[Day 3/20 Character Creation] Nozomi, Ninja ADC

dZefa·3/23/2017, 1:21:10 AM·1 votes·384 views

Short Bio:

Nozomi was born of a clan that secretly guarded a Rune from outsiders who wished to use its powers. Due to the wars surrounding the Runes, this family was nearly wiped out as they failed to protect the Rune. Nozomi, one of the few last survivors, was taken as a POW by Noxus and eventually made her escape. Nozomi joins the Summoner's Rift to ultimately seal away all Runes to prevent further wars and to protect others from the fate her clan suffered.

Goal:

Introduce a new marksman who has a way to counter or parry in order to survive. Nozomi should be played when there is abundant dive and/or assassination on the enemy team. Also, to introduce a new mechanic found in Nozomi's passive, High Ground.

Champion Name: Nozomi

Kit:

Basic Attack: Ranged Bow and Arrow.

Passive: High Ground

Nozomi has the option to jump on top of terrain to gain the high ground against her opponents. She is rooted when on top of this terrain and can be knocked off by hard cc or if Nozomi inputs a move command. While on the high ground, Nozomi gains greatly increased range on her basic attacks; think maybe Varus attack range -> max W Kog range. Nozomi cannot get back on the high ground for a duration of time; the time is increased if she is knocked off by an enemy champion.

Q: Explosive Arrow

Nozomi shoots an arrow with explosive power. This is a straight skill shot that will stick on the first enemy it hits or terrain if it does not hit anyone. The range of this ability scales with her basic attack range.

The arrow deals damage on impact and after a short delay, the arrow will explode dealing additional damage as well as slowing those caught in the explosion.

W: Trap Talisman

Nozomi places a talisman on the side of a terrain (cannot be placed on the ground). The talisman is activated if an enemy champion walks within its short range.

Activation: The talisman immediately explodes into a shroud of poison. This deals small poison damage over time and leaves all enemy champions vulnerable to Nozomi's basic attacks during the duration of the poison.

Nozomi's basic attacks against vulnerable champions ignore a % of their armor.

E: Triple Shot/Sneak Shot

Passive: Every 6th attack, Nozomi will shoot 3 consecutive arrows as her basic attack. The first will deal normal damage, the 2nd and 3rd arrow will deal considerably less damage but the 3rd will act as a skill shot. Hitting all 3 arrows will deal bleed damage that scales with the damage done by all 3 arrows. If the 3rd arrow misses an enemy champion, it will remain on the ground/wall until it is either picked up or an amount of time has passed. (It will deal damage to minions/monsters but will pass through). Picking up the arrow will automatically reset the passive. 2nd and 3rd arrow will crit if the first crits.

Active: Nozomi calls back all the missed arrows within her vicinity dealing damage to all enemies it passes through and slowing them. Each arrow brought back will lower the passive cooldown by 1.

R: Kawarimi no Jutsu

Passive: Nozomi gains charges of Kawarimi no Jutsu over time maxing out at 3. Nozomi gains max charge upon leveling up the skill.

Active: Nozomi trades places with shrubbery found in bushes. Nozomi channels for 0.2(is that too long?) seconds before swapping places. During this channel, if Nozomi is hit with an ability, the said ability is parried and Nozomi gains a big burst of movement and attack speed as well as refunding a charge. If Nozomi uses Kawarimi no Jutsu while on High Ground, the cooldown of High Ground is cut in half. High Ground's cooldown is completely reset if Nozomi successfully counters while on High Ground.

Nozomi will not parry/counter basic attacks. So all basic attacks inputted before she swaps places will still hit her and deal damage.

Idea behind the Kit:

Give the potential of surviving all-in dives and assassinations to the marksman role. Although, Nozomi will have the option, she will lose out on a lot of DPS as she would have to react to the all-ins and assassinations before repositioning to find high ground. This is so that Nozomi cannot abuse both of her powerful abilities in High Ground and Kawarimi no Jutsu at the same time. Nozomi's kit is revolved around her positioning in teamfights to make use of High Ground.

Nozomi's ultimate cooldown will be fairly long to reward those who successfully use it to parry. Landing the parry will be very difficult and will hopefully really reward Nozomi players if they succeed.

With Nozomi, my third Champion Creation is done. I hope you enjoyed reading this and as always, do leave me a comment if you have anything to add, change, or criticize. See you tomorrow!

Past Days:

Day 1: Kalevi

Day 2: Kari

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