User blog comment:Healingmantra/Bugarn, the Gorilla King/@comment-3391671-20160917221213

Hey, it's Donkey Ko-... oh excuse my misunderstanding. It is not. With that said, time to see what Bugarn has to offer.

"Bugarn, the Gorilla King. A Gorilla from the Kumungu Jungles who has reigned as its strongest for a long while. With great strength and vitality, he shows his worth as a melee Fighter/Tank."


 * Starting off with the Innate, it's a nice notion that Bugarn shares bananas to grant pseudo-health pots, but at the current moment, I feel this only causes his Innate to be a very early-game only innate. There are players who still use pots in mid-game, but this lacks effective worth through the game; 's innate does just fine till mid-game, as a comparison of an ability that is early-game based.
 * In contrast, Bananas are not satisfactory even in the early game. Health pots offers  for 15 seconds, while Bananas only offers , which as indicated is only  over 45 seconds.
 * You offer the choice of selling these Bananas, and while may allow a player to get something more on Summoner's Rift, it won't do zip on Howling Abyss.
 * In the end, this Innate is not an Innate, as it brings nothing iconic to Bugarn's character. "I offer you five Bananas at the start of the game," sounds more like a joke of an Innate than a legitimate one, unless you make more significance to these Bananas (such as making it Bugarn's alternative health pot, giving an immediate heal along with a better heal-over-time). The Innate should effective show what kind of champion the champion is in the game... and possibly in lore.
 * Err... ? Otherwise, this feels rather similar to the likes of 's.
 * Remove only ? How about other cc effects?
 * The Q is typically the champion's main/iconic tool, whether if it be or ; if you did not notice, it is also in most case the champion's (if not only) damage tool. This ability does not feel it offers that kind of uniqueness.
 * Ranges should stay with the 25-unit model. I'm aware there are champions who do not follow this setup, but for cleanliness and organization, it would be helpful if this leap was 575, not 580.
 * This ground-targeted dash is not the most intriguing bit, but . What gets on my nerve is that scaling on the damage;  may have  scaled leaps, but lets not follow that model when deal physical damage, which should normally scale off.
 * Toss is for sure Bugarn's most intriguing skill in this kit, although there are still some items I criticize for it.
 * I do like how the targeting of this ability is based off whoever has the, but this may prove to be unsatisfactory for its "chancy" aspect. Of course, this isn't as bad as "have an X% chance to A", but once again, it might be nice to offer a second parameter, such as targeting champions before minions. That may sounds like it will give no counter play, but for a melee champion, players should know that coming into range of Bugarn gives chance to being thrown.
 * 950 knockback range? I believe you would need to cut this down, since that's enough knockback to disengage and champion who tried to engage. To top it off, no champion has that much knockback on a basic ability.
 * Missing slow.
 * The ult, Avalanche feels quite out-of-nowhere, since I wouldn't think Avalanches are related to Gorillas. Of course, I'm sure in some shows, they being from the jungle, they have been in part of avalanche events, but I believe that this doesn't give anything to Bugarn's character.

For now, the concept... is rolling, but the kit needs more spice. It isn't as interesting, but I'm sure that you can pull something with this, since there aren't any gorillas on the Field of Justice yet.