1 Growth 18 1 Growth 18
Health 468 (+74) 1726 Attack damage 60 (+3.9) 126.3
Health regen. 6.3 (+1.15) 25.9 Attack speed 0.625 (+1.1%) 19.3%
Mana 184 (+22) 558 Armor 20.4 (+1.2) 40.8
Mana regen. 2.88 (+0.34) 8.7 Magic resist. 30 (+1.25) 51.3
Attack range 150 Mov. speed 330

He is some kind of rhinoman. Might also need better name for some abilities. Check the abilities details for the thoughts.


Nosorog takes 20% reduced damage from enemies that have been movement impaired in the last 3 seconds.

Ability Details
Oppression is a self-buff ability.

Additional Information:

  • I didn't have much ideas for the passive, but I think this fits nicely in.
COST: 60 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5

Active: Nosorog's next basic attack deals bonus physical damage in a 200 radius area around its target and slows all enemies hit for 2 seconds.

  • Bonus Damage: 20 / 40 / 60 / 80 / 100 (+15% AD)
  • Slow: 25 / 30 / 35 / 40 / 45%
Ability Details
Rend is an on-hit effect.
  • Does not apply spell effects.
  • The triggering attack will apply other on-hit effects and can critically strike as normal, but only on the main target.
    • As with most on-hit physical damage, the bonus damage from Rend will apply life steal, but only on the main target.
    • Critical strikes will not interact with Rend's bonus damage.
  • Banshee's Veil item.png Spell shields will block the damage and the slow, but only for their wearer.

Additional Information:

  • The only ability in the whole kit with a short cooldown and an affordable mana cost. It allows Nosorog to pump some damage and more importantly keep the enemy team in proximity, while simutaneously refreshing his passive. However, the mana cost may be "affordable", but Nosorog as a really low mana pool and huge mana costs, so reckless spamming of this will certainly leave him defenseless.
RANGE: 550
COST: 140 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14

Active: After a short windup time, Nosorog dashes 550 units in the target direction, dealing physical damage and rooting for 1 second all enemies on his way. Nosorog will carry with him the first enemy champion hit.

  • Damage: 10 / 50 / 90 / 130 / 170 (+100% AD)

If Nosorog collides with a wall, he stops the charge prematurely. If an enemy champion was carried, it takes 50% bonus physical damage and is stunned.

  • Total Damage: 15 / 75 / 135 / 195 / 255 (+150% AD)
  • Stun Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25
Ability Details
Skewer is a linear dash.

Additional Information:

  • One of the first abilites I thought about when making this champion. It's a very very powerful AoE disable that can also nicely isolate a single target and leave it defenseless. That's if you have allies to let you land it properly. Don't forget the huge mana cost and the high cooldown.
RANGE: 450
COST: 100 mana
COOLDOWN: 24 / 21 / 18 / 15 / 12

Active: Nosorog rallies his nearby allies, giving them a decaying 60% movement speed bonus and unitwalking for 1.5 seconds while shielding them for 4 seconds.

  • Shield: 60 / 100 / 140 / 180 / 220 (+60% AP)
Ability Details

Additional Information:

  • I wasn't really sure what exactly to do with this one, but it more or less fits the them of a "leader". It's a nice tool to save allies or help initiation or tower dives. Again, large cooldown and high mana cost.
Dimensional Fissure
RANGE: 600
COST: 150 mana
COOLDOWN: 180 / 160 / 140

Active: Nosorog channels for 1 second then slam the ground with such force that it disturbs time around him, putting all nearby enemy in stasis for several seconds. Nosorog can reactivate the ability to end its effects early.

  • Duration: 4 / 5 / 6
Ability Details
Dimensional Fissure is a point blank area of effect.
  • Banshee's Veil item.png Spell shields will fully block the effect, but only for their wearer.

Additional Information:

  • The other ability I had first in mind when making that. First, it's the first champion ability in the entire game of applying Zhonya's Hourglass item Zhonya's Hourglass, and it also does it on enemies. The affected area is huge and the duration is really long, and so is the cooldown. It can be used to secure an escape, to buy your allies time to position themselves properly and also help you land that perfect Skewer. Very disruptive, and very strong, as the champion is, but that windup time is gonna be enough for you enemies to go "OH SHI-" and Flash Flash away.


NOTE :date is written Day/Month/Year

27/09/2014 : Created

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