George, the Lord of the Realm, is a ranged Intelligence hero who fights for the League of Bearded Gentlemen. His innate connection with the worldly energies allow him to channel it for his gain, granting him use of a variety of abilities, ranging from huge laser beams to small flashes of power. Despite his incredible nuking potential, George is one of the most fragile characters in the game, and thus should fight from a distance (which is simple thanks to his large range). Should he be cornered by a stronger enemy, however, he is not helpless. His signature move, the almighty Shwazam, allows him to take down even the toughest of enemies, however tanky they may be. When the time calls for it, he can use his almighty ultimate, the Lol-Induced Wibblebeam, to form energy into an incredible beam, effortlessly wiping out his foes. But should the time call for it, George can play a more supportive role. His Wibbler's Light allows him to sustain his allies with generous amounts of mana, and with the Wibbler's Flash he can quickly zip in and out of teamfights, however far away he may be (although he often abuses this to 'borrow' kills). While his skillset may not scale into the lategame that well, his large damage output earlygame can be an essential part of any team's lineup.
When you're caught up in a bitter feud between two rival factions, it takes a certain amount of gall to put on a smirk and make snide remarks about your enemies, friends and how appalling everything is in general. But George pulls this off with aplomb, and what some people might call an unhealthy dose of eccentricity.
George had been raised in the Towers of Acrylion ever since he appeared in the grounds as a newborn infant. He was taken in by a kindly matron who worked in the kitchens: a matron who had already had a child of her own - Lewis. The pair grew up together, but from an early age it was obvious that something was slightly unusal about George. Strange things happened around him - magickal things. Word spread fast through the Towers, and very soon the High Lord Jarrett became aware of the child's existence. Jarrett decided to take the boy under his wing and keep him as his protege. And so George began his training in the art of tampering with reality.
Jarrett's teaching was effective, and very soon George had a keen grip on the fibres of reality. However, he was particularly interested in the manipulation of energy - especially into deadly beams. Under Jarrett's watchful eye, he began to explore frontiers that not even the High Lord had entered. At the age of thirteen George could fire energy beams from his fingers, which created much amusement for him and Lewis. He dubbed this energy 'wibbly energy'.
With great amounts of study and practise, George became highly proficient at manipulating this energy, greatly pleasing Jarrett. The High Lord was so impressed that he gave the child a new challenge. He gave George the long-empty Seat of Perinor, elevating him to the Ninth Lord of the Realms. The Seat had been empty for over three hundred years, but Jarrett believed that George could make the Perinorians have faith in the Lords once again. So George, along with Lewis, travelled to the Ninth Realm.
When the pair arrived, they were instantly at loggerheads with the Underground, who had effectively run the city ever since the last Lord had vanished. George clashed with Dillon, a high-brow member of the organisation, but after a spectacular battle between the two lasting three days and three nights, they called it quits. George decided to integrate the Underground into his government rather than dissolve it and so, with the blessing of the Grandmeister, he took up the role of Lord.
But not everybody agreed with the Underground's decision, as George was soon to find out...
George shoots a beam of pure wibbly energy at an enemy unit, dealing massive damage. The resulting wibbliness also reduces the target's attack speed and armour.
Burst Damage: 250/450/650/850
Attack Speed Reduction: 5%/10%/20%/40%
Armour Reduction: 2/4/8/16
George's favourite pastime is shooting ridiculously powerful laser beams at people.
George calls upon the energies of the universe for noble purposes, and restoes mana to all friendly units in an area, and to George himself.
Mana Restored: 375/500/635/750
Even George has to be the support every once in a while.
George manipulates flows of energy to blink to any point on the map, in one instant teleport (with a large dose of wibbliness). The mana cost and cooldown are proportional to distance travelled. If George does not have enough mana to travel the distance, he will be stunned at the furthest point he can reach.
Mana Cost Multiplier: x0.1/x0.09/x0.08/x0.07
Cooldown Multiplier: x0.05/x0.04/x0.03/x0.02
Stun Length: 5/4/3/2
George uses his control over energy for his personal gain, stealing kills and evading death.
George enters a wibbly state of mind, enduring damage while charging up his attack. He cannot move during this state. After he finishes charging, he releases a huge wave of energy the power of which is proportional to the amount of damage sustained during the charging period. This is spread evenly between any enemies caught in the beam.
Charge Time: 10/8/5
George's enemies fall with the sound of his maniacal laughter reverberating through their minds.