Nanbana, The Wandering Yordle

Omnem Occido·12/15/2017, 5:16:54 PM·3 votes·661 views

Abilities

Innate: Trained Eyes- Ever wary, Nanbana sees her surroundings with a honed precision. Noticing distortions in the world around her, she can reveal traps, wards and units hidden within bushes within 500 units of her.

In addition, Nanbana has 25% reduction on trinket cooldown.

Q: Sneaky Shot- (12, 11, 10, 9, 8) second Cooldown; 60 Mana; 100 Units Wide, 850 Range, 680 Travel Speed Nanbana shoots a bolt in target direction, hitting the first unit along its path. The bolt deals (60, 100, 140, 180, 220)(+100% AP) and snares the unit for 1.5 seconds. If that unit has no vision of Nanbana when hit, damage is increased by 25%, and it snares the unit for 3 seconds instead.

W: Trick- 10 second Cooldown; 75 Mana; 200 Unit Trap Activation/Fruit Pickup Radius, 750 Unit Cast Range; 1000 Unit Spawn Radius Passive: Nanbana’s sharp senses allow her to find healing fruits once every 10 seconds, each fruit lasts up to (30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81) seconds. Picking one up allows her to cast Treat for the remaining duration of the fruit instead. Enemy champions can trample the fruit, and ally champions can pick it up to automatically gain the effects of Treat Active: Nanbana sets a trap in target location. Enemy champions that walk over it are dealt (20, 35, 50, 65, 80)(+25% AP) magic damage per second and have their vision reduced to 300 for 3 seconds. W: Treat- Nanbana uses the fruit to heal herself or target ally, healing the unit by (20, 35, 50, 65, 80)(+25% AP) per second and increasing its movement speed by (20%, 25%, 30%, 35%, 40%) for 3 seconds. This spell has half the cooldown of Trick, with no mana cost (consumes Healing Fruit).

E: Wanderer’s Guile- (20, 17.5, 15, 12.5, 10) second Cooldown; 90 Mana; 150 Units Wide; 800 Unit Range; 500 Travel Speed Nanbana sends out a wave of magic that hits the first unit along its path and has different effects based on what it hits. Ally Champions- Nanbana grants the champion a shield that protects them from (55, 90, 125, 160, 195)(+60% AP) damage for 5 seconds. Ally Units (Non Champions)- Nanbana returns 150% of Wanderer’s Tricks’ mana cost and reduces her cooldowns by 2 seconds. Enemy Units (Non Champions)- The wave splashes in an area around the hit unit. For the next 5 seconds, all non-Champion units in that area have damage dealt to them by other sources increased by 25% (10% for epic monsters), and give 20% increased bounty when killed. Enemy Champions- The wave deals (50, 80, 110, 140, 170)(+60% AP) magic damage and slows them by (20%, 27.5%, 35%, 42.5%, 50%) for 2 seconds.

R: Yordle’s Passage- (100, 85, 70) second Cooldown, 100 Mana, Nanbana and target ally champion gain Path of the Yordle for 8 seconds. During this time, both gain Invisibility, and have their Attack Damage increased by (25, 35, 45). Attacks, spells, and item abilities reveal the champion that used them for 1.25 seconds after. Sneaky Shot does not break cover.

9 Comments

EvilGrinNol12/17/2017, 10:36:03 AM2 votes

It's not a bad idea, but I do have some issues with this. So please bare with me.

Starting off with Nanbana's passive, Trained Eyes, it does seem a bit overpowered as it basically renders all wards, traps, ambushes, and so on completely worthless. I would personally suggest lowering the range of the passive and make it so only she can see wards and traps but not the rest of her team. Also champions in bushes are fine but for champions that have stealth like Camouflage of Invisibility maybe make it so she has an idea of where they are at as oppose to flat out revealing them like how Evelynn 'W' shows her enemy where she is generally but doesn't reveal her out right. Like maybe she 'hears' or 'senses' something nearby and that takes on a red arrow pointing in the general direction of the champion.

Second, her Q's AP ratio seems WAY too high especially if her base damage is pretty high too going up by 40 each time she levels up. Not too mention that if she is going to get a 25% boost when stealthed which thanks to her passive it should be extremely easier for her to do. I would recommend that you either lower her base damage to go up by 20 per level or you lower your AP ratio from 100 to 80. Otherwise I think it's a good one.

Third, most of her W is fine and seems balanced enough but I think instead of listing how long 'Treat's passive last at each level you should just limit to how long it lasts for each level of W since that is how most abilities's passives work. So I would suggest you have it so starting at level 1 'Treat's passive lasts for 30s but then goes up by 5s each time it levels up so when it is fully maxed out it stays for 50s.

Honestly I have nothing negative to say against E since I think it is a balanced and good ability.

Now, lastly for your R I really like the idea of having you and another teammate go into stealth to either form am ambush or to help make an escape. Especially since as of now there is no champion that allows others to stealth with them so that already makes it more unique and fun to use. The only thing I would change is that instead of Attack Damage you make it Adaptive Damage that way champions who use Ability over Attack Damage such as Ahri Galio and Diana can get something out of it.

Overall, this is generally a nice idea especially for a more aggressive stealth jungler. Some elements seemed to be taken from Teemo but there are enough changes to be different since Nanbana is more in a passive/supportive role as oppose to Teemo aggressive style since Nanbana can help get rid of traps, wards and help warn allies of hidden danger while Teemo...well...he normally IS the hidden danger. Hope this helps ya out. Look forward to more!