Nocturne Rework Concept #2

SpringBossLP·8/29/2019, 6:34:16 PM·1 votes·1,755 views

Here's the link to the first concept: https://boards.na.leagueoflegends.com/de/c/skin-champion-concepts/xerVQyTQ-nocturne-rework-concept

In this concept, I want his enemies to literally die in fear from Nocturne's nightmares. Also I try to still make him an assassin.

Nocturne Nocturne, Bringer of Nightmares Role: Slayer Position(s): Jungle, Top

Passive: The Eyes in the Darkness Beneath the enemy champion's and large monster's healthbars there's a bar named Fear. If Nocturne damages the enemy with an ability, they gain Fear.

If an enemy has 100 Fear, they flee for 2 seconds, get blurred vision and suffers 4 (+3 per level)(+15% AP) magic damage per 0.25 seconds while constantly casting basic abilities on enemies without setting them on cooldown, which deal 50% damage against enemies and allies are immune against those abilities.

After the enemy had 100 Fear, they cannot regenerate Fear for 10 seconds.

Q: Duskbringer Active: Nocturne sends out a shadow claw to the target location that leaves a Dusk Trail on its path, dealing physical damage to all enemies it passes through, generating Fear and causing all enemy champions hit to also leave a Dusk Trail behind their movement for 5 seconds.

While on Dusk Trail, Nocturne ignores unit collision, gains bonus movement speed and his basic abilities generate 2 (+0.25 per level) additional Fear.

  • Physical Damage: 65/110/155/200/245 (+75% bonus AD)
  • Fear Generation: 25/30/35/40/45
  • Movement speed: 15/20/25/30/35%
  • Target Range: 1200
  • Speed: 1600
  • Cooldown: 10 seconds
  • Cost: 50/55/60/65/70 Mana

W: Nightmare Illusion Passive: Nocturne gains 335 bonus movement speed when moving towards feared enemies.

Active: Nocturne selects an enemy which will be revealed for 4 seconds and slowly generating fear per 0.75 seconds without the target noticing it.

In these 4 seconds, Nocturne can reactivate the ability to create an illusion of himself in the direction the enemy is running towards, making him flee in the opposite direction, dealing magic damage over time for 3 seconds.

If the target runs out of the Tether-zone, it will lose the debuffs and Nocturne cannot reactivate the ability.

  • Fear Generation: 1/2/3/4/5
  • Magic Damage per Second: 35/55/75/95/115 (+50% AP)
  • Flee Duration: 0.5/0.75/1/1.25/1.5 seconds
  • Target Range: 2700
  • Tether Radius: 3350
  • Cooldown: 24/22/20/18/16 seconds
  • Cost: 20 Mana

E: Umbral Blades Passive: If Nocturne hits an enemy with an ability, he gains a stack of Shroud of Darkness (max. 5 stacks) and a spell shield for 1.5 seconds. Each stack increases his attack speed. If Nocturne didn't deal damage for 3 seconds, he'll lose all stacks of Shroud of Darkness.

Active: Nocturne damages all enemies around him and generating Fear while healing himself and increasing his AD and AP for 5 seconds for each enemy hit.

Each stack of Shroud of Darkness increases the damage, stat increases and healing of Umbral Blades.

Basic Attacks reduce the cooldown of Umbral Blades by 0.5 seconds.

  • Bonus Attack Speed per Stack: 5/7.5/10/12.5/15%
  • Fear Generation: 10/12/14/16/18
  • Physical Damage: 40/50/60/70/80 (+30 per Stack)(+110% AD)
  • Heal: 14/24/34/44/54 (+12 per Stack)(+30% AP)
  • AD and AP Increase: 35/45/55/65/75 (+5 per Stack)
  • Effect Radius: 450
  • Cooldown: 7/6.5/6/5.5/5 seconds
  • Cost: 30 Mana

R: Paranoia Active: Nocturne nearsights all enemies.

While Paranoia is active, Nocturne can reactive it to dash unstoppably to the target enemy, dealing them physical damage and applying 100 Fear.

  • Nearsight Duration: 4/6/8 seconds
  • Physical Damage: 150/250/350 (+130% bonus AD)
  • Target Range: 4500/6000/7500
  • Effect Radius: Global
  • Cooldown: 130/110/90
  • Cost: 100 Mana

2 Comments

22 Caliber Rifle9/2/2019, 3:42:00 AM2 votes

In regards to both of the concepts being #1 & #2, I like the ideas that have been brought forward continuing to have his already given assassin skirmisher play style and would like to add on some other ideas of my own.

Passive: The Eyes in the Darkness (Your concept but changed) Beneath the enemy champion's and large monster's health bars there's a bar named Fear. If The enemy is with in the range of Nocturne either by wards or clear vision of target they gain Nocturnes Presence which over a short amount of time will build up to a maximum stack of 100 (stacks are gained from time of vision and ability damage and aa's.

At 100 stacks if Nocturne hits the target with a ranged attack such as q, they are feared for x amount of time, if it is a melee attack he cleaves the target and anyone around him and fears them for x amount of time.

Q Ability: Duskbringer

Stays the same, except for - Q can proc 100 stacks on passive

R: Paranoia Active: Nocturne near-sights all enemies.

While Paranoia is active, Nocturne can reactive it to dash unstoppably to the target enemy, dealing them physical damage as well as leaving a trail of darkness behind on hit target

Near-sight Duration: 4/6/8 seconds Physical Damage: 150/250/350 (+130% bonus AD) Target Range: 4500/6000/7500 Effect Radius: Global Cooldown: 130/110/90 Cost: 100 Mana

From your first concept I like the idea of him being able to hide within his q darkness trail although like all things, its fairly similar to vlads w and pykes w so there would need to be some gameplay changes to it.