[Champion Concept] Nora, the Requited Principle

Freewalker·10/3/2018, 4:29:21 PM·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

Darkloore10/3/2018, 8:23:24 PM1 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?