[Champion Concept] Nerberoth, the Conciliator

showcase25·9/21/2015, 9:31:03 PM·14 votes·2,608 views

#Nerberoth, the Conciliator


######September 2015 Community Concept Open Stage Entrant

######September 2015 Community Concept Open Stage Results


##Splash Art

http://orig14.deviantart.net/b737/f/2010/243/1/2/shield_warden_by_one_vox-d2xqeka.jpg

######Photo Credits: petemohrbacher.deviantart.com

__ __

##Theme Music

https://youtu.be/daiX5pKYAKQ

#Overview

##Pronunciation nur • bur • roff

##Roles Primary: Support

##Resource Mana

##Generic Playstyle Counter Engage Support

##Profile Attack Power········■■□□□□□□□□ Defense Power·····■■□□□□□□□□ Ability Power·········■■■□□□□□□□ Difficulty················■■■■■■■□□□

##Statistics Health······························493 (+79) Health Regeneration·······5.82 (+0.57) Mana································395 (+51) Mana Regeneration·········8 (+0.6) Attack Damage················55.5 (+2.9) Attack Speed···················0.625 (+2.82%) Armor·······························21.5 (+3.4) Magic Resist····················30 (+0) Movement Speed············335 Range·······························525

#Basic Information

Gender Male

Race Human

Attack Form Ranged

Weapons Resolute Energy Projection

Armor Cloth

Birthplace Ionia

Allegiances Ionia

Occupation Former: Abbot of Kirana Monastery Current: Prime Adjudicator of Ionia

Residence Former: Kirana Monastery (Ionia) Current: The Placidium (Ionia)

#Lore

  • ###In Progress! But here is an outline:

Evison was a young and very disciplined child. Too disciplined that his uncle, an aging abbot of the Kirana Monastery asked to mentor him, and grow his mastery of discipline.

Uncle stated that disciple is the art of staying in control, and doing so by knowing the true nature of those around you and the environment. He later mastered this art, gaining a third eye, which saw his uncles third eye shortly before his death.

He continued leading the monastery as its second youngest Abbot for some time, until called by Karma to add in a dispute of Ionian government matters. He handled the situation so greatly that Karma asked him to aid with all matters of dispute within the city, becoming the city’s first Prime Adjudicator of Ionia. He now sees the few but significant issues with the city, and has the vision to solve them with his third eye; namely the threat of the floating palace over Ionia, and the role of the Pit of Pallas within Ionia, and those who were corrupted by it.

#Abilities

http://vignette4.wikia.nocookie.net/wowwiki/images/0/07/Ability_priest_angelicfeather.png/revision/latest?cb=20120705165519

##PASSIVE: Course to Concord

On Spell Debuff | Conditional On Hit Debuff

Enemy champions who are damaged by Nerberoth’s abilities or dealt the additional magic damage from auto attacks while holding the maximum stocks in Reconcile the Heart will have their attack damaged reduced by 4% / 5% / 6% for 1.25 / 1.5 / 1.75 seconds, stacking up to a maximum of 3 times. All stacks are lost at the end of the duration.

  • Additional applications will reset the debuffs duration.


http://vignette3.wikia.nocookie.net/wowwiki/images/8/8e/Spell_holy_divineprovidence.png/revision/latest?cb=20080805053945

##Q: Palliation

Linear Pass Through Skillshot | Allied On Spell Effect Range: 700 Projectile Width: 300 Projectile Speed: 1500 Cooldowns: 12 / 11.5 / 11 / 10.5 / 10 Cost: 50 / 60 / 70 / 85 / 100 Casting Time: .5 seconds Interrupts Movement: No

Nerberoth cast a wave of resolute energy in a line, shielding allied champions its passes through for 55 / 85 / 110 / 155 / 200 (+50% AP) damage, lasting for 4.0 seconds, and damaging enemy units it passes through for 45 / 75 / 130 / 180 / 240 (+50% AP) in magic damage.

  • Nerberoth is not granted a shield on cast. However, Nerberoth can cast Palliation, flash in the direction of the cast, and receive the shield as it passes through him. Other means of dashes or blinks can also apply this effect if done properly.


http://vignette3.wikia.nocookie.net/wowwiki/images/2/24/Spell_holy_spiritualguidence.png/revision/latest?cb=20060923092836

##W: Eye of the Serene

Channeled Conic Area Reveal | On Spell Unit Reveal | Persistent Conic Area of Effect Debuff Range: 1200 / 1300 / 1400 / 1500 / 1600 Conic Degrees: 30° Cooldowns: 20 / 18 / 16 / 14 / 12 Cost: 40 / 55 / 70 / 85 / 100 Casting Time: 1.0 second Interrupts Movement: Yes

Nerberoth focuses and charges his energy into his third eye, lasting up to 2.0 / 2.5 / 3.0 / 3.5 / 4.0 seconds while retaining the ability to move at 20% reduced movement speed. While channeling, Nerberoth will conically reveal the area in the direction his is facing.

Gaining vision of enemy champions through Eye of the Serene will slow them for 20% / 25% / 30% / 35% / 40% while remaining in the cone and reveal them to all allied champions until the end of the duration of the spell.

  • Eye of the Serene does not remove, interfere, or change Nerberoth’s standard line of sight in directions Nerberoth is not facing. It only benefits the conic area in the direction he is facing.

  • Eye of the Serene does not reveal but will slow stealthed units.

  • The channel may be manually canceled at any time through auto attacking, casting another ability, or recasting Eye of the Serene. The channel will continue through use of active items, consumables, and all summoner spells

  • At the end of the channels duration or when the channel of Eye of the Serene is canceled, vision of the area revealed will linger while fading away for .75 seconds. Additionally, the slow will linger for .25 seconds.



http://vignette4.wikia.nocookie.net/wowwiki/images/4/41/Ability_paladin_blessedhands.png/revision/latest?cb=20080805011909

##E: Reconcile the Heart

Passive On Hit Effect

Nerberoth stores a charge of Reconciliation periodically, up to a maximum of 2 stored at once. While having maximum stocks available, Nerberoth’s auto attacks will deal an additional 20 / 30 / 40 / 50 / 60 (+25% AP) damage in non-physical magic damage.

Active Stocked Allied Targeted Heal | Conditional Allied Targeted On Spell Buff Range: 800 Projectile Width: 60 Projectile Speed: 1200 Maximum Stock: 2 Recharge Rate: 18 / 17 / 16 / 15 / 14 Healing Tick Rate: .5 seconds Static Cooldown: .75 seconds Cost: 50 / 60 / 70 / 80 / 90 + 1 charge Casting Time: .5 seconds Interrupts Movement: Yes

Nerberoth hands radiate from his buildup of his natural harmonized energy, and he is able to cast this energy into other allied champions, healing them for 50 / 90 / 120 / 160 / 200 (+40% AP) health over 4.0 seconds. Aliles may have Reconcile the Heart cast on them again while the healing is active to receive a 50% increase to the total healing done over the duration.

  • Allied healing will persist though stasis effects.

  • Each cast counts as a separate spellcast.

  • Nerberoth will hold two stocks of Reconciliation upon putting the first skill point in this ability and after respawning with having at least one skill point in this ability.



http://vignette4.wikia.nocookie.net/wowwiki/images/c/c0/Ability_paladin_beaconoflight.png/revision/latest?cb=20080805062723

##R: True Solace

Ability Ground Targeted Pet Summon via Linear Pass Through Skill Shot | Ground Targeted Area of Effect Knockback Range: 700 Projectile Width: 500 Projectile Speed: 1400 Radius: 300 Cooldowns: 120 / 105 / 90 Cost: 100 Casting Time: .5 seconds Interrupts Movement: Yes

Nerberoth cast a wave of solace energy in a line forming into the ghost of the Archon of Truth, dealing 150 / 250 / 350 (+50% AP) in magic to damage to all enemy units it passes through. At the end of the range of True Solace, all the energy returns to the targeted ground location and summons the Archon of Truth, remaining on the battlefield for 30 seconds as a controllable pet.

All champions – both friendly and enemy – True Solace passes through adds to the Archon of Truth’s basic stats when it is summoned. When the Archon of Truth is summoned, all enemy units near it will be knocked back 300 units away from center of the summoning area.

  • To try to simplify on how this skill works, think of Hecarim’s ult, and instead of dashing there, you stay put and summon the Archon of Truth at the targeted ground location.

  • Continuing in Hecarim fashion, the ghost of he Archon of Truth will travel the full distance of the skill, effecting all champions it passes through, quickly travel to the targeted ground location, and finally summon the Archon of Truth with the bonus stats at the location.

  • The cooldown starts at the cast of the ability.

##Archon of Truth http://orig14.deviantart.net/669f/f/2011/035/a/9/dust_by_mabuart-d38s1d6.jpg

######Photo Credits: mabuart.deviantart.com

Pet On Hit Debuff | Point Blank Persistent Area of Effect Radius: 800

Health: 1000 / 1800 / 2600 (+3% / 4% / 5% of the sum of all effected champions’ maximum health) Health Regeneration: 6 / 8 / 10 (+3% / 4% / 5% of the sum of all effected champions’ maximum health regeneration) Attack Damage: 50 / 85 / 100 (+3% / 4% / 5% of the sum of all effected champions’ maximum attack damage) Armor: 15 / 25 / 35 (+3% / 4% / 5% of the sum of all effected champions’ maximum armor) Magic Resist: 15 / 25 / 35 (+3% / 4% / 5% of the sum of all effected champions’ maximum magic resist) Attack Speed: 0.625 (+3% / 4% / 5% of the sum of all effected champions’ maximum attack speed) Movement Speed: 300 (+3% / 4% / 5% of the sum of all effected champions’ maximum movement speed) Tenacity: 0 Range: 125 Gold: 75

The Archon of Truth’s auto attacks will apply stacks of Course to Concord to enemy champions. These stacks do no fall off if they are near the Archon of Truth.

  • Archon of Truth does not have any tethered range or need to remain by Nerberoth. The Archon of Truth is considered a champion and will be effected as such.

  • Archon of Truth is fully autonomous from its summoning and will act in the following prioritization chain. This can be broken at any time by recasting True Solace again and selecting a target.

  • First it will target any enemy unit or structure as directed.

  • Next It will prioritize champions –

  • Enemy champions recently damaged by an ally champion.

  • Enemy champions with the lowest percent health within 500 units.

  • Enemy champions that damage the Archon of Truth.

  • Enemy champions nearest to Archon of Truth.

  • Followed by enemy structures –

  • Enemy structures recently damaged by an ally champion.

  • Enemy structures that damage the Archon of Truth.

  • Then enemy large monsters –

  • following in suit with the chain of prioritization for enemy champions.

  • Lastly enemy minions –

  • following in suit with the chain of prioritization for enemy champions

######Ability Icon Credits: wowwiki.wikia.com

#Suggested Summoner Spells & Items

##Summoner Spells summoner 3 summoner 4

##Starter item 3303 item 2003 item 3340

##Essential item 3092 item 3060 item 3165

##Offensive item 3115 item 3050 item 3001

##Defensive item 3222 item 3190 item 3102

#Summary

##Weaknesses

  • He becomes extremely vulnerable after a full cycle of spell cast with his higher cooldowns on abilities.

  • Becoming too reliant on the information gained by Eye of the Serene can turn out deadly when the enemy approaches from an unchecked path.

  • The mid game when stronger jungler ganks occur before full team fights begin is Nerberoth’s weakest point in the game. Any advantage provided by Nerberoth from the laning phase can be evened out or even reversed in this time span.

##Advantages

  • Powerful counter engage tools that can defend an ambush attack, turn the tide of an unfavorable skirmish, or provide vision to foresee any possible deadly ruses.

  • Holds the skill set to start grouping and start larger team skirmishes earlier, turning any advantage gained in the laning phase into objective control.

  • Works well with multiple set ups for level one advantage plays or buff invasions.



##Plays Well With

Kindred Kindred Nerberoth would supplement Kindred’s kit with Kindred’s ultimate to thwart devastation ambushes or wombo combos in team fighting stages. Additionally, repeated lane skirmishes can be dominated by Kindred’s lower but consistent area of effect damage, with the passive attack reduction and shielding abilities being supplied by Nerberoth.

Malphite Malphite With an ability to tank and engage at a distance — all while having a natural shield — complements Nerberoth's kit and fulfills in areas he cannot. Pairing these two allows for pushing the advantage gained from Neberoth in the laning phasing into the team fighting portion with initiation, and some ability to turtle while ending the laning phase from behind.

Shen Shen There is nothing better than adding another champion, a large shield, and follow up group crowd control to even the odds of a unfavorable skirmish. Shen provides that, and really forces the enemy team to second guess every engagement when his ultimate is available. With this, Nerberoth is able to put his sole focus into crafting objective advantages, your team can quickly form and accelerate an advantage from the mid game.

##Struggles Against Anivia Anivia Anivia excels at stopping and pushing back enemy sieges on objectives, which is something Nerberoth seeks to assist his team in doing. Additionally, her skill set can block off any route that is deemed safe by Eye of the Serene, leading into a unsuspecting flank from a different unseen approach. Lastly, her passive may deter the entire team to avoid level one plays by providing extra time for Anivia’s allies to react and push back.

TahmKench Tahm Kench For the one ally you really need to support in a fight, Tahm could take your ability to aid them by eating them. Even worst, he may eat you in a skirmish and really give your Marksman a hard time fending for themselves. Additionally, his mid game ultimate out ranges Nerberoth's ability to see and can bring an ally along to punish pushing forward in lane or fighting back from buff steals.

Evelynn Evelynn Consistent stealth pushes back on a lot of possibly for Nerberoth: her stealth forces you to have undetermined and possibly unwanted level one play made against you; she avoids his vision while forcing Nerberoth to pink ward deeper to keep vision of her, leaving his lane partner alone more than wanted; and she always is playing to attack from a flanking position in the team fighting phase or sieges, reducing his ability to effect all members on the battlefield.

#Dialogue & Interactions

##General Dialogue

Champion Select ”Their fate rest in my decisions.”

Moving ”Every step is a choice.” ”I will meet them halfway.” ”My choice… fate’s will.” ”I will go.” ”There is trouble in these lands.” ”Knowledge is gained through discipline.” ”I will remain resolute.”

Attacking ”I can see your true selves.” ”Do not make this difficult.” ”Resolution through conflict.” ”An opportunity to mend.” ”This must end.”

Jokes ”Do I wish my third eye had x-ray vision? I’ll let you decided that one.”

Taunts ”You will do as I say! You cannot do as I do...”

Dying ”Neewok!” ”Urraaahh…” ”Aous... ugh…”



##Skill Specific Dialogue

Q: Palliation ”I must intervene.” ”I will aid.” ”Peace becometh.”

W: Eye of the Serene ”I see it now.” ”Reveal the truth.” ”Sight beyond sight.” ”Through the obstacles.” ”Peer into their hearts.”

E: Reconcile the Heart ”You will recover.” ”Your past can be corrected.” ”Reinvigorate the heart.” ”Mind and body must heal.”

R: True Solace ”Behold the pure!” ”Behold the untainted!” ”Behold the incorruptible!” ”Behold the immaculate!”



##Interactions

SyndraRival With Nerberoth’s role as the Prime Adjudicator of Ionia, he needs to resolve the conflict created by Syndra and her constant looming threat with her Celestial Fortress floating over the city. Although this is not exactly within the role of the Prime Adjudicator, Nerberoth see a way to create a more peaceful and orderly state of Ionia.

Syndra Taunts “Blinded by power, Syndra! You will command nothing… because you see nothing.” ”I see the truth… you can only chaos, Syndra.” ”You are an enemy of Ionia, not a citizen, Syndra.”

VarusRival Varus has been corrupted by the Pit of Pallas, and wishes to bring him to justice by returning him Ionia and punishing him for his abandonment, and succumbing to, the evils that he selected to protect Ionia from.

Varus Taunts “Revenge is no base to make your decisions, Varus. You will face justice.” “Unlike you Varus, I will always serve for the advancement and protection of Ionia.” ”Your actions are nothing less than treason, Varus!”

LeeSinNeutral Impressed at his vision, despite his blindness.

Lee Sin Jokes “You know… if you ever need one to borrow one, I have a spare, Lee.” “Lee, you see more than most others I know, besides Vel’koz… He must see everything!"

#Design Notes

##Champion Design Inspirations

Karma

For his lore, I needed someone who would be able to change his focus in life – as he was near unbearable socially – with his focus on self-discipline. Within Ionia, Karma was a key person into changing Nerberoth personality in terms of extreme focus on self-discipline to a unmatched zeal to defend Ionia with his Prime Adjudicator role within Ionia. In doing so, Nerberoth’s interactions have improved.

Soraka

Soraka played a part in his design with taking her abilities than can effect all of her allies, and seeing how this can be expanded to effect all champions on the field, albeit in a local area.

Annie, Mordekaiser, & Hecarim

Anne, and more importantly Tibbers, as well as the ghost from Mordekaiser’s ultimate were very influential to the ultimate of Nerberoth as a pet. There a few changes, sourcing from Hecarim’s ultimate as way to summon this new, unique pet.



##Intentions

  • I wanted a support with a focus on granting maximum team fighting presence with counter engage tools and objective control through vision and coordinated movements. In essence, a support that helps the whole team while providing little for himself.

  • I wanted to instill in the allied jungler that the duo lane will safe, even if ganked, or playing behind simply with the presence of Nerberoth there. However, I did look to cap his abilities to best protect and poke without strong initiation tools. This will quasi-enforce a comeback to be possible through vision and objective control and not through direct aggression, fitting with his theme very nicely.



##Champion Animation

Standing Nerberoth floats, but slowly cycles one knee in front of the other slightly. If he stands still for over 7.0 seconds, he will look up to the sky and the veil over the top of his head will shimmer briefly.

Movement Nerberoth floats as he moves in a mostly upright position with a very slight forward lean. He has a lot of movement in his Prime Adjudicator drape (as depicted in slash art), flairing about as he changes directions.

+400 Movement Speed Nerberoth leans forward more while floating while leaving a dim white and gold trail. He balls his fist, retracts his elbows to his sides, and points his first forward. One fist is slightly higher than the other.

Auto Attack Nerberoth will hold his arm at full extension with a fist, open his hand so his palm is facing the target and then fire his auto attack from this position.

Critical Strike Will follow the same animation as he auto attacks but will leave a gold and white trail as the projectile travels toward his target. The projectile will also be brighter.

Recall Nerberoth will look up, begin to flow upwards very slowly, while holding his hands outward with palms facing the sky. He will have the veil covering his head shimmer in a pulsing pattern, starting slowly at the beginning of the recall, and very frequent near the completion of the recall.

Empowered Recall Will follow the animation of the normal recall with the floating ascension completing faster, and have this third eye open and project a gold light to the sky after the 2.0 seconds.

Death Nerberoth will clench his abdomen while falling backs slowly as he floats, as he nears being horizontal, he stops floating and plops to the ground.

AFK As Nerberoth is floating his way back to base, every time he is targeted, a brief golden shield on the side of the attack will appear and protect Nerberoth. Whenever he is released from crowd control, his veil will shimmer.

Dance The Kozachok, AKA Russian Leg Kick Dance – while still floating



##Ability Animation

PASSIVE: Course to Concord Nerberoth’s auto attacks projectiles will change from an elongated mass of resolute energy, to the symbols as depicted above around the golden glow of his hands with a brighter contrast. His auto attack animation remains the same.

Q: Palliation Nerberoth places both of his hands together, close to his chest, then pushes out from there to project his spell. His legs will stiffen and straighten, level his shoulders, and lower his head, until the spell is casted out.

W: Eye of the Serene There will be a constant shimmer of his veil, while he lower his heads, arches his back out until the completion of the channel. When it is completed he burst his posture upright with a constant in stream of golden energetic wisp around his veil towards his third eye.

E: Reconcile the Heart Nerberoth individual hands will glow as depicted above, per stack of Reconciliation. Also, when he targets an ally, he will swing his arm in a hook like fashion. While doing so, you will see a gold energy ring encircling his arm channel down from his shoulders to his hand, the circle will change into a solid white sphere and move towards his targeted ally. When it hits his ally, their midsection will glow white for the duration of the heal.

R: True Solace Nerberoth will extend one hand outwards, palm facing out and project the resolute energy in this pose that forms into the ghost of the Archon of Truth while his other hand will be folded behind his back. As he cast, there will be a small outwards explosion beneath his floating feet of gold sparkles, drifting and fading over a short period.

#CCOS Bonus: Share the Love

Norska, Curse Upon the South

#Trivia

  • Nerberoth is left handed. This is why his Reconcile the Heart active effect is always casted with his left hand first if available. Additionally, when he gains a stack, it will always stack on his left hand first.

#Personal Notes

  • I'm always happy to hear any form of constructive feedback and criticism. I make changes on agreeable suggestions and give credit where credit is due too. Comment freely.

  • You liked this concept? You can check out a few of my other concepts:

  1. Razin, the Arms Dealer

  2. Afinra, the Defector

  3. Hartwin, the Craftsman of Novelty

  4. Melcher, Keeper of the Mountains

  5. Warton, the Meticulous Assessor

  • I’m considering to make a Mega Thread of my concepts. Not that it will be so mega as compared to the conceptual gods on the boards, but a nice place to house all of my concepts in one place. Any feedback on this idea is welcome.

  • After a short hiatus from champion concept creation, it feels good to get back on the boards. A good way for anyone to get feedback on their designs is to enter into the Community Concept Open Stage (CCOS) Contest, as I did with this concept. More information can be found here.

#Patch Notes

##Version 1.3 – 09/29/2015

Abilities

  • Q: Palliation Range: 1000 700

    Prior range gave too little counterplay against Nerberoth.

    ######Patch Credits: Regonas

  • W: Eye of the Serene Range: 1200 / 1350 / 1500 / 1650 / 1800 1200 / 1300 / 1400 / 1500 / 1600

    Prior range scaling was too great and overreaching.

    ######Patch Credits: Regonas

  • R: True Solace

    Updated ability description to clarify knockback range.

    ######Patch Credits: Regonas



##Version 1.2 - 09/26/2015

Abilities

  • W: Eye of the Serene

    Channeled Conic Area Reveal | On Spell Unit Reveal | On Spell Debuff Persistent Area of Effect Debuff

    Gaining vision of enemy champions through Eye of the Serene will slow them for 99% for .25 seconds for 20% / 25% / 30% / 35% / 40% while remaining in the cone and reveal them to all allied champions for 4.0 seconds. Enemy champions can have these debuffs applied to them only once per cast. until the end of the duration of the spell.

    ######Patch Credits: Raptamei

  • E: Reconcile the Heart

    While having maximum stocks available, Nerberoth’s auto attacks will deal an additional ~~15 / 20 / 25 / 30 / 35 (+20% AP) ~~ 20 / 30 / 40 / 50 / 60 (+25% AP) damage in non-physical magic damage.

    ######Patch Credits: Raptamei

  • R: True Solace

    Changed visualization aspects of the skill to better suit the abilities visuals to the champions theme.

    ######Patch Credits: Raptamei



##Version 1.1 – 09/25/2015

Abilities

  • PASSIVE: Course to Concord

    On Spell Debuff | Conditional On Hit Debuff

    Enemy champions who are damaged by Nerberoth’s abilities or dealt the additional magic damage from auto attacks while holding the maximum stocks in Reconcile the Heart will have their attack damaged reduced by 4% / 5% / 6% for 1.25 / 1.5 / 1.75 seconds, stacking up to a maximum of 3 times. All stacks are lost at the end of the duration.

    ######Patch Credits: Earthlord Jazz

  • E: Reconcile the Heart

    Conditional Allied Targeted On Spell Buff

    […] he is able to cast this energy into other allied champions, healing them for 70 / 110 / 150 / 190 / 230 (+50% AP) **50 / 90 / 120 / 160 / 200 (+40% AP) ** health over 4.0 seconds. Allies who have Reconcile the Heart cast on them while the healing is still in effect receive an additional and instant heal for 8% / 10% / 12% / 14% / 16% of their current total health. Allies may have Reconcile the Heart cast on them again while the healing is active to receive a 50% increase to the total healing done over the duration.

    ######Patch Credits: Earthlord Jazz

  • R: True Solace

    On Hit Debuff | Point Blank Persistent Area of Effect Radius: 800

    The Archon of Truth’s auto attacks will apply stacks of Course to Concord to enemy champions. These stacks do no fall off if they are near the Archon of Truth.

15 Comments

CHOPSTICKUHH9/22/2015, 12:30:02 AM1 votes

One, FUCKING LOVE THE SPLASH ART FOR THE CHARACTER.

I get such a holy and enlightening vibe from him, really do enjoy the more mystic and magical/ fairy tale type characters on this topic. But I see him more of a primary Mage and a secondary support with the energy around his hands I see him more grafting the energy into things like barriers and small magic attacks.

My interpretation

Passive: true vision.(Support) Nerberoth opens his third eye for 2 seconds giving vision of the whole map.

Q: side swipe (Mage) Neberoth shoots energy from both hands outward from each side of him that go in a half circle shape and hit the target from both sides.

W: holy guard (Mage) Nerberoth places a wall behind his target, first opponent to walk through the will have it bend back towards them and snare them in a cube barrier.

E: holy radiation (support) Nerberoth begins to glow a bright light that slowly resores his and allies hp over 3 secs. (Extremely close)

R: enlightenment (Mage) Nerberoth focuses all his energy and opens his third eye, he then drops a giant golden/ yellow glowing statue on a target area

volatile artiste9/22/2015, 8:29:19 AM1 votes

Fantastic. Professionally and brilliantly done in terms of character concept and concept art. This character would definitely be my main. - Imagine the ridiculous synergy between him and Urgot bottom lane, though! The opponent wouldn't be able to do ANY damage, baha! Once again, fantastic. I hope Rito at least takes some of your ideas from this champion.

Earthlord Jazz9/23/2015, 4:25:43 AM1 votes

Wow a really cool champion concept! I have a few questions/comments for you

Passive (Course to Concord): The passive seems like a much much worse version of Urgot's passive as his has a longer duration debuff, can apply to both his spammable ability and his auto attacks, all while reducing a total of 15% of ALL damage at level 1. I would suggest tuning this passive a bit, either making it stack up with less reduction at 1 stack, but a higher percent reduction at 2 or 3 stacks. (thus rewarding for landing multiple abilities) OR having his Eyes of the Serene have a passive where all champions in his 'sight' constantly refresh the debuff and double its effects OR something of the like.

Q (Palliation): I really like this ability!

W (Eyes of the Serene): Definitely a unique ability that impressed me! Will you be able to see in bushes (I really hope so). In fact, if there is a wall in the way, can you just see pretty much everything in the coned vision? I can see that being incredibly useful for bush checking and the ol' baron dance later on. Is this ability like Rumble's Q (as in she can change the way she's facing while moving) or like Braum's E (she isn't able to change the way she's facing when moving). Quite honetly, both have their positives and negatives.

E (Reconcile the Heart): That's quite a large heal (both base numbers and scaling) alongside having a damage passive and two charges. I would get rid of the instant heal as it's already quite powerful.

R (True Solace): Wow seems really cool. I thought the Archon would have more interaction with you other abilities but I feel like the ability is quite cool just the way it is.

Overall nice job!

Raptamei9/25/2015, 7:37:10 PM1 votes

CCOS review

Let's review Elber Nerberoth. The name intrigued me and the page looked nice.

On a second look, the page is really nice. This is how you should present a text wall, ladies and gentlemen. I like that Palliation is a link to a thesaurus because I be Europa no speak Anglish.

  • Passive: Power level is okay, but the effect might be a bit too subtle, much like Sona's -20% which no one knows or cares about. How about a blind?

  • Q: Perhaps the weakest skill. The effect may be balanced and unique in the game, but it doesn't feel unique. It feels like the kind of rehashed ability Riot would throw on a support that's based on a different gimmick. This may be in part because Uther in Heroes of the Storm has this exact ability with a heal instead of a shield. Personally I would get rid of the damage and make it debuff enemies instead because no one cares about support damage past the laning phase (other than the kids whining about KS).

  • W: The vision part of this is absolutely awesome. I'm not too keen on the slowing burst though - it seems like you may want to deliberately avoid looking at the enemy assassin until he is making a move on your carry. Then again, does it slow them only if it reveals them in the fog of war, or does it slow them when they enter the cone regardless of whether or not they were already visible? If the former, the slow is fine, don't touch anything. If the latter, replace the slow burst with a debuff applied to all enemies in the cone until they leave the cone, making it a viable teamfight ability without the need for the awkward tactic I mentioned above.

  • E: Conceptually, choosing between damage and a heal is interesting. In practice, the damage is low (being an on-hit effect) and hard to apply because he doesn't have CC or a gap closer, so healing is almost always the better option. If I understand the stacking heal correctly, casting it again on the same target stacks half of a heal on top of the active heal, which provides an interesting tradeoff between faster burst healing by double tapping the button and more total healing by waiting until it wears off before casting the second heal. This mechanic alone would be enough to carry the ability, so either abandon or rework the minor melee damage.

  • R: Very cool! Reminds me of Illidan's ult mixed with Tibbers. One thing it might need is more descriptive graphics - make it a glowing bird or the Archon's ghost instead of a plain "energy wave". Raw energy works great for the likes of Xerath, but this guy's brand of magic may work better if it conjures up images of heaven.

  • In short...

*...well done, you beat me. GG. /ff

regonas9/28/2015, 1:32:36 PM1 votes

CCOS Event: Share the love

Some things that could be changed or cleared to have a better effect:

  1. Passive is very unclear. When reached 3 stacks effect will no longer refresh on dealing damage?
  2. Q have way too much range. You could damage enemies from too far away without them having a chance to move away.
  3. W range is also insane. 1200 is good, but 1800 is just too much.
  4. What is his R knock-back range?
RadTheLad10/17/2015, 5:43:53 PM1 votes

Damn, you really made a good job here, its very balanced, efficient and fits the supporter roll very well. I like the idea of the True Solace pet summon, very cool and original and i like the fact that you can use him as a 6th hero for a while, not as strong but can soak up damage and annoy the enemy.. a LOT. I would do this tho: Increase the gold you get from him, and give him a passive that gives allies a shield while close to him, causing them to take reduced damage. Why? Nerberoth is a support after all, and this pet is pretty much a 6th champion considering how tanky it can actually become. This might make things a bit unbalanced first, but that would make him a bit stronger in supporting, especially since the pet is so slow. Otherwise love the concept and idea, love the taunts to lee sin xD

Master of EVIL9010/18/2015, 3:59:20 PM1 votes

Well, I guess since you won the CCOS I'd give you a review. I like the champ idea, but their are some clarifications I'd like to look at. Just for fun, I'll share my thoughts on the skills individually :3

Passive: The rework is a good little idea that I support, Supports need good CC that is consistent if it intends on being a being a modern META pick. I would like it if you stated what levels the passive increased at, It's really buggin' me that I don't know when I get a better slow.

Q: Combine lux with ezreal and what do get (other then never ending fanfiction), this ability. It works and is viable, I just don't see the originality in this one.

W: Give me my vision! And thank god you remove the AoE 99 slow (PS: Play Talon :3). It's a great way to scout if you run out of wards, and this can stop a gank :3

E: I would complain about key placement, but Alistar exists. Good heal, useful sustain. Double heals for the win :3

Ult: Why does thy archon exist? It's seems odd for a support to have a summon that is damage heavy (And don't use Annie as your counter argument, 'cause she is not a true support) Plus if you hit an Ulted Yi with ghost and tons of move speed items... I don't even want to think about the math on that one. hehehe...

Order of best to worst: starts with W (best), E, Passive, Q, Ult

And yes, I am a Annie main... deal with it >:3