Neso the Ring Raider

nasu010·4/23/2019, 7:49:26 PM·1 votes·2,084 views

http://www.leewiart.com/userfiles/5124/6fcd53dd12de3f702d5033c5308f842f.jpg


Role: Bruiser, tank, jungle, support. Lane: Any Damage type: melee Reliance: mixed
Resources: none, strictly cd Armor: 65 Utility: high Mobility: high Crowd control: average

STATS HP|530+50 H5|9+1.5 AD|55.0+5 AS|0.55+5 AR|35+5 MR|30.1+1.25 MS|350 RG|450

[Passive]: Blade Regalia Neso wields the blade regalia a golden resize-able chakram which he uses to channel his energy to deal 10% Ad (+ 5% bonus Ad for every 50 units after traveling 300 units, decreased to 2.5% for every 50 units after 600 and stopping at 900 units) as bonus Attack damage.

On every third basic attack mesa's regalia shrinks and is thrown up to 600 units dealing 40% Ad to all units along its path on leaving and on return, units hit are marked for 4 seconds and take (+20% Ap) bleed damage each second, if a bleeding unit is hit by another ability or the return / Afterimage of the chakram they are dealt this damage instantly consuming the mark and slowing them by 20% for 2 seconds.


[Q] Continuity Neso throws a shrunken Chakram 800 units in a target direction dealing 40/60/80/100/120 + 60% Ad that pierces units and inflicts grievous wounds and marks all units hit. This ability can be cast afters Neso procs his passive to extend its range to instead travel up to a maximum of 1000 units and become enlarged before it returns increasing its hit box to a 200 unit circle. Upon returning this ability can be recast to shrink at its current location silencing and pulling with it any unit caught (allied or enemy) 400 units towards Neso, 10 sec Cd.

Second dance While the second ring is active Continuity can be cast a second time to send the second ring in a new target direction from the current location of the first echoing it effects, no Cd for resonant ring. this ability can be repeated each time a ring hits an enemy champion.


[W] Orbit Neso orbits his Chakram 400 units around his self for 4 seconds dealing 45/60/75/90/105 + 40% Ap and slowing enemy units affected by 20% for 2 seconds, 5 sec Cd.

Vortex blades While rotating the two rings pull enemy units within 600 units closer towards Neso and causes enemies to take 50% of his ability power each second as bonus damage .


[E]Blade Rush Neso enlarges his chakram and stands inside it like a wheel displaying a charge up countdown of 4 seconds. This ability can be held to speed up the rotation of the chakram and the count down increasing his movement speed by 10% for each second consumed, or recast to immediately launch in the direction of the cursor accelerating for the next 4s in a target direction, enemies hit take 50/70/90/110/140 +80% Ad (+40% Ap) causing Neso to stop on collision and his ring to rotate and shield him from all vector based damage for 0.5 second for every 200 units traveled. while rotating Neso is unable to cast continuity until the rotation stops.

Mirrored ring After Neso reaches his maximum distance or collides with an enemy the resonance mirrors his path causing the second ring to crash at Neso's current location after a 4 sec delay dealing half damage and stunning enemies within 400 units of Neso for 1 sec and granting him a second shield for 2 seconds.


[R] Resonating Ring Neso channels for 2 seconds shielding himself with a resonant frequency for 40% of his current health for 4 seconds, while his regalia is resonating it creates a second chakram lasting for the next 16 secs that enhances the effects of his abilities, 90 sec Cd.



Breakdown and play style Neso is a light weight speedster who wields a golden fanged chakram called the blade regalia, this grants him allows him to channel his energy to resize and manipulate it in various ways. Neso's passive allows him the ability to throw his chakram on every third basic attack, dealing increased damage and bleeding to enemies the farther away it travels, maximum of 1000 units but this damage remains maxed out upon returning.

his q allows him to throw his chakram 800 units in a target direction dealing damage and inflict grievous wounds and marks all units hit.

This ability can be cast afters Neso procs his passive to extend its range to travel up to a maximum of 1000 units and become enlarged before it returns, upon enlarging the ring's hit box increases to 200 units and can be recast to again close, silencing and pulling enemies trapped inside it. this can be repeated a number of times while Neso's ultimate is active to throw a ring in a new direction each time it collides with an enemy champion.

W can be used to deal consistent damage to close range attackers best used after e while his ultimate is active

E is used to close distance with fleeing enemies or to engage them at a distance dealing damage and gaining a shield based on how far he has traveled, while his ultimate is active Neso's After image crashes at his location after a delay dealing half damage, stunning surrounding enemies and providing him with a second shield for a shorter duration.

Neso is a champion who specializes in team fights and melee dueling and is able to fell any enemy who dears to run from him in combat.

Neso: many have come all have fallen, the race was build not for the strong or swift but for those who could endure the longest.

11 Comments

Mr Voidling4/23/2019, 10:41:39 PM1 votes

Funny enough while writing Morina I was about to put in there that making a champion concept with a chakram would "seem unoriginal" because Sivir has one, but making a champion with a sword as their weapon wouldn't seem unoriginal. That the rules for making an original concept are very wishy-washy and don't make sense. People are probably going to say that about this concept, but I applaud trying to make another concept using a niche weapon.

Hmm, I think it might be a bit over-tuned, for top game-play? the short range on his basic attacks(except 3rd) makes him rather bad for bot-lane, but the damage increase(40% makes a BT or IE give him effectively 116 AD, 6 more than an Ornn enhanced IE which would than grant 154 AD) makes him very strong top-lane. His passive is essentially a Rabadon's for AD, so he would need to be adjusted accordingly for that huge power spike. It's almost like another Jhin in terms of damage potential item 3031 + item 3508 + item 3094 + item 3812 + item 3072 + item 3071 (no boots for this example), gives you 345 bonus AD, add that on top of his 150 base AD, plus runes, and you get 525 x 1.4 = 735 AD. You could also be stupid and build item 3031item 3031item 3031item 3031item 3812item 3072 +3 infernals and a pot for 1,131 AD. Technically he deals more damage with infernals than I listed, because he gets the 40% added on AFTER the increase from drag, not with. So instead of 64% it is actually 73% increased damage. Making him get a potential 1,193 AD. Crits would deal 2,685 damage before resistances, and you can increase his attack speed with things like Nid Heal + Ardent(stupid combo) for 90% increased AS, or just go HoB or something for the 3-shot kill. Now those are absurd numbers, and his range is still short, but the interaction between Infernal and his Passive is pretty strong if he stacks Infernals, and his potential damage is really high. Even just backing with a BF at level 5 gives him 200 total AD on his basic attack(Jhin gets like 141-145 AD). I'd lower the passive part down to 25-30% OR make it dependent on how far away the target is from him, scaling up with the range, so melee champs can be decent against him once they can stick to him, and his 3rd attack would also interact with that for a nice damage boost. This would make slows more important. Not to mention no mana makes him pretty strong as well, especially top-lane.