My Take on a Mechanically Difficult Juggernaut (Nirvana, The Fallen of Samsara)
As the person responsible for the discussion on mechanically difficult juggernauts, I felt obligated to post my design for a mechanically difficult champion. If anyone has any questions about any abilities or the motivations of certain parts of the champion concept, feel free to ask. It’s a long read, but I hope you enjoy.
Champion Concept: Nirvana, The Fallen of Samsara
This champion concept is created as a follow-up to the post I created earlier about how to make a difficult tank champion. Based on Buddhist mythology, the champion Nirvana is a high-risk, high reward bruiser, which involves a lot of foresight in decision making as well as mechanics in order to manage form changes. I’m not good with the numbers themselves, so I’m just putting down the concept of how he works. Feel free to plug and chug yourself.
Passive: Domains of Desire The effect of the passive will change depending on the form that Nirvana is currently in. If Nirvana has no form, the passive gives him lifesteal. Increases at level 6, 11, and 16.
Q – Form: Demon Q will change Nirvana into his Demon form. The Demon form focuses mostly on defensive abilities.
Skills in Form: Demon Passive: Domain of Naraka Nirvana gains bonus armor and magic resist. Increases per level of Form: Demon. All of the skills in Form: Demon level up when Nirvana levels up Form: Demon Skill Q: Form: Return Removes the Demon Form and returns Nirvana to his base form. Skill W: Sating Bite Next hit skill that grants Nirvana a shield on hit. There is a base shield, which also scales up with enemy max health and Nirvana’s own max health. When Sating Bite is used, all skills in Form: Demon go on cooldown for the duration of Sating Bite’s cooldown. Cooldown ~10 at level 1 and ~6 at level 5 Skill E: Demonic Chains Nirvana throws a skillshot tethering chain at an enemy champion, which lasts for three seconds (does not last through form changes). While the tether is in place, Nirvana steals armor and magic resist from the enemy, stacking for each second the tether is in place. If the tether lasts the full three seconds, the bonus gained by Nirvana and lost by the enemy is doubled and lasts another 2 seconds after the chain has disappeared. Cooldown ~20 at level 1 and ~16 at level 5 Skill R: Mara’s Spite Nirvana gains percent damage reflection scaling on his armor and magic resist. When Mara’s Spite is used, all skills in Form: Demon go on cooldown for the duration of Mara’s Spite. Cooldown ~140 at level 1 and ~100 at level 5
W – Form: Human W will change Nirvana into his Human form. The Human form focuses mostly on crowd control abilities.
Skills in Form: Human Passive: Innovative Resilience Nirvana gains tenacity (CC duration reduction). Increases with each level of Form: Human. All of the skills in Form: Human level up when Nirvana levels up Form: Human Skill Q: Wounding Stab Nirvana’s next hit slows the enemy. Damage of the skill scales marginally on AD. When Wounding Stab is used, all skills in Form: Human go on cooldown for the duration of Wounding Stab’s cooldown. Cooldown ~10 at level 1 and ~6 at level 5 Skill W: Form: Return Removes the Human Form and returns Nirvana to his base form. Skill E: Tar Bomb Nirvana throws a skillshot tar bomb that explodes at max range or at first target hit. Damage scales slightly off of AP. The tar bomb explodes, creating an AOE slow (about the size of Singed’s slow). When Tar Bomb is used, all skills in Form: Human go on cooldown for the duration of Tar Bomb’s cooldown. Cooldown ~17 at level 1 and ~13 at level 5 Skill R: Pit Trap Nirvana activates pit traps hidden around him in a small circle (Thresh Box size). Stuns all enemies caught in the pit trap for 1.5 seconds. Damage scales slightly on AD and AP. When Pit Trap is used, all skills in Form: Human go on cooldown for the duration of Pit Trap’s cooldown. Cooldown ~140 at level 1 and ~100 at level 5
E – Form: Animal E will change Nirvana into his Animal form. The Animal form focuses on mobility.
Skills in Form: Animal Passive: Feral Instincts Nirvana gains movement speed out of and during combat, with the out of combat movement greater than the in combat movement. All of the skills in Form: Animal level up when Nirvana levels up Form: Animal Skill Q: Fox Nirvana dashes a short distance (Lucian dash length), empowering his next attack. Cannot go over walls. Damage scales slightly off of AD. When Fox is used, all skills in Form: Animal go on cooldown for the duration of Fox’s cooldown. Cooldown ~16 at level 1 and ~12 at level 5 Skill W: Monkey Nirvana jumps a short distance (Also Lucian dash length). If Nirvana touches a wall, Nirvana stops, attaches to it, and gets to jump again (The second jump can jump over the wall). Furthermore, the cooldown for the skill is halved if he touched a wall in the first jump. When Monkey is used, all skills in Form: Animal go on cooldown for the duration of Monkey (halved if Monkey’s CD is halved) cooldown. Cooldown ~30 at level 1 and ~26 at level 5 Skill E: Form: Return Removes the Animal Form and returns Nirvana to his base form. Skill R: Hawk Nirvana makes a large jump (think Khazix with Wings) and deals AOE damage when landing (scaling slightly off of AD). When Hawk is used, all skills in Form: Animal go on cooldown for the duration of Hawk (halved if Monkey’s CD is halved) cooldown. Cooldown ~100 at level 1 and ~80 at level 5
R – Form: Asura (Unlockable at level 6) R will transform Nirvana into his Asura form. The Asura form focuses on damage.
Skills in Form: Asura Passive: Asura’s Rage Nirvana will lose a percentage of his max health per second, beginning at 1% then increasing by 1% for every second he is in the form (ex. After the first second he loses 2%, then 3%, then so on). His auto attacks in this form deals bonus damage scaling on his own % missing health (Increases with R’s level). All of the skills in Form: Asura level up when Nirvana levels up Form: Asura Skill Q: Mark of Destruction Nirvana marks all enemies in a large radius (Nocturne lvl 1 ult range) for the next 8 seconds. These marks persist through form changes. Whenever Nirvana hits an enemy with a mark, regardless if by auto attack or by skill, the mark will glow blood red, as opposed to its initial gold. At the end of 8 seconds, all enemies with triggered marks take damage, which increases based on the total number of marks triggered. Nirvana also gains bonus armor and magic resist per mark, which stacks as he triggers more marks. These stacks last an additional 7 seconds after the marks trigger, for a total of 15 seconds. When Mark of Destruction is used, all skills in Form: Asura go on cooldown for the duration of Mark of Destruction’s cooldown. Cooldown ~140 seconds at level 1 and ~120 seconds at level 3 Skill W: Momentary Enlightenment Returns Nirvana to his base form. Momentary Enlightenment refreshes all the cooldowns of the next form he switches into. After using Momentary Enlightenment, Form: Asura is disabled for 30 seconds. When Momentary Enlightenment is used, all skills in Form: Asura go on cooldown for the duration of Momentary Enlightenment’s cooldown. Cooldown ~120 seconds at level 1 and ~100 seconds at level 3 Skill E: Asura’s Hurricane Nirvana spins in target direction (think Tryndamere but wider), briefly knocking aside (Draven Stand Aside) enemies on the way. For each enemy struck by Asura’s Hurricane, Nirvana gains a boost to his movement speed and attack speed. When Asura’s Hurricane is used, all skills in Form: Asura go on cooldown for the duration of Asura’s Hurricane’s cooldown. Cooldown ~100 seconds at level 1 and ~80 seconds at level 3 Skill R: Form: Return Removes the Asura Form and returns Nirvana to his base form.
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