allied unit, stunning any enemies within 300 AoE of that unit for 1 sec and knocking them back.
 * Upon arrival, targeted allied unit and Grugnir gains a shield that absorb any damage for up to 60/90/120/150/180 damage, and additional 0.8 per point of armor Grugnir has.
 * 1) Intervene has no cast time.
 * 2) If the target dies before Grugnir lands and shield the targeted allied unit, Grugnir does not gain a shield, but still stuns and knock back nearby enemies.
 * 3) If the target teleported back before Grugnir lands, similar consequence applied.

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Divine Sacrifice (Active): Ability Details: (Devine Sacrifice)
 * Upon activation, all allied champion within 1150 AoE gains the buff "Immortal's Aegis", which absorb any damage they take by 20/30/40% and send the damage absorbed to Grugnir.
 * Grugnir gains "Immortal's Sacrifice", which redirects all damage absorbed by "Immortal's Aegis" to himself.
 * "Immortal's Sacrifice" reduce damage taken by 10/20/30% during the entire duration.
 * If Grugnir dies when "Immortal Sacrifice" is still active, Grugnir will revived with 200/375/550 life. However, this ends all "Immortal Aegis" duration instantaneously as well.
 * All Immortal buffs last 3/4/5 sec, or until Grugnir dies (In which he will revived)
 * 1) After obtaining the "Immortal Aegis" buff, even if the buff holder takes damage while being more than 1150 range away, the damage absorbtion still take place.
 * 2) "Divine Sacrifice" has a 0.2 sec brief cast time. However, if Grugnir is interrupted during his casting time, the spell cooldown does not start.
 * 3) Divine Sacrifice take priority after Zilean's Chrono Shift, but before Guardian Angel. However in that case, all "Immortal Aegis" will be dispelled as well.

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As always, any comments and suggestions are free to be discussed of.