[Champion Concept] Navais, the Mistborne

Dalthine·3/13/2015, 11:55:59 PM·3 votes·1,065 views

Appearance

Navais appears to be a traditional wizard at first glance, wearing a set of long gray-and-white robes that hang loosely around his lower body, and include a pair of long billowing sleeves that hang almost to the ground. A waistband, bracelets, and choker in a filigree-like silver adorn his form, with similarly patterned decorations running down the left and right sides of his robes. A large blue jewel hangs from the center of the choker, the insides swirling with what appears to be a phantasmal essence and no obvious way to open it were it to be some kind of container. His feet up to almost his knees are wreathed in a thick layer of mist, with the density leaving his knees mostly visible, trailing down to his feet being completely obscured. His body is obviously slender, and from the collar up he appears to be extremely youthful and androgynous, almost elfin in appearance. Long and straight pale hair wreathes his head, with just enough curl to it that it does not lay flat easily and instead sways and billows over itself. His face is pale but not to the point of appearing bloodless, with a sharp, pointed nose and thin lips, but his eyes are concealed between twin streamers of mist that flow steadily from his sockets, the innards seemingly lit by some kind of glow. His posture is always calm and collected, almost regal in appearance, with a straight back and sedate expression.

Functionality, Fantasy, and Goal

Navais's purpose to a team is primarily defensive in nature. He is good at disengage and keeping an enemy team away from objectives, especially if his own team is capable of getting time to set up camp. His kit is built around safety, both slowly expanding his own presence and making sure that those within his own team are capable of feeling that same safety when they are nearby. At that same time, he achieves this safety by making the enemy fear what happens when they come into something that is obviously his territory by never knowing just what might be waiting for them within the mist.

Strengths Strong vision control Decent disengage power Moderate area control

Weaknesses Low dueling power No multi-target CC Low engage power

Suggested Roles Support, Mage

Stats Health: 6/10 Health Regeneration: 4/10 Mana: N/A Mana Regeneration: N/A Armor: 3/10 Magic Resist: 8/10 Attack Damage: 6/10 Attack Range: 7/10 Attack Speed: 2/10 Movement Speed: 6/10

Basic Animations

When walking around, Navais almost seems to float, his legs unmoving as he glides on the fog bank coating his feet. His autoattacks involve him making throwing motions with his hands, with portions of mist detaching themselves from his body and shooting out to the target. Each autoattack that lands makes a soft noise similar to a gasp.

When slain, his back arches and the crystal visibly bursts. The essence inside, glowing slightly, streams off and fades away, and the rest of his body dissipates the same as his mist did, leaving his clothes to fall to the ground.

Abilities

Passive: Convalescence Instead of mana, Navais utilizes Mist as a resource. It has a maximum value of 100, and Navais will generate at a rate of 5 per second. Visual Element: Instead of a mana bar, Navais has a gray-and-white bar that appears to be made of swirling fog to represent his mist reserves. Explanation: The reason behind giving him a unique resource that regenerates so quickly is to provide a means to limit his ability use by the resource instead of by cooldowns alone. It also prevents him from being able to utilize typically excessive CDR present in support abilities to make himself too powerful, and also limits the amount of immediate power that he can put out during his ultimate, especially with Cloying Grasp, and prevents him from being able to lock down an enemy for excessively long without rendering himself useless.

Q: Fog Bank Generates a rectangular area of fog at the target location at a moderate range. The fog will block vision as if it is brush, and enemy units inside of it will lose team vision (they no longer provide vision to allies, and allies no longer provide vision to them). The mist reacts with nearby minions and causes them to glow, revealing them to the enemy team. Visual Element: Navais raises his right hand and sweeps it from right to left. An opaque layer of pale fog billows up from the ground and forms a wall that quickly thickens, as if flowing away from the swipe of his hand. Enemy champions who enter the fog have the rest of their map suddenly go dark, and their vision becomes limited to only what they can see, but they can see out of the fog the same as if it were brush they were standing in. While inside of the fog bank, the background music and sound effects of the game become muted, and are replaced by chirping crickets and croaking frogs. To other people on that person's team, they seem to simply vanish as they enter the fog bank. Explanation: The ability is meant to be extremely versatile but also needs to be used in inventive ways. It neither causes damage nor crowd control effects, and instead has no effect but to control the enemy vision. It does have the capacity of blocking enemies from using targeted abilities on allies who are inside or on the other side of the fog bank, but it does nothing to slow enemies who choose to simply continue chasing through it. Instead, it is more meant to give your team some element of surprise in defensive movements or ganks. The team vision removal also prevents any wards that are inside of the mist from showing the team what they would otherwise see, so it can be used to make covert movements around the map, and also serves to provide an excellent place for melee or burst champions to hide in wait for a chasing enemy. The minion glow effect is primarily to prevent having a one-button method of completely locking the enemy laners from CS, as otherwise it is entirely unfair to try and CS against him. Range: 500 Mist Cost: 25 mist Cooldown: 4 seconds Bank Thickness: 150/175/200/225/250 Bank Width: 400/450/500/550/600 Bank Duration: 3 seconds

W: Will-O-Wisp Expends a charge to send a will-o-wisp to a target location. The wisp will provide vision in an area and slowly drain health from enemy champions in the area. The ability can be reactivated on a deployed wisp to detonate it, causing damage to enemies within the area of effect. If a second wisp is deployed into the same area as another, the first detonates automatically. Wisps can be targeted by the enemy team and killed. If the wisp is not killed, it will return to Navais and restore a charge. A wisp inside of a fog bank cannot be targeted, but is visible from the outside. Visual Element: Navais will have a number of green flames hovering around him equivalent to the number of wisp charges he has. Upon using the ability, he will raise his hand and point it in the direction of his ability use, causing one of the flames to detach from him and go to the target location. Enemy champions in the life drain area of effect will have a small green trail moving from themselves to the wisp, and will occasionally hear ghostly, childlike laughter. If the wisp is detonated, anyone in the area will hear a louder, more emphatic laugh as the wisp flares up into a much larger flame, then turns into a spark that returns to Navais. If the wisp is targeted and destroyed, there will be a sigh or groan (as of disappointment), and it will fizzle to a spark that returns to Navais. If the wisp is neither destroyed nor detonated, it will simply return to him. A wisp inside of a fog bank is visible but becomes semitransparent, and no longer shows its life bar. Explanation: This is his primary damaging ability and method of harass, but it is meant to allow room for the enemy to fight back against it. While it is possible to simply pour on damage without allowing the enemy to escape, doing so will deal a relatively small amount of damage and will also leave Navais relatively defenseless for a long period of time as he rebuilds charges. At the same time, the forced detonation mechanic prevents you from "doubling up" the area of effect damage and quickly draining enemies down with a large number of wisps.It functions best when combined with the fog bank, but it is very simple to walk out of in most cases if this is all it is used for. In addition, the wisp lasts slightly longer than the fog bank to give opponents the opportunity to focus the wisp while it's not invincible. Range: 600 (all ranks) Radius of Effect: 150 Vision Radius: 350 Effect Duration: 5 seconds Cooldown (Reuse): 2 Cooldown (Charge): 18/16/14/12/10 Maximum Charges: 1/2/3/4/5 Damage (Drain): 1.2/1.4/1.6/1.8/2.0% (+0.5% per 100 AP) maximum health per second Damage (Detonation): 80/100/120/140/160 (+35% of AP) damage

E: Cloying Grasp Sends out a patch of mist that will sprout hands to grab at the first enemy it encounters, slowing them for an increasing amount for a short time and then snaring them. Visual Element: Navais moves his hand back and then sweeps it towards the target direction in a scooping motion. A portion of the mist swirling around his feet separates and begins moving in the direction of the sweep, making a large but relatively slow-moving projectile. Upon reaching an enemy, it will sprout a pair of ghostly hands that will claw and grasp at the target. More will quickly sprout to claw at the affected unit until the snare triggers, which causes the hands to latch on and hold the target in place. Explanation: Navais may have utility in much of the rest of the kit, but he still needed to have some form of direct CC. It has some versatility in that at full mist, two can be sent out in quick succession to either lock down an enemy for an extended period of time, or to lock down two enemies. However, it is still single target and is broad enough to be body-blocked by front line tanks. In addition, because there is a slow in the beginning rather than an immediate snare, it gives the enemy the chance to dash or flash away, preventing him from having significant CC on top of his ability. Range: 900 Mist Cost: 50/47/45/42/40 mist Cooldown: 1 second Damage: 100/140/180/220/260 (+75% of AP) damage over the duration of the effect Initial Slow: 40/45/50/55/60% Final Slow: 90% Slow Duration: 1 second Snare Duration: 1.5 seconds

R: Mistborne Dominion Upon being used initially, a large amount of mist will begin to billow out from the cloud surrounding Navais's feet, slowly but steadily filtering out to cover an increasingly large area. The range of Navais's abilities increases to cover the entirety of the area, and the effects of his abilities change slightly, as noted below. The mist will avoid filling in areas that are within range of enemy turrets. Fog Bank (Q): Creates a circular fog bank of 300/350/400/450/500 diameter instead of the rectangular ones. Will-O-Wisp (W): A wisp will appear instantly at the target location rather than moving, but will provide reduced vision (100 range) and cannot be detonated for the first second it is deployed. Cloying Grasp (E): Becomes a targeted ability. The slow duration before root is increased to 3 seconds and the slow effect is halved. Visual Element: The chunk of mist swirling around Navais's feet will duplicate itself onto the ground where he is standing upon being used, and then slowly but steadily (walking pace) spread out to cover a large area. The layer of mist will not obscure vision, and will remain close to the ground, filling in areas that can be walked across but not those occupied by impassable terrain. Fog banks created in the area will be generated by the already-present mist coalescing into a single solid blob. Will-o-wisps that are generated will begin as a spark, flaring up into life after one second. The mist-hands of Cloying Grasp will simply appear out of the layer that coats the ground, playing a bubbling sound effect for the person targeted. Navais, as well as any enemies that enter the misty area, will have the map's music replaced by the sounds of crickets and frogs. Explanation: This is where Navais shows his true power, by generating a section of the map that the enemy knows just by looking at it that it is dangerous for them to enter. While he does not greatly increase his kill power by doing so, what he does do is give himself insane range, and also allows himself to provide selective vision in the area by sending his wisps out into it. He can use the wisps to find enemies to target, layering further damage on top of them when they are caught out, or signal for his team to close in on them. The change to his E for becoming targeted is intended to give enemies that are far away plenty of time to try and react to escape, but will likely need some tuning to ensure that the effects are not too powerful for a targeted ability. In addition, if he is jumped on before his mist has spread very far, he can be forced to cancel it in order to defend himself. Cooldown: 180/150/120 Range: 2000/3000/4000 Duration: 12/15/18 seconds Deploy Speed: 300 units per second

Playstyle

His abilities, while by no means useless on their own, centralize themselves around his Will-O-Wisp ability. His Fog Banks provide them with invulnerability to some degree to ensure that they are not killed, making sure that he doesn't lose stacks unless the enemy chooses to devote themselves to it, while Cloying Grasp will slow the enemy and then lock them down so that more wisps can be set up around them as well as on the path of escape. His ultimate is meant primarily to enhance these abilities. In addition, his wisps by themselves are strong vision tools, able to scout out nearby areas to make sure they are safe to enter, while potentially risking a charge and at the same time giving an enemy hiding in brush a chance to destroy the wisp before it arrives. At the same time, Fog Bank sets up a large amount of potential mind games, especially since the cost combined with his mist regeneration means that you will be able to almost constantly have one up. Lay them down in ways that the enemy is never really sure whether or not you're covering for an allied gank coming in, or when roaming use them to blank off wards to allow other team members to sneak through an area unnoticed. In addition, a burst-oriented or melee champion can lie in wait for a chasing enemy, making it easy to turn on them and retaliate when they walk into their own doom, without the enemy even knowing something is wrong until they hear "An ally has been slain!"

Lore

Long before the ruin that befell the Shadow Isles, there had been in the depths of the islands a large marsh. This marsh had long since become the thing of legend, called haunted or cursed by the locals, shunned and feared as a place that no man could enter and emerge from alive. It was wreathed constantly in a thick bank of fog, all but its outermost edges concealed from the outside world. For so long as any alive could remember, that was all that was known about it. It was unmapped, uncharted, almost completely separated from the rest of the world.

Even when disaster struck, the marsh remained unchanged. The mist surrounding it buffered it from the corruption that spread throughout the rest of the land, protecting its inhabitants and somehow even possessing the power to fight back the fabled Black Mist that spewed forth from the islands during the Harrowing. What the mist concealed was that the marsh had become a haven inside of the devilish place, a sanctuary for those good souls that were dragged back to the isles to live in peace, away from the torment that was wrought elsewhere.

Navais is the master of the mist, both keeping it fed and feeding off of its power, ensuring that the barrier remains strong and its inhabitants protected. Even when there were people around that chose to shun him and his home, he kept fast to his convictions, maintaining the peace in this tiny corner of the world, but as the taint fell across the land, he chose to take a more active role. The mist and the marsh it filled became the last bastion of hope inside of the accursed Shadow Isles, always repelling invaders and slowly, laboriously attempting to expand its control, to restore some light, however faint, to the inky blackness that surrounded it.

Friends: Maokai Enemies: Mordekaiser Hecarim

Introduction Cinematic

The scene opens to the sight of a child sleeping quietly in bed, at night in his own home. Soft light, separated into fourths as it filters in through a window, illuminates his sleeping face. As a few seconds pass, the light flickers green in a corner, the ghostly light slowly spreading until it fills the frame. A woman's scream comes from the background, along with the sound of a shattering plate. The child's eyes shoot open, and the camera snaps around to mimic his view, facing the window as the sound of clopping hooves grows louder, before Hecarim bursts through it. The sound of breaking glass and his laugh is cut short as the scene abruptly snaps to blackness.

The video remains black, but has strange swirls and wisps of faint color moving through it, giving the impression of movement without knowledge of surroundings.

The child wakes again, this time laying on the ground in a forest. The camera is horizontal immediately next to him, slowly flipping upright as he stands and looks to his surroundings. The trees around him are twisted, gnarled, and discolored, obviously tainted. It is still night, or appears to be; what little of the sky can be seen through the canopy is inky black. With nothing around him, he begins to wander, exploring his surroundings. Passing through a small patch of grass, he stumbles into a small clearing where a pair of spectral beasts had lain sleeping. Of an appearance similar to Hecarim, ghostly canines wreathed in blue flame, their heads raise and they snarl at him, rising quickly to their feet.

The boy bolts, and the beasts give chase. They both stumble and crash through the underbrush, the boy barely able to use brush and brambles to maintain some distance, but the knowledge is there that they grow inevitably closer, until they are literally nipping at his heels. Just when it seems all is lost, the boy's footsteps turn to soft splashes, and the beasts shy back away from him. He slows and looks over his shoulder, staring at the animals where they prowl at the edge of a bank of fog, mist that he finds himself inside of. The sounds of their pursuit and snarls have faded completely, replaced by the persistent sounds of frogs and crickets chirping.

Unsure of their reasoning but not wanting to stay next to them either, he turns back around. Immediately in front of him is an outstretched hand, the fingers slowly uncurling to offer to him. Looking up, he sees Navais standing over him, a gentle smile on his lips. Hesitantly at first, the boy takes his hand, and the two of them turn and walk into the mist. As the camera looks away briefly, and then reorients itself behind them to show that the boy is in fact a ghost. Deeper in the marsh, a number of wisps are visible, resolving themselves into the ghostly forms of other people, including children, men, and women, most of them appearing to be hapless villagers, and gesturing to welcome the boy.

The camera sweeps back around to show the beasts after a moment. They are snarling, and seem to be growing agitated. Furious at being deprived of a meal, they bunch themselves up and launch forward, charging after the two. Before they even finish their initial lunge, the mist forms itself into hands and seizes them, dragging them down. There's sharp splashing as they're dragged beneath the water, which quickly fades as they fall beneath the surface. A few last bubbles rise and pop, the sounds of their struggle replaced by the drone of the marsh's wildlife. The sounds persist as the screen fades to black, then slowly fade as well.

9 Comments

Psychoaryama3/14/2015, 12:20:13 AM1 votes

Awesome concept! The only real issue I have is that I think while R is active I feel like you compensated on E a bit too much; I don't feel like making E targeted calls for halving the slow effect, and I'm honestly not sure whether you intended to make the spell effect last longer by making the slow last for 3 seconds before stunning, but I feel like if that was your idea then a slightly extended stun would have been fine for that.

You seem to have the opposite problem of what I have in that you seem to be the type that OVERcompensates for your champs' abilities, I tend to under-compensate and make mine too OP. But I can understand, it does feel a bit better to be told to make the champion stronger than it feels to be told that it's too strong, right? Anyways, awesome champion, I'd really like to see this in the game!

Talll3/14/2015, 2:06:51 AM1 votes

Damn cool and all but its jsut a concept, no need to make it as long as it is

DONALDOLULLY3/14/2015, 5:54:49 PM1 votes

if i were you i would change the name cuase it really doesnt suit the champion:P

Psychoaryama3/14/2015, 10:05:08 PM1 votes

Idk I think it's an okay name

Thanasis Niquist3/14/2015, 10:21:06 PM1 votes

Great ideas. Y'know, I'm kind of jealous. I came up with a similar ability design, once upon a blue moon. Never Posted it tough. Instead of being a wizard though, he was something like "The lost Traveler", who got lost in some expansive swamps, led away by the will o' the wisp. Ages later, his lantern can still be seen wandering the mists. Yours is cooler though, and FINALIZED, so I can't compete.