[December MCCC Entry] [Champion Concept] Norme, Dark Ruin Mage

BigBenClockTower·12/14/2014, 3:03:35 AM·3 votes·874 views

Introduction Hey everyone! BigBenClockTower here, and welcome to my fifth Champion Concept placed onto the Beta Community Boards. It's also my fourth contest entry on the Beta Community Boards, so as always, this is exciting for me, and I hope it is for you too.

Norme, Dark Ruin Mage, will not only be my December Champion Concept Contest entry, but will also mark the third concept in my "GenreBusters" series of Champion Concepts, where I look at genres not usually associated with MOBA games, and derive Champions out of them, whether it be Platform, Strategy, Puzzle, or even Racing. Norme's concept comes from the Tactical Turn-Based RPG genre, and carries heavy inspiration from titles such as Fire Emblem, Advance Wars, and XCOM.

However, even if this is a contest entry, the golden rule still applies! One review of any of my concepts gets you one review from me on a Champion of your choice! I like being fair, and I love seeing original concepts too.


About QuickJump Tags I have a tendency of getting long with my posts sometimes. Since I do, I have split them into multiple sections that showcase everything I have to say. So, what does this mean? It means I love detailing everything. It gets me motivated to put these Champion Concepts forth. However, sometimes, people just want to see certain things without scrolling through a lengthy essay, and splitting it into multiple posts can be confusing. So, for those who simply want to see the stats, kit, or other parts of Scarlet I've concepted, I've added special QuickJump tags to each section for easy finding. Simply press Ctrl + F, and type the tag you want to jump to.

Description / Lore / Relationships = [-DLR-] Quotes / Skin Ideas = [-QSI-] Stats / Roles = [-STR-] Abilities = [-ABL-] Recommended Items / Tips = [-RIT-] Challenges = [-CHA-] Updates = [-UPD-] Conclusion = [-CON-]


[-DLR-]

Description Norme is a Mage / Assassin Champion whom has a unique niche in that his spells have the opportunity to critically strike. He also has methods of quickly doubling up on a spell should he choose to do so. His playstyle is very much in the vein of assassins and hyper-carries however, and his build paths mostly revolve around that. While he can be tricky to use due to his lack of mobility and channel times, his damage output potential is immense.

Lore The strength Noxus once stood for was finally starting to wane, and the world's status meant that survival was only going to get harder and harder for everyone involved. The new circumstances were a defining moment in Noxus, and in Norme's life; his parents went into hiding, unable to shield themselves from the clamorous crowds whom wished his family's wealth and power be shared. Unable to stand by idly, Norme tried to steal his own family's assets and distribute them to everyone, but he was quickly found out by his parents, and banished from their home. As a result, he began a long term journey of finding the answers to the problems that were only growing.

During his travels, he found much wealth in exploring with a group of brigands, killing and pillaging those too weak to fend for themselves. Following this amassing of much needed treasure, he brought his share back to Noxus, if only to share it further with everyone. However, the return was most hated by his parents, whom tried to have him assassinated in the night. They would've succeeded if not for one honest woman who took him, mortally wounded, into her humble home outside of Noxus' walls. While she was able to save him, his mental state was shattered in every possible way. As a result of the accident, he had difficulty expressing emotions in any form that wasn't a smile, and his outlook on life mixed the lifestyle of killing and pillaging he had grown accustomed to with the will and optimism to fix the world, or at least his home of Noxus.

Slowly losing some of his humanity, he turned to drifting around Runeterra, trying to help where he could, even if that help involved doing very terrible things to others. People took note of his actions, and considered his cavalier, yet wholly upbeat, attitude to be refreshing. Concerning mortality, he seemed fearless, and often went out of his way to do whatever he felt needed to be done to save the world. However, he eventually grew tired of it all, and was starting to give up hope before his travels took him to Bandle City. During his stay there, he showcased quite well his ability to get along well with Yordles, and his befriending of one very whimsical one allowed him to see a new light, even in the darkness, renewing his spirit and vigor to succeed.

Taking up travel again, he stumbled across an ancient power locked within a ruined structure in Icathia, and his curiosity resulted in his entire being absorbing this energy. With this power, he turned from his swords and axes, and began wielding his entirely new void based magic. Misinterpreting the symbols that described it, he called this power "Ruined Magic", and set forth for his next destination, the wastes of the Freljord, where he can perhaps find the answers in speaking with the Iceborn.

To get there, he needed allies, and he found them in a group of scouts hailing from Demacia. Initially skeptical of him, they accompanied him nonetheless after he proved his good nature (and rather sickening humor). It is known that, for now, he seeks to achieve a great purpose that will challenge and defeat the endless siege of darkness encompassing the world, regardless of how long it takes him.

"Hey! That reminds me of a good one! So, two Yordles, the Half-Dragon, and the Lady of Luminosity walk into a bar..." - Norme, Dark Ruin Mage

Relationships Friends Lulu Quinn

Rivals Darius Swain


[-QSI-]

Quotes: When Selected: "I'm giddy with anticipation!"

Movement: "Ooh, will there be blood?" "A "guts"y move! Ah-haha!" "I'd rather be maiming someone!"

Attacking: "I'll be sure to save the body when I'm done!" "Hooray! Imminent danger!" "Can I kill them? Please?"

When Ruin Activates: "Bye bye!" "Here, have some death!" "Special delivery!"

Activating Waste: "Ooh! My turn, my turn!" "I'll waste them!" "Ahaha! This will get ugly!"

Recasting a Spell with Waste: "Still hungry? Have some more!" "Come on, just die already!" "Ehehe! Let's do it again!"

Taunts: "Nice team! It'd be a shame if they exploded!" "That was quite the nasty hex you had!" "Whoops, I overdid it!" [Secret Taunt Against Darius] "I'm bleeding in thirteen different places! Yay, blood!” [Secret Taunt Against Vladimir] "Bloody murder, bloody mess!"

Jokes: "What did the healthy casket ask the sick one? 'Why are you coffin?' Get it?" [Secret Joke Against Darius] "Make many mistakes! Am I right?" [Secret Joke Against Vladimir] "Any donations are accepted gladly!"

Skins: Coming soon...


[-STR-]

Base Stats and Roles

Attack Power: 6 Defense Power: 2 Ability Power: 8 Difficulty: 8

Primary: Mage Secondary: Assassin

Creator's Comments:

Health: 480 - 1840 Health Regen.: 5 - 15 Mana: 380 - 1410 Mana Regen.: 6 - 16 Ranged: 600

Attack Damage: 48 - 102 Attack Speed: 0.65 - (+0% - 48%) Armor: 20 - 80 Magic Res.: 30 Mov. Speed: 325


[-ABL-]

Ruined Magic: [Innate - Self-Buff]

Norme's spells can critically strike, with a chance to do so equal to his critical strike chance.

Additional Notes:

  • Ruined Magic also applies any effects related to critical strikes to all spells Norme casts.

Creator's Comments: Effects related to critical strikes include the passives attached to Infinity Edge, Lord Van Damm's Pillager, Statikk Shiv, Wicked Hatchet, and Lightbringer. Norme's spells, when they critically strike, can apply the items' effects as though the spells were the basic attacks the items require otherwise. No other on-hit effects are applied however.

Slime: [Q - Single Target Channeled - Range: 1000 - Mana Cost: 70 / 75 / 80 / 85 / 90 - Cooldown: 8 / 7.5 / 7 / 6.5 / 6]

Norme channels for 2 seconds while enshrouding an enemy with blobs of magical green slime. When he finishes channeling, the blobs rupture, dealing magic damage. The enemy is slowed for the duration of the channel.

Magic Damage: 40 / 60 / 80 / 100 / 120 (+ 100% AP) (+ 50% Bonus AD) Slow Amount: 20 / 25 / 30 / 35 / 40%

Additional Notes

  • Benefits from Ruined Magic.
  • Slime can critically strike.
  • Applies spell effects as a single target ability.
  • Spell vamp is fully applied.
  • Rylai's Crystal Scepter will apply a 35% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block the slow, but not the damage.
  • Slime's cooldown does not begin until the channel is finished.

Creator's Comments: It is important to note that Norme cannot move while channeling, as moving while channeling will actually cancel Slime and place it on it's cooldown. As his primary damage ability, Norme players would be wise to level it whenever possible, and it's range makes it a great poking tool in almost all situations poke is needed.

Repulse: [W - Conic Area of Effect - Range: 600 - Mana Cost: 80 / 85 / 90 / 95 / 100 - Cooldown: 14 / 13 / 12 / 11 / 10]

Norme channels for 1 second before spawning a repulsive wave of darkness in a large 30° cone that deals magic damage to foes while knocking them back 600 range. Enemies receive the damage a second time if they connect with terrain while being knocked back.

Magic Damage: 30 / 45 / 60 / 75 / 90 (+ 60% AP) (+ 30% Bonus AD)

Additional Notes:

  • Benefits from Ruined Magic.
  • Each instance of damage from Repulse can critically strike.
  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 15% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block the ability.
  • Repulse's cooldown does not begin until the channel is finished.

Creator's Comments: As Repulse's damage is split between the base damage and second terrain connection, proper timing and positioning is key, especially with the 1 second channel time. While most players won't need more than 1 rank in Repulse, additional ranks do decrease the cooldown, while also adding on damage, meaning there are options when compared to Slime and Parasite.

Parasite: [E - Targeted Channeled Chain Area of Effect - Range: 600 - Mana Cost: 85 / 90 / 95 / 100 / 105 - Cooldown: 12 / 11 / 10 / 9 / 8]

Norme places a leeching hex on a single target that deals magic damage, then begins channeling. So long as he channels, the hex will bounce as an orb to other enemy targets within 600 range of the current hexed target. The orb prioritizes Champions, and each target the orb hits takes an equal amount of magic damage. Targets can be hit multiple times, with successive hits dealing 50% of normal damage. Norme can channel for up to 3 seconds before the spell ends, and during this period, restores health equal to half the damage he deals to each target hit.

Magic Damage (Initial Strike): 20 / 30 / 40 / 50 / 60 (+ 80% AP) (+ 40% Bonus AD) Magic Damage (Successive Bounce): 10 / 15 / 20 / 25 / 30 (+ 40% AP) (+ 20% Bonus AD)

Additional Notes:

  • Benefits from Ruined Magic.
  • Each instance of damage from Parasite can critically strike.
  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 15% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block a single instance of the damage. They do not block the damage from successive hits from the same Parasite.
  • Parasite's cooldown does not begin until the channel is finished.

Creator's Comments: As with Slime and Repulse, Norme cannot move while channeling Parasite. If he moves, Parasite's effects end. The mana cost is slightly high, but is balanced by what the ability can provide (health recovery, team-fight damage potential, critical strikes) warrants it. While somewhat pushing the boundaries of what constitutes an "overloaded" ability, this was where most of Norme's power budget went. Also, it's free sustain in lane, and always worth a couple of ranks.

Waste: [R - Self-Buff - Cooldown: 60 / 50 / 40 / 30]

Passive: Norme gains 10 / 20 / 30 / 40% critical strike chance.

Active: Norme enhances the next spell he casts within 6 seconds, allowing him to ignore the cooldown and recast it earlier for double the usual mana cost.

Norme begins with one rank in Waste, and can increase it at levels 6, 11, and 16.

Additional Notes:

  • Waste has no cast time and does not interrupt Norme's previous orders.
  • Activating Waste does not reset the cooldowns on Norme's spells.
  • The cooldown of Waste will begin when a spell is cast after activating it.
  • If Norme does not cast a spell within 6 seconds, Waste goes on a reduced cooldown of 12 / 10 / 8 / 6 seconds.
  • Waste can be cast while under any form of crowd control, as it has no effect on its own.

Creator's Comments: Waste is the peanut butter to Ruined Magic's jelly. Critically striking spells is sweet, free critical chance and instant recasts is savory. Both work in tandem to provide Norme with a plethora of build options, as well as options in ability leveling and in lane. His numbers are pretty modest across the board, and any edge cases arise from situations where he's losing out on other aspects of his kit, thus balancing them out regardless. Waste is expensive however, as recasting a spell does double the mana cost, but it's a worthy trade when trying to blow a target up.


[-RIT-]

This section coming soon...


[-CHA-]

Norme's lore and kit reflects the nature of Runeterra in this age. His kit wants an aggressive playstyle as a hyper-carry Mage / Assassin, and thus accomplishes the siege breaking part of the challenges. Additionally, I don't care how tanky you are, he can critically strike with his spells, and blow you up anyways. He cannot sit around and take hits, or he'll lose the fight, as his squishiness and his spell effects do not synergize with tanking. His spells use complicated magic, and he needs to channel for them to work to full effectiveness, so he satisfies that part of the challenge as well. Lastly, his lore explains his side in the fight for Runeterra, and he's a Defender in every shape, meaning he satisfies the correct challenges.


[-UPD-]

12/13/2014 - First posting of concept. 12/17/2014 - Added Creator's Comments to Norme's spells, and fixed some formatting and grammar issues. 12/17/2014 - Small changes to Norme's spells.

Creator's Comments: Norme's been a bit too repulsive based on some feedback I've gotten, on and off this site, so here are some small changes to help make him less revolting in the early game, while rewarding skillful play with a slightly better than before late game.

Q - Slime Sticky Situations : Slime now goes on cooldown after channeling is finished (interrupted or not), as opposed to on cast. Cooldown : 6 Seconds (at all ranks) ---> 8 / 7.5 / 7 / 6.5 / 6 Seconds

W - Repulse Ugly Uptime : Repulse now goes on cooldown after channeling is finished (interrupted or not), as opposed to on cast. Range : 800 ---> 600 Knockback : 800 ---> 600 Cooldown : 14 Seconds (at all ranks) ---> 14 / 13 / 12 / 11 / 10 Seconds

E - Parasite Livid Leeches : Parasite now goes on cooldown after channeling is finished (interrupted or not), as opposed to on cast. Cost : 90 / 95 / 100 / 105 / 110 Mana ---> 85 / 90 / 95 / 100 / 105 Mana Cooldown : 10 Seconds (at all ranks) ---> 12 / 11 / 10 / 9 / 8 Seconds

12/19/2014 - Added full Lore, added the Challenges accomplished, added a Description, added Relationships, minor editing on grammar and formatting.


[-CON-]

Please, give me your feedback on what is here so far. More coming soon...

Thanks a bunch!

-BigBenClockTower

6 Comments

Vbunnie12/14/2014, 6:34:30 AM1 votes

Lore: magic projectiles that hit with all the power of force but are still mistical? Ummm I would try to reword this, as it does not make any sense. Also I do not understand the whitty banter as it adds nothing to the lore. Yeah I would try to fix that.

Passive: Awesome I love this ability a lot and think it is a fantastic idea.

Q: Ok great Idea but 2 seconds is a real long channel time, also can he move while channeling this might be an important detail. I also would increase the cooldown a slight tad as it can easily be spammed and cooldown reduction while make this a monster ability especially if it can crit.

W: Interesting Idea but the knockback is rather high especially for an 800 range ability. I would definately either decrease the range of the ability or decrease the knockback especially with such a low cooldown.

E: Actually a really good idea. Again can he move while Channeling with this ability I would doubt it. I also think the manacost is rather high even for a bouncing ability. However it is a really good idea.

R: Interesting and a fantastic Idea.

Overall this champion works really well, however I am concerned as to how exactly he would counter being hard pushed into a tower. This would be very difficult for me to understand. Also how does all of his powers have to do with force when slime is obviously not an element of force? Neither is waste for that matter. I would suggest going back over the champion and making sure these are the names you want for your abilities. The effects are nice however the whole theme tie in is not there, and the lore is lacking at best. Also how does this champion make strange allies exactly?

Oh yeah And going over Heidi the Wrangler a fellow December MCCC entrant would be nice. Link Here http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z9NJTTfE-december-mccc-heidi-the-wrangler also another link can be found via the MCCC page 2

Vbunnie12/15/2014, 7:54:33 AM1 votes

well that is awesome here is the thing though not everyone plays Fire Emblem. I understand the concept however, there still needs to be a tie in to make it make more sense. Annie for example is a fire mage and how she summons a giant bear is explained through her lore, or at least it used to be. Essencially some sort of tie in must be in place for your champion as well. Tie something like waste to a random guy who uses magic. Ruined magic must also be explained. This is essencial to the contest and the champ as a whole.

q: Alright here is the thing the cooldown needs to be increased because of one reason and one reason only the two second channel and obviously the issue with cooldown reduction. As it sits without cooldown reduction in play you cast the ability and it goes on cooldown. This is the basic ability cooldown essence. ok so in six seconds you can recast...awesome but let us say you channel for 2 seconds. now it is only 4 seconds till you can recast the ability, and for the damage it does which is teetering on way too much especially considering the standard ap build gives you about 700ap maybe 500 and I am assuming your champ would be somwhere around the 250 250 build. Your Q will do (120)+(250 from ap) plus let us say he had 50 base attack damage so 200 bonus and 50% would be 100 so let us say 120+250+100 so a grand total of 470 damage with the added effect of possibly critical chancing and it slows for 40% and you only have to wait 4 seconds till you can recast it without the ult? Umm yeah that is definately tinkering on the way too powerful range and that is without cooldown reduction. I also am concerned about that 90 mana cost which is really high with that low of a cooldown and it creates huge problems with being what I call uber mana hungry. If this is your primary source of mana you better build all mana regen because of your very low cooldowns dictate it so much so that they might even be obsolete. Let us say for example you have a base manapool of 1000 at max level (this is roughly adverage) and choose to activate your ult on your q. ok so your first ability takes 90 mana and your second cast takes 180 mana. Awesome so that is a total of 270 mana lost. That might seem low, except that is over 1/4 of your manapool lost to one ability. Granted the highest manapool in the game is only 1500 that is still like 18% of your mana pool. If you were level 1 with a base manacost of 70 you would still cost 210 mana which is a ton especially since you have a much lower mana pool at this level which is almost all of your mana. Yeah on one ability and with a mana regen of 6 per 5 you will wait like forever to regen that mana. You would have 175 by the time you could recast the ability. Let us say you cast the ability regularly. This would give you one more cast till it is game over assuming you cast it as soon as it pops off cooldown each time. 4 casts on an ability that takes two seconds to channel and is really hard to hit with is really difficult to handle. Increasing the cooldown will let you lower that manacost slightly.

The W: Has a low cooldown at first level but needs to be able to scale down at higher levels, because 14 seconds is a really long time to waite for an ability. Also 800 range is really far and an 800 knockback is 800 units. Let us say you hit them at max range. You push them to 1600 units. That is over 1 and a half normal vision range. Summoner's rift is a 19000 Unit distance from nexus to nexus and your ability just knocked their champion 8% of the map away....yeah...definately high...especially in a midlane situation where there is only 1000 distance between one turret and another. If they were on your turret and you used this ability from 800 units away firing it towards your turret from behind them. You just knocked them into your inner turret.....Yeah no please.

E: Same issue as the Q too low of a cooldown too big of a cost and too much daamge and with the sustain....yeah...

R: No problems here but I would increase the cooldown slightly at higher levels, maybe 30secondsislow

Raptamei12/20/2014, 11:01:15 PM1 votes

Review.

Passive Um... well... there are no AP items with crit. So this is either a dead passive or you're supposed to ignore the AP ratios and build AD (probably not, since AD ratios are so low and AD itself is more expensive than AP). It's also a fairly toxic ability because it randomly makes your nukes deal massive damage. You don't get the smoothing effect of auto attacking dozens of times. You cast 4 abilities, and if they crit:

http://i3.kym-cdn.com/photos/images/original/000/636/865/858.png DING DING DING 100% SKILL.

Q Balanced, except for the damage which is unrealistically low, especially for something as easily interrupted as this. 40-120? Few abilities have a base damage below 200 or so.

Also, there is no counterplay to it because it has a massive cast range - at 1000 range and with a slow, many champions (even ones with hard cc) simply can't get into range to cc you before it wears off, and conversely, if they're in melee range when you cast it, there is no escape without burning a long ranged dash.

And why does this partially ignore spell shields? This almost looks like a Dota spell that partially pierces magic immunity.

W Shortish cooldown for such a powerful effect: it's better than Syndra's knockback while being on a 2 second lower cooldown and having three times its AP scaling if they hit a wall. 1.2 AP ratio is insane, even if it is somewhat compensated by the poor base damage scaling.

E Damage again seems weirdly low with excessive scaling, but it's impossible to tell because it doesn't say how often it bounces and therefore how often it hits the same target again. Other than that, a neat ability.

R Okay, this is pretty cool. The double mana cost could prove to be an issue because a double cast is 300+, but being oom is not a problem if the target is dead instead. Doubling W could prove to be pretty insane though at preventing any melee opponent from ever going ham on you. Hello top lane.

The crit chance however means actually building crit is discouraged. Get the right masteries and you have 50% chance to crit... which is about the worst possible value in terms of reducing the impact of luck. You're just as likely to have 3 crits instead of 1, dealing hundreds of damage more without any player input. If you're going to base your kit around crit, at least implement a system so the player can manipulate crit - Ashe's stacking passive, Dota pseudo-RNG that can be charged up by missing a few times in a row, etc.

Gameplay The kit makes a large amount of sense: using a knockback and slow to keep enemies away while you channel. The numbers are off though and the reliance on crit is dubious.

R-W-W including two wall hits and two crits with 400 AP = 2640 damage. Veigar's entire combo with 600 AP: 2760 damage. And Norme still has two more abilities to use, dealing 520 damage with Q (god forbid that crits too) and an undetermined amount of damage with E.

Looks like Veigar is getting the short end of the stick.

ElementLlama1/5/2015, 1:48:46 AM1 votes

Character, I would have to go for 9/10. I know that your character is well rounded and developed, I like their kit and how it reflects the ruined magic. Only problem is, a Noxian shouldn't give a shit about others having problems with wealth, power is everything, power is love, power is life. As a Noxian Norme would probably not give a shit about those around him as long as he had power as the rest of Noxian ideology. He is an amazing character, but Riven was betrayed before she left Noxus and even then has a power fetish.

Mechanics, 8/10 Your abilities are well made, and would do well for a mage. Problem is the crits, they don't really allow for a full "mage", it's definitely interesting, but you sacrifice your main damage (ap) for crits that typically do better for ad champs. The character is hard to vision in a game, simply because his sources of power are so different from each other.

Challenges, 10/10, siege breaker and channel times nailed

27/30 for now, I just need to know who you've reviewed if you have reviewed. Let me know who you have reviewed if you have reviewed so I can add to your score.