(Champion Concept) Nash'Thul'Ruuk, the God of Fools

Meep Man·10/4/2016, 1:37:22 AM·1 votes·521 views

LORE There lies an ancient city deep within Shurima that has been forgotten by many, but not by those who know what is trapped there. The ancient city of Icathia lies in wait for the moment to strike at all within this world. In the ancient Rune Wars, Shurima and many others were forced to come into direct conflict with Icathia who had been able to gain the power of two, not one, but two World Runes. Icathia was a dark city of fools who could swear they could hear the whispers of gods telling them to kill all who did not follow them. They were half right in that regard. They were hearing whispers. Now with two World Runes, they used these World Runes not for pure destruction, but to open a gateway into another dimension. This dimension was none other than the wretched Void. While most monsters from this malicious plane of existence are small enough to fit through the portals they can naturally claw open, some are simply too big to claw their way into another dimension since any portal opened would be too small. Unfortunately for Runeterra, two World Runes was enough to open such a gateway. The portal opened and darkness filled the world around it. Anyone who wasn't on the opposite side of Runeterra on that day could see the portal in the sky and, from it, the creature that crawled it's way into the world. People now believe the story of the portal to be but a myth, but it was all too true. The creature flung it's way down into the world. All below thought to be doomed to being crushed by the creature, but it fell to the ground and seemingly phased through the earth. The creature was never seen again and disaster seemed to have been dodged. After the two World Runes had been dealt with by a powerful mage, many wrote about the creature they saw fall to the earth. However, due to a lack of evidence of it existing, most believed it to be but a tale. However, the creature is still alive and it is all too ready to return. In ancient Shuriman tongue it is called Nash'Thul'Ruuk or The God of Fools. It has already corrupted one human and started a cult following the Void, now it is ready to arise itself. Those that live near Icathia can hear it's whispers. It draws them to him. Even the creatures of the Void that inhabit the desert flock to Icathia now. It's coming is soon and it seeks to end all life, no matter what.

A Requiem for Fools There was no daylight or any stars shining down during the hour of it's return. There was only darkness. Darkness that would drive the world mad. It was truly a sight to see. Humans and Xer'sai alike, all gathered around one spot to witness it's coming. No violence, only silence. The silence, oh how it was maddening. It wasn't until the ground began to quake that the Xer'sai began to scream and the humans fell to their knees in worship. Reality began to warp and collapse around Icathia. It was as if a claw was ripping a hole in the very fabric of reality around the ancient city. The sky that was filled with darkness before was now a simple shade of purple. A purple that only those who had witnessed it would fear. The purple shade of the Void that is. It filled the sky and all on the planet could feel it's presence. All across Runeterra, even the mightiest shivered and could feel their strength and courage replaced by a tiny flicker of fear. It wasn't just a terrifying amount of fear, but it was just enough to drive one insane. Doubt and sadness filled the minds of all on Runeterra. Even the mightiest of adventurers and heroes felt an evil awakening deep within the earth. The ground around Icathia began to crack open, the Xer'sai still screaming. Violence began as some, in their screaming fit, began to bite off the heads of the worshiping humans. None faltered in their worship despite the massacre. It continued, their chants repeating but one name: Nash'Thul'Ruuk. Storm clouds formed above and lightning began to strike down, obliterating the sand on impact and hardening it into glass. Pools of Void energy fell from the sky, corrupting the sand of the desert into an acidic substance that would burn all life it touched that was not born within the Void. The chanting grew louder and the Xer'sai screamed as loud as they could, blood flying into the air from their full stomachs. The cracks forming within the ground began to sweep all across Runeterra, shattering it. One crack flew to Demacia and split off a section of the city. One flew to Noxus, destroying an arena used to store enslaved gladiators. They all ran free. One went through the sea and caused intense whirlpools and tsunamis across the shores of Runeterra. Bilgewater was hit with a large wave that momentarily paused the intense civil war within it over who would come to power after Gangplank's "death". All power within Piltover stopped flowing when one of the cracks destroyed a hextech factory. Zaun experienced a chemical flood when one the Chem-Barons factories was split in half, causing many deadly chemicals to flood the streets surrounding the factory. Runeterra itself was sent into chaos. There were hardly any humans left when the beast began to emerge from the ground within Icathia. It's many eyeballs gazed upon the wasteland around it. Reality itself could hardly support the power contained within this creature. Even the mighty Star Forger felt an intense sensation he himself had never felt before. He had thought he had felt it, but that was only a teaspoon of what he felt. True fear and horror swept his mind as the beast emerged from the ground. Nash'Thul'Ruuk exploded from the ground, sending a tidal wave of Void energy across the planet's surface. Death swept across nature, killing countless animals who were already weak. Void energy filled the roots of the forests across Runeterra, causing nature to seemingly stop doing what many thought impossible to stop nature from doing: growing. Nature had stopped growing. Plant life began to die as it was suffocated. Celestial beings of all kinds began to descend and help nature recover, but time was against them. Even where nature was thought to be dead was touched by the Void energy. The Shadow Isles was sent further into darkness. It's undead inhabitants ran from the source of the Void energy and the souls within many of the weakest undead spirits were ripped to shreds. Nash'Thul'Ruuk ascended into the sky and gazed upon the planet around it. It was not at full energy, but it could tell it didn't need to be to destroy this world. As the world recovered from the tidal wave of Void energy, he spent this time to create a dome of Void energy around Icathia and itself. The Void itself had landed on Runeterra as the Void destroyed all non-Void creatures and terrain within the dome. A solid fifth of Shurima was instantly destroyed. The hour of doom had finally come. All conflicts on Runeterra must come to a hold to defeat this threat. For, no matter who wins their war, it would not matter. What is there to win if it is to be destroyed soon? All who had gathered around Icathia to worship the coming of Nash'Thul'Ruuk had been killed. This was no unholy requiem, no. This was a different requiem. It was a requiem for fools. Now, with their life energy being used to fuel the creation of the Void dome surrounding Icathia, it was time for Runeterra to come together to stop this threat, for what age old rivalry is of more importance than all life on Runeterra or even the entire dimension that this universe lives within?


KIT Nash'Thul'Ruuk, the God of Fools Role: Ancient God, Sub Role: Carry Health- 2250 (+250 per level) Health Regen.- 25 (+1.75 per level) Armor- 60 (+7.5 per level) Magic Resist- 75 (+4 per level) Movement Speed- 325 Attack Damage- 110 (+11 per level) Attack Speed- 0.6 (+0.5% per level) Attack Range- 450 (Ranged)

Passive- To Summon a God Innate: Nash'Thul'Ruuk does not immediately enter the battlegrounds at the start of the match. Instead, his team can temporarily summon him by completing a ritual. While he is not summoned, Nash'Thul'Ruuk can interact with the map in many ways and gains 25% of the experience each person on his own team is gaining. In order to summon Nash'Thul'Ruuk, his team must:

  1. Kill 100 minions collectively
  2. Visit their fountain all at the same time and channel on a Void crystal hovering in the middle of their fountain for 5 seconds each once all 100 minions have been killed
  3. Within the next 180 seconds after all four members have channeled at the Void crystal, two Void shrines will appear in their team's jungle. Two allied champions must stand at each shrine. Once two allied champions are standing at each shrine for at least 3 seconds, a count down timer will begin that counts down from 60 over 60 seconds
  4. The enemy team can destroy the Void shrines during this time to cause the allied team to have to kill another 40 minions to restart the ritual. If neither of the shrines are destroyed, Nash'Thul'Ruuk is summoned at his team's Nexus after a 10 second delay, Nash'Thul'Ruuk will remain on the map for the next 360 seconds or until he is killed. During this time, his kit is replaced with an incredibly powerful and destructive set of skills

Once Nash'Thul'Ruuk has been killed or after 360 seconds of him being on the map, he will venture back into the Void and the ritual is disabled from being begun for the next 120 seconds. If Nash'Thul'Ruuk is killed, every player on the enemy team is granted 750% of his normal gold bounty and 250% his normal experience bounty. The killer is also granted the buff "Evil God Slayer" for the next 120 seconds, causing them to deal 15% increased damage and take 25% reduced damage as well as regenerate 8% of their missing health every second after being out of combat for 8 seconds.

Ability 1- Void Terrain/Fool's Rapture Active- While Not Summoned: After a 5 second delay, a wall of impassable terrain is created at the target position on the map that can be destroyed with 3/3/4/4/5 champion basic attacks or 12/12/16/16/20 minion basic attacks. The wall lasts for 60/75/90/105/120 seconds or until destroyed. Active- While Summoned: Nash'Thul'Ruuk releases a tidal wave of Void energy across the map in every direction, causing all enemy minions and neutral monsters hit to take 10/12.5/15/17.5/20% of their max health as magic damage and be stunned for 2.5/3/3.5/4/4.5 seconds, ignoring crowd control immunity. Minions take an additional 90% of their max health as true damage over the next 18 seconds as well. Not Summoned Cool Down: 90/75/60/45/30 seconds Not Summoned Range: Global Not Summoned Wall Width: 600/700/800/900/1000 Summoned Cool Down: 120/105/90/75/60 seconds Summoned Range: Global Summoned Wave Speed: 1250

Ability 2- Void Gaze/Life's Bane Active- While Not Summoned: After a 3.5 second delay, Nash'Thul'Ruuk reveals the target area for his team for the next 4/5/6/7/8 seconds. Enemies within are revealed for 2.5 seconds every 0.25 seconds they remain within the revealed area. Active- While Summoned: Nash'Thul'Ruuk causes an explosion of Void energy at the target area of the map after a 3 second delay after channeling for 1 second. This explosion will deal 175/250/325/400/475 (+125% AP) magic damage and silence and reveal enemies hit for 1.5/2/2.5/3/3.5 seconds. Not Summoned Cool Down: 150/135/120/105/90 seconds Not Summoned Range: Global Not Summoned Reveal Area Radius: 350/400/450/500/550 Summoned Cool Down: 45/42.5/40/37.5/35 seconds Summoned Range: 5000/5500/6000/6500/7000 Summoned AoE Radius: 575

Ability 3- Void Worship/Titan's Destruction Passive: Nash'Thul'Ruuk gains 30/35/40/45/50 Tenacity. Active- While Not Summoned: Nash'Thul'Ruuk whispers into the mind of the target enemy minion, causing him to enslave the minion and cause it to kill for him after a 9/8/7/6/5 second delay. This minion takes 35% reduced damage from enemy minions and enemy minions it kills will go toward the minions needed to be killed limit to summon Nash'Thul'Ruuk. This minion also provides Nash'Thul'Ruuk the gold bounty for enemy units it kills. This enemy minion is visibly corrupted with Void energy to both teams. Active- While Summoned: After channeling for 2.5 seconds, Nash'Thul'Ruuk causes it's basic attacks to deal 55/110/165/220/275 (+55% AP) bonus magic damage to structures and minions for the next 7/8.5/10/11.5/13 seconds. Enemy champions take only 20% of this bonus damage instead, but are also slowed each hit by 11/12/13/14/15% for 1.5 seconds. Enemy minions around Nash'Thul'Ruuk's primary target will take the bonus magic damage as well. Not Summoned Cool Down: 125/100/75/50/25 seconds Not Summoned Range: Global Summoned Cool Down: 50/47.5/45/42.5/40 seconds Summoned AoE Minion Damage Radius: 275

Ultimate- Hand of the Void/Reality Rip Active- While Not Summoned: Nash'Thul'Ruuk whispers into the mind of the target enemy champion. After a 5/4.5/4 second delay, they are suppressed for 1.25/1.5/1.75 seconds. If the enemy champion leaves vision during this time, this effect will not happen and it will have half of it's cool down refunded. Active- While Summoned: After a 1 second delay, Nash'Thul'Ruuk begins to channel over the next 3/3.25/3.5 seconds, causing all enemy units within a large radius around it to begin to be sucked towards it over the channel time. Enemy units being sucked towards Nash'Thul'Ruuk take 30/40/50 (+5% AP) true damage every 0.25 seconds. Not Summoned Cool Down: 300 seconds Not Summoned Range: Global Summoned Cool Down: 240 seconds Summoned Range: 550/575/600


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I wanted to try my hand again at making an omnipotent champion with reward if their team commits to helping them. Summoning Nash'Thul'Ruuk and then protecting him once he has been summoned is basically the main goal of the team who plays him. If they can do this, they win. If they can't, they are at an extreme disadvantage. I know this is a crazy concept, but what are you guys' thoughts on this kind of champion?

CHANGE LOG October 4th, 2016 8:15 AM EST

  • Base Health increased to 2250 from 1000
  • Base Armor increased to 60 from 45
  • Base Magic Resist increased to 75 from 50
  • Added Movement Speed (325) to stats
  • Reduced Attack Range from 575 to 450
  • Void Terrain basic attacks to destroy reduced to 3/3/4/4/5 from 3/4/5/6/7 (12/12/16/16/20 from 12/16/20/24/28)
  • Fool's Rapture now deals magic damage on impact instead of true damage
  • Fool's Rapture cool down increased to 120/105/90/75/60 seconds from 60/57.5/55/52.5/50 seconds
  • Void Gaze reveal duration reduced to 4/5/6/7/8 seconds from 4/5.5/7/8.5/10 seconds
  • Removed Slow Effect from Void Gaze
  • Void Gaze cool down increased to 150/135/120/105/90 seconds from 70/65/60/55/50 seconds
  • Void Worship Mind Control delay increased to 9/8/7/6/5 seconds from 7/6.5/6/5.5/5 seconds
  • Void Worship cool down increased to 125/100/75/50/25 seconds from 100/80/60/40/20 seconds
  • Hand of the Void Suppress duration reduced to 1.25/1.5/1.75 seconds from 1.5/1.75/2 seconds
  • Hand of the Void delay increased to 5/4.5/4 seconds from 5/4/3 seconds
  • Hand of the Void cool down increased to 300 seconds at all ranks from 300/270/240 seconds

6 Comments

AgeOfTheMage10/4/2016, 1:39:01 AM2 votes

for the ult, and the passive, would he be all over the map or wold he be walking a a ghost untill summoned? good idea tho

BUUUT for the 1s tability, max health percent true damage aoe? nu uh, that will be shit down, especially if it ignores sheildspells.

also the all across the map abilities are ehh, pls with some of the ridiculous scaling ya got, nerf him a bit and we might have a champ

Statikin10/4/2016, 2:48:05 AM1 votes

I like your concept of being an all powerful being, able to be summoned by his team, but IMO it gives your team too much to worry about, plus, he has massive hidden power as you cannot see him while unsummoned, he is invulnerable and I don't see why you'd want to summon him in the first place seeing that if he stays godly forever he is much more valuable to your team and has an insane amount of map pressure. You can't really say that his team won't win without summoning him since he can't feed. Just play him jungle, all lanes are covered already and while omnipotent you can provide so much map pressure with LITERALLY NO RISK. The champion as a whole is a very neat idea but unfortunately stuff like that doesn't work in League. I'd consider revamping his entire kit or adding a way he is able to be killed by the enemy while not having immense map pressure.

Sorry if it sounds harsh, just giving some feedback

Yordle Hentai10/4/2016, 2:55:10 AM1 votes

Okay, I'm sorry, but that guy is way too strong and weak at the same time. If the person using him does not know how to support his team effectively while he is not summoned, he's basically useless. If he dies to early while he's summoned, it's essentially a 4v5. Actually, for the most part, playing him is going to be mostly a 4v5. However, at the same time, he provides so much global pressure while un-summoned. I will admit he's creative, but he does not currently fit in League's gameplay and he mght not be that satisfying to play since you're not going to do much for the most part. I think he fits better in Heroes of the Storm tbh.

JanusRuE10/4/2016, 3:18:18 AM1 votes

The Rift acts as an equalizer, and the Gods who walk on it can be struck down just as easily as mortals. look at Aurelion Sol, a cosmic good who crafted the universe getting shot down by a psycho with a gun. The idea of a macro support that transitions to a juggernaut would be interesting, but it still needs balance... 5250 HP with no items is a bit much at level 18, but even the summoning would be a hassle. I don't think the current set up would be fun to play with or against. Interesting concept, but it would have to be much more leveled out to become a champion. THAT being said... if it was a special game mode :-p

Imagine a 1v9 set in Icathia, navigating the streets and alleys of the crumbling and void twisted ruins. Where the one is decided by bidding during champion select. Bidding what you may ask? Bidding time, the time till they would be reborn as the destroyer. The one who would give the 9 would be heroes the most time to stop them would be selected to bring the end of times. The 9 must fight their ways though this lost city with waves of worshipers, voidlings, harbingers, prophets, avatars, and the gods dark voice manipulating reality itself trying to stop them from destroying its Alter of Rebirth. The alter acts like a cocoon that would birth this mighty god into runeterra. Champions will have access to mercenaries, siege weapons, and other fun god slaying tools that are banned on the rift, treeline, and bridge. The dark god may choose his defenses and armies to be sent out... for once he is birthed into this world, all are truly mortal... meaning no more respawns. Last man or god standing wins the right to exist on Runeterra!

Zingar10/4/2016, 3:45:10 AM1 votes

I think that the whole summoning thing is a bit of a hassle, And would take coordination to get right, HOWEVER, his abilities don't sound half bad, and his lore is also cool, he seems like he would be a support version of Gnar.

That said i think that His 1st ability might become broken, and him ignoring CC also seems kind of broken, + the rewarding gold for the whole team would mean that in the hands of an inexperienced player, or someone that counters Nash'Thul'ruuk, then that would be an ff@20

(p.s I think the names a bit long)

CobaltTheMadMage10/4/2016, 4:41:32 AM1 votes

Yeah... I don't think a champ that requires the rest of the team divert their attention from their lanes and objectives just for the sake of one champion is that good an idea.

Furthermore, as others have mentioned, having an invisible and invulnerable presence that could still provide vision and/or interact with the map would still be overpowering in itself in the right hands- it could basically be the perfect jungler if used right.

I'm sure there's some game out there where something like this would work, but League is not that game.