[Champion Concept] Nora, the Requited Principle

Freewalker··2 votes·1,963 views

Nora, the Requited Principle

https://img00.deviantart.net/d827/i/2015/122/9/f/kendo_girl_by_phoenixlu-d2j2pfk.jpg

Art Credit: Here


Overview

Role: Fighter (Juggernaut) | Assassin (Slayer) Damage: Physical, Melee Style: Basic Attacks - - - - - o - - - - - - Abilities Difficulty: 2 Mobility: 2 Utility: 2 Damage: 2 Toughness: 2 Crowd Control: 2

Nora is a wanderer of Ionia, teaching through actions along her travels. She never strikes first, and never uses lethal weapons. All Nora ever needs is her kendo stick, and her willpower. She has also been known to liberate some of her foes from unfortunate circumstances, instead of seeking punishment. Nora doesn't look for challenges, but she steps up to difficult situations when others are intimidated.


Statistics

StatisticsLevel 1 – 18(By Level)
Health576 – 2106(+90)
Health Regen7 – 17.2(+0.6)
Mana268 – 948(+40)
Mana Regen7 – 20.6(+0.8)
Attack Damage60 – 111(+3)
Attack Speed0.625 (+ 0 - 34% bonus attack speed)(+2%)
Armor39 – 90(+3)
Magic Resist32.1 – 53.4(+1.25)
Range175–
Movement Speed335–

Abilities

Passive: Alert Stance

Passive: Nora enters an Alert Stance towards the last enemy she hit with an attack or ability. She always faces the direction of that enemy until the enemy is no longer visible or she targets a new enemy. If the enemy becomes visible again within 1.5 seconds of disappearing, and Nora has not targeted a new enemy, she returns her Alert Stance towards that enemy.

Nora takes 12 - 30% (+1% per level) reduced damage from the enemy she is facing, while taking full damage from all sources that is dealt behind her.

Frontal Impact Zone: 270 degrees (the 90 degree cone behind her is where she takes full damage). For reference, see a circle divided by eight slices. The 90 degree cone would be the two eighths behind her.

Technical Notes:

  • Ground and similar area of effects are resisted if they are coming from the enemy that is using them. To determine if the ability deals 100% damage, the user would have to off-aim the ability so the edge of the area of effect sits within the 90 degree hit box.

Q: Literal Smack

Active: Nora smacks the target enemy over the head with her kendo stick, dealing physical damage, applying on-hit effects and stunning them for 0.75 seconds. This ability can critically strike.

Ability Type: Single Target Attack Target Range: 175 units Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds Physical Damage: 40 / 55 / 70 / 85 / 100 (+70% AD) Mana Cost: 52 / 54 / 56 / 58 / 60

W: Strafing Sense

Passive: Whenever Nora hits an enemy with an attack or ability, she gains a movement speed boost that decays over 1.5 seconds.

Active: Nora places a stealth ward on the ground for 90 - 180 seconds, or places one on a target enemy champion, revealing the area around them for 8 seconds and refunding the cooldown by 8 seconds. The ward does not count towards the maximum number of stealth wards Nora can place.

Targeting an enemy champion counts towards Alert Stance.

Ability Type: Special Target Range: 1000 units Cooldown: 30 / 28 / 26 / 24 / 22 seconds Movement Speed Buff: 12 / 14 / 16 / 18 / 20% Ward Duration: 90 / 112.5 / 135 / 157.5 / 180 seconds Mana Cost: 80

Technical Notes:

  • Placing a new stealth ward using this ability causes the old one to disappear. Not counting towards the maximum number of stealth wards only applies to those placed by items.

E: Kendo Poke

Active: Nora lunges forward with both hands grasping her kendo stick, dashing a short distance and dealing physical damage to enemies hit along its path.

Ability Type: Directional Dash Attack Dash Range: 325 units Cooldown: 15 / 13.5 / 12 / 10.5 / 9 seconds Physical Damage: 80 / 100 / 120 / 140 / 160 (+60% AD) Mana Cost: 60 / 65 / 70 / 75 / 80

Technical Notes:

  • Nora's dash can be interrupted with hard crowd control effects.
  • Nora's dash can be used to dash through walls if the distance allows.

R: Provoking Attack

Active: The next time an enemy champion damages Nora with an attack or ability within 8 seconds (excluding damage over time effects), that enemy champion takes magic damage based on an amount of damage dealt by their attack, and is automatically targeted by Alert Stance, which counts towards that attack.

Ability Type: Self Buff Duration: 8 seconds Damage Reflected: 20% / 30% / 40% Cooldown: 120 / 100 / 80 seconds Mana Cost: 80


Recommended Build

Keystone Runes

https://vignette.wikia.nocookie.net/leagueoflegends/images/a/a3/Grasp_of_the_Undying_rune.png/revision/latest/scale-to-width-down/64?cb=20171126182107 https://vignette.wikia.nocookie.net/leagueoflegends/images/9/91/Kleptomancy_rune.png/revision/latest/scale-to-width-down/64?cb=20180319232518 https://vignette.wikia.nocookie.net/leagueoflegends/images/4/46/Fleet_Footwork_rune.png/revision/latest/scale-to-width-down/64?cb=20171126182047

Items

Starter Items item 3340 item 1054 item 2003

Early Game Items item 1001 item 3024 item 3086

Essential Items item 3025 item 3095 item 3742

Offensive Items item 3087 item 3031 item 3748

Defensive Items item 3110 item 3083 item 3156

Full Builds:

Recommended Full Build: item 3111 item 3025 item 3095 item 3742 item 3087 item 3031

Hope you like Nora! :)

4 Comments

Darkloore1 votes

I like the idea. A duelist who has the capability to be an assassin. However some things i feel need to change and some things need to be clarified.

Lets start with the Passive (Which I like a lot):

12% Reduced damage is very strong in the early game. Its a free Ninja Tabi for all damage when you think about it. Maybe tone it down to 7% - 25% (+1% per level). AOE, i feel, should do full damage.

Also i think there should be a delay as she turns toward he opponent (Maybe 1 second, gets shorter with bonus movement speed). This will allow for champions with dashes to be able to play around he passive rather than just deal with it (ex: Fiora dashes over Nora and instead of Nora just immediately whipping around as the dash happens to block a portion of the damage, she gets hit). Obviously when Nora attacks or uses an ability she will orientate to face her target again.

Now her Q:

The changes i think that need to happen here is a quality of life change. Base Damage needs to increase to something like 60 / 75 / 90 / 105 / 120, and scaling could probably increase to somewhere in the 80% - 100% bonus AD. Mana Cost should be a flat 60.

Stun removed (will make some sense later on) Still applies on hit and can Crit

Looking at Nora's kit i noticed one thing, her wave clear is bad. Not sure if you intended this. (ignore these changes to her Q below if you intended her to have bad clear) Cooldown 10 / 9 / 8 / 7 / 6 seconds Does 150% damage to minions Killing a minion with Literal Smack will refund half the cd and 20 / 25 / 30 / 35 / 40 mana

Now her W: (This ability is strong and needs some big changes)

Lets start with a small change that will help Nora a bit Clarifying the description a bit. When Nora hits an enemy champion with an attack or ability, she gains a movement speed boost that decays over 1.5 seconds. Movement Speed buff 15 / 16.25 / 17.5 / 18.75 / 20% Decaying over 1.5 seconds (When Nora critically strikes the Movement Speed buff is multiplied by 1.5x and decays over 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds)

Now to the vision changes: No longer places a Stealth Ward. Now places a Sensing Stone (Sensing Stones are invisible, have the same health, and have the same vision range as a Stealth Ward, but don't give vision. They instead detect movement similar to Rek'sai when she is burrowed.). If Nora steps on the Sensing Stone she picks it up refunding 15 seconds from the ability's cooldown. If an enemy champion steps on the Sensing Stone they break it and are revealed for 2 / 3 / 4 / 5 seconds (levels 1 / 6 / 11 / 16) Placing a new Sensing stone gets rid of the old one

Range: 600 (same as Warding Totem. 1000 is to much in my opinion having the vision is safe enough having the massive range to place it is to much) Cooldown: 90 / 80 / 70 / 60 / 50 Duration: 120 seconds Cost: No Cost

Now her E: Active: Dashes forward stunning and dealing physical damage to enemies hit along its path. The dash stops if Nora hitsan enemy champion Dash Range: 400 Cooldown: 15 / 13.5 / 12 / 10.5 / 9 seconds (if the enemy champion you are in combat with dies, this ability's cooldown resets) Physical Damage: 80 / 100 / 120 / 140 / 160 (+60% AD) Mana Cost: 60 / 65 / 70 / 75 / 80 Stun duration: .5 / .625 / .75 / .875 / 1 second(s)

Now her R:

This can be very unreliable in a lane against healthy tanks, and will do very little in the laning phase, against mages they can AA to break it, the only real victim would be an adc.

I have an iteration that might fit better

Active: For the next 4 seconds, any damage Nora takes she stores a portion of it. After the 4 seconds are up her next AA (or Q since it applies on hit) deals additional magic damage. Nora can recast this ability after 2 seconds to ready the damage early.

Mana Cost: 100 Cooldown: 100 / 85 / 70 Damage stored: 20% / 27.5% / 35% Magic Damage: 100 / 200 / 300 (+100% total AD) (+100% of stored damage)

Synopsis for each change Passive: The amount of Damage Reduction is to strong early on, needed some counterplay

Q: Overall seems weak, especially level 1 costing 52 mana to deal 40 base damage.

W: The MS buff seems a little lacking so is buffed it slightly, but made it only obtainable when hitting champions. Vision can be very strong, thats why when you look at these abilities they have a long cooldown and give the vision briefly. So I reduced its range so its less safe and also by changing the Vision to movement detection, you won't know who it is unless they step on it.

E: made it more of a rewarding and set up tool. Also increased the range to help close distance when it comes to jumping on ranged.

R: This ability on paper looks nice but when you sit down and think about it. When you ready it in a teamfight and a the enemy mage auto's you you reflected 40% of an auto that did like no damage to you in the first place and now the ability is on cooldown for 80 seconds (44 seconds if you have 40% cdr). So I overhauled it and gave it a fit for a Juggernaut who wants to absorb some damage then lash it out all at once, or a nice damage buff for a slayer who wants to nuke a carry.

What do you think? do you agree with some points? Do you disagree with others?

Freewalker1 votes

I do like a lot of it, and I agree with all of your reasoning. My only problem with your changes to the W and R is that they were originally designed to cover Nora's controls when choosing who to use her passive on.

The W was meant to act as a free lock on ability, so if you need to suddenly switch the passive to a new target, say to absorb some damage from an incoming gank or skillshot. That's why the range was 1000, the stealth ward was just a component to use when you're not using it on enemies. I really like the sensing stone a lot more than the ward, though.

The R acted similarly, but turns your passive into a threat. Your 4 second idea is much better, though. But do you think the damage stored should be based on her passive? Except it works against all incoming damage for those 4 seconds, of course. The damage applied to the next AA might be a lot. Her Q does already apply on hit and crit. Within those 4 seconds she can just run around, build up her Dead Mans Plate, Stattik Shiv and Spellblade passives. Nora is already absorbing 25% (or up to 35% using your math) for 4 seconds. Your version might as well be an execute after the 4 seconds are up, unless it's malphite. Maybe remove the AD scaling or severely reduce it. I wouldn't remove the base damage scaling, because we need something to rank up.

Also, I put the stun on her Q because a smack on your head should disorient you for a bit. Not enough to lock you in place, but definitely long enough to interrupt what you're doing.

Darkloore1 votes

For some odd reason I thought Nora's W when thrown at a target was just for vision (It completely phased me that it would let her switch targets, even though you had it written down. Whoops on my part.)

the only reason why i moved the Stun to the E was because of how often she would be able to stun someone if it was on a low cooldown ability, also cause .75 seconds is kinda long early on, which is why i turned it scaling with the rank. However i do see where you are coming from with the whole smack on the head thing. So if anything why not a strong but brief slow 50% for .5 seconds?

As for the W, maybe she can throw it at an enemy champion, refunding 60% of its Cooldown and also gives her the movement speed buff (early ranks with enemy ganks and later ranks to retargeting/chase

And the ult damage, i do agree with drastically (This champ design was so cool, not gonna lie i was sitting here for an hour and a half thinking of ways to balance some of these moves, and was being rushed cause I was invited to play with a friend), and i did think about someone just using it to assassinate an enemy as i was playing. So yes the Total AD ratio needs to be changed to maybe bonus AD but definitely could get lowered (maybe 50% if its Total AD or 70% if its Bonus AD)

Also I am glad you like the sensing stone idea (W took the longest time for me to think of something other than just a ward on a short cooldown.). I know how strong vision is and I didn't want to gut the W entirely cause there are very few champions that actually have an ability really just for sight (I think just Quinn W and Ashe E.). Then I remembered Rek'sai had a unique form of detecting enemies but at the cost of not knowing who it could be. However i'm still leaning on the 600 range just cause 600 outranges all top laners and all but 2 junglers. The only champs who can outrange this are as listed: Caitlyn: (with Headshot) 1300 Twitch: (with Spray and Pray) 850 Kindred: (25 Stacks) 750 Rengar: (with Unseen Predator) 725 Kogmaw: (with rank 5 Bio-Arcane Barrage) 710 Jinx: (with rank 5 Switcheroo while using Fishbones) 700 Tristana: (with Draw a bead at level 18) Caitlyn: 650 Annie: 625 Anivia: 600 Ashe: 600 Kindred: (7 Stacks) 600 Almost everyone above is going to be in the mid or bot lane till laning phase ends. Also normally abilities that have a large range tend to be easier to avoid because you can see them coming (especially with tier 2 boots and a Dead Man's Plate.). That's why i think it should stay at 600. (also cause I increased the distance of the E dash which with the W thrown effect now could help her close distance easier. Throw W at enemy, run closer with MS boost, hit charge to close remaining distance and stun, then Q slow to stick close to target after stun wears off, etc.)

How do these sound. Kinda feel stupid after moving the stun to the E and not even thinking about the fact that the Q is a smack to the head and not adding anything to compensate.

But the real question remains. what would her release skin be?

David 7771 votes

Nice concept.

Suggested changes:

  • Changer her classes to: Slayer (Skirmisher) / Fighter (Diver) as her current kit fits those roles better
  • Changer her W active, getting a free stealth ward is pretty broken and disrupts how vision works. Note that any existing vision ability is weaker than a stealth ward or gives the enemy some information about itself or a way to counter it.
  • Changer her R, reasons already mentioned here

{quoted}

R: This ability on paper looks nice but when you sit down and think about it. When you ready it in a teamfight and a the enemy mage auto's you you reflected 40% of an auto that did like no damage to you in the first place and now the ability is on cooldown for 80 seconds (44 seconds if you have 40% cdr).

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